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92 posts tagged with “career”

Tom May, writing for Creative Boom, says the old bargain for independent creatives is breaking: make good work, publish it well, and the web would direct a few customers to you. The old SEO problem was already bad enough after Google’s AI Overviews, but May is pointing at the next step, where the answer is presented to the user without having to visit websites.

The web, it said, is moving “beyond the traditional search-and-click model toward a more conversational and generative web,” where brands now compete “not just for attention, but for recommendation, relevance and action”. That might sound like a boringly technical sentence, but buried within it is something very profound that affects every creative working today.

Because what it describes isn’t just a change in how Pinterest sells ads, but a fundamental change in how people find information and inspiration online. And if you’re a creative, the implications for whether you actually get work in future are huge.

May again:

Nowadays, when someone types “find me an illustrator who works in cut-paper collage for a children’s book”, AI returns an answer, not a list of links to explore. It decides who gets named, and there’s no way to influence it: no ad slot to buy, no SEO lever to pull.

And how does it reach this decision? AI platforms lean on aggregate signals: who’s already cited, listed, written about, and linked to. This favours the already-famous and the big studios with a deep web footprint, leaving the vast majority of smaller independents floundering.

It’s a virtuous circle for the former, a vicious one for the latter. The visible gets recommended, and the recommendation makes them more visible. The talented new graduate with a thin online presence isn’t in AI’s field of view, so they stay invisible forever.

For designers, that changes the portfolio from a gallery into a set of reputation signals: named projects, credited collaborations, interviews, and references that point back to a specific person or studio.

In a market where output gets easier to generate and distribution gets harder to earn, distinct judgment and identifiable work become business-development assets. The work has to be specific enough, and trusted enough, to be requested by name before an AI system is asked for a recommendation.

In this shiny new world of AI, you can’t optimise your way into a recommendation, the way you once keyword-optimised a website. Recommendation runs on reputation signals that a system can read: being named in other people’s work, on lists, in interviews, in the press, and in collaborations. So the answer for creatives isn’t to play the algorithms harder. It’s to become the name people and systems already trust enough to surface.

One part of that is to own your relationships. A newsletter list, for example, is a direct connection that no algorithm can intermediate away. A community of people who’ve chosen to hear from you isn’t subject to a platform’s recommendation logic. Look at how designers like Liz Mosley have built something genuinely resilient: a website, a podcast, templates, resources; an audience that actively follows her work rather than stumbling across it.

Another is to get cited and named, because getting talked about (positively, of course) is the new currency. This means leaning on the channels no algorithm can gatekeep: word of mouth, referrals, events, and real rooms. And in your work, aiming to be a category of one, with a style so specific it gets requested by name rather than retrieved by attribute. The creatives who get asked for by name are the ones that AI can neither replace nor substitute.

Lee Brown, Pinterest’s chief business officer, frames it this way: “The future of discovery won’t be driven by keywords alone. It will be shaped by context, taste, and trusted recommendations.” He’s describing his platform’s perceived advantage. But he’s also, accidentally, describing yours.

Hero image for an article on how AI-driven discovery is reshaping how independent creatives get found and hired.

The web that built your creative business is being dismantled. So what should you do now?

As AI takes over from Google search, the thing that used to draw people to your creative work is disappearing fast. Here’s what’s happening, and how to respond.

creativeboom.com iconcreativeboom.com

The useful thing about this AI layoffs simulator is that it turns an abstract workforce problem into something you can see: if every company cuts workers to save money, fewer people have money to spend.

Raj Nandan Sharma built the interactive page from “The AI Layoff Trap,” an arXiv paper about what happens when many companies automate at the same time. Sharma summarizes the mechanism this way:

Rational, forward-looking firms competing on cost are trapped in an automation arms race. Each captures the full savings of replacing a worker — but bears only 1/N of the resulting collapse in demand. The rest falls on rivals. The race is a dominant strategy. This simulator makes the trap visible as parameters change.

In the default model, each company keeps cutting until about 65% of workers are replaced. The healthier stopping point for the whole market is closer to 35%. That thirty-point gap is the trap.

The default setup is simple: each company has 100 employees, workers earn $50k, only 30% of lost income is replaced, and workers spend half their income at the same local companies. The key moment is when the chart crosses from “this is good for my company” to “this is bad for everyone”:

Past the sweet spot. At 31% automation, profits hit their peak. But every company is still cutting — because each firm saves the full wage bill privately, while only 1/1,000 of the lost demand lands on its own books. Profits are now falling, but still above the starting line.

The policy section gets denser, but the plain-English point is this: helping workers afterward matters, but it does not change why each company keeps cutting. The simulator argues that the cost of the decision has to change too:

Foresight alone cannot prevent the race toward the cliff.

Banner image for The AI Layoff Trap, an interactive simulator on automation and workforce economics.

The AI Layoff Trap — Interactive Simulator

An interactive simulator built on a 2026 arXiv paper shows why competing firms over-automate: each captures the full wage savings but bears only a fraction of the demand collapse it sets off.

ailayoffs.rajnandan.com iconailayoffs.rajnandan.com

Nicole Alexandra Michaelis, catalogs the job titles opening up as AI takes over the production work. Titles like “AI Design Consultant” (aka forward deployed designer), “Agentic UX Architect,” and “Trust Designer.”

These new titles are flashy, as she says, and I’m wary of crazy titles as I believe “designer” is a good catch-all. Michaelis seems to agree:

The “Product Designer” used to be the top of the crop, working with content designers, motion designers, UI designers, service designers, and more. But all of these titles had one thing in common: deeply strategic design thinking. While product design was often treated as the most T-shaped profile amongst designers, I always believed any (good) designer could shift in and out of skills and ways of working quickly, independent of their specific title.

The constant she identifies—deeply strategic design thinking—is the job; the titles are what we print on the business card in any given season. I’ve watched these labels multiply over the years, and the strong designers always moved between them regardless of title.

Take the Trust Designer:

The Trust Designer focuses entirely on transparency. They translate complex cryptographic or algorithmic verification into instant, split-second visual signals. They design the metadata tags, watermark indicators, and explainability mechanisms that show consumers exactly why an AI recommended a specific product or how a piece of media was verified.

The work here is genuinely needed. Translating something invisible—verification, provenance—into a split-second signal a human can trust is design at its core, not pixel-pushing. This is the part worth taking seriously, regardless of what we call the person doing it, or that it’s its own full-time job.

Michaelis again:

Ultimately, this shift is incredibly empowering for the creative community. The lesson of the AI age isn’t “learn to code or get replaced.” It is that design is moving away from the mechanics of pixel production and shifting heavily toward cognitive psychology, systems thinking, and business orchestration. And I would argue, most of us loved that part of the work most anyway.

She’s right about where the work is heading, and the only thing I’d watch is the title proliferation. The strategic judgment underneath is the same craft it’s always been, whatever we end up calling it.

