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Is the AI bubble about to burst? Apparently, AI prompt-to-code tools like Lovable and v0 have peaked and are on their way down.

Alistair Barr writing for Business Insider:

The drop-off raises tough questions for startups that flaunted exponential annual recurring revenue growth just months ago. Analysts wrote that much of that revenue comes from month-to-month subscribers who may churn as quickly as they signed up, putting the durability of those flashy numbers in doubt.

Barr interviewed Eric Simons, CEO of Bolt who said:

“This is the problem across all these companies right now. The churn rate for everyone is really high,” Simons said. “You have to build a retentive business.”

AI vibe coding tools were supposed to change everything. Now traffic is crashing.

AI vibe coding tools were supposed to change everything. Now traffic is crashing.

Vibe coding tools have seen traffic drop, with Vercel’s v0 and Lovable seeing significant declines, raising sustainability questions, Barclays warns.

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If you’ve ever wondered why every version of Hokusai’s “The Great Wave off Kanagawa” feels just a little bit different, this video from the British Museum is a gem. It dives into the subtle variations across 111 known prints and shows how art, time, and technique all leave their mark.

Capucine Korenberg from the British Museum spent over 50 hours just staring at different versions of the print, joking “This is about the same amount of time you would spend brushing your teeth over two years. So, next time you brush your teeth just think of me looking at The Great Wave.”

Hokusai’s 'The Great Wave' (and the differences between all 111 of them)

Did you know there are 113 identified copies of Hokusai's The Great Wave. I know the title says 111, but scientist Capucine Korenberg found another 2 after completing her research. What research was that? Finding every print of The Great Wave around the world and then sequencing them, to find out when they were created during the life cycle of the woodblocks they were printed from.

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I love this framing by Patrizia Bertini:

Let me offer a different provocation: AI is not coming for your job. It is coming for your tasks. And if you cannot distinguish between the two, then yes — you should be worried. Going further, she distinguishes between output and outcome: Output is what a process produces. Code. Copy. Designs. Legal briefs. Medical recommendations. Outputs are the tangible results of a system executing its programmed or prescribed function — the direct product of following steps, rules, or algorithms. The term emerged in the industrial era, literally describing the quantity of coal or iron a mine could extract in a given period. Output depends entirely on the efficiency and capability of the process that generates it.

Outcome is what happens when that output meets reality. An outcome requires context, interpretation, application, and crucially — intentionality. Outcomes demand understanding not just what was produced, but why it matters, who it affects, and what consequences ripple from it. Where outputs measure productivity, outcomes measure impact. They are the ultimate change or consequence that results from applying an output with purpose and judgment.

She argues that, “AI can generate outputs. It cannot, however, create outcomes.”

This reminds me of a recent thread by engineer Marc Love:

It’s insane just how much how I work has changed in the last 18 months.

I almost never hand write code anymore except when giving examples during planning conversations with LLMs.

I build multiple full features per day , each of which would’ve taken me a week or more to hand write. Building full drafts and discarding them is basically free.

Well over half of my day is spent ideating, doing systems design, and deciding what and what not to build.

It’s still conceptually the same job, but if i list out the specific things i do in a day versus 18 months ago, it’s almost completely different.

Care about the outcome, not the output.

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When machines make outputs, humans must own outcomes

The future of work in the age of AI and deepware.

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In an announcement to users this morning, Visual Electric said they were being acquired by Perplexity—or more accurately, the team that makes Visual Electric will be hired by Perplexity. The service will shut down in the next 90 days.

Today we’re sharing the next step in Visual Electric’s journey: we’ve been acquired by Perplexity. This is a milestone that marks both an exciting opportunity for our team and some big changes for our product.

Over the next 90 days we’ll be sunsetting Visual Electric, and our team will be forming a new Agent Experiences group at Perplexity.

While we’ve seen acquihires and shutdowns in either the AI infrastructure space (e.g., Scale AI) or coding space (e.g., Windsurf), I don’t believe we’ve seen one in the image or video gen AI space have an exit event like this yet. Obviously, The Browser Company announced their acquisition by Atlassian last month.

I believe building gen AI tools at this moment is incredibly competitive. I think it takes an even stronger stomached entrepreneur than in the pre-ChatGPT moment. So kudos for the folks at Visual Electric for having a good outcome and getting to continue to do their work at Perplexity. But I do think this is not the last that we’ll see consolidation in this space.

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Visual Electric is Joining Perplexity

Today we’re sharing the next step in Visual Electric’s journey: we’ve been acquired by Perplexity. This is a milestone that marks both an exciting opportunity for our team and some big changes for our product.

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Tim Berners-Lee, the father of the web who gave away the technology for free, says that we are at an inflection point with data privacy and AI. But before he makes that point, he reminds us that we are the product:

Today, I look at my invention and I am forced to ask: is the web still free today? No, not all of it. We see a handful of large platforms harvesting users’ private data to share with commercial brokers or even repressive governments. We see ubiquitous algorithms that are addictive by design and damaging to our teenagers’ mental health. Trading personal data for use certainly does not fit with my vision for a free web.

On many platforms, we are no longer the customers, but instead have become the product. Our data, even if anonymised, is sold on to actors we never intended it to reach, who can then target us with content and advertising. This includes deliberately harmful content that leads to real-world violence, spreads misinformation, wreaks havoc on our psychological wellbeing and seeks to undermine social cohesion.

And about that fork in the road with AI:

In 2017, I wrote a thought experiment about an AI that works for you. I called it Charlie. Charlie works for you like your doctor or your lawyer, bound by law, regulation and codes of conduct. Why can’t the same frameworks be adopted for AI? We have learned from social media that power rests with the monopolies who control and harvest personal data. We can’t let the same thing happen with AI.

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Why I gave the world wide web away for free

My vision was based on sharing, not exploitation – and here’s why it’s still worth fighting for

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In my most recent post, I called out our design profession, for our part in developing these addictive products. Jeffrey Inscho, brings it back up to the tech industry at large and observes they’re actually publishers:

The executives at these companies will tell you they’re neutral platforms, that they don’t choose what content gets seen. This is a lie. Every algorithmic recommendation is an editorial decision. When YouTube’s algorithm suggests increasingly extreme political content to keep someone watching, that’s editorial. When Facebook’s algorithm amplifies posts that generate angry reactions, that’s editorial. When Twitter’s trending algorithms surface conspiracy theories, that’s editorial.

They are publishers. They have always been publishers. They just don’t want the responsibility that comes with being publishers.

His point is that if these social media platforms are sorting and promoting posts, it’s an editorial approach and they should be treated like newspapers. “It’s like a newspaper publisher claiming they’re not responsible for what appears on their front page because they didn’t write the articles themselves.”

The answer, Inscho argues, is regulation of the algorithms.

Turn Off the Internet

Big tech has built machines designed for one thing: to hold …

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When I read this, I thought to myself, “Geez, this is what a designer does.” I think there is a lot of overlap between what we do as product designers and what product managers do. One critical one—in my opinion, and why we’re calling ourselves product designers—is product sense. Product sense is the skill of finding real user needs and creating solutions that have impact.

So I think people can read this with two lenses:

  • If you’re a designer who executes the assignments you’re given, jumping into Figma right away, read this to be more well-rounded and understand the why of what you’re making.
  • If you’re a designer who spends 80% of your time questioning everything and defining the problem, and only 20% of your time in Figma, read this to see how much overlap you actually have with a PM.

BTW, if you’re in the first bucket, I highly encourage you to gain the skills necessary to migrate to the second bucket.

