AT A GLANCE

Figma
Klarna
2012
Founded
2005
San Francisco, California
HQ
Stockholm, Sweden
$332 million
Total Raised
$4.6 Billion
Dylan Field, Evan Wallace
Founder
Sebastian Siemiatkowski
Design
Type
Fintech
Acquired by Adobe ($20B)
Status
Public (NYSE: KLAR)

FUNDING HISTORY

Figma

Seed2013
$4M raised
Series A2015
$14M raised
Series B2018
$25M raised
Series C2019
$40M raised
Series D2020
$50M raised$2.0B val.
Series E2021
$200M raised$10.0B val.

Klarna

Series A2010
$9M raised$40M val.
Series C2014
$155M raised$1.5B val.
Series D2017
$225M raised$2.5B val.
Series E2019
$460M raised$5.5B val.
Series F2021
$1.0B raised$46.0B val.
Down Round2022
$800M raised$6.7B val.
IPO2025
$1.5B raised$15.0B val.

BUSINESS MODEL

Figma

Figma uses a freemium model. Individual designers can use Figma for free with up to three active projects.

Teams pay per editor per month — $15/month for the Professional tier and $75/month for the Organization tier. Viewers are always free, which was revolutionary.

In Sketch, if a developer wanted to inspect a design, they needed a license. In Figma, you just send them a link.

This "free viewers, paid editors" model was genius because it turned every designer into a distribution channel. A designer joins a company, uses Figma, invites 50 engineers and PMs to view files, and suddenly the whole company is embedded in the Figma ecosystem.

When decision-makers see everyone already using it, upgrading to a paid team plan is automatic.

Revenue grew from essentially nothing in 2018 to over $600 million ARR by 2023. The company was profitable by mid-2022 — unusual for a venture-backed startup.

They achieved this without a massive enterprise sales team. The product spread bottom-up through organizations, designer by designer, team by team.

Klarna

Klarna makes money from merchant fees and consumer interest. Merchants pay Klarna 3-6% of each transaction — they're willing to pay because Klarna increases conversion rates by 30%+ and average order values by 45%.

On "Pay in 4" (interest-free installments), Klarna makes money purely from merchant fees. On longer financing (6-36 months), Klarna charges consumers interest up to 25% APR.

Klarna also earns revenue from its shopping app (affiliate commissions when users discover and buy from merchants), and from its Klarna Card.

HOW THEY STARTED

Figma

Dylan Field dropped out of Brown University in 2012 after interning at Flipboard and winning a Thiel Fellowship — Peter Thiel's program that pays students $100,000 to leave college and start something. His co-founder Evan Wallace was a Brown classmate and graphics programming wizard who'd built impressive WebGL demos that proved browsers could handle complex visual work.

Their original idea wasn't even a design tool. Field initially wanted to build a flight search engine, then pivoted to drone photography, before landing on the insight that would define Figma: professional creative tools were stuck in the desktop era while everything else had moved to the cloud.

Photoshop, Illustrator, Sketch — all required downloads, all worked on local files, and none of them let two people work on the same file simultaneously.

The technical challenge was enormous. Nobody believed you could build a high-performance vector graphics editor that ran entirely in a web browser.

Field and Wallace spent three years — 2012 to 2015 — just building the rendering engine before they had a product anyone could use. They basically had to invent new technology for browser-based graphics processing.

The first public beta launched in December 2015, and designers immediately noticed something no other tool offered: real-time multiplayer editing, like Google Docs but for design.

Klarna

Sebastian Siemiatkowski, Niklas Adalberth, and Victor Jacobsson were students at the Stockholm School of Economics. In 2005, they entered a startup competition with an idea: let people buy things online and pay later.

At the time, online shopping was still new and most people were terrified of entering their credit card details on the internet. The idea was simple — Klarna would pay the merchant immediately, and the customer would get an invoice with 14-30 days to pay.

The competition judges hated it. The idea was dismissed as financially irresponsible and the team didn't win.

But Siemiatkowski pressed on. Swedish e-commerce was growing fast and merchants were desperate for any way to reduce cart abandonment.

Klarna's "pay after delivery" model was a hit because it shifted the risk — customers could receive the product, try it on, and only pay for what they kept.

The first customers were Swedish e-commerce merchants selling fashion and home goods. Klarna handled the invoicing, fraud detection, and collections.

Merchants saw conversion rates jump because customers were more willing to buy when they didn't have to pay immediately.

HOW THEY GREW

Figma

Figma grew almost entirely through product-led growth — the product was so good and so easy to share that it spread virally through design teams. Every shared Figma link was marketing.

Every viewer who saw a design file in their browser without downloading anything was a conversion event.

The "free viewers" decision was the single most important growth lever. Traditional design tools charged per seat.

