
Elizabeth Laraki
@elizlaraki • 23,225 subscribers
Design AI + Fundamentals. Early designer on @GoogleMaps, @YouTube, @Facebook. Now Design Partner @ElectricCapital. Runner, cyclist, design nerd. Views mine.
Shorts
In 2007, I designed tools that let anyone draw on top of Google Maps. People could drop pins, draw lines and shapes, and layer their own meaning onto the world with "My Maps." But nearly 20 years later, one tiny design debate has stayed with me: how should people draw a shape? At the time, we had two options. 1. Draw mode: users click and drag to create. 2. Drop + edit: the app drops a default shape, then users resize + move it. I pushed hard for draw mode. People were tracing rivers and roads, so precision mattered. A default square dropped in the middle of Kansas wasn’t going to cut it. Decades later, this same debate is still playing out in modern tools: → Figma, Illustrator, Google Slides use draw mode → Canva, Keynote, PowerPoint use drop + edit While there clearly isn't consensus, some newer products are evolving beyond these patterns: → FigJam gracefully merges draw mode and drop + edit into one concept with its semi-transparent “ghost” objects. → Apple Photos on iPhone is a great context for drop + edit. The canvas is small and the mobile user inputs are limited. After decades of using digital drawing tools, I still bristle when a tool drops an unsolicited rectangle onto my screen. At best, it feels presumptuous. At worst, it feels lazy. When we built My Maps, we designed tools that invited users to create. We provided the means, but we let people lead. That same principle applies to every product today: understand who you’re building for and what they need, then design the simplest, most intuitive workflows — ones that let users lead. Because in the end, the best tools don’t assume what users want. They respond. Full breakdown in comments below.
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