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302 posts tagged with “product design”

Brandon Harwood opens with Picasso’s Guernica. He asks you to look at the painting, then tells you the story behind it—the bombing of the Basque town, the civilian deaths, Picasso’s intention to communicate that horror—and asks you to look again.

If you didn’t know the story of this painting beforehand, now you do, and it might strike a different chord, if just slightly. The details of the painting now have the context that shows us what Picasso was thinking when he painted Guernica. […] It’s this kind of context that drives meaning in art. Guernica is not just a painting. It’s communication.

Harwood uses it to draw a line between what AI can generate (the aesthetics of a thing) and what humans build (the context that makes a thing communicate). His answer: instead of asking AI to make meaning, design around the fact that it can’t.

Meaning Machines are, at their core, “signifiers, randomized into a fixed grammar, and read for new meaning.” […] The randomized signifiers are the contextual data surrounding our creative pursuit, the data the AI is trained on, and the relationships built on that data through its training. These signifiers, the data, are then placed into a fixed grammar through agentive interaction and/or agentic actions, and the user can then interpret the result to stimulate their creativity, build new meaning, or explore ideas they might not have considered before.

Tarot doesn’t know what your week looks like. Oblique Strategies doesn’t know what song you’re stuck on. The cards work because they hand you raw material and you do the interpretation. Harwood’s claim is that an LLM, used right, can sit in that same chair. Provoke the human. Dr. Maya Ackerman calls this same arrangement “humble creative machines”: the AI is not the creator, it’s the prompt the creator responds to.

Harwood breaks co-creative AI into three roles:

The Puller: The AI system gathers information about the context the user is working in through active question generation and passive information collection on the works. […] The Pusher: The AI system uses some/none of this context to synthesize considerations for the user to employ throughout their creative journey. […] The Producer: The AI system creates artifacts for use as elements of the users’ larger creative output.

The Puller / Pusher / Producer vocabulary is what I wish more design teams had before they shipped their first AI feature. Each role is a constraint, a way to keep the human in the chair the work actually belongs in. Most AI tools for creatives flatten all three into one button that produces a finished thing. Harwood’s whole argument is that the finished thing is where the meaning has to originate; it can’t be the destination.

Pablo Picasso's *Guernica*, the black-and-white anti-war mural depicting a bull, a screaming horse, a fallen warrior, and figures in anguish.

Collected consciousness

Brandon Harwood opens with Guernica and argues that AI cannot carry meaning or intention—but constrained to three supporting roles (Puller, Pusher, Producer), it functions as a ‘meaning machine’ that amplifies creative judgment instead of replacing it.

doc.cc icondoc.cc

When I wrote about the forward-deployed designer squad model earlier this year, I was working from the outside in: what the model should look like, who it serves, why it matters. Ron Bronson ran it for four years as director of a 40-person design division at 18F, the now-defunct US government’s in-house digital services agency. His post is the inside view and he diagnoses why most orgs never get there:

The real reasons that design roles aren’t being considered for this is the ways orgs constrain how designers show up on cross-functional teams. If your designers are only good for handoffs, you’re not going to invest in the headcount.

The people are the key, but you have to be opinionated about what you’re looking for your designers to do. If you’re looking for pixel-perfect, portfolio polish then you’re doing it wrong. Due to the quirks of federal hiring rules, we weren’t allowed to consider portfolios. It didn’t mean we couldn’t look at them, they just couldn’t be part of the criteria someone got an offer or not.

Take the portfolio rule: federal hiring restrictions sound like the kind of constraint that makes a practice worse, and instead they forced 18F to evaluate designers on the things that actually predict forward-deployed performance—ambiguity tolerance, collaboration, low ego, willingness to work in the open. The portfolio gauntlet that dominates tech-industry design hiring optimizes for the opposite skill: producing pixel-perfect artifacts in isolation. Bronson’s team got better signal because they were prevented from looking at the worse one.

Bronson on the multidisciplinary bar:

hired designers who can do more than one thing. Some impressive UX researchers would show up on our doorstep often, and if they talked to me, I’d be very direct with them about how we worked and that our designers often had to wear more than one hat out of necessity. The other constraint? Headcount. Design often has to justify itself more than other practices, so we couldn’t afford people who were too “special” to be staffed to a broad array of partner engagements. What this meant in practice? Designers who could code, researchers with content strategy & information architecture chops, service designers who could lead and/or PM projects, and every designer being a strategist on some level.

Generalist breadth in this context is a structural requirement of the engagement. That’s what Bronson means by “wear more than one hat out of necessity.” You can’t deploy a specialist into a six-week problem-scoping sprint and expect them to be useful for more than one week of it.

Bronson on where designers should sit:

As I explained in Design as Repair at IxDA Oslo last September: we need designers embedded where problems happened, not downstream after it’s been scoped, broken and all the framing has been done and asked to execute.

Most design orgs are structurally downstream: invited in after PM and engineering have already decided what’s being built, given a brief that pre-resolves the questions design should be asking. Bronson’s 18F was built to refuse that posture by default, which is why the model worked there before it had a name.

Screenshot of the article page at blog.ronbronson.com.

What Forward Deployed Design Actually Looks Like

Ron Bronson on what made forward-deployed design work at 18F: multidisciplinary hiring, upstream embedding, and the organizational constraint that determines whether designers ever get invited into the room.

blog.ronbronson.com iconblog.ronbronson.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

Taras Bakusevych closes his walkthrough of ten dying UI patterns on the heuristic that matters:

Execution UI: Interfaces that help humans perform deterministic work — entering data, configuring rules, following process steps, executing repetitive operations. 🟠 Shrinking. As AI automates execution, these surfaces lose their reason to exist.

