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FIGMA
View on WikipediaThe Finnish Games and Multimedia Association (FIGMA) was a Finnish trade association for video game publishers and distributors founded in 1999.
Key Information
It also acted a video game rating board, to regulates video game content in relation to subjects such as sex and violence and assigns age appropriate certificates.[1][2][3] Figma published the best-selling video games every two weeks, and gave out platinum and gold prizes. It also kept yearly statistics on the size of the Finnish video game market, and organized the Finnish Game Awards from 2008 to 2013.[4]
FIGMA dissolved in 2016 when it merged with three other Nordic trade associations (the Swedish MDTS, Danish MUF, and Norwegian NSM) into the Association for the Nordic Game Industry (ANGI).[5]
History
[edit]Figma was founded on 12 April 1999. Vesa Artman, Head of Nordisk Film's PlayStation unit, was the first chairman and was responsible for the practical activities. Riku Olkkonen was elected as the association's first Executive Director in March 2007.[6][7]
Organisation
[edit]Figma was the Finnish representative for Association for the Nordic Game Industry (ANGI) in Finland, whose member companies in 2016 were Activision Blizzard, AMO, Bergsala, Electronic Arts, Game Outlet, Koch Media, Microsoft, Nordic License, Namco Bandai Partners, Nordisk Film, PAN Vision, Ubisoft, Walt Disney Company and Warner Brothers.[8]
Figma was a member of the European Games Federation (ISFE) and the Media Education Centre Metka. The organisation cooperated with the State Film Inspectorate in areas such as the control of age limits and had a representative on the advisory board that planned the activities of the Inspectorate.[9][10]
Figma's Board was chaired by Riku Olkkonen and its Executive Director was Thomas Westerberg.[11]
Activities
[edit]The purpose of the association was "to improve the cultural policy status and legal protection of recorded music and the conditions for its production, import and distribution, and to develop the enforcement of the rights of rightholders under the law".[8]
Figma published a bi-weekly list of best-selling video games, awarded platinum and gold game prizes, maintained annual statistics on the size of the Finnish video game market and organised the Finnish Game Awards from 2008 to 2013.[8]
References
[edit]- ^ "FIGMA ratsasi taas alaikäisille kiellettyjä pelejä myyvät liikkeet". www.v2.fi. Retrieved 13 October 2018.
- ^ "FIGMA ry uusi webbisivustonsa ja visuaalisen ilmeensä". 4 November 2011. Retrieved 13 October 2018.
- ^ "Maailman suurimmilla pelimessuilla oli ennätysyleisö". Archived from the original on 13 October 2018. Retrieved 13 October 2018.
- ^ "The Finnish Game Awards honoured the best in the Finnish game industry - Neogames". www.neogames.fi. 17 April 2014. Retrieved 13 October 2018.
- ^ Riis, Jacob (2016-02-11). "Nordic trade associations band together in ANGI". Nordic Game Community. Archived from the original on 2023-12-18. Retrieved 2023-12-18.
- ^ "Lehdistötiedote". Figma ry. 2007-03-01. Archived from the original on 2010-02-17. Retrieved 2010-02-07.
- ^ Riot (2007-08-20). "Suomen pleikkarigurut lähtivät". Pelaaja. H-Town Oy. Archived from the original on 2020-12-18. Retrieved 2020-12-18.
- ^ a b c "Figma.fi, etusivu". 2016-02-21. Archived from the original on 2016-02-21. Retrieved 2016-02-21.
- ^ Manu Pärssinen (2009-11-26). "FIGMA ratsasi taas alaikäisille kiellettyjä pelejä myyvät liikkeet". V2.fi. Alasin Media Oy. Archived from the original on 2018-08-04. Retrieved 2020-12-18.
- ^ "VET – Valtion elokuvatarkastamo". 2007. Archived from the original on 2007-12-21. Retrieved 2007-12-21.
- ^ "FIGMA-peliyhdistyksen toiminnanjohtajaksi Thomas Westerberg". Figma ry. 2011-08-16. Archived from the original on 2015-09-24. Retrieved 2015-09-24.
