From Low-Code to No-Code: How Generative AI Transformed My Prototyping Workflow

8

October

2025

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Over the past few years, I have worked a lot with low-code platforms such as Figma to design and prototype digital products. While these tools made app development more accessible, I often found myself spending hours refining layouts, adjusting components, and creating interactive flows. Even with templates and plugins, building something that truly reflected my vision required a lot of manual effort and repetitive tasks.

Last year, I began experimenting with AI-driven tools that promised to automate parts of this creative process. What initially started as curiosity quickly turned into a major shift in how I work. Platforms like Uizard, Galileo AI, and Figma’s new AI features can now generate wireframes and design concepts directly from simple text prompts. I can describe what I want, for example: “a mobile app interface for food delivery with a dark theme”, and within seconds I get a ready-to-edit prototype.

This change has also been helpful for the project in this course, where I used AI tools to create the prototype version of our business plan. Instead of spending several days building the structure manually, I could iterate quickly, test multiple ideas, and focus more on improving the user experience rather than on pixel-perfect alignment.

What I find most exciting is how AI has blurred the line between design and ideation. It’s not just about saving time, it’s about transforming the creative process itself. Rather than replacing designers, these tools enhance creativity by allowing us to move from concept to visualization almost instantly. For me, this shift from low-code to “no-code with AI” represents the next natural step in digital innovation.

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VR in Healthcare: A Game-Changer or Just a High-Tech Gimmick?

19

September

2025

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When most people hear Virtual Reality, they still think of video games or sci-fi movies. Yet in recent years, one of the most exciting applications of VR has taken place far from the gaming world: the healthcare industry. Hospitals, medical schools, and startups are experimenting with immersive technologies to transform training, treatment, and patient care (Iqbal et al., 2024). The question is whether VR is truly a breakthrough, or just a passing tech trend.

One prominent area of application is patient well-being. VR-based education programs have been used before surgery to reduce preoperative anxiety, while immersive experiences such as virtual nature scenes have shown benefits in intensive care units by lowering stress and discomfort (Chiu et al., 2023). Similarly, VR has been tested as a tool for pain management: burn patients undergoing wound care, for example, can use immersive environments to distract themselves, and VR hypnosis has been trialed as a non-pharmacological alternative to medication (Li, Montaño, Chen, & Gold, 2011). VR is also beginning to reshape rehabilitation and recovery. Early mobilization programs in critical care have employed VR-based games that encourage physical activity, helping patients regain movement in a motivating and less intimidating way (Li, Race, Huang, & Escalon, 2025).

But perhaps the most transformative application of Virtual Reality in healthcare is education and training. With VR, medical students can study anatomy in 3D, practice procedures with guided simulations, and gain early clinical experience in a safe setting. This mix of immersion and practice helps connect classroom learning with real-life skills (Walsh, O’Brien, McGuire, & Power, 2025).

I believe these examples show that VR is more than just a cool gadget. But for it to really make a difference, it has to be affordable, easy to use, and backed by solid research. If hospitals do not make it part of everyday care, VR might stay a side tool instead of becoming a real game-changer in healthcare.

References:

Chiu, P. L., Li, H., Yap, K. Y., Lam, K. C., Yip, P. R., Wong, C. L. (2023). Virtual Reality–Based Intervention to Reduce Preoperative Anxiety in Adults Undergoing Elective Surgery: A Randomized Clinical Trial. JAMA Network Open, 6(10), e2340588.

Iqbal, A. I., Aamir, A., Hammad, A., Hafsa, H., Basit, A., Oduoye, M. O., Anis, M. W., Ahmed, S., Ijlal Younus, M., & Jabeen, S. (2024). Immersive technologies in healthcare: An in-depth exploration of virtual reality and augmented reality in enhancing patient care, medical education, and training paradigms. Journal of Primary Care & Community Health, 15, Article 21501319241293311.

Li, A., Montaño, Z., Chen, V. J., & Gold, J. I. (2011). Virtual reality and pain management: Current trends and future directions. Pain Management, 1(2), 147–157.

Li, M., Race, M., Huang, F., & Escalon, M. X. (2025). Role of virtual reality to promote mobilization in the critical care setting: A narrative review. American Journal of Physical Medicine & Rehabilitation, 104(5), 487–494.

Walsh, A., O’Brien, R., McGuire, K., & Power, D. (2025). Exploring virtual reality as a tool for enhancing teaching and learning anatomy to medical students: A feasibility and acceptability study. The Clinical Teacher, 22(5), e70191


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