Judgment UI: Interfaces that help humans evaluate, guide, and correct work done by machines — reviewing outputs, verifying changes, understanding reasoning, intervening at exceptions. 🟢 Growing. As AI takes on more autonomous work, humans need better surfaces to supervise it.

The supervision problem is what Jakob Nielsen called evaluability—the new central UX metric—and Bakusevych is doing the screen-by-screen translation. Every pattern in his list gets re-examined under one question: is this surface helping the human do the work, or helping the human check the work?

The HubSpot quote flow makes the friction concrete:

Creating a single sales quote in HubSpot requires navigating seven sequential screens. The rep manually selects the contact, adds company details, configures line items, chooses signature options, sets payment terms, picks a template, and previews the result — before a single quote reaches the buyer. Each step assumes the system doesn’t know information it already has in the CRM.

Bakusevych’s replacement gives the rep a different role: review what Shopify Sidekick assembled, correct what’s wrong, ship.

That’s the test he leaves you with. Open one screen in your product and ask which job it’s doing. If it’s interrogating the user for context the system could have inferred, it’s on the shrinking side.

Grid of UI pattern cards with a recycling icon at the center, illustrating ten interfaces being remade by AI.

10 UI Patterns That Won’t Survive the AI Shift

Taras Bakusevych walks through ten UI patterns under pressure from AI and lands on the one heuristic worth keeping: execution UI shrinks, judgment UI grows.

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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.

nathanbeck.eu iconnathanbeck.eu

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.

whydesignishard.substack.com iconwhydesignishard.substack.com

Talking to Peter Yang, Ravi Mehta—former CPO of Tinder, now teaching AI prototyping at Reforge—walks through a live demo of building the same Spotify-style genre page three different ways. The first attempt uses a short functional prompt and produces something that, in Mehta’s words, kind of feels like AI slop. The third uses what he calls a full-stack context bundle: a functional spec, a 20-minute Figma wireframe, and a JSON file of real album data pulled together in Claude with an MCP server. The output is night and day.

His definition of the shift:

Context engineering is designing and building systems that provide an AI model with the right information and tools to accomplish the task. And I think a lot of the common mistake I see with prototyping is people don’t think about context within that 360 degree way. And as a result, people just, you know, write a quick prompt or a quick little mini spec and expect the prototype tool to be able to create something as high fidelity as what they used to create before when they had all of these different artifacts that are a critical part of the product lifecycle.

That definition will sound familiar to anyone who saw Philipp Schmid’s framing of context engineering when it first circulated. Same emphasis on “right information and tools.” It’s the working definition the field has settled on. What Mehta adds is the concrete answer to “okay, what are the three things you actually have to assemble?” Functional context (a spec), visual context (a wireframe), and data context (real structured JSON, not lorem ipsum). Skip any of them and the prototype either looks generic, behaves wrong at edge cases, or breaks suspension of disbelief the moment a real customer touches it.

The piece I want to underline is his defense of visual thinking, because the “designers are obsolete” takes haven’t stopped, and Mehta gives them a clean rebuttal:

So if you start to think differently about the different types of context that are available, you can actually get much more specific and have a lot more control over what gets built and build something that’s a lot more robust. This is functional context. The next level that is really important is visual context. […] And so here, I very quickly in Figma, just taking 20 minutes, done a wireframe, and sort of outlined what I want this interface to look like. […] The prototype needs to have a level of fidelity that’s hard to get with sort of traditional prompting techniques.

Twenty minutes in Figma, then a short prompt that says “use the attached wireframe.” A wireframe does what a 17-page PRD and three rounds of trying to describe a layout in English to the model can’t. The wireframe is part of the input to the deliverable now.

The corollary cuts the other way too. If the wireframe is now an AI briefing document, the people who can produce a decent one in twenty minutes have a real edge over the people who can’t. That’s still designers, still us. It’s just that the wireframe now feeds the model directly, not only the engineer reading the spec next sprint.

Everything You Need to Know About Context Engineering in 40 Minutes

Ravi Mehta builds the same Spotify-style page three times to show how functional spec, visual wireframe, and real data each level up an AI prototype.

youtube.com iconyoutube.com

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

Alex Dapunt, VP Design and Brand at Moonfare, opens with a research session in which a senior client laid out exactly what to build next, with the roadmap, rationale, and feature list ready inside a minute. The client was wrong, Dapunt writes, but not because he was stupid. He was wrong because he had been asked the wrong question and his instinct was to answer it anyway.

The smarter your users, the more convincing their wrong answers. A user says they want ice cream. While they say they want ice cream, what they need is to cool down. Their body wants sugar. It’s hot. There’s a memory somewhere in there, a summer ritual, something cold in their hand. The want closes off options. The need opens them. Take “I want ice cream” at face value and you sell them ice cream. Understand the need and you can sell them a popsicle, a cold drink, air conditioning, a swim in the sea.

The want-versus-need split is older than this piece. Dapunt credits Jared Spool for it. The part Dapunt adds is about who tends to give you the worst version of a want. He argues the failure intensifies in premium and B2B contexts, where the people you most want to talk to are the people most trained to produce confident answers under pressure.