FIGMA
View on GrokipediaFigma is a web-based collaborative design platform primarily used for user interface design, wireframing, prototyping, and real-time team editing, founded in 2012 by Dylan Field and Evan Wallace during their time at Brown University.[1][2] The tool operates entirely in web browsers, enabling seamless multiplayer collaboration without requiring software installations, which distinguished it from desktop-centric competitors like Adobe XD and Sketch upon its public launch in 2016.[3][4] Headquartered in San Francisco, Figma rapidly gained adoption among design teams for features such as vector editing, auto-layout systems, component libraries, and interactive prototyping, serving millions of users across startups and Fortune 500 companies by the early 2020s.[5][6] Its emphasis on accessibility and integration with development workflows contributed to displacing legacy tools, with early skepticism from designers giving way to widespread preference due to the efficiency of browser-based, real-time co-editing.[3] A pivotal event in Figma's trajectory occurred in September 2022 when Adobe announced a $20 billion all-cash acquisition, intended to combine Figma's collaborative strengths with Adobe's creative suite; however, the deal faced intense regulatory scrutiny from the European Commission and United States Federal Trade Commission over antitrust concerns, leading to its mutual termination in December 2023, with Figma receiving a $1 billion reverse termination fee.[7][8][9] Post-termination, Figma has continued independent growth, incorporating AI-driven features like automated prototyping and code generation while maintaining its core focus on collaborative design innovation.[10][11]
History
Founding and Initial Development
Figma was founded in 2012 by Dylan Field and Evan Wallace, computer science students at Brown University where Wallace had served as Field's teaching assistant.[12] Field, who received the Thiel Fellowship grant of $100,000 in May 2012, dropped out of Brown to relocate to San Francisco with Wallace and pursue full-time entrepreneurship.[13] The fellowship enabled early experimentation, initially centered on civilian drone (UAV) applications such as traffic monitoring, with software to automate operations and address operator limitations.[13] The founders soon pivoted from hardware-intensive drone projects—citing regulatory hurdles and privacy issues—to software development leveraging web technologies.[13] This shift was catalyzed by Wallace's WebGL demonstration, a real-time water simulation, which showcased the browser's potential for high-performance graphics via GPU acceleration.[14] Early explorations included computational photography and photo-editing tools, briefly considering meme generation, before narrowing to interface design tools amid stagnant innovation in collaborative design software.[14] Initial development emphasized building a vector graphics editor entirely in the browser, using WebGL to bypass traditional HTML rendering pipelines and achieve desktop-like performance without native downloads.[14] The core vision, pitched to investors like Index Ventures shortly after founding, targeted collaborative creative tools akin to Google Docs but for design, enabling real-time multi-user editing.[12] This period involved iterative prototyping in stealth mode, prioritizing technical feasibility—such as WebGL for rendering and web sockets for synchronization—over rapid release, with the team delaying public launch multiple times to refine core functionality.[12]Product Launch and Early Growth
Figma publicly launched its collaborative interface design tool on September 27, 2016, after operating in closed beta since late 2015.[4][15] The release emphasized real-time multiplayer editing, allowing multiple users to collaborate simultaneously in a browser without file handoffs or version conflicts, a feature introduced alongside the public debut on September 28, 2016.[4] This browser-native approach addressed limitations of desktop tools like Sketch and Adobe XD, which required local installations and lacked seamless multi-user support, though it faced initial skepticism regarding web application performance for complex vector editing.[15] The product was initially offered for free to attract early adopters, focusing on core vector design capabilities such as shape tools, paths, and prototypes.[4] Monetization began in 2017 with the introduction of a "Pro" plan, enabling paid features like unlimited projects and team libraries, which supported scaling for professional teams.[16] Early growth stemmed from word-of-mouth among designers, particularly in tech hubs, as the tool's zero-friction accessibility lowered barriers to entry compared to native apps.[2] By the end of its first year in October 2017, Figma had iterated on feedback to add features like advanced prototyping and plugins, fostering a growing user base despite competition from established incumbents.[4] This period marked a deliberate focus on product-led growth, prioritizing reliability and collaboration over rapid feature expansion, which helped build loyalty among individual designers and small teams before broader enterprise adoption.[17] The company's restraint in early commercialization—delaying paid tiers until core functionality proved viable—contrasted with venture pressures, enabling organic traction through community-driven improvements.[16]Major Milestones and Expansion