While designers often stay on top of visual design trends or the latest best practices from NNG, Jules Walter suggests an even wider aperture. Writing in Lenny’s Newsletter:

Another practice for developing creativity is to spend time learning about emerging trends in technology, society, and regulations. Changes in the industry create opportunities for launching new products that can address user needs in new ways. As a PM, you want to understand what’s possible in your domain in order to come up with creative solutions.

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How to develop product sense

Jules Walter shares a ton of actionable and practical advice to develop your product sense, explains what product sense is, how to know if you’re getting better,

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The headline rings true to me because that’s what I look for in designers and how I run my team. The software that we build is too complex and too mission-critical for designers to vibe-code—at least given today’s tooling. But each one of the designers on my team can fill in for a PM when they’re on vacation.

Kai Wong, writing in UX Collective:

One thing I’ve learned, talking with 15 design leaders (and one CEO), is that a ‘designer who codes’ may look appealing, but a ‘designer who understands business’ is far more valuable and more challenging to replace.

You already possess the core skill that makes this transition possible: the ability to understand users with systematic observation and thoughtful questioning.

The only difference, now, is learning to apply that same methodology to understand your business.

Strategic thinking doesn’t require fancy degrees (although it may sometimes help).

Ask strategic questions about business goals. Understand how to balance user and business needs. Frame your design decisions in terms of measurable business impact.

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Why many employers want Designers to think like PMs, not Devs

How asking questions, which used to annoy teams, is now critical to UX’s future

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I’m happy that the conversation around the design talent crisis continues. Carly Ayres, writing for It’s Nice That picks up the torch and speaks to designers and educators about this topic. What struck me—and I think what adds to the dialogue—is the notion of the belief gap. Ayres spoke with Naheel Jawaid, founder of Silicon Valley School of Design, about it:

“A big part of what I do is just being a coach, helping someone see their potential when they don’t see it yet,” Naheel says. “I’ve had people tell me later that a single conversation changed how they saw themselves.”

In the past, belief capital came from senior designers taking juniors under their wing. Today, those same seniors are managing instability of their own. “It’s a bit of a ‘dog eat dog world’-type vibe,” Naheel says. “It’s really hard to get mentorship right now.”

The whole piece is great. Tighter than my sprawling three-parter. I do think there’s a piece missing though. While Ayres highlights the issue and offers suggestions from designer leaders, businesses need to step up and do something about the issue—i.e., hire more juniors. Us recognizing it is the first step.

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Welcome to the entry-level void: what happens when junior design jobs disappear?

Entry-level jobs are disappearing. In their place: unpaid gigs, cold DMs and self-starters scrambling for a foothold. The ladder’s gone – what’s replacing it, and who’s being left behind?

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As much as I defended the preview, and as much as Apple wants to make Liquid Glass a thing, the new UI is continuing to draw criticism. Dan Moren for Six Colors:

“Glass” is the overall look of these updates, and it’s everywhere. Transparent, frosted, distorting. In some places it looks quite cool, such as in the edge distortion when you’re swiping up on the lock screen. But elsewhere, it seems to me that glass may not be quite the right material for the job. The Glass House might be architecturally impressive, but it’s not particularly practical.

It’s also a definite philosophical choice, and one that’s going to engender some criticism—much of it well-deserved. Apple has argued that it’s about getting controls out of the way, but is that really what’s happening here? It’s hard to argue that having a transparent button sitting right on top of your email is helping that email be more prominent. To take this argument to its logical conclusion, why is the keyboard not fully transparent glass over our content?

I’ve yet to upgrade myself. I will say that everyone dislikes change. Lest we forget that the now-ubiquitous flat design introduced by iOS 7 was also criticized.

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iOS 26 Review: Through a glass, liquidly

iOS 26! It feels like just last year we were here discussing iOS 18. How time flies. After a year that saw the debut of Apple Intelligence and the subsequent controversy over the features that it d…

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Dark red-toned artwork of a person staring into a glowing phone, surrounded by swirling shadows.

Blood in the Feed: Social Media’s Deadly Design

The assassination of Charlie Kirk on September 10, 2025, marked a horrifying inflection point in the growing debate over how digital platforms amplify rage and destabilize politics. As someone who had already stepped back from social media after Trump’s re-election, watching these events unfold from a distance only confirmed my decision. My feeds had become pits of despair, grievances, and overall negativity that didn’t do well for my mental health. While I understand the need to shine a light on the atrocities of Trump and his government, the constant barrage was too much. So I mostly opted out, save for the occasional promotion of my writing.

Kirk’s death feels like the inevitable conclusion of systems we’ve built—systems that reward outrage, amplify division, and transform human beings into content machines optimized for engagement at any cost.

The Mechanics of Disconnection

As it turns out, my behavior isn’t out of the ordinary. People quit social media for various reasons, often situational—seeking balance in an increasingly overwhelming digital landscape. As a participant explained in a research project about social media disconnection:

It was just a build-up of stress and also a huge urge to change things in life. Like, ‘It just can’t go on like this.’ And that made me change a number of things. So I started to do more sports and eat differently, have more social contacts and stop using online media. And instead of sitting behind my phone for two hours in the evening, I read a book and did some work, went to work out, I went to a birthday or a barbecue. I was much more engaged in other things. It just gave me energy. And then I thought, ‘This is good. That’s the way it’s supposed to be. I have to maintain this.’

Sometimes the realization is more visceral—that on these platforms, we are the product. As Jef van de Graaf provocatively puts it:

Every post we make, every friend we invited, every little notification dragging us back into the feed serves one purpose: to extract money from us—and give nothing back but dopamine addiction and mental illness.

While his language is deliberately inflammatory, the sentiment resonates with many who’ve watched their relationship with these platforms sour. As he cautions:

Remember: social media exists because we feed it our lives. We trade our privacy and sanity so VCs and founders can get rich and live like greedy fucking kings.

The Architecture of Rage

The internet was built to connect people and ideas. Even the early iterations of Facebook and Twitter were relatively harmless because the timelines were chronological. But then the makers—product managers, designers, and engineers—of social media platforms began to optimize for engagement and visit duration. Was the birth of the social media algorithm the original sin?

Kevin Roose and Casey Newton explored this question in their Hard Fork episode following Kirk’s assassination, discussing how platforms have evolved to optimize for what they call “borderline content”—material that comes right up to the line of breaking a platform’s policy without quite going over. As Newton observed about Kirk himself:

He excelled at making what some of the platform nerds that I write about would call borderline content. So basically, saying things that come right up to the line of breaking a platform’s policy without quite going over… It turns out that the most compelling thing you can do on social media is to almost break a policy.

Kirk mastered this technique—speculating that vaccines killed millions, calling the Civil Rights Act a mistake, flirting with anti-Semitic tropes while maintaining plausible deniability. He understood the algorithm’s hunger for controversy, and fed it relentlessly. And then, in a horrible irony, he was killed by someone who had likely been radicalized by the very same algorithmic forces he’d helped unleash.

As Roose reflected:

We as a culture are optimizing for rage now. You see it on the social platforms. You see it from politicians calling for revenge for the assassination of Charlie Kirk. You even see it in these individual cases of people getting extremely mad at the person who made a joke about Charlie Kirk that was edgy and tasteless, and going to report them to their employer and get them fired. It’s all this sort of spectacle of rage, this culture of destroying and owning and humiliating.

The Unraveling of Digital Society

Social media and smartphones have fundamentally altered how we communicate and socialize, often at the expense of face-to-face interactions. These technologies have created a market for attention that fuels fear, anger, and political conflict. The research on mental health impacts is sobering: studies found that the introduction of Facebook to college campuses led to measurable increases in depression, accounting for approximately 24 percent of the increased prevalence of severe depression among college students over two decades.