The Moonfare client wasn’t an outlier. I think a lot about why this happens. Part of the answer, I think, is that the people we were interviewing had been trained, explicitly, to produce answers. At Bain, where I spent time earlier in my career, the core discipline is what’s called the answer-first approach, or the A1. You lead with the answer. Then you work backwards. […] It’s a disastrous way to sit in a research session as a user. An executive trained that way walks in and the instinct takes over. They feel the absence of an answer as pressure. They want to be useful. They want to look smart. They give you the A1, and it’s precise and articulate because producing precise articulate answers is what they are paid to do.

Dapunt’s observation about ambiguity is worth carrying into the next interview transcript you read. When a regular user says “I dunno, maybe?” he argues, the fuzziness is signal that the question is wrong. The executive doesn’t give you that signal, so you have to know to discount the clarity.

Dapunt then turns the same lens on metrics. His version of the metrics-as-avoidance failure mode is more specific: the wrong moment, not just the wrong number.

At Moonfare we tracked logins. More logins looks good on a dashboard. Looks like engagement. But private equity is a 5-to-10 year product. For most of that time nothing is supposed to happen. […] The right moment isn’t a platform question. It’s a life question. When does this person have cashflow? When’s bonus season? What does their portfolio look like right now, and is there a product we offer that fits the gap? The real need isn’t log in more. It’s be present when a decision is being made. Five well-timed touchpoints in a year beat fifty random ones.

The piece closes on the part of research practice that gets least attention.

Research is intake. You take it in. You synthesise. Then someone has to make the call and own it. […] In practice I’ve watched it produce three biases averaged into a consensus nobody owns. Someone has to own the interpretation. It can be a researcher, a designer, a founder, a PM. But it’s one person’s job, and it comes with the accountability for the call that follows. The alternative is research-as-stalling.

Dapunt is careful here. He likes continuous discovery, he likes the product trio in theory, and he is not making a contrarian case against any of it. His point is narrower. A team can run all the right research rituals and still end up with a process whose actual function is to ensure no single person has to take responsibility for being wrong.

dir14" text overlaid on a medieval-style painting depicting a crowd of figures in colorful robes gathered outdoors near a castle.

Users own the present. You own the future.

A few years ago I sat in a research session at Moonfare. Since private equity is a premium product, our clients are mostly C-level executives, founders or people who have spent decades being the person in the room with the answer. He was one of them.

dir14.com icondir14.com

Nick Babich on agents in UX Planet. A useful pair to his earlier writeup on Claude skills, since the two words get used interchangeably and they are not the same thing. Babich opens with the plain-language version:

Think of an AI agent as a program you run when you need to solve a particular problem in design. For example, you can create an AI agent that helps you with usability testing, code review, UI/UX audit, etc.

A program you run is the right mental model. A skill, the way Babich described it in his earlier piece, is a recipe: a markdown file Claude reaches for when a task matches. An agent is what runs once Claude has the recipe in hand. It carries state across steps, picks tools, reports back.

Babich’s four attributes of a well-designed agent get at that distinction without saying it out loud:

  1. Good clarity (intent alignment). A strong agent understands what success looks like, not just the task. This understanding helps it translate vague prompts into clear objectives.
  2. Context awareness. Good agents maintain and use context effectively. Not only do they remember previous steps, constraints, and user preferences (which is well-expected behavior nowadays), but they also adapt output based on the environment (tools, data, stage of workflow).
  3. Tool orchestration. Agents can perform the workflow autonomously and they have the ability to use the right tools for a task at hand is what makes an agent so powerful. Well-crafted agents can chain tools together into workflows, and they don’t overuse tools when simple reasoning is enough.
  4. Explainability (transparent reasoning). When you interact with an AI agent, you need to understand why something happened. Thus, an AI agent should provide a rationale behind decisions surface assumptions, and trade-offs.

Context awareness and tool orchestration are what separate an agent from a prompt template. A skill can ship intent alignment and explainability in plain markdown, but state across steps and the ability to chain tools require a runtime. That’s why Babich’s specs include Boundaries sections and “When Not To Use It” blocks: a stateful, tool-using program needs guardrails that a one-shot prompt does not.

If you haven’t built one yet, his five specs—Research Synthesizer, Competitor Intelligence, Problem Definition, Idea Generation, UX Flow Designer—are a clean starter pack. Pick the one closest to a workflow you already do by hand, and notice how much of the spec is about what the agent will not do.

3D illustration of an orange robot head with a maze inside its open skull, glowing circuit lines extending outward to orange cube nodes.

Agentic Product Design

5 design tasks you can automate with AI today

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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.

antonsten.com iconantonsten.com

Tommy Geoco spent ninety days and $13,100 tinkering with OpenClaw. His agent runs his capture loop, prepares his meetings, codes the survey for the state-of-prototyping report his studio shipped, and distributes his content across ten platforms. Tom describes the harness like this:

When you install OpenClaw, it is like a starter kit project car. It is a car frame with a swappable engine. The engine being any AI model you choose to use. It is basically a folder that you install onto your computer that contains about seven markdown files. […] When you stop thinking of a custom agent as just a chatbot and start thinking of it like an operating system, some useful questions are going to start to pop up like where does the memory live? What is the source of truth? How do I enforce my rules better? What should stay manual?

The seven files are plain text. soul.md holds the agent’s voice and judgment, agents.md defines permissions, memory.md handles long-term recall, and four others cover identity, the user, tool instructions, and a heartbeat. Tom layers an Obsidian vault on top as long-term knowledge and Slack as the chat surface. Tom on what actually limits an agent:

The agent’s limitations aren’t just about the model. They’re a lot more about the system that you have built around it because you can’t control the quality of the model, but you can control the quality of the system. […] The most important part of my setup is the knowledge vault. This is my alternate memory, and it is built around the work that I actually do.