Green Anthropic thinking cap image used as the article hero for emerging AI design roles.

Design’s alive and kicking. It just got some flashy new names.

AI is reshaping design beyond pixel production, creating roles for orchestration, trust, generative interfaces, and human-AI collaboration.

uxdesign.cc iconuxdesign.cc

Jack Maguire writes about AI displacement as a grief problem, not only a labor-market problem:

Knowledge workers hold a different relationship to their labor than manufacturing workers did. For a cognitive professional, expertise is not only an activity. It is a large part of the self. A data scientist who has spent a decade building statistical judgment does not experience that judgment as a detachable tool. It is closer to a personality trait. When automation threatens the work, it reaches past the income and touches the identity.

I can certainly relate—my profession is my identity and sense of self, unhealthy as that may be.

Maguire on disenfranchised grief and AI layoffs:

Even where grief exists, workers are denied social permission to feel it, and the denial makes the grief worse.

The relevant concept is disenfranchised grief, a term coined by the grief researcher Kenneth Doka for loss that is not acknowledged or socially supported. As one accessible summary puts it, disenfranchised grief is “grief that is not acknowledged or socially supported, often because the loss does not conform to societal expectations of what should be mourned.” When a loss is not recognized by others, the grieving process stalls, and the grief stays “hidden and unresolved.”

Tech layoffs are engineered to produce exactly this condition. They are framed as strategic pivots, restructurings, and efficiency measures. The language is designed to read as ordinary corporate hygiene, and it forecloses mourning by refusing to name a loss at all. There is no ritual for the end of a profession, no obituary for a career, and no socially sanctioned grief leave for the worker who has watched the meaning drain out of work that technically still pays.

The default cultural model for grief still tends to be the five stages of grief, popularized by psychiatrist Elisabeth Kübler-Ross: denial, anger, bargaining, depression, acceptance. Maguire’s point is that AI displacement does not behave like a bounded loss moving toward acceptance:

The Kübler-Ross framework assumes that acceptance is reachable, because the loss it was built to describe is finite. When a person dies, the absence becomes permanent. The bereaved adjusts to a stable, if painful, new reality. Acceptance is possible because there is something fixed to accept.

AI displacement does not offer a fixed endpoint. The process is ongoing and accelerating, with no stable post-AI equilibrium to adapt to. A worker who retrains into the safe role of this year may find that role automated within two years. There is no permanent absence to grieve, only a moving frontier. Workers are being asked to accept a process rather than an outcome, and the process keeps advancing.

OpenGraph card for AI Job Grief with the essay title on a dark textured background.

AI Job Grief: The Unnamed Psychological Crisis Hitting Tech Workers

Across hundreds of Reddit threads and a small body of clinical literature, AI-driven displacement is producing an emotional category that most closely resembles grief, and the institutions causing it have no language for it.

jackmaguire.org iconjackmaguire.org

Tokyo Design Forum publishes former Facebook and Dropbox design leader Soleio’s closing talk from this year’s conference, where he previews a book-sized thesis called The Geometry of Luck. Soleio’s move is to treat luck less like a mood and more like a design problem: a question of arrangement, position, and conditions.

He starts with geometry because geometry gives the argument its discipline:

When we say something has a geometry, we mean it has structure.

Not just parts, but relationships between parts, distances, angles, arrangements that produce specific properties.

For example, a triangle just isn’t three lines, it’s three lines whose arrangement do something. The interior always sum to 180 degrees, no matter the triangle. That is geometry. It’s structure that produces reliable properties.

So when we talk about the geometry of a room, or the geometry of a negotiation, or the geometry of a network, we’re saying something very specific about its nature. We’re saying its composition, its arrangement, tells us more than a list of its parts.

That saves the talk from becoming another self-help riff on “making your own luck.” Soleio is more precise than that. He is saying luck has variables, and designers already understand the work of arranging variables toward a purpose. He links that to industrial designer and architect Charles Eames’s definition of design as a plan for arranging elements toward a purpose.

When something has a geometry, it can be measured, it can be reasoned about, it can be taught.

[…]

So geometry is a language of arrangement.

For designers, it’s like the vocabulary of our craft.

From there, the framework becomes practical:

I believe luck has three facets, three independent variables that work together in concert. They are the basic elements of good fortune.

The first I call orientation, how we perceive our environments and place ourselves within them.

The second is surface area, the degree to which we’ve made it easy for good fortune to find us.

And the third is novel action, our capacity to act on what we perceive, what we do with the opportunities that the universe presents to us.

The useful distinction here is agency without control. You don’t command the outcome. You arrange the conditions: what you can see, who can find you, and whether the value you create can keep circulating after it leaves your hands.

That is why the talk eventually turns back toward software design:

As software designers, we shape the environment where luck happens.

We are very, very lucky to be here in this room today.

Few inventions touch the fabric of people’s daily lives, such as software.

Every interface, every space, every system we create either amplifies or dampens the flow of opportunity for the people who encounter it.

With every over-the-air update we push to production, we alternate the networks through which luck flows.

And so I hope designers put as much consideration to luck as they do look and feel and utility.

I like that as a design brief. Not “be lucky.” Not “hustle harder.” Arrange yourself, your work, and your systems so more good fortune can pass through them. Test hypotheses. That is a useful bar for products too.

Title card for Soleio's Tokyo Design Forum talk, The Geometry of Luck.

Soleio—The Geometry of Luck

Soleio reframes luck as a measurable structure with three facets—orientation, surface area, and novel action—in his closing talk from Tokyo Design Forum 2026.

tokyodesignforum.com icontokyodesignforum.com

Thirty-year veteran software engineer Christoph Mütze shipped a 25,000-parameter transformer that runs on a stock Commodore 64, complete with an exhaustive test harness and a stack of reference implementations that all have to agree before anything ships. He called it SoulPlayer. In return he got called a vibecoder. Same reflex as the Monet pile-on: label first, verdict next, evidence optional. His response is the takedown of the “vibecoded slop” accusation I’d been waiting for somebody to write, and it lands on a single question that nobody on the accusing side wants to answer:

If vibecoding is what you say it is, if AI does the hard part, if the human just prompts and ships, if expertise is no longer a moat, then the world should be drowning in proper software right now. Not slop. Real tools. The kind people pay for, depend on, use every day. Two years of access. Millions of people with the models. The barrier supposedly fell. …where is everything?

David Pierce, catalogued the bespoke micro-apps people are building for themselves: family budget trackers, fantasy baseball rank engines, migration logs with a total addressable market of one. That’s real, and it’s the right scale to celebrate. But Mütze is asking a different question: where is the vibecoded Photoshop? Where is the vibecoded Maya, the vibecoded Blender, the vibecoded compiler that compiles itself? If the prompt-and-ship cartoon were true, two years in we’d have an avalanche of sophisticated tools built by people who don’t know how to code. We don’t. The category is empty. Mütze’s diagnosis of why is the part I want every designer reading this to take in:

Level 1 is what the industry usually calls coding. The syntax, the loops, the years memorizing pointer arithmetic and which header file the function lives in. LeetCode-measurable. The job interview essence. The mechanical part. The typing.