In the wake of Kirk’s assassination, what struck me most was how the platforms immediately transformed tragedy into content. Within hours, there were viral posts celebrating his death, counter-posts condemning those celebrations, organizations collecting databases of “offensive” comments, people losing their jobs, death threats flying in all directions. As Newton noted:

This kind of surveillance and doxxing is essentially a kind of video game that you can play on X. And people like to play video games. And because you’re playing with people’s real lives, it feels really edgy and cool and fun for those who are participating in this.

The human cost is remarkable—teachers, firefighters, military members fired or suspended for comments about Kirk’s death. Many received death threats. Far-right activists called for violence and revenge, doxxing anyone they accused of insufficient mourning.

Blood in the Feed

The last five years have been marked by eruptions of political violence that cannot be separated from the online world that incubated them.

  • The attack on Paul Pelosi (2022). The man who broke into the Speaker of the House Nancy Pelosi’s San Francisco home and fractured her husband’s skull had been marinating in QAnon conspiracies and election denialism online. Extremism experts warned it was a textbook case of how stochastic terrorism—the idea that widespread demonization online can trigger unpredictable acts of violence by individuals—travels from platform rhetoric into a hammer-swinging hand.
  • The Trump assassination attempt (July 2024). A young man opened fire at a rally in Pennsylvania. His social media presence was filled with antisemitic, anti-immigrant content. Within hours, extremist forums were glorifying him as a martyr and calling for more violence.
  • The killing of Minnesota legislator Melissa Hortman and her husband (June 2025). Their murderer left behind a manifesto echoing the language of online white supremacist and anti-abortion communities. He wasn’t a “lone wolf.” He was drawing from the same toxic well of white supremacist and anti-abortion rhetoric that floods online forums. The language of his manifesto wasn’t unique—it was copied, recycled, and amplified in the ideological swamps anyone with a Wi-Fi connection can wander into.

These headline events sit atop a broader wave: the New Orleans truck-and-shooting rampage inspired by ISIS propaganda online (January 2025), the Cybertruck bombing outside Trump’s Los Angeles hotel tied to accelerationist forums—online spaces where extremists argue that violence should be used to hasten the collapse of society (January 2025), and countless smaller assaults on election workers, minority communities, and public officials.

The pattern is depressingly clear. Platforms radicalize, amplify, and normalize the language of violence. Then, someone acts.

The Death of Authenticity

As social media became commoditized—a place to influence and promote consumption—it became less personal and more like TV. The platforms are now being overrun by AI spam and engagement-driven content that drowns out real human connection. As James O’Sullivan notes:

Platforms have little incentive to stem the tide. Synthetic accounts are cheap, tireless and lucrative because they never demand wages or unionize… Engagement is now about raw user attention – time spent, impressions, scroll velocity – and the net effect is an online world in which you are constantly being addressed but never truly spoken to.

Research confirms what users plainly see: tens of thousands of machine-written posts now flood public groups, pushing scams and chasing engagement. Whatever remains of genuine human content is increasingly sidelined by algorithmic prioritization, receiving fewer interactions than the engineered content and AI slop optimized solely for clicks.

The result? Networks that once promised a single interface for the whole of online life are splintering. Users drift toward smaller, slower, more private spaces—group chats, Discord servers, federated microblogs, and email newsletters. A billion little gardens replacing the monolithic, rage-filled public squares that have led to a burst of political violence.

The Designer’s Reckoning

This brings us to design and our role in creating these systems. As designers, are we beginning to reckon with what we’ve wrought?

Jony Ive, reflecting on his own role in creating the smartphone, acknowledges this burden:

I think when you’re innovating, of course, there will be unintended consequences. You hope that the majority will be pleasant surprises. Certain products that I’ve been very involved with, I think there were some unintended consequences that were far from pleasant. My issue is that even though there was no intention, I think there still needs to be responsibility. And that weighs on me heavily.

His words carry new weight after Kirk’s assassination—a death enabled by platforms we designed, algorithms we optimized, engagement metrics we celebrated.

At the recent World Design Congress in London, architect Indy Johar didn’t mince words:

We need ideas and practices that change how we, as humans, relate to the world… Ignoring the climate crisis means you’re an active operator in the genocide of the future.

But we might ask: What about ignoring the crisis of human connection? What about the genocide of civil discourse? Climate activist Tori Tsui’s warning applies equally to our digital architecture saying, “The rest of us are at the mercy of what you decide to do with your imagination.”

Political violence is accelerating and people are dying because of what we did with our imagination. If responsibility weighs heavily, so too must the search for alternatives.

The Possibility of Bridges

There are glimmers of hope in potential solutions. Aviv Ovadya’s concept of “bridging-based algorithms” offers one path forward—systems that actively seek consensus across divides rather than exploiting them. As Casey Newton explains:

They show them to people across the political spectrum… and they only show the note if people who are more on the left and more on the right agree. They see a bridge between the two of you and they think, well, if Republicans and Democrats both think this is true, this is likelier to be true.

But technological solutions alone won’t save us. The participants in social media disconnection studies often report developing better relationships with technology only after taking breaks. One participant explained:

It’s more the overload that I look at it every time, but it doesn’t really satisfy me, that it no longer had any value at a certain point in time. But that you still do it. So I made a conscious choice – a while back – to stop using Facebook.

Designing in the Shadow of Violence

Rob Alderson, in his dispatch from the World Design Congress, puts together a few pieces. Johar suggests design’s role is “desire manufacturing”—not just creating products, but rewiring society to want and expect different versions of the future. As COLLINS co-founder Leland Maschmeyer argued, design is about…

What do we want to do? What do we want to become? How do we get there?’… We need to make another reality as real as possible, inspired by new context and the potential that holds.

The challenge before us isn’t just technical—it’s fundamentally about values and vision. We need to move beyond the Post-it workshops and develop what Johar calls “new competencies” that shape the future.

As I write this, having stepped back from the daily assault of algorithmic rage, I find myself thinking about the Victorian innovators Ive mentioned—companies like Cadbury’s and Fry’s that didn’t just build factories but designed entire towns, understanding that their civic responsibility extended far beyond their products. They recognized that massive societal shifts of moving people from land that they farmed, to cities they lived in for industrial manufacturing, require holistic thinking about how people live and work together.

We stand at a similar inflection point. The tools we’ve created have reshaped human connection in ways that led directly to Charlie Kirk’s assassination. A young man, radicalized online, killed a figure who had mastered the art of online radicalization. The snake devoured its tail on a college campus in Utah, and we all watched it happen in real-time, transforming even this tragedy into content.

The vast majority of Americans, as Newton reminds us, “do not want to participate in a violent cultural war with people who disagree with them.” Yet our platforms are engineered to convince us otherwise, to make civil war feel perpetually imminent, to transform every disagreement into an existential threat.

The Cost of Our Imagination

Perhaps the real design challenge lies not in creating more engaging feeds or stickier platforms, but in designing systems that honor our humanity, foster genuine connection, and help us build the bridges we so desperately need.

Because while these US incidents show how social media incubates lone attackers and small cells, they pale in comparison to Myanmar, where Facebook’s algorithms directly amplified hate speech and incitement, contributing to the deaths of thousands—estimates range from 6,700 to as high as 24,000—and the forced displacement of over 700,000 Rohingya Muslims. That catastrophe made clear: when platforms optimize only for engagement, the result isn’t connection but carnage.

This is our design failure. We built systems that reward extremism, amplify rage, and treat human suffering as engagement. The tools meant to bring us together have instead armed us against each other. And we all bear responsibility for that.

It’s time we imagined something better—before the systems we’ve created finish the job of tearing us apart.