Geoco says curation is what keeps the whole thing from drifting. The agent runs the loops on top of a vault Geoco curates, and the taste lives with him; the model itself is interchangeable. The challenging part is somewhere else entirely:

The most challenging part of this whole thing is the unlearning. Many of us have old habits that have calcified into our brain. It is why my 17-year-old is able to run laps around us. He has no baggage about how things are supposed to work.

Geoco is right that the unlearning is where the difficulty lives. The harness is just markdown and the model is rented; the orchestration skill Benhur Senabathi described as what designers actually picked up in 2025 is what you practice through the unlearning. Geoco closes the video by saying nobody’s harness is right and everybody’s works for them, which sounds about right to me too.

How I Built an AI Agent That Designs Like Me

This is a practical breakdown of what an OpenClaw agent is, and how I use it for my design and media studio.

youtube.com iconyoutube.com

Jake Albaugh wrote a piece on X called “Design is the work” that splits design from the artifacts it produces. Mocks, prototypes, screens, guidelines: those are outputs. Design itself, in his telling, is the upstream act of intent: figuring out what something should be and why, before anyone makes it. Bingo. That distinction matters now because AI is very good at the artifact and unable to do the deciding:

AI cannot do that part. You intend to do something that has not yet happened. You have to bring those parameters to the table to do anything novel. AI doesn’t know your constraints. It doesn’t know your strategy. It doesn’t know what moment in the market you’re in, what your team is trying to prove, or what your customers actually need versus what they’ve said they want. The expectation — the definition of what good looks like — is something only you can provide. AI’s job is to meet that expectation. Not to define it.

The piece made the case that intentionality has to come before execution and that AI changes neither requirement. The closer is where it gets interesting. After all that, Albaugh tells the reader he used AI to draft the essay:

It may surprise you to learn that I used AI to write this. The structure, the sentences, a lot of the phrasing — generated. But the argument existed before any of it. I knew what I was trying to say. I knew what examples mattered and which ones were wrong. I knew when a paragraph was close but not quite right, and I revised toward a target I’d already defined. […] That’s the point. The tools changed. The work didn’t. Design is the process. Design is the intentionality.

It’s a risky reveal. Most readers will read it as self-undermining at first. But the argument and the artifact are doing the same job: Albaugh had a target, and he used AI to reach it. The fact that the prose was generated is exactly why it matters that the argument wasn’t. He knew which examples belonged in the piece and which ones to throw out. The model couldn’t have known that either way, because the criteria for “good” didn’t exist anywhere outside his head until he wrote them down.

Karri Saarinen made a version of this same split when he argued that output isn’t design. The hard part is understanding the problem well enough to know what should exist at all.

A presenter stands on stage in front of a green slide reading "What should be automated? What should be left to touch?

Design is the work.

We’re in a moment where it has never been cheaper or faster to build something convincing. The cost of taking an idea and making it look real, feel functional, or seem finished has collapsed. That is genuinely good news if you already know what you’re building and why. It’s dangerous if you don’t.

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Cat Wu, Anthropic’s Head of Product for Claude Code, describes the hiring filter on her team in her interview with Lenny Rachitsky:

I think all of the roles are merging. PMs are doing some engineering work. Engineers are doing PM work. Designers are PMing and also landing code. You can either hire a lot more engineers who have great product taste, or you can keep your engineering hiring the same and hire a lot more PMs to help guide some of their work. On our team, we’re pretty focused on hiring engineers with great product taste. This way we can reduce the amount of overhead for shipping any product. Like there are many engineers on our team who are fully able to end to end go from see user feedback on Twitter through to like ship a product at the end of the week with almost no product involvement. And this, I think, is actually like the most efficient way to ship something. So I think like engineer and PM are kind of overlapping and you will get a lot of benefit from having more of either. I think product taste is still a very rare skill to have and we’ll pretty much hire anyone who we feel has demonstrated this strongly.

This is what the Full Stack Builder pattern looks like as a hiring filter. The headline is the merging of roles. Wu’s own background says where the bench comes from:

Yeah, I was an engineer for many years. I was then a VC very briefly before joining Anthropic. And actually almost all the PMs on our team have either been engineers or ship code here on Claude Code. And so that’s one of the things that I think helps build trust with the team and also just enables us to move a lot faster. And then actually our designers also have been front-end engineers before.

So to be clear, Wu doesn’t say that the roles have merged, but what she’s describing is the continued blurring of lines.

How Anthropic’s product team moves faster than anyone else | Cat Wu (Head of Product, Claude Code)

Cat Wu is Head of Product for Claude Code and Cowork at Anthropic, building one of the most important AI products of this generation. Before joining Anthropic, Cat spent years as an engineer and briefly worked in VC. Today, she’s interviewing hundreds of product managers who are trying to break…

youtube.com iconyoutube.com

Maggie Appleton, staff research engineer at GitHub Next, wrote up her recent talk on agentic AI productivity. (Video here if you’d rather watch.) Her central claim comes early:

I call it this “one man, a two dozen claudes” theory of the future. The pitch here is that one person with a fleet of agents will do the work of an entire team of developers. The main problem with this dream is it assumes software is made by one person. All these tools are single player interfaces. […] Software is not made by one person in a vacuum. It’s a team sport. Everyone building it needs to agree on what they’re building and why.