In 2021, Figma expanded its product offerings with the launch of FigJam, a collaborative whiteboard tool designed for ideation, brainstorming, and remote team workshops, which broadened the platform's utility beyond UI/UX design to encompass early-stage creative processes.[18] This move capitalized on the shift to distributed workforces, enabling real-time multiplayer editing and integration with Figma Design files, thereby increasing user engagement across non-design roles like product managers and engineers.[19] The company further solidified its ecosystem in June 2023 by introducing Dev Mode, a dedicated interface for developers to inspect designs, extract code snippets, and annotate files without disrupting designers' workflows, reducing friction in the design-to-development handoff.[20] This feature addressed longstanding pain points in cross-functional collaboration, with early adoption evidenced by its integration into enterprise pipelines at major firms.[21] Concurrently, Figma scaled its operations globally, establishing offices in locations including London and Melbourne alongside its San Francisco headquarters, supporting a workforce that grew to over 1,600 employees by early 2025.[22] [23] User adoption accelerated markedly, surpassing 4 million active users worldwide by 2024, with 85% originating from international markets despite revenue concentration in the U.S., indicating untapped monetization potential in regions like Europe and Asia.[23] [24] Figma captured over 90% market share in collaborative design tools, driven by viral community features and integrations, while metrics showed 76% of customers utilizing multiple products by mid-2025, reflecting successful platform stickiness and cross-selling.[25] [26]Initial Public Offering
Figma confidentially filed for an initial public offering in April 2025, following the termination of its proposed acquisition by Adobe in December 2023.[27] The company publicly released its S-1 registration statement with the U.S. Securities and Exchange Commission on July 21, 2025, detailing the offering of 12,472,657 shares of Class A common stock by Figma and additional shares by selling stockholders.[28] On July 28, 2025, Figma increased its expected IPO price range to $30–$32 per share from an initial $25–$28, reflecting strong investor interest amid a recovering market for tech listings.[29] The offering was ultimately priced at $33 per share on July 30, 2025, $1 above the revised high end, comprising 36,937,080 shares of Class A common stock and raising approximately $1.22 billion before underwriting discounts.[30][31] Trading commenced on the New York Stock Exchange under the ticker symbol "FIG" on July 31, 2025, with shares opening at $85 and surging as much as 200% above the IPO price during the debut session, marking one of the strongest first-day performances for a major tech IPO that year.[32][33] The IPO provided liquidity to early investors, including venture firms like Kleiner Perkins, which sold millions of shares, while enabling Figma to fund further expansion in collaborative design tools and AI integrations without relying on acquisition proceeds.[34]Product and Technology
Core Features and Architecture
Figma's core features enable vector graphics editing, interactive prototyping, and real-time collaboration for user interface design. Users create designs using tools for drawing shapes, paths with Bézier curves, typography, and image import, supporting boolean operations, masking, and effects like shadows and blurs. Auto Layout provides constraint-based positioning for responsive components that adapt to content changes, facilitating efficient scaling across device sizes. Components and variants allow reusable UI elements with customizable properties, promoting design system consistency.[35][36] Prototyping capabilities include linking frames with transitions, overlays, and device previews to simulate user flows, incorporating interactions such as clicks, swipes, and animations driven by variants. Developer handoff features, including inspect mode, expose CSS, Swift, and other code snippets directly from designs, alongside asset exports in formats like SVG and PNG. An extensible plugin API integrates third-party tools for advanced functionality, such as data visualization or automation.[37][38] Architecturally, Figma functions as a browser-based application leveraging HTML5 Canvas for rendering and WebGL for accelerated graphics performance, eliminating the need for native installations. The frontend, built with TypeScript and React, handles client-side operations including local editing and prediction to minimize latency during collaboration. Real-time multiplayer synchronization relies on a custom engine inspired by operational transformation (OT) and conflict-free replicated data types (CRDTs), where edits are broadcast to a central service that resolves conflicts and propagates updates via WebSockets.[39][37] The backend employs a Ruby on Sinatra framework for API services, PostgreSQL for data persistence, and AWS for hosting, with each design file mapped to a dedicated multiplayer instance for isolated editing sessions. This cloud-native setup supports unlimited scalability for concurrent users, versioning through git-like diffs, and secure access controls, though it requires constant internet connectivity for full functionality. Offline mode caches recent files for limited editing, syncing upon reconnection.[37][39]Evolution and AI Integration