Jason Spielman put up a case study on his site for his work on Google’s NotebookLM:

The mental model of NotebookLM was built around the creation journey: starting with inputs, moving through conversation, and ending with outputs. Users bring in their sources (documents, notes, references), then interact with them through chat by asking questions, clarifying, and synthesizing before transforming those insights into structured outputs like notes, study guides, and Audio Overviews.

And yes, he includes a sketch he did on the back of a napkin.

I’ve always wondered about the UX of NotebookLM. It’s not typical and, if I’m being honest, not exactly super intuitive. But after a while, it does make sense. Maybe I’m the outlier though, because Spielman’s grandmother found it easy. In an interview last year on Sequoia Capital’s Training Data, he recalls:

I actually do think part of the explosion of audio overviews was the fact it was a simple one click experience. I was on the phone with my grandma trying to explain her how to use it and it actually didn’t take any explanation. I’m like, “Drop in a source.” And she’s like, “Oh! I see. I click this button to generate it.” And I think that the ease of creation is really actually what catalyzed so much explosion. So I think when we think about adding these knobs [for customization] I think we want to do it in a way that’s very intentional.

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Designing NotebookLM

Designer, builder, and visual storyteller. Now building Huxe. Previously led design on NotebookLM and contributed to Google AI projects like Gemini and Search. Also shoot photo/video for brands like Coachella, GoPro, and Rivian.

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Chatboxes have become the uber box for all things AI. The criticism of this blank box has been the cold start issue. New users don’t know what to type. Designers shipping these product mostly got around this problem by offering suggested prompts to teach users about the possibilities.

The issue on the other end is that expert users end up creating their own library of prompts to copy and paste into the chatbox for repetitive tasks.

Sharang Sharma writing in UX Collective illustrates how these UIs can be smarter by being predictive of intent:

Contrary, Predictive UX points to an alternate approach. Instead of waiting for users to articulate every step, systems can anticipate intent based on behavior or common patterns as the user types. Apple Reminders suggests likely tasks as you type. Grammarly predicts errors and offers corrections inline. Gmail’s Smart Compose even predicts full phrases, reducing the friction of drafting entirely.

Sharma says that the goal of predictive UX is to “reduce time-to-value and reframe AI as an adaptive partner that anticipates user’s intent as you type.”

Imagine a little widget that appears within the chatbox as you type. Kind of a cool idea.

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How can AI UI capture intent?

Exploring contextual prompt patterns that capture user intent as it is typed

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Ah, this brings back memories! I spent so much time in MacPaint working with these patterns when I was young. Paul Smith faithfully recreates them:

I was working on something and thought it would be fun to use one of the classic Mac black-and-white patterns in the project. I’m talking about the original 8×8-pixel ones that were in the original Control Panel for setting the desktop background and in MacPaint as fill patterns.

I figured there’d must be clean, pixel-perfect GIFs or PNGs of them somewhere on the web. And perhaps there are, but after poking around a bit, I ran out of energy for that, but by then had a head of steam for extracting the patterns en masse from the original source, somehow. Then I could produce whatever format I needed for them.

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Classic 8×8-pixel B&W Mac patterns

TL;DR: I made a website for the original classic Mac patterns I was working on something and thought it would be fun to use one of the classic Mac black-and-white patterns in the project. I'm talking about the original 8×8-pixel ones that were in the...

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A Momentary Lapse of Artwork

For men of a certain age, Pink Floyd represents a milieu—brooding, melancholy, emo before emo had a name. I started listening to Floyd in high school and being a kid who always felt like an outsider, The Wall really resonated with me. In college, I started exploring their back catalog and Animals and Wish You Were Here became my favorites. Of course, as a designer, I have always loved the album covers. Storm Thorgerson and Hipgnosis’ surreal photos were mind-bending and added to the music’s feelings of alienation, yearning, and the aching beauty of being lost.

I hadn’t listened to the music in a while but the song “Two Suns in the Sunset” from *The Final Cut *periodically pops into my head. I listened to the full album last Sunday. On Tuesday, I pulled up their catalog again to play in the background while I worked and to my surprise, all the trippy cover art was replaced by white type on a black surface!

Screenshot of Apple Music showing Pink Floyd albums with covers replaced by text-only descriptions, such as “A WALL OF WHITE BRICKS WITH RED GRAFFITI” for The Wall and “A PRISM REFRACTS LIGHT INTO THE SPECTRUM” for The Dark Side of the Moon.

The classic image of the prism and rainbow for The Dark Side of the Moon was replaced by “A PRISM REFRACTS LIGHT INTO THE SPECTRUM.” It’s essentially alt text for all the covers—deadpan captions where the surreal images used to be.

“ROWS OF HOSPITAL BEDS ON A BEACH” for 1987’s A Momentary Lapse of Reason.

“A WALL OF WHITE BRICKS WITH RED GRAFFITI” for The Wall.

“TWO MEN IN SUITS SHAKING HANDS ONE MAN IS ON FIRE” for Wish You Were Here.

And my favorite—“PHOTO WITHIN A PHOTO WITHIN A PHOTO” for Ummagumma.

What is going on? Are they broken images replaced by alt text? Some folks on the internet think it is a protest against AI art.

Instagram post from @coverartmatters showing Pink Floyd album covers replaced with text descriptions. A red arrow highlights a fan comment suggesting the change looks like a message against AI.

But in reality, it’s part of a marketing campaign because Pink Floyd’s official website has also been wrapped in a black cloth…

Pink Floyd’s official website homepage featuring a black-wrapped circular object against a dark background with the text “JOIN PINK FLOYD HQ” below.

Maybe it’s not cloth. Looks more like black plastic. And that’s because it’s very likely coinciding with the 50th anniversary of Wish You Were Here, which famously shipped to stores wrapped in black shrink-wrap, forcing buyers to just buy the record on faith.

Pink Floyd’s Wish You Were Here vinyl wrapped in black shrink-wrap with a circular handshake sticker on the front.

There was a conceptual reason behind it of course. From Wikipedia:

Storm Thorgerson had accompanied the band on their 1974 tour and had given serious thought to the meaning of the lyrics, eventually deciding that the songs were, in general, concerned with “unfulfilled presence”, rather than [former lead vocalist and founding band member Syd] Barrett’s illness. This theme of absence was reflected in the ideas produced by his long hours spent brainstorming with the band. Thorgerson had noted that Roxy Music’s Country Life was sold in an opaque green cellophane sleeve – censoring the cover image – and he copied the idea, concealing the artwork for Wish You Were Here in a black-coloured shrink-wrap (therefore making the album art “absent”).

I’m curious to see if there is a big reveal tomorrow, the actual anniversary of my favorite Pink Floyd album, and maybe the most fitting tribute to absence they could pull off.

UPDATE 9:05 PM, September 11, 2025:

At midnight Eastern Time, Apple Music updated with a new pre-release album from Pink Floyd with cover art—the 50th anniversary edition of Wish You Were Here. It’ll be fully released on December 12.

Apple Music screenshot showing Pink Floyd’s Wish You Were Here 50 pre-release album with new cover art and tracklist, releasing December 12, 2025.

Thinking about this morning’s link about web forms, if you abstract why it’s so powerful, you get to the point of human-computer interaction: the computer should do what the user intends, not the buttons they push.

Matt Webb reminds us about the DWIM, or Do What I Mean philosophy in computing that was coined by Warren Teitelman in 1966. Webb quotes computer scientist Larry Masinter:

DWIM is an embodiment of the idea that the user is interacting with an agent who attempts to interpret the user’s request from contextual information. Since we want the user to feel that he is conversing with the system, he should not be stopped and forced to correct himself or give additional information in situations where the correction or information is obvious.