The single-player critique is the missing piece in most AI productivity takes. Most demos of a coding agent show one engineer at a terminal. Designers face the same situation with AI prompt-to-code tools. Collaborating isn’t as easy as sharing a Figma link. That’s the actual gap in current tooling, and it’s downstream of the single-player assumption.

Appleton’s second move:

Implementation is rapidly becoming a solved problem, right? Writing code is now fast, it’s getting cheap, and quality is going up and to the right. The hard question is no longer how to build it. It’s should we build it. Agreeing on what to build is the new bottleneck. […] When production is cheap, opportunity cost becomes the real cost. You can’t build everything, and whatever you pick comes at the cost of everything else.

When production is cheap, picking what to make becomes the whole job. The cost difference between two engineering paths is now nearly zero, so the choice between them carries all the weight. Teams that miss this will end up shipping volume and mistaking it for productivity.

A talk like this could be about tooling, and Appleton does walk through Ace, GitHub Next’s prototype multiplayer workspace, in some detail. But the more important argument is about what you do with the hours you free up. Going faster is not the prize. Appleton:

We have an opportunity to not just go faster and build a giant pile of the same crappy software. But instead to make much better software through more rigorous critical thinking and better alignment in the planning stage. By doing more exploration, more research, and thinking through problems more deeply than we could have before.

The reclaimed hours are an opportunity, but they are also a test. Do you spend them shipping more, or do you spend them shipping better? The first answer gets you the giant pile. The second takes work the agents cannot do for you.

Appleton closes on craft:

Many people are now realising that in a world of fast, cheap software, quality becomes the new differentiator. The bar is being set much higher. Craftsmanship is what will set you apart from the vibe-coded slop. But craft still costs time and energy. It is not free, and in order to buy the time and energy for it, you need to do fewer things better, which requires strong alignment.

Title card for "One Developer, Two Dozen Agents, Zero Alignment" — a talk about collaborative AI engineering and a tour of Ace, the multiplayer coding workspace.

One Developer, Two Dozen Agents, Zero Alignment

Why we need collaborative AI engineering and a tour of Ace: the multiplayer coding workspace

maggieappleton.com iconmaggieappleton.com

Andy Matuschak describes two accidental tyrannies that have shaped software for forty years: the application model that traps software in one-size-fits-all packages, and programming as a specialization that crowds out non-programmers from inventing interfaces. He thinks coding agents could break both, and he’s already seeing it happen with the designers he works with:

I’ve been seeing it. I spent 2025 collaborating with two talented designers. Their story with coding agents this past year has been truly wild. I think the impact on my collaborators has been much greater than the impact on me, despite the fact that I’m now building perhaps ten times the speed.

Unlike me, these two started their careers in design and spent their formative years in the arts culture. They can program a bit, but the process was really slow and difficult enough to pose a significant barrier. At the start of 2025, coding models could implement small one-off design ideas—but their outputs would just fall apart after a couple of iterations. By the end of the year, my collaborators were routinely prototyping novel interface ideas and sustaining that iteration across weeks.

“The impact on my collaborators has been much greater than the impact on me.” Matuschak is moving ten times faster, and he still thinks his designers are the ones whose careers just turned over. That observation is rare from the person on the receiving end of the bigger gain in raw output.

Matuschak’s diagnosis of why the old arrangement was such a trap for designers:

Non-programming designers are trying to invent something in an interactive medium without being able to make something meaningfully interactive. So much of invention is about intimacy with the materials, tight feedback, sensitive observation, and authentic use. So it’s a catch-22: to enter into proper dialogue with their medium, a non-programmer needs to get help from a programmer. That generally requires the idea to be at least somewhat legible and compelling. But if they’re doing something truly novel, they often can’t make it legible and compelling without being in that close dialogue with their medium.

The old design-engineering separation trapped designers in a less obvious way. They often couldn’t even tell whether their ideas were brilliant, because they couldn’t get their hands on the material to find out. You can’t iterate on a feeling. You have to push something around until it pushes back. For most of my career, designers did that pushing in flat mockups and click-through prototypes, working through dynamic behavior they had never actually felt. Of course the technical ideas fell short. The designers themselves hadn’t felt the thing yet either.

That’s the asymmetry coding agents collapse. The loop between “I have an inkling” and “I am tinkering with a working version of the inkling” has finally closed for non-developers. They still can’t and mostly shouldn’t ship production code, but they don’t need to. The prototype is enough to do the design work. Once the gatekeeping melts, the next question is institutional: where does the next generation of interface inventors come from? Matuschak’s answer:

So, what now? We’ve spent decades building HCI programs that mostly look like computer science departments with design electives. But if we’re moving toward a world where invention is bottlenecked more on imagination than on technical expertise, we may have that backwards. We may need programs that look a little more like art school with technical electives—learning to develop ideas from intuition before being able to express them precisely, to discover by playing with the material.

Title slide and content page from Andy Matuschak's MIT HCI Seminar talk "Apps and programming: two accidental tyrannies" dated 2026-03-03, showing a table of contents and lecture notes.

Apps and programming: two accidental tyrannies

On coding agents, malleable software, and the future of interface invention

andymatuschak.org iconandymatuschak.org

Humans are the bread in the sandwich, and the AI is in the middle.

That’s Dan Shipper on his podcast AI & I, talking with Every’s Kieran Klaassen, the engineer behind the compound engineering plugin. They’re working out where humans actually belong in an AI-driven workflow. It’s the same split showing up on the design side.