Level 2 is flow. What you do with Level 1. Knowing the right data structure. Knowing which ugly pragmatic solution to ship instead of the beautiful academic one. Reading other people’s code. Taste and judgment. The reflex of rejecting solutions that almost work and shipping the ones that do. Debugging, unit testing, the quality-control part.

Level 3 is architecture. The macro decisions, made with full awareness of their consequences. What to build at all. Why this data structure and not that one. Why this trade-off and not the obvious one. Which design survives contact with the real world, and which one silently falls apart two years later. The deciding part.

The three have never been the same thing. The gate was never at Level 1. The gate was at Levels 2 and 3, where the work that holds together actually happens. AI lowered the cost of Level 1. It didn’t really touch Levels 2 or 3. The gate is exactly where it always was.

You can easily translate this framework from engineering to design. Level 1 in design is pushing pixels: the auto-layout setup, the icon nudging, the variant-matrix work in Figma that fills our days. Level 2 is the taste that picks which of the fifteen generated directions is actually worth shipping. Level 3 is deciding what to build at all, and for whom. AI is eating Level 1 in design the same way it has eaten Level 1 in code. The designers who panic about “vibecoded design” are panicking because Level 1 was the layer they could see, measure, and defend. The gate is somewhere else, and it always was.

The reason this gets so emotional is the part Christopher Butler has been pointing at for a while: AI doesn’t just replace tools, it renegotiates what made you worth hiring. Mütze says the same thing:

The accusers cannot see this. They are not at the gate. They were at Level 1. Level 1 was their identity, their hours, their proof of belonging, their reason to feel at home in this profession. When AI made Level 1 cheap, it did not threaten the gate. It threatened them. Because they bet their self-worth on the layer that just got rented out. So they call the work vibecoded. They have to.

Mütze could weaponize the accusation back. He has the receipts: the test harness, the reference implementations, thirty years on the demoscene. He refuses and ends with a call-to-action:

If you’ve been sitting on something you made with AI, ship it. Name your tools. Don’t apologize. The accusation is cheaper than the work. Yours is worth more.

Hero image from Indiepixel's essay asking where the vibecoded Photoshops are.

Where are the vibecoded Photoshops?

If vibecoding is what people say it is, the world should be drowning in vibecoded artifacts right now. Two years of access. Millions of people with the tools. The barrier supposedly fell. So where is everything?

indiepixel.de iconindiepixel.de

Addy Osmani makes a clean separation that most of the “is AI making us dumber” discourse keeps glossing over. He reports on Anthropic’s randomized trial of engineers learning a new Python library:

Engineers who used AI to ask conceptual questions scored above 65%. Engineers who copy-pasted the generated code scored under 40%. The tool didn’t determine the outcome. The posture did.

Osmani is writing for engineers, but most of that translates to designers picking up Figma Make, Lovable, or v0. Ship-without-comprehension scales beautifully right up until the moment you have to debug, redesign, or defend a choice you didn’t really make.

He ends on a ritual any designer can adopt verbatim:

I’ve started ending coding sessions with a simple question: did I learn anything today, or did I just close tickets? Sometimes the honest answer is “I just closed issues” and that’s fine. If it becomes the answer for months in a row, cognitive debt is accumulating in the background. Ship and learn are two separate metrics.

Workslop is the companion failure mode: the cost goes to your coworkers, where skipped learning costs your future self.

Hero image from Addy Osmani's post about not outsourcing the learning when coding with AI.

Don’t Outsource the Learning

Right now, it’s too easy to let AI write the code while you skip the learning. The bug gets fixed. Your mental model doesn’t move. We are silently trading future capability for present-day speed.

addyosmani.com iconaddyosmani.com

Michael Riddering brings Tommy Geoco on Dive Club fresh off field visits to Vercel, Perplexity, Metalab, Ramp, and Snowflake. Geoco and his team are making a documentary after roughly 200 conversations with designers and design leaders this year. The survey finding he leads with is the one I would have least expected: designers who have moved more of their work into AI-assisted prototyping are also more satisfied with their workflows. The hierarchy of who is actually doing that work is the part worth sitting with:

The number one thing that stood out to me was that designers who are currently vibe coding are more satisfied with their workflows. […] And I did not expect that. […] People seem to dig it in this survey. […] It’s the people who are currently doing the majority of their workflow on vibe coding activities. It’s design engineers. That makes sense. Lead principals. [After that] it’s non-designer roles, which might be students and researchers. Then it’s managers. And then it’s your general junior mid-level IC. And that part was fascinating that managers are doing more than junior and mid-level ICs. Either things are trickling down and people are experimenting and then they’re going to pass learnings down, which is kind of what we’ve seen on location. But it also might mean that like some managers or teams haven’t yet made room for the rest of the team.

Design engineers and leads at the top is unsurprising. Managers above juniors and mid-levels is the inversion, and remains basically unchanged from two years ago when Geoco’s 2024 survey found the same thing.

Leadership-IC Divide. Leaders adopt AI at a higher rate (29.0%) than ICs (19.9%)

So what’s the read? Geoco gives it the generous read first—learnings cascading down—and then concedes the other possibility: some teams haven’t made room for the rest of the team. Riddering puts it more bluntly: “I’m looking at a bunch of junior and mid designers that are getting cut out of the process.”

The other finding is that 59% of designers have built their own tool for their workflow. The example Geoco brings back from Vercel makes the builder-mode shift concrete:

When I went over to Vercel, they had this brand designer, who had never coded before. And now was vibe coding a tool. Their marketing team would put out blog posts. And they were like, “Why does the design team need to create the OG blog post cards for every page? That’s not a good use of [their time].” So he built a tool that just allowed them to insert any sort of images. And it just already had all of the branding and the sizing baked in. And they just roll these [tools] out quickly. And I’m like, that just became a tool, an internal tool. That’s cool. And so because it was really interesting that they started referring to him as a brand engineer… And I’m like, okay, that kind of qualifies it actually.

A designer who had never coded solves an actual marketing-team problem, ships the tool, and the role title arrives after the work. That is how the next batch of “blank engineer” titles is going to land. Riddering then describes how the orchestrator pattern works in his own day-to-day, offering a concrete account of the workflow I have been writing about as orchestration from a working designer:

Part of me is almost slightly self-conscious about it. But I do the vast, vast majority of my messy explorations with AI now. I feel like I have made the jump to the quote unquote creative director where I’m just working with AI to show me a certain thing 50 different ways. And then I’m pulling the pieces that I like and then combining them again. And finally I get to somewhere where I’m like, yep, that’s good. And then I take that from paper, run it through cloud code, and now it exists on localhost. And then I will sweat the details and actually do the precision designing in code, which is, that’s crazy, man. That’s a very, very different workflow than I’ve done at any point in my career.