Figma said: only editors pay, everyone else is free. This removed all friction from collaboration and meant that for every paying designer, there might be 10-20 free viewers — all of whom experienced the product and became advocates.

Community was the second engine. Figma's open plugin system and free template marketplace created an ecosystem that locked in users.

Designers built their workflows around Figma-specific plugins, teams built design systems in Figma components, and switching costs climbed. By 2022, Figma had become the default — not just a design tool, but the operating system for product design.

Klarna

Klarna grew by being embedded at checkout. The strategy was to sign up the biggest online retailers and become a payment option alongside Visa and PayPal.

Once Klarna was at checkout, consumers discovered it organically. The "Pay in 4" button became ubiquitous across fashion, electronics, and home goods retailers.

The Klarna app became a growth engine beyond checkout. By building a shopping app where users could browse products, discover deals, and track deliveries, Klarna turned from a payment method into a shopping destination.

The app has 35+ million monthly active users who start their shopping journey inside Klarna before even visiting a retailer.

International expansion was aggressive. Starting in Sweden, Klarna rolled out across Europe, then into the US, UK, and Australia.

The US became the biggest growth market — American consumers were especially receptive to Pay in 4 as an alternative to credit cards. By 2023, Klarna had 34 million US users.

THE HARD PART

Figma

The Adobe acquisition saga was the biggest test. In September 2022, Adobe announced it would acquire Figma for $20 billion — the largest private software acquisition ever proposed.

Designers panicked. Would Adobe kill Figma's culture?

Bloat it with features? Integrate it into Creative Cloud and ruin the simplicity?

The deal fell apart in December 2023 when European regulators signaled they'd block it on antitrust grounds. Adobe walked away and paid a $1 billion breakup fee.

Figma was independent again — but now had to prove it could grow into a $20 billion company on its own.

Competition is intensifying. Canva is pushing into professional design.

Adobe is rebuilding its own collaborative tools. And newer entrants are using AI to generate designs automatically, potentially reducing the need for traditional design tools altogether.

Figma's challenge is staying ahead in a market it created while expanding into adjacent categories like presentations, whiteboarding, and development handoff.

Klarna

The valuation collapse was humiliating. Klarna raised at a $46 billion valuation from SoftBank in 2021.

One year later, they raised a down round at $6.7 billion — an 85% haircut. It was the most dramatic valuation drop in fintech history.

Employee stock options were underwater. Siemiatkowski had to lay off 10% of the workforce.

The entire BNPL category went from hot to radioactive in months.

Credit losses are the existential risk. Klarna is lending money to consumers who want to buy things they can't afford to pay for right now.

When the economy slows, defaults rise. Klarna's credit losses hit $1 billion in 2022.

The company had to tighten underwriting significantly and pull back from riskier markets. The tension between growth (approve more loans) and profitability (reject risky borrowers) defines every quarter.

The IPO in 2025 was a comeback story but with caveats. Klarna went public at $15 billion — a major recovery from the $6.7 billion trough but still less than a third of its 2021 peak.

The company finally turned profitable by slashing costs with AI (replacing hundreds of customer service agents with AI chatbots) and tightening credit standards. But investors remain cautious about the BNPL model's long-term sustainability.

THE PRODUCTS

Figma

Figma Design — the core browser-based interface design tool with real-time multiplayer collaboration, component libraries, auto-layout, and prototyping. FigJam — a collaborative whiteboard for brainstorming, diagramming, and planning that competes with Miro and Mural.

Dev Mode — a workspace specifically for developers to inspect designs, extract code snippets, and understand spacing and styling without bothering designers. Figma Slides — presentation software launched in 2024 that lets teams build slide decks using the same design tools and component libraries.

Community — a marketplace of free and paid design templates, plugins, and UI kits created by designers worldwide.

Klarna

Pay in 4 is the signature product — split any purchase into four interest-free payments over six weeks. Pay in 30 lets customers receive the product first and pay within 30 days.

Financing offers longer-term payment plans with interest for larger purchases. The Klarna App is a shopping destination — browse deals, track orders, manage payments, and earn cashback.

The Klarna Card is a physical Visa card that lets users Pay in 4 anywhere. Klarna Creator is a platform for influencers to earn commissions sharing products.

Klarna AI is their customer service chatbot that handles two-thirds of support queries.

WHO BACKED THEM

Figma

Index Ventures led the Series A and has been involved in nearly every round. Greylock Partners was an early backer.

Kleiner Perkins and Sequoia Capital invested in growth rounds. Addition (Lee Fixel's fund) led the Series E that valued Figma at $10 billion.

The final private round in 2024, after the Adobe deal collapsed, reportedly valued Figma at $12.5 billion. Peter Thiel was indirectly connected through the Thiel Fellowship that funded Dylan Field's early journey.

Klarna

Sequoia Capital, SoftBank, Silver Lake, GIC, Atomico, Commonwealth Bank of Australia, Heartland

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