Skip to content

Dan Carey leads product at Anthropic Labs, the team behind Claude Code and Claude Design. In a talk on how a three-person team shipped Claude Design in ten weeks, he describes what happened to everyone else after their engineers got fast:

And so once Claude Code took off, the bottleneck moved. The bottleneck moved from building the feature to figuring out the right things to be building for your users, in a lot of cases. So the option was either skip those early steps, just try and decide on the fly, and potentially build the wrong thing really fast, or try to find ways for the rest of us to speed up. So our designers, our PMs, were having trouble keeping up. We needed our own accelerator tool.

Carey just relocated the bottleneck onto the exact work designers and PMs own: figuring out what’s worth building. That’s product discovery becoming the real constraint. When building gets cheap, what’s left to get right is the decision about what to build at all.

How does the team make that call? Not by writing it down:

So we like to use prototypes because documents are imprecise. It’s so easy for two people to look at the same doc and have two different products in mind about what the experience should be. […] Prototypes are more concrete, more visceral. They let you get hands on with the thing and really feel the experience yourself.

They skipped the PRD and the vision docs entirely. A working prototype immediately aligns people, and it doubles as the discovery tool: you build the rough thing to find out what the right thing is.

And it helped that the team was small enough to skip coordination entirely. Here’s Carey:

Everyone on the team does everything. The engineers talk to users, PMs write code, designers do data analysis. All of these things are enabled in part with Claude. And the lines between the roles on this team, they have essentially dissolved at this point. You do have your specialization, you do have the unique perspective and diversity that you bring to a team, but at any moment, any one of these people on this team can talk to 10 users, you can realize what the underlying problem is, you can design a solution to it, you can ship it to users, you can listen for feedback, you can keep iterating solo if you need to.

On Carey’s team, the designer who spots the problem also builds the solution and ships it. That’s the kind of role a lot of designers are now being asked to grow into, and it looks less like a handoff between specialists than one person carrying an idea from problem to finished screen.

Speed doesn’t guarantee you build the right thing, though, and Carey is candid about the team’s misses. They built a set of advanced, fine-grained controls for power users. A few vocal testers loved them—I know I would have. But the usage showed everyone else hated them, and the team pulled the controls in a week. Two lessons came out of it:

So this taught us a couple of things. One, this taught us that we should be a tool that lifts the level of craft for everybody, not just the ceiling on power users. It also taught us that we want to be as open as possible, because there will be users that we never meet the full needs of. There’s going to be some power user out there who wants to do something very specific that we’re not going to support. And that’s what convinced us that we wanted this to be a very open tool. That’s why if you export from it, you get HTML, CSS, JavaScript.

Subscribe for updates

Get weekly (or so) post updates and design insights in your inbox.