The orchestrator gap is opening where I thought it would. What I did not account for is who is getting invited into that work first. The data Geoco surfaces points to leads, managers, and design engineers getting more chances to build with AI than junior and mid-level ICs.

Here’s a hypothesis I’ll put out there: leads are more used to directing. I’m personally comfortable with orchestrating, being the editor because I’ve been a creative director and leader for so long. The loop is right there: frame, review, direct.

Tommy Geoco - The state of the design industry right now

Tommy Geoco has been visiting today’s top design teams—Vercel, Perplexity, Metalab, Ramp—to study how their workflows are changing with AI. He joins Dive Club to share what he’s learned.

youtube.com iconyoutube.com

Jess Eddy reaches back to the 19th-century pessimist Arthur Schopenhauer for the distinction senior creatives may worry about:

Talent is like the marksman who hits a target which others cannot reach; genius is like the marksman who hits a target which others cannot even see.

Eddy borrows a line from Jack Grapes, the poet and writing teacher: “Make me look good, and I’ll keep you on the payroll.” That’s the trap. The longer you’ve been at it, the more reliably your talent delivers, and the more expensive it gets to walk away from what works. Most career advice says lean into your strengths. Eddy says your strengths keep you aimed at targets you already know how to hit.

For experienced designers, those targets are getting harder to find. AI is changing what counts as design work and what tools do it, and the ground under the profession is moving with it. The reflex when the ground moves is to double down on the move you’ve already mastered. But the mastered move hits the visible target. The targets that come next won’t be visible yet.

Eddy doesn’t let anyone skip the mastery step. The 5–10-year window isn’t optional. But once you’ve put in the time, you have to walk away from the talent that made you reliable. Eddy closes with Grapes:

Talent does what it can, genius does what it must.

Header illustration for Jess Eddy's Genius vs. Talent essay on everyday ux.

Genius vs. Talent: Why playing it safe holds you back

Jess Eddy on Schopenhauer’s line: talent hits a target others can’t reach; genius hits a target others can’t even see. Your reliable skills are the trap. The longer they’ve worked, the more expensive it gets to walk away from them.

everydayux.net iconeverydayux.net

Chip Kidd, in a Fast Company interview with Nicole Gull McElroy, says he is “the last of that breed.” He means the 40-year career at one publisher, which he is about to complete at Knopf in October. He says it plainly:

In October, if I live that long, I will have passed my 40th year at Alfred A. Knopf. I feel very fortunate. Frankly, I’m the last of that breed. I have peers who are also the last, but that’s going to be it. It’s not for me to say, but the age of a 40-year career at the same place used to be not that unusual, but going forward it will be. That’s just the way things have evolved.

Read the interview and the easy story is the celebrity arc: Pennsylvania kid joins Knopf in 1986, does Jurassic Park, ends up on the canon shelf with Cormac McCarthy, Donna Tartt, and John Updike. But Kidd points at the mechanism instead of the outcome. He points to two anonymous designs—the Tide box, the Coca-Cola wordmark—and then explains why his name is on his work and theirs is not.

A lot of graphic designers do not get credit for what they do. Who designed the Tide detergent box? We don’t know but it certainly is iconic. Even going back to Coca-Cola: Who designed that? […] Growing up in the ’70s, the only other area of graphic design where the designers got credit were record album covers. If you looked closely, you could see this one was done by Peter Saville. He was a huge influence on me. […] To this day, if I design a book cover and it gets put out into the world, it has my name on it. That is why we are even having this discussion right now. Not only did I get credit for what I was doing, but I piggybacked on these books that became iconic bestselling books.

Two structural facts are doing the work here, and neither is talent. The first is the medium: book jackets have a back flap, and the back flap has room for a designer credit. Record sleeves had the same affordance, which is how Peter Saville got known for Joy Division and New Order. Packaging does not: there’s no flap on a Tide box where the designer’s name goes. The second is duration: the credit on any single jacket is small, but Kidd got to put it on hundreds of jackets over forty years, several of which became permanent fixtures on the canon shelf. Stack enough of those and you become legible as a designer. None of the anonymous designers behind Coca-Cola or Tide got either accident — neither the flap nor the four decades to fill it.

This is what makes the Kidd interview useful, and why the celebrity reading misses it. He is the exception that demonstrates the rule. The credit crisis in design is structural: it turns on whether the artifact you make has a place for a name and whether your employment lets you stay long enough to accumulate names. Most design work fails one or both of those tests. The artifacts that fill a designer’s career now—apps, dashboards, marketing pages, packaging—don’t carry credits at all, and few roles last long enough to compound into a body of work the way Kidd’s did. The 40-year jacket-flap career was never the model. It was the unusual case where the structure happened to cooperate.

Portrait of Chip Kidd in glasses, a striped seersucker jacket, and polka-dot tie, set against a backdrop of layered book page edges.

‘A lot of graphic designers don’t get credit for what they do’: Chip Kidd on building a 40-year career

Chip Kidd, approaching 40 years at Knopf, is the exception that demonstrates the rule. Most graphic design is anonymous—Tide boxes, Coca-Cola—and his visibility came from a structural accident: book jackets have credit space, and he stayed long enough to compound it.

fastcompany.com iconfastcompany.com

Luke Wroblewski shared his notes from the Design Futures Assembly, a gathering of about a hundred senior designers and leaders from AI labs, big tech, and startups in San Francisco:

When everyone can ship, you get a different kind of problem. One design leader described it perfectly: they let everyone build and push whatever they wanted. And you could feel it in the product, because nothing made sense together.

This is the part of the AI-in-design story that the toolkit numbers obscure. Wroblewski reports roughly half of designers had shipped AI-generated code to production this year, and that the typical designer’s toolkit had doubled in size over twelve months. Those are real numbers. But once production stops being the bottleneck, the bottleneck moves. A single word surfaced repeatedly:

Several people at the assembly used the word “editorial” to describe where design leadership is heading. Less about making the thing, more about deciding what gets made and ensuring it all holds together. The skill of saying no is becoming one of the most important skills in the profession.

The “saying no” line echoes something Chad Johnson wrote a few weeks back: the designers who shape direction “learn to say no with evidence and to disagree without drama.” The Assembly’s framing makes that posture mandatory at a portfolio level, not just on individual features. One tool company founder, Wroblewski notes, preferred “coherence”: the sense that a product came from one shared point of view. I like that word better too. Coherence describes the thing the user actually feels.

Design Futures Assembly event header image from Luke Wroblewski's notes on the San Francisco gathering.