Klaassen, on the polish step at the end of the work:

The other moment comes at the end. Something comes out. How do you validate it? Well, it’s already tested—browser automated testing has clicked through everything, all the requirements are clearly specified, and it says everything works. But the beauty comes in when a human looks at it, clicks around, and has a feel for it: “Oh, this doesn’t feel right. We can polish it. We can make it better. There’s something still missing. We can make the design better.” […] all the way at the end, when everything is done, you can elevate everything and make it even better. And I think we need to do that, because if we don’t, it will all be slop—all the same. It’s very important to make it feel great because the bar is high, and the bar will always get higher.

“It will all be slop” is the line every team should have taped to a monitor. A passing test suite and a green PR don’t tell you whether the thing is actually any good. That judgment still lives with a human at the end of the workflow. Klaassen is correct that the bar keeps moving up, not down, and the teams who treat the polish step as optional are the ones whose products will look interchangeable in twelve months.

Klaassen, on the art-and-ownership argument:

But I do think that in the end, if you ship something—if you make a statement in the world—and you want it to be your own, you have to say yes or no at some point. You cannot fully automate everything. It’s a bit like making art. If you want it to be yours, it needs to come from you or somehow be connected. So I believe having those moments where you decide—where you choose what you enjoy—is so important. That’s why it’s so important to do things you enjoy and love.

Whatever your version of beautiful is, that’s the bread. Everything else is filling.

Cover art for "AI & I" podcast by Every, featuring a smiling man with glasses rendered in gold tones against a purple background.

The AI Sandwich: Where Humans Excel in an AI World

‘AI & I’ with compound engineering creator Kieran Klaassen

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Karri Saarinen, Linear’s co-founder, calls out the confusion that most of the new design tooling is built on top of:

Design keeps being misunderstood in our industry. New tools keep promising to generate interfaces faster, move words to product instantly, or collapse design directly into code. The assumption behind them is clear: that design is the act of producing. That is the misunderstanding. The hard part of design is rarely generating the form. It is understanding the problem well enough to know what and how something should exist at all.

What I appreciate about Saarinen’s argument is that he doesn’t stop at the diagnosis. He reaches for Christopher Alexander’s Notes on the Synthesis of Form and recovers a vocabulary term the industry has been missing:

Christopher Alexander came closer than anyone to naming this clearly. In Notes on the Synthesis of Form, he describes design as the search for a good fit between a form and its context. Context, in his sense, is not a background condition. It is the full set of forces that make a problem what it is: human needs, technical constraints, conflicting requirements, habits, edge cases, and relationships that are easy to miss until you spend time with them. Bad design appears where those forces remain unresolved. Good design appears where those misfits have been worked through carefully.

Context as forces, not background. The current generation of prompt-to-code tools, including Lovable, Figma Make, and Claude Design, is very good at producing a plausible form against a thin slice of context. Saarinen describes the symptom directly:

You can already see the result in products that look polished, ambitious, and impressive at first glance, but begin to unravel the moment you actually use them. They feel brittle, poorly integrated, and full of decisions that were never fully worked through. The form is there. The fit is not.

That same bottleneck shows up on the workflow side: production speeds up, judgment doesn’t.

Saarinen’s closer:

The risk is mistaking generated form for solved problems.

That is the mistake to watch for, in your own work and on your team. Design is what happens when someone takes the time to understand the forces and works the misfits out of the form.

Loose, expressive ink and wash sketch of an abstract architectural structure with dense crosshatching and gestural line work.

Output isn’t design

Design keeps being misunderstood in our industry. New tools keep promising to generate interfaces faster, move words to product instantly, or collapse design directly into code. The assumption behind them is clear: that design is the act of producing.

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I’ve been pro-prototype: PMs replacing PRDs, designers prototyping interactions in code. Pavel Samsonov, writing at Product Picnic, aims at exactly that position. He opens by borrowing a distinction from Andy Polaine:

Demos and prototypes sit on a continuum, but I consider demos something to help you show a concept to other people in a form that looks and feels like the real thing. Prototypes are things you create to test something you don’t know until you build and test it.

Correct distinction. A demo succeeds on stakeholder approval; a prototype succeeds on learning. Both artifacts can be interactive and polished. What separates them is what counts as success. Samsonov on what happens when teams conflate them:

The only thing these demos are helping you test is whether your stakeholder likes what they see (the first loop) and as soon as they say “yes,” it becomes good enough to ship. Whether that second loop (releases go out, measurements come in) ever gets tracked or not is not something I’d be willing to put money on. Because once the demo is productionized, it goes from the realm of delivery velocity (which gets you shoutouts and promotions) into the realm of maintenance (which tends to be ignored even as it eats up more than half of the team’s bandwidth).

AI makes it easier to produce both, and Samsonov’s read on what happens when teams use the speedup wrong:

Shoving out more prototypes is not a heuristic for success; it is a heuristic for failure because it shows that you don’t know what you are trying to learn.

Agreed. Samsonov goes further:

This is exactly why AI-generated prototypes are not working, and have not helped anyone do anything ever. Some have accused me of going too far with this assertion, but I stand by it, because it is rooted in the very nature of what a prototype is (and is not), and what makes it successful (or does not).

Here’s where I differ. Brian Lovin’s Notion prototype playground exists because static mocks enforce golden-path thinking. The playground surfaces the messy middle of AI chat: follow-ups and latency changes no one mocks up. Édouard Wautier’s Dust team prototypes state changes and motion Figma can’t show. Figma PMs ran five user interviews in two days off an AI-built prototype, which is a textbook closed second loop. All three count as prototype work.