Figma's core design tool evolved through iterative enhancements to its architecture, emphasizing scalability and collaboration. In December 2019, the introduction of Auto Layout enabled dynamic, responsive frames and components, allowing automatic adjustments for spacing, alignment, and content resizing, which addressed limitations in static vector editing. This feature marked a shift toward more flexible prototyping, reducing manual tweaks for varying screen sizes and content states. Subsequent updates refined these capabilities, with a major overhaul in November 2020 improving nesting, padding controls, and counter-axis alignment to better support complex UI patterns like lists and cards.[40][41] Product expansion broadened Figma beyond interface design. April 2021 saw the launch of FigJam, an integrated online whiteboard for team ideation, diagramming, and workshops, free initially to encourage adoption across non-design roles. This complemented the core editor by enabling pre-design brainstorming in a shared, real-time canvas with stamps, cursors, and templates. In June 2023, Dev Mode debuted as a dedicated developer view within files, offering code inspection (CSS, Swift, Android XML), annotations, and version tracking to bridge design-to-code gaps, with general availability following beta feedback in 2024. These developments transformed Figma from a siloed design app into a unified platform spanning ideation, design, and handoff.[42][43] AI integration accelerated in 2024, positioning Figma to automate repetitive tasks while preserving human oversight. On June 26, 2024, Figma announced its AI suite, leveraging OpenAI models for native tools including auto-generation, visual search, renaming layers via natural language, and prototype enhancements based on file context. These features remove grunt work, enabling focus on higher-level aspects like system behavior. Early tools also included text generation for UI copy and visual search for asset reuse, initially in beta for select users. By May 7, 2025, at the Config conference, Figma unveiled advanced AI products: Figma Make, an AI-powered feature allowing users to generate editable designs, prototypes, and code from text prompts via an interface with a prompt input bar (often at the bottom or integrated in the workspace) for descriptions (e.g., "Make a financial dashboard with onboarding flow"), a main canvas displaying generated UI elements, layouts, interactive components, or code previews, and tools like point-and-edit for modifications, code editing tabs, and iteration via follow-up prompts—examples of outputs include interactive music players, 3D explorers, dashboards, and data-driven apps; Figma Buzz for conversational ideation in FigJam, and Figma Draw for AI-assisted sketch refinement into editable vectors. AI code generation, promised for weeks post-announcement, aimed to output framework-specific snippets directly in Dev Mode.[44][10][45][46] These AI features exited beta on July 24, 2025, with Figma Make opening to all users, reflecting matured safeguards against hallucinations through prompt engineering and user validation loops. On October 9, 2025, a partnership with Google integrated Gemini models, enhancing multimodal inputs for design queries, content adaptation, and predictive prototyping. This multi-model approach—spanning OpenAI and Google—mitigates vendor lock-in while addressing designer concerns over AI accuracy, as evidenced by Figma's 2025 AI report noting 51% of users building agentic tools but emphasizing iterative human-AI collaboration over full automation. Such integrations have drawn scrutiny for potential over-reliance, yet empirical usage data shows productivity gains in tasks like asset creation, with Figma prioritizing opt-in controls and transparency in model sourcing.[47][48][49]Business and Funding
Investment Rounds and Valuation
Figma raised approximately $749 million across multiple funding rounds from 2013 to 2024, primarily through venture capital investments and later-stage tenders.[50] The company's early rounds supported product development and initial scaling, while later infusions reflected its growth in the collaborative design software market.[51] The seed round occurred in June 2013, raising $3.9 million led by Index Ventures and Terrence Rohan, with a post-money valuation of $16 million.[50] [51] In December 2015, Figma completed a Series A round of $14 million led by Greylock Partners, achieving a post-money valuation of approximately $77 million.[50] [51] The Series B in February 2018 brought in $25 million under Kleiner Perkins' lead, valuing the company at $159 million post-money.[50] [51] Subsequent growth rounds accelerated: Series C in February 2019 raised $40 million led by Sequoia Capital, with participation from Coatue and Founders Fund, at a $440 million post-money valuation.[50] [51] Series D followed in April 2020 with $50 million from Andreessen Horowitz, marking a $2 billion valuation amid remote work demands during the COVID-19 pandemic.[50] [51] The Series E in June 2021 secured $200 million led by Durable Capital Partners, elevating the post-money valuation to $10 billion.[50] [52] Later rounds shifted toward secondary market activity. In May 2024, a Series F extension raised $415.7 million, contributing to the overall funding total.[50] [52] A July 2024 secondary tender offer, involving investors like Alkeon Capital, Coatue, and General Catalyst, established a $12.5 billion valuation, reflecting market adjustments following prior acquisition discussions.[50] [53] Following its initial public offering in 2025, Figma's market capitalization declined. As of early 2026, Figma (NYSE: FIG) has a market capitalization of approximately $11 billion, with shares trading around $21-22 per share. This represents a significant decline from its 2025 IPO valuation and prior peaks.[54]| Round | Date | Amount Raised | Post-Money Valuation | Lead Investor(s) |
|---|---|---|---|---|
| Seed | Jun 2013 | $3.9M | $16M | Index Ventures |
| Series A | Dec 2015 | $14M | $77M | Greylock Partners |
| Series B | Feb 2018 | $25M | $159M | Kleiner Perkins |
| Series C | Feb 2019 | $40M | $440M | Sequoia Capital |
| Series D | Apr 2020 | $50M | $2B | Andreessen Horowitz |
| Series E | Jun 2021 | $200M | $10B | Durable Capital Partners |