Design Futures Assembly

Half of designers ship AI-generated code to production. Wroblewski’s notes from the Design Futures Assembly land on a new role: editorial leadership.

lukew.com iconlukew.com

Nathan Beck, a product designer in Amsterdam, opens his essay with the title “The death of design” and an immediate retraction: “LOL only jk design still alive.” Then he spends a few thousand words on why, walking through what AI tools actually do to a working designer’s day and what they conspicuously do not do.

The pivot quote is buried two-thirds in:

If you call yourself a designer and—be honest with yourself—the bulk of your role has been the production of flat pictures of user interfaces, then I’m sorry to break it to you, but you are not designing. You are styling.

That line is the whole post compressed. Beck is not arguing that AI threatens designers. He is arguing that AI threatens styling, and that a lot of people who call themselves designers have been styling for a decade and are now discovering that the part of the job AI is good at was the part they were doing.

What’s left over, in Beck’s telling, is the reflective work: the thing that happens during design, not in the final file. He quotes Kaari Saarinen on output isn’t design:

In the same way that one writes in order to understand what one is writing, one designs in order to understand what one is designing. As Kaari Saarinen explains, “Working visually keeps me close to the problem and is slow enough [sic] gives me time to think while I work. Moving things around, testing relationships, and refining structure is not separate from the thinking. It is part of how clarity emerges.”

This is the part the “designers are cooked” discourse misses. The understanding accumulated while making the Figma file was the asset all along. The file was the receipt.

Beck has a second argument running underneath the first: AI output, on its own, is aesthetically average. He quotes Nick Foster’s Dezeen piece on what software feels like after a decade of optimization:

The apps I use to hire plumbers look and feel remarkably similar to those I use to watch skiers do backflips. Every brand feels the same, every function feels the same, every interaction feels optimised, streamlined and joyless. By any measure, these pieces of software are miracles of engineering and triumphs of logic, yet they feel profoundly underwhelming to live with.

A designer who only ever produced flat pictures of those interfaces has been replaceable by a model for a while now. The judgment about which of those generic outputs should ship and which should be thrown out and rebuilt is the part no model has managed yet.

Beck closes:

However, I am cautiously optimistic that as we weather this historical conjuncture, and machine intelligence loses its sparkly aura, and weekend vibe coders increasingly learn how substantial the gap is between a prototype and a product, the role of design, however it is redefined, will be just as essential as it ever was.

That unsexy gap is the whole game. Greg Kozakiewicz updated the old construction line: we used to confuse the drawing with the building; now we confuse the prototype with the product. The demo works on a good laptop with someone who knows what the app is supposed to do. The product has to work for the user who doesn’t. Closing that gap is the orchestration job—defining the thresholds and deciding what the system should refuse to do—and when the weekend demos lose their shine.

Wireframe sketch of nested boxes connected by lines, from Nathan Beck's essay on AI and design.

The Death of Design

Nathan Beck argues AI expands the designer’s role rather than ending it. Production becomes cheap; thinking, taste, and assumption-checking become the job.

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Scott Berkun lists three portable superpowers most designers underrate in themselves: investigative curiosity, the ability to translate between people who can’t understand each other, and a working grasp of tradeoffs. The first one is where he starts:

If we can spend hours reading about the 16th-century French history behind the beloved font Garamond, or studying the details of the design prototypes Jonathan Ives made to create the first iPhone, we have the rare capacity to discover and digest layers of complex information for practical use in solving problems.

Designers tend to file “I went deep on Garamond’s history” as a hobby or a tic, not a transferable skill. Berkun’s point is that the depth is the skill, and the subject is interchangeable. Aim it at a thing your CEO is worried about and you’re suddenly the person who knows the most about it in the room.

On translation:

Someone who explains things clearly, including through insightful sketches, diagrams, or metaphors, has tremendous value. Explainers help people make sense of each other. Designers are often shy about their ability to explain things, but typically we’re better at this than other professionals, since our work is rooted in communication (even visual design is rooted in semiotics, the study of symbols and their meaning). If we can be curious about our coworkers’ perspectives, objectives, and frustrations, we can be translators.

Berkun has made the curiosity argument before, in the negative, when he listed lack of curiosity as one of the five worst habits a designer can have. Reading this piece next to that one, the two halves connect: the habit he warns against in one post is the superpower he’s asking us to revive in this one.

Featured illustration for Scott Berkun's Substack essay on designer superpowers.

Revive your design superpowers

Scott Berkun names three portable designer superpowers — investigative curiosity, translation between teams, and tradeoff negotiation — that we underrate in ourselves.

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In product orgs, the word “autonomy” tends to get attached to seniority and titles. Sara Paul, writing for Nielsen Norman Group, puts the bar somewhere else:

Our research shows that autonomy is about becoming sufficiently informed to credibly shape shared product decisions.

You’ve earned design autonomy when you’ve collected enough context to make a recommendation that holds up under scrutiny. Until then, you haven’t. Low-autonomy designers, in Paul’s terms, “execute predefined solutions.” High-autonomy designers shape what gets prioritized, because they know things their stakeholders don’t.

The four-part pipeline is the practitioner half:

The designers who achieved high autonomy kept information flowing to them from all sources within their organization. Their pipelines consisted of four parts: (1) Gathering information from across teams and channels, (2) Building relationships with people who provide information, (3) Creating crossfunctional spaces for information to be shared, (4) Synthesizing information to form a “big picture” of context that empowered credible recommendations.

Paul’s examples are specific enough to put to use. The opening one is a lead designer at an online review platform whose ad-setup experience lived across mobile, desktop, and web. Three teams owned different parts of the experience and the whole was nobody’s job. Here’s how the story ends:

She saw the problem, took the initiative to gather the information she needed, and synthesized it into a recommendation that boosted her influence over what got built. This is design autonomy.

None of this required a new title. It required a tracker, a few standing meetings, and the willingness to do the synthesis work nobody assigned.

The designers I want—and have—on my team are the ones who can fill in for a PM when they’re on vacation. Paul’s article is the mechanism for getting there. The PM-shaped skill is holding the information context that lets you make a defensible call.

Title card reading "Boost Design Autonomy with an Information Pipeline" from NN/G, with six icons illustrating documents, collaboration, scheduling, workflows, UI review, and process pipelines.

Boost Design Autonomy with an Information Pipeline

A four-step framework for building influence over product direction by closing the information gaps that large, complex organizations create.

nngroup.com iconnngroup.com

Tommy Geoco’s $13,100 OpenClaw harness, ninety days in, is one way to build a personal AI agent. Anton Sten went the other way. He tried OpenClaw and Hermes, found the setup was “days, sometimes weeks, for minutes of return,” and built something smaller. Five Claude Code instances on a Mac mini, named after Suits characters, each handling one role. Architecture is a shared repo and a pile of markdown files. That’s it. Most AI-agent posts pitch what Sten calls “a team of bots that runs your business while you sleep.” His basement firm is the inversion.