Samsonov’s diagnosis is right. His absolute stance is, well, too absolute. AI-generated prototypes haven’t helped anyone only if you assume they’re all demos, which is exactly what the distinction he just drew tells us not to assume.

Product Picnic 64 title card over a vintage black-and-white photo of three people eating and drinking outdoors on rocky terrain.

Designers will never have influence without understanding how organizations learn

We confuse prototypes with demos, and validation with confirmation bias. As a result, we cannot lead — instead, we are led.

productpicnic.beehiiv.com iconproductpicnic.beehiiv.com

In my previous item, I linked to a post by Adi Leviim who made the case against chat as the AI interface default, reading the 2024 wave of GUI retrofits AI labs shipped—Canvas, Artifacts, Projects, Computer Use, Deep Research—as the industry admitting a text box alone wasn’t enough. Matt Webb, writing on Interconnected, wants every service to ship a CLI instead. Both arguments are about text. They look like they contradict. They don’t. Webb’s case for going headless:

It’s pretty clear that apps and services are all going to have to go headless: that is, they will have to provide access and tools for personal AI agents without any of the visual UI that us humans use today. […] Why? Because using personal AIs is a better experience for users than using services directly (honestly); and headless services are quicker and more dependable for the personal AIs than having them click round a GUI with a bot-controlled mouse.

Webb’s CLI sits on the agent-to-service layer. Leviim’s retrofits sit on the human-to-agent layer. The text on one side is a protocol for machines. The text on the other is a user writing out intent in sentences. Both are text, but the role is different. Webb makes the split explicit when he turns to what it means for design:

So from a usability perspective I see front-end as somewhat sacrificial. AI agents will drive straight through it; users will encounter it only once or twice; it will be customised or personalised; all that work on optimising user journeys doesn’t matter any more. But from a vibe perspective, services are not fungible. […] Understanding that a service is for you is 50% an unconscious process - we call it brand - and I look forward to front-end design for apps and services optimising for brand rather than ease of use.

Interesting, right? Webb believes that the need for human-facing UI and therefore user journeys will be less. He’s designing for an agent-first world.

Webb, goes on…

If I were a bank, I would be releasing a hardened CLI tool like yesterday. There is so much to figure out: […] How does adjacency work? My bank gives me a current account in exchange for putting a “hey, get a loan!” button on the app home screen. How do you make offers to an agent?

The agent becomes the surface designers have to figure out.

Abstract illustration of tangled white curved lines forming loose oval shapes against a soft green background with muted circular shadows.

Headless everything for personal AI

It’s pretty clear that apps and services are all going to have to go *headless:* that is, they will have to provide access and tools for personal AI agents without any of the visual UI that us humans use today.

interconnected.org iconinterconnected.org

Every major AI lab spent 2024 bolting GUI surfaces onto chat: Canvas, Artifacts, Projects, Computer Use, Deep Research. That’s seven retrofits across three AI firms in twelve months. Adi Leviim, writing for UX Collective, reads that wave as the industry conceding in public what designers have been saying since Amelia Wattenberger’s 2023 essay on why chatbots aren’t the future of interfaces. His setup for why the default took hold:

Open any AI product launched in the last three years. Ignore the model, the logo, the branding. You will find the same interface: a text input at the bottom of the screen, a send button, and a scrollback of alternating messages. This is not a random convergence. It is the interface that fell out of what large language models could do on day one: pattern-match on text. In 2022 we had a new capability and no time to design around it, so we shipped what was fastest to build and called it conversational AI. Three years later, the fastest thing to build has become the thing everyone builds. That is how defaults calcify.

The lag between Wattenberger’s essay and the retrofit wave was three years. Leviim counts the retrofits as evidence the rectangle was always going to need help:

Calling this progress is charitable. It is the industry discovering, retrofit by retrofit, that a text box alone cannot hold a meaningful creative surface. You cannot edit a thousand-line document by asking the bot to re-output it with “line 312 changed to X”. You cannot iterate on a design by describing it. You cannot plan a research project without seeing the plan. The moment the task has a structured output, the chat box becomes the wrong place to work, and the vendors put a canvas, a side panel, an editor, a workspace, or a planner next to it.

“Retrofit by retrofit” is the phrase that carries his argument. Each retrofit is a clickable, scrollable, draggable pattern the chat box had removed. The AI labs are rebuilding what 2015-era UI already had.

Leviim continues, separating intent from chat:

Expressing intent does not require prose. A date picker expresses temporal intent more precisely than any sentence. A pair of sliders expresses a tradeoff more legibly than a paragraph. A file upload expresses “work on this thing” without ambiguity. Every one of these is intent-based. None of them is chat. The chat box is one possible implementation of the paradigm, and by all accessible evidence it is a low-resolution one.

Jakob Nielsen’s 2023 essay, “AI: First New UI Paradigm in 60 Years,” treated chat as the way to express intent. Leviim agrees intent-based interaction is the shift. He argues chat is the wrong way to express it. Date pickers, sliders, file uploads are all intent surfaces, and none of them is chat. Which is where the design work goes next:

the good AI UX work of the next three years will be distributed across a thousand of those scoped surfaces rather than concentrated in one generalized text field.

That’s the brief for anyone designing AI products.

Side-by-side comparison of a Structured UI with a dropdown, date picker, checkboxes, and range slider versus a minimal AI Chat Interface with a text input and Send button.

