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Design Physics: When Interfaces Meet Agents

By Bri Stanback 5 min read

I was designing a tool schema last month — the interface an AI agent uses to call a function — and caught myself adding a tooltip. A tooltip. For a machine. The instinct was so deep I didn't even notice it until I'd written the microcopy.

That's when the disorientation hit. I've been designing interfaces for over a decade, and suddenly I don't always know who's on the other side. A human? An agent? Both in sequence? The old instincts fire, but they land wrong.

Traditional UX has a hidden assumption: humans on both sides. A human designs the interface; a human uses it. Every principle we've developed — Fitts's Law, cognitive load theory, the 80/20 rule — assumes biological constraints. Attention is scarce. Working memory is limited. Motor control is imprecise. The entire discipline is built on the physics of being a person sitting in front of a screen.

That assumption is breaking. And we don't have new principles yet. Just hunches.


The disorientation came into focus when I realized the problem has a shape. There are two axes: who's building the interface (human or agent), and who's consuming it (human or agent). That gives you four quadrants — four different sets of physics:

For HumansFor Agents
By HumansTraditional UXContext Engineering
By AgentsGenerative UIAgent-to-Agent Protocols

I've spent years in the first quadrant. The others, months at most. What I know is uneven — and the unevenness is the point. Most design teams are in the same position: deep expertise in one quadrant, applied to problems that live in another.


The quadrant where I keep getting surprised is Q2 — humans designing for agents. This is where most AI product work happens today: prompts, tool schemas, system instructions that shape how AI behaves.

My tooltip instinct was a Q1 habit bleeding into Q2. Cognitive load theory tells you that humans can hold roughly seven items in working memory. An agent's "working memory" is its context window — orders of magnitude larger, with completely different failure modes. I was designing for a person who doesn't exist.

The insight I keep returning to: constraints matter more than instructions. You can't prompt your way to reliability. You need structured outputs, validation schemas, and bounded action spaces. The prompt is a suggestion. The schema is a law.

This is more concrete than it sounds. Tool descriptions alone account for roughly 40% of task completion improvement in agent benchmarks. A well-structured tool definition — clear parameter types, explicit descriptions of what each field means, constrained enums instead of open strings — does more for agent performance than paragraphs of natural language instruction.

If you're a designer working on AI products and you're not thinking about schema design, you're designing in Q1 while your product lives in Q2. This is the most common mistake I see.


Q3 — agents building for humans — is where the constraint question gets interesting. AI generates interfaces on the fly. Vercel's v0 is early here. Claude artifacts. Dynamic dashboards that reconfigure based on user intent.

The challenge is coherence over time. When every screen is generated, how do you maintain brand, accessibility, and user expectations? A static design system assumes humans are producing the components and can exercise judgment about context. A generative system has no such judgment — it'll produce something that matches the prompt but violates the brand, breaks accessibility, or confuses users who expected consistency.

The answer, I think, is design tokens as hard constraints rather than suggestions. Not "prefer this color palette" but "these are the only colors that exist." Not "try to maintain 16px body text" but "body text is 16px, period." The tighter the constraint system, the more reliable the generation.

This is the problem I explored more fully in Rapid Generative Prototyping — how constraint architecture replaces mockups as the designer's primary deliverable.


And then there's Q4 — agents building for agents — which I said was mostly unexplored when I first wrote this. That was February. It's not unexplored anymore. It's a land rush.

The protocol landscape has been clarifying fast, and the shape of it tells you something about what Q4 design actually means. There are at least three layers forming:

MCP (Model Context Protocol) is the tool layer — how an agent discovers and invokes capabilities. "Here are the functions you can call, here are their schemas, here's what they return." Anthropic released it, and it's become the closest thing to a standard. It's Q2 infrastructure that Q4 systems build on top of.

A2A (Agent-to-Agent) is the peer layer — Google's protocol for agents talking to other agents as equals. Discovery, negotiation, task delegation. If MCP gives agents hands, A2A gives them a voice.

ACP (Agent Client Protocol) sits in between — standardizing how editors and orchestrators talk to coding agents. It's the protocol I've been using to dispatch Claude Code from my own workflow, and using it taught me something about Q4 that I wouldn't have gotten from reading the spec.

The interesting thing isn't any individual protocol. It's that they're solving different problems and the boundaries between them are the design decisions. MCP assumes a hierarchical relationship — a model calls a tool. A2A assumes a peer relationship — agents negotiate. ACP assumes an orchestration relationship — a client dispatches work and monitors progress. The topology of the relationship is the design choice.

This is what "good UX" means when both parties are machines: it means getting the relationship model right. Not the visual layout, not the information architecture — the power architecture. Who initiates? Who has authority to approve or reject? Who holds state? Who can interrupt? These are UX questions, but they look nothing like the UX questions I spent a decade answering.

I still have more questions than answers in this quadrant. But the questions have gotten more specific, and that feels like progress.


Across all four quadrants, the same pattern keeps recurring: the interfaces that worked best were the ones with the strongest constraints. Not the best prompts, not the most detailed instructions — the tightest boundaries on what could happen.

That observation turned into a separate essay — Code Owns Truth — which develops a three-layer model: constraints bound the mutation space, prompts express intent, code is the source of truth. The designer's job is increasingly the constraint layer.

The 2×2 is where it started. Each quadrant is a different expression of the same underlying question: who sets the constraints, and for whom?

If you're designing for AI-touched systems, the first question isn't "what should this look like?" It's "which quadrant am I in?" Most teams think they're in Q1 when they're actually in Q2 or Q3. The physics are different. The principles are different. The failure modes are different.

I find that exciting and unsettling in roughly equal measure. There's real design work to do in quadrants we barely understand. The old playbook was comfortable. These new quadrants don't have playbooks yet.

Tagged

  • design
  • ai
  • architecture
Last updated: March 1, 2026
On the trail: Designing for Agents