Sten on what he actually wanted from his agents:

What I actually wanted was smaller. A handful of tools, each with a narrow job, that I could build in an afternoon and shape around how I actually work. So that’s what I did.

The names of his AI agents are from the show Suits (with Wendy borrowed from Billions), picked so the show’s personalities double as memory aids for each agent’s job. Harvey handles contracts and pricing. Donna takes Harvey’s notes and drafts the emails and follow-ups. Mike stores what Sten would otherwise forget. Louis worries about money. Wendy reads the others’ logs and points out where they’re slipping.

Sten on the autonomous-revenue pitch:

The team in my basement isn’t running anything autonomously. They don’t make decisions for me. If I unplugged the Mac mini tomorrow, my business would keep running. The conflation in the current AI conversation — between playing and building a thing that prints money — is the part I find a bit tiring. They’re treated as the same activity, when they’re almost opposites.

Sten’s right that the autonomous-revenue pitch is a fantasy. Less right on the binary that follows. Geoco’s harness is doing meeting prep, ingesting his survey research, and distributing his content across ten platforms while he sleeps. That counts as “running while you sleep,” and his $50,000 in sponsorship revenue from one survey project isn’t trivial. Play and revenue can sit on the same side. What matters is whether the human stays in the loop. Geoco does, and so does Sten.

The shape of what they’re building is also the same. The Harvey-to-Donna handoff Sten uses most and Geoco’s survey-prep loop are both the specialization-is-the-whole-game pattern: narrow specialists, human in the loop, work compounding into the system. Sten calls it play and Geoco calls it work. The architecture underneath does the same job either way.

Sten on practice:

I’d argue this is the business case for designers right now. Not the agents specifically — the playing. Because in a year or two, every job worth having is going to assume you understand how these tools work, and the only way to understand them is to spend time in them when nothing’s on the line.

The people who’ll do interesting work with this stuff in two years are the ones playing with it badly today.

Geoco is what Sten’s last sentence predicts. The person playing badly today is the person doing interesting work in two years. Sten describes that person as hypothetical. Geoco isn’t.

The basement firm

There’s a Mac mini in my basement running a small consulting firm. Five employees, all named after TV characters, none of them human. They take notes, write drafts, remember things I’ve forgotten, argue with my financial instincts, and occasionally tell each other to do better.

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Matt Zieger built jobsdata.ai as a weekend project, with the stated goal of being “a single place that synthesizes what we actually know about AI’s impact on economic opportunity.” The site breaks every occupation into its component tasks, then prices the AI compute cost to do one hour of each task and compares it against the human wage. The result is a per-task crossover year: the point when AI gets cheaper than the human at that work. “Evidence Over Narrative,” as Zieger puts it.

The UX designer report opens directly:

If you’re an ux designer, this is worth taking seriously. But it’s not too late to get ahead of it.

We’ll be honest with you: a lot of the individual tasks in your job are things AI can already do, and that’s accelerating. But there are real reasons not to panic: when technology has made this kind of work cheaper in the past, people ended up wanting more of it, not less. There’s good reason to think that pattern will hold here too. Your field also tends to adopt new technology faster than most, so it’s worth paying attention now.

Double down on the parts of your work that take real judgment and experience. As AI handles more of the straightforward stuff, demand for what you do will likely grow.

Early Signals of AI Impact" live tracker dashboard showing four metrics: 9% job displacement of US jobs by 2030, -2.5% median wage impact, 40% AI adoption by 2027, and 61% earnings call mentions among S&P 500 companies.

Early Signals of AI Impact

462+ sources, one pattern: AI adoption is accelerating, productivity is climbing, and jobs are changing faster than they’re disappearing.

jobsdata.ai iconjobsdata.ai

(Second link to Chad Johnson this week, but I just discovered his Substack, so ¯\_(ツ)_/¯.)

Chad Johnson, writing in his newsletter, argues that designer influence in product decisions comes from something other than craft output. He lays out the underlying dynamic:

Roadmaps are shaped less by who has the best ideas and more by who controls the framing of tradeoffs. Every roadmap decision is a bet: build this instead of that, now instead of later, for these users instead of those. Whoever makes the risk feel smaller tends to win.

So where does the designer fit? Johnson:

The most influential designers at startups do not position themselves as makers of screens. They act as orientation devices for the team. Orientation is the ability to help a group understand where they are, what matters, and what tradeoffs are real. It precedes prioritization, and it makes decision-making possible.

A designer whose output stops at screens is working on the wrong layer of the problem. Johnson lists the skills that back the orientation role:

Designers who shape direction invest in strategic framing, business literacy, and narrative construction. They learn to say no with evidence and to disagree without drama.

Johnson’s list is right as far as it goes. He understates one skill: legibility. A lot of design influence breaks down at translation. The thinking is strategic; the communication stays in design vocabulary. A sharp problem statement understandable only to other designers stays in the design review. Designers who change the conversation make their analysis readable in product and business terms without flattening it. That’s the same move Johnson gestures at when he describes “decision-ready artifacts” as “tools for comparison… designed to provoke judgment, not admiration.”

Johnson’s closer calls the future of design leadership “quieter, more rigorous, and deeply strategic.” That’s right. It’s also a role that depends on being read by the people making the call.

Large-scale flowchart on a white wall with quirky decision questions including "Have you ever missed an airplane flight?" and "Are you good with names?

Why Most Designers Will Never Influence Product Roadmaps

A practical explanation of how roadmap decisions are really made, and how designers can gain influence

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I’ve written that AI-era design work reduces to taste and judgment. Elizabeth Goodspeed’s case for designer-writers gets there from a different direction.

Elizabeth Goodspeed, writing for It’s Nice That:

You can get away with a lot in design: conceptual ideas are able to sit inside a visual piece of work without ever being fully spelled out. They’re gestured at rather than articulated. Writing forces you to figure out exactly what your idea is; if it isn’t working, you’ll know immediately. Where design is like a ballet – implicit ideas carried through form – then writing is closer to a theatre – your thinking has to be explicitly spoken.

Goodspeed’s point is that design lets you gesture at an idea without ever articulating it, and writing forces you to name it. A designer who can’t explain why a choice works has taste they can’t grow or pass on.

Goodspeed’s second point goes further:

Writing is to graphic design what clay is to pottery. It’s the material designer shape and massage into form. To work with text well, you have to really be able to read and understand what you’re setting – not just how it looks and basics like not hyphenating a word in a bad spot, but what it means on a deeper level. Just as reading makes you a better writer, writing makes you a better reader.

Product designers don’t usually think of themselves as writers. But user stories are writing, and articulating what a user should be able to do through an experience and why is essential.

Worth reading in full. She makes writing feel like a design discipline.

Bold black text reading "Placeholder Text" and "Elizabeth Goodspeed" on a pink background, flanked by columns of lorem ipsum-style body copy.