The chat box isn’t a UI paradigm. It’s what shipped.

Before LLMs we had direct manipulation, structured forms, and progressive disclosure. Then we collapsed all of it into a text box.

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Showing stakeholders prototypes is often a high-wire act. Back in the old days, that’s why we showed wireframes prior to high-fidelity comps, or mockups. But now with tools like Lovable or even Claude Design, where the prototype demos really well, it’s easy to mistake it for a product that is shippable. The stakeholder in the room could easily say “ship it.”

That used to be where the Figma-to-code handoff became visible. Now it’s invisible. Greg Kozakiewicz, writing on LinkedIn, wants designers to see it again. He updates an old construction-industry line for the AI era:

We used to confuse the drawing with the building. Now we confuse the prototype with the product. A working prototype also accepts everything. It will let you register, log in, fill out a form, submit something. It all works. In the demo. On a good laptop. With a fast connection. With someone who knows what they’re doing and what the app is supposed to do.

The design-to-code gap didn’t vanish when AI made prototypes interactive. It went underground. Now it shows up as a stakeholder saying “looks great, let’s ship it” to something that couldn’t survive real data or production constraints. Kozakiewicz puts a number on it:

AI gets you to about 60%. A solid, reasonable, generic 60%. The layout makes sense. The flow is logical. The copy is clear enough. It looks like a product that works. And for a lot of people, especially people making decisions about budgets and timelines, 60% looks like 90%. Because the last time they saw a prototype, it was a static Figma file with “Lorem ipsum” everywhere.

A hand lifts a modular glass block from a detailed architectural scale model, revealing illuminated interior floors with tiny figurines inside.

Paper accepts everything. So does a prototype.

There’s an old saying in construction. Paper will accept everything. You can draw anything on paper. A swimming pool on the roof. A spiral staircase made of glass. A cantilever that defies physics. Paper doesn’t argue. Paper doesn’t say “this won’t hold.” Paper just sits there, looking beautiful, full of promise.

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The designer’s role is widening at both ends of the product stack. Earlier, I linked to a post by Chad Johnson arguing designers gain influence by moving upstream: becoming orientation devices for the team, shaping the problem before it gets named. Daniel Mitev, writing for UX Collective, argues designers gain authorship by moving downstream, into the code:

The industry has been asking whether designers should code for over a decade. It was always the wrong question, or at least the wrong framing. It implied the barrier was technical: that designers lacked something fundamental, something that required years of study to acquire. Learn TypeScript. Understand the DOM. Earn your way across the divide. That wasn’t the barrier.

Mitev’s argument comes down to access. AI tooling compresses the translation layer and returns authorship to the designer:

What AI tooling gives back is authorship over the surface layer — the part users actually touch. A designer can now open the codebase, adjust how an element behaves, change how a transition feels, and verify the output against their own intent in real time. The easing curve gets set by the person who decided what it should feel like. The hover state gets defined by the person who thought through why it matters. That work no longer requires an interpreter.

He points at Alan’s “Everyone Can Build” initiative—283 pull requests shipped by non-engineers over two quarters, each merged after engineering review—as evidence it’s already happening.

Johnson and Mitev aren’t in conflict. They’re describing the same shift from opposite ends. The interpreters at the top of the product stack—PMs who owned problem framing and prioritization—are compressing. The interpreters at the bottom—frontend engineers translating intent into code—are compressing too. Both jobs return to the designer who understood the intent first.

The role widens. Some designers will gravitate to one end or the other. The designers who stretch the full range—orientation work and authorship—are working the widest version of the job.

A hand pressing an Enter key above a terminal showing a git commit command, with text reading "Designers finally have a say in the product they design.

Designers finally have a say in the product they design

AI didn’t teach designers to code. It gave them back the decisions that were always theirs.

uxdesign.cc iconuxdesign.cc

(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

chadsnewsletter.substack.com iconchadsnewsletter.substack.com

Two podcast conversations with frontier-lab design leaders on what designing at an AI lab looks like day-to-day. I previously linked to Lenny Rachitsky’s interview with Jenny Wen, head of design for Claude, where she described a redistribution of designer hours: less mocking, more pairing with engineers, a sliver of direct implementation. The activities themselves still look like design.

Ian Silber, head of product design at OpenAI, on Michael Riddering’s Dive Club, describes work that doesn’t fit the same list:

Designers working on this are hopefully spending a lot less time in Figma or whatever tool you use to draw pixels, and more time really thinking about how you interact with this thing, and the fact that the model really is the core product.

Silber’s concrete example is onboarding. Instead of building a first-run tutorial, his team shapes what the model already knows about the person:

We have this super intelligent model that could probably do a much better job trying to understand what this person’s goals are […] We’re really stripping back a lot of what you might traditionally do and trying to say, “Well, actually […] let’s think about like how we should give this context to the model that this person is brand new and they might need some handholding.”

The traditional response adds UI around the problem. Silber’s team takes it out and gives the model enough context to meet the user where they are.

That kind of work needs its own scaffolding, and OpenAI is building it:

We have a whole system called the Dynamic User Interface Library, which allows us to design things that the model can then interpret.

Primitives the model composes at runtime, shaped by system prompts and context rather than drawn flow by flow. Wen is describing a redistribution of designer hours inside activities that still look recognizable. Silber is describing activities that don’t quite have names yet. And yes, that is still design.

Ian Silber - What it’s like designing at OpenAI

If you’re like me you gotta be curious... what’s it like designing at OpenAI?

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