Webb goes on to say:

Squint and you can see ChatGPT as a DWIM UI: it never, never, never says “syntax error.”

Now, arguably it should come back and ask for clarifications more often, and in particular DWIM (and AI) interfaces are more successful the more they have access to the user’s context (current situation, history, environment, etc).

But it’s a starting point. The algo is: design for capturing intent and then DWIM; iterate until that works. AI unlocks that.

preview-1757558679383.png

The destination for AI interfaces is Do What I Mean

Posted on Friday 29 Aug 2025. 840 words, 10 links. By Matt Webb.

interconnected.org iconinterconnected.org

Forms is one of the fundamental things we make users do in software. Whether it’s the login screen, billing address form, or a mortgage application, forms are the main method for getting data from users and into computer-accessible databases. The human is deciding what piece of information to put into which column in the database. With AI, form filling should be much simpler.

Luke Wroblewski makes the argument:

With Web forms, the burden is on people to adapt to databases. Today’s AI models, however, can flip this requirement. That is, they allow people to provide information in whatever form they like and use AI do the work necessary to put that information into the right structure for a database.

How can it work?

With AgentDB connected to an AI model (via an MCP server), a person can simply say “add this” and provide an image, PDF, audio, video, you name it. The model will use AgentDB’s template to decide what information to extract from this unstructured input and how to format it for the database. In the case where something is missing or incomplete, the model can ask for clarification or use tools (like search) to find possible answers.

preview-1757557969255.png

Unstructured Input in AI Apps Instead of Web Forms

Web forms exist to put information from people into databases. The input fields and formatting rules in online forms are there to make sure the information fits...

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Still from a video shown at Apple Keynote 2025. Split screen of AirPods Pro connection indicator on left, close-up of earbuds in charging case on right.

Notes About the September 2025 Apple Event

Today’s Apple keynote opened with a classic quote from Steve Jobs.

Steve Jobs quote at Apple Keynote 2025 – Black keynote slide with white text: “Design is not just what it looks like and feels like. Design is how it works.” – Steve Jobs.

Then a video played, focused on the fundamental geometric shapes that can be found in Apple’s products: circles in the HomePod, iPhone shutter button, iPhone camera, MagSafe charging ring, Digital Crown on Apple Watch; rounded squares in the charging block, Home scene button, Mac mini, keycaps, Finder icon, FaceID; to the lozenges found in the AirPods case, MagSafe port, Liquid Glass carousel control, and the Action button on Apple Watch Ultra.

Then Tim Cook repeated the notion in his opening remarks:

At Apple, design has always been fundamental to who we are and what we do. For us, design goes beyond just how something looks or feels. Design is also how it works. This philosophy guides everything we do, including the products we’re going to introduce today and the experiences they provide.

Apple announced a bunch of products today, including:

  • AirPods Pro 3 with better active noise canceling, live translation, and heart rate sensing (more below)
  • Apple Watch Series 11, thinner and with hypertension alerts and sleep score
  • iPhone 17 with a faster chip and better camera (as always)
  • iPhone Air at 5.6 mm thin! They packed all the main components into a new full-width camera “plateau” (I guess that’s the new word for camera bump)
  • iPhone 17 Pro / Pro Max with a faster chip and even better camera (as always), along with unibody construction and cool vapor cooling (like liquid cooling, but with vapor), and a beefy camera plateau

Highlights

Live Translation is Star Trek’s Universal Translator

In the Star Trek universe, humans regularly speak English with aliens and the audience hears those same aliens reply in English. Of course, it’s television and it was always explained away—that a “universal translator” is embedded in the comm badge all Starfleet crew members wear.

Apple Keynote 2025 iPhone Live Translation feature – Woman holds up an iPhone displaying translated text, demonstrating Apple Intelligence with AirPods Pro 3.

With AirPods Pro 3, this is becoming real! In one demo video, Apple shows a woman at a market. She’s shopping and hears a vendor speak to her in Spanish. Through her AirPods, she hears the live translation and can reply in English and have that translated back to Spanish on her iPhone. Then, in another scene, two guys are talking—English and Italian—and they’re both wearing the new AirPods and having a seamless conversation. Amazing.

Apple Keynote 2025 AirPods Pro 3 Live Translation demo at café – Man wearing AirPods Pro 3 sits outdoors at a café table, smiling while testing real-time language translation.

Heart Rate Monitoring in AirPods

Apple is extending its fitness tracking features to AirPods, specifically the new AirPods Pro 3. These come with a new sensor that pulses invisible infrared light at 256 times per second to detect blood flow and calculate heart rate. I’m always astonished by how Apple keeps extending the capabilities of its devices to push health and fitness metrics, which—at least their thesis goes—helps with overall wellbeing. (See below.)

Full-Width Camera Bump

Or, the new camera plateau. I actually prefer the full width over just the bump. I feel like the plain camera bump on my iPhone 16 Pro makes the phone too wobbly when I put it on its back. I think a bump that spans the full width of the phone will make it more stable. This new design is on the new iPhone Air and iPhone 17 Pro.

To Air or Not to Air?

I’m on the iPhone Upgrade Program so I can get a new phone each year—and I have for that last few. I’m wondering if I want to get the Air this time. One thing I dislike about the iPhone Pros is their weight. The Pro is pretty heavy and I can feel it in my hand after prolonged use. At 165 grams, the Air is 17% lighter than the 16 Pro (199 grams). It might make a difference.

Overall Thoughts

Of course, in 2025, it’s a little striking that Apple didn’t mention much about AI. Apple framed AI not as a standalone product but as an invisible layer woven through AirPods, Watch, and iPhone—from Live Translation and Workout Buddy nudges to on-device models powering health insights and generative photo features. Instead of prompts and chatbots, Apple Intelligence showed up as contextual, ambient assistance designed to disappear into the flow of everyday use. And funnily enough, iOS 26 was mentioned in passing, as if Apple assumed everyone watching had seen the prior episode—er, keynote—in June.

It’s interesting that the keynote opened with that Steve Jobs quote about design. Maybe someone in Cupertino read my piece breaking down Liquid Glass where I argued:

People misinterpret this quote all the time to mean design is only how it works. That is not what Steve meant. He meant, design is both what it looks like and how it works.

(Actually, it was probably what Casey Newton wrote in Platformer about Liquid Glass.) 

If you step back and consider why Apple improves its hardware and software every year, it goes back to their implied mission: to make products that better human lives. This is exemplified by the “Dear Apple” spot they played as part of the segment on Apple Watch.

Play

Apple’s foray into wearables—beyond ear- and headphones—with Apple Watch ten years ago was really an entry into health technology. Lives have been saved and people have gotten healthier because Apple technology enabled them. Dr. Sumbul Ahmad Desai, VP of Health mentioned their new hypertension detection feature could notify over one million people with undiagnosed hypertension in its first year. Apple developed this feature using advanced machine learning, drawing on training data from multiple studies that involved over 100,000 participants. Then they clinically validated it in a separate study of over 2,000 participants. In other words, they’ve become a real force is shaping health tech.

And what also amazes me, is that now AirPods Pro 3 will help with health and fitness tracking. (See above.)

There’s no doubt that Apple’s formal design is always top-notch. But it’s great to be reminded of their why and how these must-buy-by-Christmas devices are capable of solving real world problems and bettering our lives. (And no, I don’t think having a lighter, thinner, faster, cooler phone falls into this category. We can have both moral purpose and commercial purpose.)