Elizabeth Goodspeed on why design writing needs designers writing

Without designers writing about their own work, design is easy to misunderstand. Writing helps designers work through what they think – and makes that thinking visible to others.

itsnicethat.com iconitsnicethat.com

I’ve written before about the shokunin mentality: design is a lifelong practice, and the identity you build around craft is a source of resilience, not a liability.

Dora Czerna, writing for UX Collective, identifies why AI disruption hits designers harder than most:

Design, like writing or art, tends to get tangled up with identity. It’s not just a job; it’s a way of seeing the world, a source of status, a thing that makes you you. When a tool arrives that can approximate your output, it doesn’t just threaten your income. It can threaten your sense of self.

Czerna is describing a vulnerability. I’d call it the advantage. The designers who survived the DTP revolution, the ones who made the leap from paste-up boards to Quark and PageMaker, weren’t the ones who shrugged and said “it’s just a job.” They were the ones who cared enough about the craft to learn the new tools and drag their high standards into the new medium.

Czerna gets at why that caring matters:

The pattern isn’t that expertise becomes worthless. It’s that expertise gets unbundled from the tasks that used to contain it. When a tool automates the mechanical parts of a job, what remains is the sensibility that guided those mechanics in the first place. The typesetter’s eye for spacing didn’t disappear when PageMaker arrived; it became the designer’s eye for spacing, operating at a higher level of abstraction.

That sensibility is what identity protects. When you see design as who you are, you follow the craft wherever the tools take it. When you see it as what you do, you’re more likely to stop when the tasks change. Czerna’s article is a thorough historical walk through disruption’s recurring shape, and it’s worth your time.

Illustration of a vintage printing press connected by cables to geometric shapes and a retro Macintosh-style computer, symbolizing the evolution of publishing.

Disruption has a shape. Design history shows us what it is.

Democratisation, panic, quality collapse, then new norms emerging. This isn’t new terrain.

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Kevin Schaul and Shira Ovide, writing for The Washington Post:

A flood of sometimes conflicting analyses shows the yawning gap between what little is known about how AI is changing work and everyone’s understandable hunger for certainty. The divide lets Americans, business leaders and policymakers cherry-pick their preferred narratives. If you’re afraid of being cast aside for AI, there’s informed and uninformed evidence to fuel your nightmares. There’s plenty of support, too, if you think your job is safe.

Schaul and Ovide report on GovAI/Brookings research that adds a second axis to the usual AI jobs analysis: not just which occupations are exposed, but which workers can adapt if displaced.

While web designers and secretaries both scored high in the research for exposure to AI, they diverged in their estimated ability to adapt. Secretaries were among the 6.1 million largely clerical and administrative workers considered both highly exposed to AI and with the lowest estimated adaptability.

Education, varied work experience, wealth, age, geography: the researchers used these factors to estimate adaptability. For designers, the same skills that make them exposed also make them adaptable. For clerical workers, the exposure comes without the safety net.

Women make up about 86 percent of those most vulnerable workers, the researchers said, suggesting the negative effects of automation won’t be borne equally across society.

But 6.1 million clerical and administrative workers land in the high-exposure, low-adaptability quadrant. Women hold 86 percent of those jobs. The AI displacement conversation in tech is self-absorbed. The people facing the hardest transitions aren’t designers.

Bubble chart showing jobs least and most vulnerable to AI. Web designers rank highest in AI exposure and adaptability; secretaries face high exposure with low adaptability; janitors show least exposure and adaptability.

See which jobs are most threatened by AI and who may be able to adapt

Most web designers will be fine. Many secretaries won’t. Women largely hold the most vulnerable occupations. Look up your job to see how at risk it is.

washingtonpost.com iconwashingtonpost.com

The first time I wrote about Jenny Wen, I pushed back. She said the design process was dead, and I argued the proportions had shifted but the process itself was intact. I also noted a context problem: her “ship fast, iterate publicly” approach makes sense for greenfield AI products at Anthropic but gets harder with established install bases.

Wen has been making the rounds and in a new interview, I’m finding a lot that I’m nodding my head to.

Jenny Wen, speaking on Tommy Geoco’s State of Play:

Often design needs to follow what the model is capable of and design from there, as opposed to starting from a design vision first. I think that can feel tough as a designer because you’re like, oh, I want to be design-led, we should be designing it first and then the technology should follow. But I think that’s just the reality of working at a research lab where the technology is emergent and you have to sort of decide what to do with it.

“Design follows the model” is an interesting phrase from a design leader. It inverts the dogma that design should lead and engineering should follow. But Wen isn’t being defeatist. She’s describing a practical reality at at a leading AI lab where the models’ capabilities are changing faster than any roadmap can account for.

This shows up concretely in how her team works:

The big thing is designers are implementing code, through using Claude Code. That has been the biggest difference from working at Anthropic versus back when I worked at Figma. […] Even today, we were reporting some bugs and some quality issues, and one of the designers was like, “Cool, let me just fix them.” And that was cool to just not have to tag an engineer for them to do anything.

A designer casually fixing production bugs without tagging an engineer. Just another Tuesday at Anthropic.

Geoco’s summary of Wen’s argument crystallizes something we’ve all been thinking quietly about:

She said, having taste versus being able to execute are two completely different things. They’re usually bundled together, but they don’t have to be. And in a world where AI can increasingly execute, the question becomes, and it’s kind of uncomfortable, do you actually have good taste or are you just pushing pixels around?

That’s the thread tying all of this together. When designers are closer to the product, fixing bugs in production, prototyping against the live model, the judgment they’re applying isn’t visual. It’s product sense: knowing which of those 12 options is worth shipping, which edge case will break trust, when the model’s output is good enough for real users. That’s the taste Wen is describing, and it has very little to do with pixels.

A lot of designers have been coasting on execution skills that felt like taste. They debate corner radii and centering labels in a button with amateur vs pro designer memes. Who cares! AI is about to make the difference visible.

The New Era of UX Designers

Jenny Wen led design on FigJam, one of the most playful tools to hit design in a decade. Now she’s at Anthropic designing Claude. Not just the model, but the product that millions use daily.

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Stripe design manager Kris Puckett, speaking on Michael Riddering’s Dive Club, spent the first half of the conversation demoing metal shaders, custom ocean animations, and a full iOS reading app he built with Claude Code. Then he stopped himself:

AI native has to be beyond just “I made a really cool shader” or “I made this dither effect that every other person is making.” I was doing that today and then I was like, “Oh my gosh, this is… why am I doing this? There’s a hundred of these that are way better than what I’m making right now.”

So what does AI-native design actually look like? Puckett’s answer is “soul”—the quality that makes work feel specifically, unmistakably yours:

I think what people are going to be desperate for is more of that human side of things. They’re going to be longing for […] an era they’ve never experienced because they’re younger, that MySpace generation where your MySpace page was deeply personal to you. My MySpace page was complete custom Kris Puckett perfection at that time. And I think that we’re going to want to see that come back. And I think people are going to want more of those—your portfolio looks and feels like you.

