Here's Figma's #Config2025 Keynote announcements – summarized as a 1-pager for folks that missed it!
Replying to @monoprice
That subcategory needs some love @monoprice :)
Replying to @interesting_aIl @image_origins
The ASMR content we never knew we needed
If you can rock your own server, then congrats, you can get super spoiled by dozens of innovate-and-refine-because-its-fun features when you use @plexamp music app with “Sweet Fades” turned on. As a DJ on the side I am *constantly* inspired by how it chooses to overlap tracks.
Replying to @_akhaliq
Extremely impressed with the temporal smoothing/consistency with their solution. Excited for the next iterations of this to get improved efficiency/speed.
Replying to @lindadong
Super excited to learn and explore. So much thought went into visionOS' UI fitting into the user's space, reacting to it, and providing spatial awareness. Most excited to get my head around the hand-gesture controls – ditching the screentap/mouse/keyboard wherever possible = win.
Huge congrats to you @jsngr on getting acquired by Figma!
On Apple's Vision Pro, as a UX/Human-Interface Designer: Defaulting to AR (reality-connected), and then fading into VR (out of physical reality) is a subtle yet impactful design decision, helping with disorientation and mental health—likely born of 's human-centered principles.
Fun fact about the hand gesture-controls on the Vision Pro demo: you can try this out now if you have an Apple Watch – there’s OS-level control using pinch and fist gestures thanks to the fantastic AssistiveTouch accessibility settings.
Apple’s Vision Pro represents a massive culmination (and cross-dept collaboration) of innovation progress made from their other products, such as spatial audio from Airpod/HomePod, ML-assisted depth sensing from iPhone, head position tracking from iPhone/Airpod – to name a few.
Compiling my thoughts on the Apple Vision Pro:
Google Glass and MS’s Holo have established market in the indust/corp spaces, so it makes sense for Apple to enter a tested market with a Pro model, while using the higher price to eventually scale to mass market – owned by Oculus.