I believe purity tests of any sort are problematic. And it’s much too easy to throw around the “This is AI slop!” claim. AI was used in the main title sequence for the Marvel TV show Secret Invasion. But it was on purpose and aligned with the show’s themes of shapeshifters.

Anyway, Daniel John, writing in the Creative Bloq:

[Lady] Gaga just dropped the music video for The Dead Dance, a song debuted in Season 2 of Netflix’s Wednesday. Directed by Tim Burton, it’s a suitably nightmarish black-and-white cacophony of monsters and dolls. But some are already claiming that parts of it were made using AI.

John shows a tweet from @graveyardquy as an example:

i didn’t think we’d ever be in a timeline where a tim burton x lady gaga collab would turn out to be AI slop… but here we are

We need to separate quality critiques from tool usage. If it looks good and is appropriate, I’m fine with CG, AI, and whatever comes next that helps tell the story. Same goes for what we do as designers, ’natch.

Gaga’s song is great. It’s a bop, as the kids say, with a neat music video to boot.

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The Lady Gaga backlash proves AI paranoia has gone too far

Just because it looks odd, doesn't mean it's AI.

creativebloq.com iconcreativebloq.com

Brad Frost, of atomic design fame, wrote a history of themeable UIs as part of a deep dive into design tokens. He writes, “Design tokens may be the latest incarnation, but software creators have been creating themeable user interfaces for quite a long time!”

About Mario and Luigi from Super Mario Bros.:

It’s wild that two of the most iconic characters in the history of pop culture — red-clad Mario and green-clad Luigi — are themeable UI elements born from pragmatic ingenuity to overcome technological challenges. Freaking amazing.

The History of Themeable User Interfaces

The History of Themeable User Interfaces

A full-ish history of user interfaces that can be themed to meet the opportunities and constraints of the time

bradfrost.com iconbradfrost.com

Here’s a fun visual essay about a artist Yufeng Zhao’s piece “Alt Text in NYC.” It’s a essentially a visual search engine that searches all the text (words) on the streets of New York City. The dataset comprises of over eight million photos from Google Street View! Matt Daniels, writing for The Pudding:

The result is a search engine of much of what’s written in NYC’s streets. It’s limited to what a Google Street View car can capture, so it excludes text in areas such as alleyways and parks, or any writing too small to be read by a moving vehicle.

The scale of the data is immense: over 8 million Google Street View images (from the past 18 years) and 138 million identified snippets of text.

Just over halfway down the article, there is a list of the top 1,000 words in the data. Most are expected words from traffic signs like “stop.” But number twenty-five is “Fedders,” the logo of an air-conditioner brand popular in the 1950s to the 1990s. They’re all over the exteriors of the city’s buildings.

Best viewed on your computer, IMHO.

preview-1757042735943.jpg

NYC’s Urban Textscape

Analyzing All of the Words Found on NYC Streets

pudding.cool iconpudding.cool

Josh Miller, CEO, and Hursh Agrawal, CTO, of The Browser Company:

Today, The Browser Company of New York is entering into an agreement to be acquired by Atlassian in an all-cash transaction. We will operate independently, with Dia as our focus. Our objective is to bring Dia to the masses.

Super interesting acquisition here. There is zero overlap as far as I can tell. Atlassian’s move is out of left-field. Dia’s early users were college students. The Browser Company more recently opened it up to former Arc users. Is this bet for Atlassian—the company that makes tech-company-focused products like Jira and Confluence—around the future of work and collaboration? Is this their first move against Salesforce? 🤔

preview-1757007229906.jpeg

Your Tuesday in 2030

Or why The Browser Company is being acquired to bring Dia to the masses.

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DOC is a publication from Fabricio Teixeira and Caio Braga that I’ve linked to before. Their latest reflection is on interfaces.

A good user interface is a good conversation.

Interfaces thrive on clarity, responsiveness, and mutual understanding. In a productive dialogue, each party clearly articulates their intentions and receives timely, understandable responses. Just as a good conversationalist anticipates the next question or need, a good interface guides you smoothly through your task. At their core, interfaces translate intent into action. They’re a bridge between what’s in your head and what the product can do.

Reflection is the best word I’ve found to describe these pieces. They’re hype-free, urging us to take a step back, and—at least for me—a reminder about our why.

In the end, interfaces are also a space for self-expression.

The ideal of “no interface” promises ultimate efficiency and direct access—but what do we lose in that pursuit? Perhaps the interface is not just a barrier to be minimized, but a space for human expression. It’s a canvas; a place to imbue a product with personality, visual expression, and a unique form of art.

When we strip that away, or make everything look the same, we lose something important. We trade the unique and the delightful for the purely functional. We sacrifice a vital part of what makes technology human: the thoughtful, and sometimes imperfect, ways we present ourselves to the world.

A pixelated hand

DOC • Interface

On connection, multi-modality, and self-expression.

doc.cc icondoc.cc
Conceptual 3D illustration of stacked digital notebooks with a pen on top, overlaid on colorful computer code patterns.

Why We Still Need a HyperCard for the AI Era

I rewatched the 1982 film TRON for the umpteenth time the other night with my wife. I have always credited this movie as the spark that got me interested in computers. Mind you, I was nine years old when this film came out. I was so excited after watching the movie that I got my father to buy us a home computer—the mighty Atari 400 (note sarcasm). I remember an educational game that came on cassette called “States & Capitals” that taught me, well, the states and their capitals. It also introduced me to BASIC, and after watching TRON, I wanted to write programs!

Vintage advertisement for the Atari 400 home computer, featuring the system with its membrane keyboard and bold headline “Introducing Atari 400.”

The Atari 400’s membrane keyboard was easy to wipe down, but terrible for typing. It also reminded me of fast food restaurant registers of the time.

Back in the early days of computing—the 1960s and ’70s—there was no distinction between users and programmers. Computer users wrote programs to do stuff for them. Hence the close relationship between the two that’s depicted in TRON. The programs in the digital world resembled their creators because they were extensions of them. Tron, the security program that Bruce Boxleitner’s character Alan Bradley wrote, looks like its creator. Clu looked like Kevin Flynn, played by Jeff Bridges. Early in the film, a compound interest program who was captured by the MCP’s goons says to a cellmate, “if I don’t have a User, then who wrote me?”

Scene from the 1982 movie TRON showing programs in glowing blue suits standing in a digital arena.

The programs in TRON looked like their users. Unless the user was the program, which was the case with Kevin Flynn (Jeff Bridges), third from left.

I was listening to a recent interview with Ivan Zhao, CEO and cofounder of Notion, in which he said he and his cofounder were “inspired by the early computing pioneers who in the ’60s and ’70s thought that computing should be more LEGO-like rather than like hard plastic.” Meaning computing should be malleable and configurable. He goes on to say, “That generation of thinkers and pioneers thought about computing kind of like reading and writing.” As in accessible and fundamental so all users can be programmers too.

The 1980s ushered in the personal computer era with the Apple IIe, Commodore 64, TRS-80, (maybe even the Atari 400 and 800), and then the Macintosh, etc. Programs were beginning to be mass-produced and consumed by users, not programmed by them. To be sure, this move made computers much more approachable. But it also meant that users lost a bit of control. They had to wait for Microsoft to add a feature into Word that they wanted.

Of course, we’re coming back to a full circle moment. In 2025, with AI-enabled vibecoding, users are able to spin up little custom apps that do pretty much anything they want them to do. It’s easy, but not trivial. The only interface is the chatbox, so your control is only as good as your prompts and the model’s understanding. And things can go awry pretty quickly if you’re not careful.

What we’re missing is something accessible, but controllable. Something with enough power to allow users to build a lot, but not so much that it requires high technical proficiency to produce something good. In 1987, Apple released HyperCard and shipped it for free with every new Mac. HyperCard, as fans declared at the time, was “programming for the rest of us.”