“Soul” is doing a lot of work as a concept there. What Puckett is describing sounds a lot like taste—the ability to make something that feels intentional and specific rather than procedurally generated. His workflow backs that up. Being contrarian, he explicitly rejects the “let the agent run” approach:

I want off that cycle. I do not want to be riding that bike race with anyone else because that’s not how I view these things. They are a force multiplier, but I want them to be focused. I want it to be something that I feel is still authentically me.

What unlocked all of this for Puckett wasn’t technical skill—he’s a designer, not an engineer. It was admitting “I don’t know” and starting anyway. He’d been dreaming of building his own software for 20 years. Claude Code’s blinking cursor was enough to get him started.

Kris Puckett - Becoming an AI-native designer

Today’s episode is with Kris Puckett (https://x.com/krispuckett) who has led design at Mercury, Dropbox, and now as a design manager at Stripe. His journey is the perfect example of what it looks like to lean into this moment in time with AI.

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I published an article about the design talent crisis in Fast Company! The setup is what I’ve covered before on this blog extensively. But there’s a connection that I draw with the trades—the construction industry and how they have a solution that the design industry could learn from.

In the article, I write:

Construction has been running formal apprenticeship programs since the National Apprenticeship Act of 1937, and informally for centuries before that. The Department of Labor’s Registered Apprenticeship Programs enrolled roughly 940,000 people nationwide in fiscal year 2024. These aren’t casual internships. They’re structured, multi-year pathways that pair inexperienced workers with seasoned professionals and build skills through graduated responsibility. The retention numbers tell you everything: Apprenticeship programs report a 93% employee retention rate. For every $100 employers invest, they see an estimated $144 return.

The contractors I work with don’t debate whether to invest in their pipeline during a downturn. They know that if they stop training apprentices, they won’t have journeymen in four years, and they won’t have master tradespeople in 10. The pipeline is the business.

There’s a three-point plan to dig us out of this hole. But of course, it requires committments from design leaders and the C-suite:

  1. Stop tying junior hiring to project demand
  2. Formalize mentorship
  3. Accept the short-term cost

There is more to the article. Please take a read and share!

Smiling woman with short hair and round glasses looking down at a tablet, wearing a floral patterned blouse, with FC Executive Board branding.

Hire junior designers today or risk a broken pipeline

The tech industry keeps telling itself the pipeline will refill on its own. Construction figured out a century ago why that thinking is wrong.

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Sarah Gibbons and Huei-Hsin Wang, writing for Nielsen Norman Group:

What looks like “skipping the process” is just compressing it — running faster through the stages and using experience as a guide. […] What gets called “intuition” is really process, compressed and internalized through years of doing the work. The intuition designers trust was built by the very process they dismiss.

Gibbons and Wang on what comes after you stop pretending you’re not using one:

The real skill in modern design is not the ability to abandon process — it’s process literacy: picking the right approach and tool for the problem. Know which process fits the job and understand the risks of not following it. Better yet, don’t claim you’re not using a process if you’re just applying it differently.

The article responds directly to Anthropic’s Jenny Wen’s interview. Wen’s advice works because she’s a senior designer inside a well-resourced AI company with strong design culture. But we only hear about the wins. The solution-first prototypes that went nowhere, the features that shipped and saw no adoption, don’t make it into any public interviews. Most teams don’t have Wen’s conditions. And even inside teams that do, the advice assumes seniority. Junior designers haven’t accumulated the experience that make compression possible. They’re being told to skip a step they haven’t taken yet.

Two overlapping diamond shapes in purple and violet with dashed outlines illustrate compression, alongside the title "Design Process Isn't Dead, It's Compressed" from NN/G.

Design Process Isn’t Dead, It’s Compressed

As AI speeds up design work, the argument to “throw out the process” misrepresents how experienced designers work.

nngroup.com iconnngroup.com

My advice to young designers has always been: start at an agency. You get breadth, exposure to different industries, a pace that forces you to think on your feet. The best designers I know honed their craft in these forges, at shops exactly like the one Madison Utendahl built.

Madison Utendahl, writing for It’s Nice That, describes shutting down Utendahl Creative—ten people, all women, Brooklyn, every award possible—not because it failed, but because she saw the model underneath it was broken:

Lower fees mean you need more clients to hit the same revenue. More clients means more pitching, more account management, more context-switching. Your team burns out. Quality slips. And those “portfolio piece” clients? They expect the same level of work as your premium clients, but you’re doing it on a shoestring. You can’t win.

She watched agencies with triple her headcount bidding on $80K projects that should have been $250K. Not because they wanted to. Because their fixed costs gave them no choice.

Then AI accelerated the timeline:

Clients are using AI. They’re running their first drafts through ChatGPT before they even send the brief. They’re generating moodboards with Midjourney. They’re asking why your junior copywriter costs $8,000 when they’ve already got a version they generated in ten minutes.

Utendahl again:

If your business model depends on clients not noticing that the landscape has shifted, you’re already dead. You’re just still moving.

The industry data backs her up. 73% of teams adopting AI agents have already cut agency content creation spending. 91% of senior agency leaders expect AI to reduce headcounts, and 57% have paused entry-level hiring. Small agencies are rebounding while medium and large agencies contracted for the first time on record. The Omnicom-IPG mega-merger eliminated roughly 4,000 positions and retired legacy networks FCB, MullenLowe, and DDB. The middle is hollowing out.

Utendahl’s proposed replacement is the collective: independent contractors collaborating per-project, no shared overhead, honest pricing. I get the appeal. Collectives strip away the margin squeeze, the back-hiring trap, the lease signed in 2019.

But agencies had real value that collectives don’t automatically replicate. Multiple layers of eyes on work—account director, creative director, designer, production—meant bad ideas got caught before they shipped. Four or five layers was probably too many. But zero layers of structured oversight is the other extreme. A lot of freelance collectives end up there: talented people producing work with nobody checking the brief against the output.

The part that nags at me: does my “agencies first” career advice still hold? The shop where a 23-year-old designer learned to take feedback, iterate under pressure, and watch strategy translate to execution—if that shop is closing, what replaces it? Collectives are great for experienced practitioners. They’re terrible at developing junior talent, because nobody in a collective has the margin or the mandate to train someone who isn’t yet pulling their weight.

If the model has indeed broken, the replacement that develops the next generation has yet to be imagined.

POV blog post header with speech bubbles containing face silhouettes and the bold text "The Creative Agency Is Dead.

POV: The creative agency model is dead – that’s why I shut mine down

Madison Utendahl is calling time on the traditional creative agency. Here, she dissects why she closed her own firm, how the model broke, and what’s rising from the ashes.

itsnicethat.com iconitsnicethat.com