HyperCard—Programming for the Rest of Us

Black-and-white screenshot of HyperCard’s welcome screen on a classic Macintosh, showing icons for Tour, Help, Practice, New Features, Art Bits, Addresses, Phone Dialer, Graph Maker, QuickTime Tools, and AppleScript utilities.

HyperCard’s welcome screen showed some useful stacks to help the user get started.

Bill Atkinson was the programmer responsible for MacPaint. After the Mac launched, and apparently on an acid trip, Atkinson conceived of HyperCard. As he wrote on the Apple history site Folklore:

Inspired by a mind-expanding LSD journey in 1985, I designed the HyperCard authoring system that enabled non-programmers to make their own interactive media. HyperCard used a metaphor of stacks of cards containing graphics, text, buttons, and links that could take you to another card. The HyperTalk scripting language implemented by Dan Winkler was a gentle introduction to event-based programming.

There were five main concepts in HyperCard: cards, stacks, objects, HyperTalk, and hyperlinks. 

  • Cards were screens or pages. Remember that the Mac’s nine-inch monochrome screen was just 512 pixels by 342 pixels.
  • Stacks were collections of cards, essentially apps.
  • Objects were the UI and layout elements that included buttons, fields, and backgrounds.
  • HyperTalk was the scripting language that read like plain English.
  • Hyperlinks were links from one interactive element like a button to another card or stack.

When I say that HyperTalk read like plain English, I mean it really did. AppleScript and JavaScript are descendants. Here’s a sample logic script:

if the text of field "Password" is "open sesame" then
  go to card "Secret"
else
  answer "Wrong password."
end if

Armed with this kit of parts, users were able to use this programming “erector set” and build all sorts of banal or wonderful apps. From tracking vinyl records to issuing invoices, or transporting gamers to massive immersive worlds, HyperCard could do it all. The first version of the classic puzzle adventure game, Myst was created with HyperCard. It was comprised of six stacks and 1,355 cards. From Wikipedia:

The original HyperCard Macintosh version of Myst had each Age as a unique HyperCard stack. Navigation was handled by the internal button system and HyperTalk scripts, with image and QuickTime movie display passed off to various plugins; essentially, Myst functions as a series of separate multimedia slides linked together by commands.

Screenshot from the game Myst, showing a 3D-rendered island scene with a ship in a fountain and classical stone columns.

The hit game Myst was built in HyperCard.

For a while, HyperCard was everywhere. Teachers made lesson plans. Hobbyists made games. Artists made interactive stories. In the Eighties and early Nineties, there was a vibrant shareware community. Small independent developers who created and shared simple programs for a postcard, a beer, or five dollars. Thousands of HyperCard stacks were distributed on aggregated floppies and CD-ROMs. Steve Sande, writing in Rocket Yard:

At one point, there was a thriving cottage industry of commercial stack authors, and I was one of them. Heizer Software ran what was called the “Stack Exchange”, a place for stack authors to sell their wares. Like Apple with the current app stores, Heizer took a cut of each sale to run the store, but authors could make a pretty good living from the sale of popular stacks. The company sent out printed catalogs with descriptions and screenshots of each stack; you’d order through snail mail, then receive floppies (CDs at a later date) with the stack(s) on them.

Black-and-white screenshot of Heizer Software’s “Stack Exchange” HyperCard catalog, advertising a marketplace for stacks.

Heizer Software’s “Stack Exchange,” a marketplace for HyperCard authors.

From Stacks to Shrink-Wrap

But even as shareware tiny programs and stacks thrived, the ground beneath this cottage industry was beginning to shift. The computer industry—to move from niche to one in every household—professionalized and commoditized software development, distribution, and sales. By the 1990s, the dominant model was packaged software that was merchandised on store shelves in slick shrink-wrapped boxes. The packaging was always oversized for the floppy or CD it contained to maximize visual space.

Unlike the users/programmers from the ’60s and ’70s, you didn’t make your own word processor anymore, you bought Microsoft Word. You didn’t build your own paint and retouching program—you purchased Adobe Photoshop. These applications were powerful, polished, and designed for thousands and eventually millions of users. But that meant if you wanted a new feature, you had to wait for the next upgrade cycle—typically a couple of years. If you had an idea, you were constrained by what the developers at Microsoft or Adobe decided was on the roadmap.

The ethos of tinkering gave way to the economics of scale. Software became something you consumed rather than created.

From Shrink-Wrap to SaaS

The 2000s took that shift even further. Instead of floppy disks or CD-ROMs, software moved into the cloud. Gmail replaced the personal mail client. Google Docs replaced the need for a copy of Word on every hard drive. Salesforce, Slack, and Figma turned business software into subscription services you didn’t own, but rented month-to-month.

SaaS has been a massive leap for collaboration and accessibility. Suddenly your documents, projects, and conversations lived everywhere. No more worrying about hard drive crashes or lost phones! But it pulled users even farther away from HyperCard’s spirit. The stack you made was yours; the SaaS you use belongs to someone else’s servers. You can customize workflows, but you don’t own the software.

Why Modern Tools Fall Short

For what started out as a note-taking app, Notion has come a long way. With its kit of parts—pages, databases, tags, etc.—it’s highly configurable for tracking information. But you can’t make games with it. Nor can you really tell interactive stories (sure, you can link pages together). You also can’t distribute what you’ve created and share with the rest of the world. (Yes, you can create and sell Notion templates.)

No productivity software programs are malleable in the HyperCard sense. 

[IMAGE: Director]

Of course, there are specialized tools for creativity. Unreal Engine and Unity are great for making games. Director and Flash continued the tradition started by HyperCard—at least in the interactive media space—before they were supplanted by more complex HTML5, CSS, and JavaScript. Objectively, these authoring environments are more complex than HyperCard ever was.

The Web’s HyperCard DNA

In a fun remembrance, Constantine Frantzeskos writes:

HyperCard’s core idea was linking cards and information graphically. This was true hypertext before HTML. It’s no surprise that the first web pioneers drew direct inspiration from HyperCard – in fact, HyperCard influenced the creation of HTTP and the Web itself​. The idea of clicking a link to jump to another document? HyperCard had that in 1987 (albeit linking cards, not networked documents). The pointing finger cursor you see when hovering over a web link today? That was borrowed from HyperCard’s navigation cursor​.

Ted Nelson coined the terms “hypertext” and “hyperlink” in the mid-1960s, envisioning a world where digital documents could be linked together in nonlinear “trails”—making information interwoven and easily navigable. Bill Atkinson’s HyperCard was the first mass-market program that popularized this idea, even influencing Tim Berners-Lee, the father of the World Wide Web. Berners-Lee’s invention was about linking documents together on a server and linking to other documents on other servers. A web of documents.

Early ViolaWWW hypermedia browser from 1993, displaying a window with navigation buttons, URL bar, and hypertext description.

Early web browser from 1993, ViolaWWW, directly inspired by the concepts in HyperCard.

Pei-Yuan Wei, developer of one of the first web browsers called ViolaWWW, also drew direct inspiration from HyperCard. Matthew Lasar writing for Ars Technica:

“HyperCard was very compelling back then, you know graphically, this hyperlink thing,” Wei later recalled. “I got a HyperCard manual and looked at it and just basically took the concepts and implemented them in X-windows,” which is a visual component of UNIX. The resulting browser, Viola, included HyperCard-like components: bookmarks, a history feature, tables, graphics. And, like HyperCard, it could run programs.

And of course, with the built-in source code viewer, browsers brought on a new generation of tinkerers who’d look at HTML and make stuff by copying, tweaking, and experimenting.

The Missing Ingredient: Personal Software

Today, we have low-code and no code tools like Bubble for making web apps, Framer for building web sites, and Zapier for automations. The tools are still aimed at professionals though. Maybe with the exception of Zapier and IFTTT, they’ve expanded the number of people who can make software (including websites), but they’re not general purpose. These are all adjacent to what HyperCard was.

(Re)enter personal software.

In an essay titled “Personal software,” Lee Robinson wrote, “You wouldn’t search ‘best chrome extensions for note taking’. You would work with AI. In five minutes, you’d have something that works exactly how you want.”

Exploring the idea of “malleable software,” researchers at Ink & Switch wrote:

How can users tweak the existing tools they’ve installed, rather than just making new siloed applications? How can AI-generated tools compose with one another to build up larger workflows over shared data? And how can we let users take more direct, precise control over tweaking their software, without needing to resort to AI coding for even the tiniest change? None of these questions are addressed by products that generate a cloud-hosted application from a prompt.

Of course, AI prompt-to-code tools have been emerging this year, allowing anyone who can type to build web applications. However, if you study these tools more closely—Replit, Lovable, Base44, etc.—you’ll find that the audience is still technical people. Developers, product managers, and designers can understand what’s going on. But not everyday people.

These tools are still missing ingredients HyperCard had that allowed it to be in the general zeitgeist for a while, that enabled users to be programmers again.

They are:

  • Direct manipulation
  • Technical abstraction
  • Local apps

What Today’s Tools Still Miss

Direct Manipulation

As I concluded in my exhaustive AI prompt-to-code tools roundup from April, “We need to be able to directly manipulate components by clicking and modifying shapes on the canvas or changing values in an inspector.” The latency of the roundtrip of prompting the model, waiting for it to think and then generate code, and then rebuild the app is much too long. If you don’t know how to code, every change takes minutes, so building something becomes tedious, not fun.

Tools need to be a canvas-first, not chatbox-first. Imagine a kit of UI elements on the left that you can drag onto the canvas and then configure and style—not unlike WordPress page builders. 

AI is there to do the work for you if you want, but you don’t need to use it.

Hand-drawn sketch of a modern HyperCard-like interface, with a canvas in the center, object palette on the left, and chat panel on the right.

My sketch of the layout of what a modern HyperCard successor could look like. A directly manipulatable canvas is in the center, object palette on the left, and AI chat panel on the right.

Technical Abstraction

For gen pop, I believe that these tools should hide away all the JavaScript, TypeScript, etc. The thing that the user is building should just work.

Additionally, there’s an argument to be made to bring back HyperTalk or something similar. Here is the same password logic I showed earlier, but in modern-day JavaScript:

const password = document.getElementById("Password").value;

if (password === "open sesame") {
  window.location.href = "secret.html";
} else {
  alert("Wrong password.");
} 

No one is going to understand that, much less write something like it.

One could argue that the user doesn’t need to understand that code since the AI will write it. Sure, but code is also documentation. If a user is working on an immersive puzzle game, they need to know the algorithm for the solution. 

As a side note, I think flow charts or node-based workflows are great. Unreal Engine’s Blueprints visual scripting is fantastic. Again, AI should be there to assist.

Unreal Engine Blueprints visual scripting interface, with node blocks connected by wires representing game logic.

Unreal Engine has a visual scripting interface called Blueprints, with node blocks connected by wires representing game logic.

Local Apps

HyperCard’s file format was “stacks.” And stacks could be compiled into applications that can be distributed without HyperCard. With today’s cloud-based AI coding tools, they can all publish a project to a unique URL for sharing. That’s great for prototyping and for personal use, but if you wanted to distribute it as shareware or donation-ware, you’d have to map it to a custom domain name. It’s not straightforward to purchase from a registrar and deal with DNS records.

What if these web apps can be turned into a single exchangeable file format like “.stack” or some such? Furthermore, what if they can be wrapped into executable apps via Electron?

Rip, Mix, Burn

Lovable, v0, and others already have sharing and remixing built in. This ethos is great and builds on the philosophies of the hippie computer scientists. In addition to fostering a remix culture, I imagine a centralized store for these apps. Of course, those that are published as runtime apps can go through the official Apple and Google stores if they wish. Finally, nothing stops third-party stores, similar to the collections of stacks that used to be distributed on CD-ROMs.

AI as Collaborator, Not Interface

As mentioned, AI should not be the main UI for this. Instead, it’s a collaborator. It’s there if you want it. I imagine that it can help with scaffolding a project just by describing what you want to make. And as it’s shaping your app, it’s also explaining what it’s doing and why so that the user is learning and slowly becoming a programmer too.

Democratizing Programming

When my daughter was in middle school, she used a site called Quizlet to make flash cards to help her study for history tests. There were often user-generated sets of cards for certain subjects, but there were never sets specifically for her class, her teacher, that test. With this HyperCard of the future, she would be able to build something custom in minutes.

Likewise, a small business owner who runs an Etsy shop selling T-shirts can spin up something a little more complicated to analyze sales and compare against overall trends in the marketplace.

And that same Etsy shop owner could sell the little app they made to others wanting the same tool for for their stores.

The Future Is Close

Scene from TRON showing a program with raised arms, looking upward at a floating disc in a beam of light.

Tron talks to his user, Alan Bradley, via a communication beam.

In an interview with Garry Tan of Y Combinator in June, Michael Truell, the CEO of Anysphere, which is the company behind Cursor, said his company’s mission is to “replace coding with something that’s much better.” He acknowledged that coding today is really complicated:

Coding requires editing millions of lines of esoteric formal programming languages. It requires doing lots and lots of labor to actually make things show up on the screen that are kind of simple to describe.

Truell believes that in five to ten years, making software will boil down to “defining how you want the software to work and how you want the software to look.”

In my opinion, his timeline is a bit conservative, but maybe he means for professionals. I wonder if something simpler will come along sooner that will capture the imagination of the public, like ChatGPT has. Something that will encourage playing and tinkering like HyperCard did.

There’s a third sequel to TRON that’s coming out soon—TRON: Ares. In a panel discussion in the 5,000-seat Hall H at San Diego Comic-Con earlier this summer, Steven Lisberger, the creator of the franchise provided this warning about AI, “Let’s kick the technology around artistically before it kicks us around.” While he said it as a warning, I think it’s an opportunity as well.

AI opens up computer “programming” to a much larger swath of people—hell, everyone. As an industry, we should encourage tinkering by building such capabilities into our products. Not UIs on the fly, but mods as necessary. We should build platforms that increase the pool of users from technical people to everyday users like students, high school teachers, and grandmothers. We should imagine a world where software is as personalizable as a notebook—something you can write in, rearrange, and make your own. And maybe users can be programmers once again.

Hard to believe that the Domino’s Pizza tracker debuted in 2008. The moment was ripe for them—about a year after the debut of the iPhone. Mobile e-commerce was in its early days.

Alex Mayyasi for The Hustle:

…the tracker’s creation was spurred by the insight that online orders were more profitable – and made customers more satisfied – than phone or in-person orders. The company’s push to increase digital sales from 20% to 50% of its business led to new ways to order (via a tweet, for example) and then a new way for customers to track their order.

Mayyasi weaves together a tale of business transparency, UI, and content design, tracing—or tracking?—the tracker’s impact on business since then. “The pizza tracker is essentially a progress bar.” But progress bars do so much for the user experience, most of which is setting proper expectations.

preview-1756791507284.png

How the Domino’s pizza tracker conquered the business world

One cheesy progress update at a time.

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