Skip to content

173 posts tagged with “user experience”

5 min read
Person wearing glasses typing at a computer keyboard, surrounded by flowing code and a halftone glitch effect

ASCII Me

Over the past couple months, I’ve noticed a wave of ASCII-related projects show up on my feeds. WTH is ASCII? It’s the basic set of letters, numbers, and symbols that old-school computers agreed to use for text.

ASCII (American Standard Code for Information Interchange) has 128 characters:

  • 95 printable characters: digits 0–9, uppercase A–Z, lowercase a–z, space, and common punctuation and symbols.
  • 33 control characters: non-printing codes like NUL, LF (line feed), CR (carriage return), and DEL used historically for devices like teletypes and printers.

Early internet users who remember plain text-only email and Usenet newsgroups would have encountered ASCII art like these:

 /\_/\
( o.o )
 > ^ <

It’s a cat. Artist unknown.

   __/\\\\\\\\\\\\\____/\\\\\\\\\\\\\_______/\\\\\\\\\\\___
    _\/\\\/////////\\\_\/\\\/////////\\\___/\\\/////////\\\_
     _\/\\\_______\/\\\_\/\\\_______\/\\\__\//\\\______\///__
      _\/\\\\\\\\\\\\\\__\/\\\\\\\\\\\\\\____\////\\\_________
       _\/\\\/////////\\\_\/\\\/////////\\\______\////\\\______
        _\/\\\_______\/\\\_\/\\\_______\/\\\_________\////\\\___
         _\/\\\_______\/\\\_\/\\\_______\/\\\__/\\\______\//\\\__
          _\/\\\\\\\\\\\\\/__\/\\\\\\\\\\\\\/__\///\\\\\\\\\\\/___
           _\/////////////____\/////////////______\///////////_____

Dimensional lettering.

Anyway, you’ve seen it before and get the gist. My guess is that with Claude Code’s halo effect, the terminal is making a comeback and generating interest in this long lost artform again. And it’s text-based which is now fuel for AI.

I’ve seen this at every company past a certain size: you spot a disjointed UX problem across the product, you know what needs to happen, and then you spend three months in alignment meetings trying to get six teams to agree on a button style.

A recent piece from Laura Klein at Nielsen Norman Group examines why most product teams aren’t actually empowered, despite what the org chart claims. Klein on fragmentation:

When you have dozens of empowered teams, each optimizing its own metrics and building its own features, you get a product that feels like it was designed by dozens of different companies. One team’s area uses a modal dialog for confirmations. Another team uses an inline message. A third team navigates to a new page. The buttons say Submit in one place, Save in another, and Continue in a third. The tone of the microcopy varies wildly from formal to casual.

Users don’t see teams. They don’t see component boundaries. They just see a confusing, inconsistent product that seems to have been designed by people who never talked to each other, because, in a sense, it was.

Each team was empowered to make the best decisions for their area, and it did! But nobody was empowered to maintain coherence across the whole experience.

That last line is the whole problem. “Coherence,” as Klein calls it, is a design leadership responsibility, and it gets harder as AI lets individual teams ship faster without coordinating with each other. If every squad can generate production UI in hours instead of weeks, the fragmentation described here accelerates. Design systems become the only thing standing between your product and a Frankenstein experience.

The article is also sharp on what happens to PMs inside this dysfunction:

Picture a PM who spends 70% of her time in meetings coordinating with other teams, getting buy-in for a small change, negotiating priorities, trying to align roadmaps, escalating conflicts, chasing down dependencies, and attending working groups created to solve coordination problems. She spends a tiny fraction of her time with users. The rest is spent writing documents that explain her team’s work to other teams, updating roadmaps, reporting status, and attending planning meetings. She was hired to be a strategic product thinker, but she’s become a project manager, focused entirely on logistics and coordination.

I’ve watched this happen to PMs I’ve worked with. The coordination tax eats the strategic work. Marty Cagan calls this “product management theater”—a surplus of PMs who function as overpaid project managers. If AI compresses the engineering work but the coordination overhead stays the same, that ratio gets even more lopsided.

The fix is smaller teams with real ownership and strong design systems that enforce coherence without requiring 14 alignment meetings. But that requires organizational courage most companies don’t have.

Why Most Product Teams Aren't Really Empowered' headline with three hands untangling a ball of dark-blue yarn and NN/G logo.

Why Most Product Teams Aren’t Really Empowered

Although product teams say they’re empowered, many still function as feature factories and must follow orders.

nngroup.com iconnngroup.com

My essay yesterday was about the mechanics of how product design is changing—designing in code, orchestrating AI agents, collapsing the Figma-to-production handoff. That piece got into specifics. This piece by Pavel Bukengolts, writing for UX Magazine, is about the mindset:

AI is changing the how — the tools, the workflows, the speed. But the why of UX? That’s timeless.

Bukengolts is right. UX as a discipline isn’t going anywhere. But I worry that articles like this—well-intentioned and directionally correct—give designers permission to keep doing exactly what they’re doing now. “Sharpen your critical thinking” and “be the conscience in the room” is good advice. It’s also the kind of advice that lets you nod along without changing anything about your Tuesday.

The article lists the skills designers need: critical thinking, systems thinking, AI literacy, ethical awareness, strategic communication. All valid. But none of that addresses what the actual production work looks like six months from now. Bukengolts again:

In a world where AI does the work, your value is knowing why it matters and who it affects.

I agree with this in principle. The problem is the gap between “UX matters” and “your current UX role is secure.” Those are very different statements. UX will absolutely matter in an AI-powered world—someone has to shape the experience, evaluate whether it actually works for people, catch the things the model gets wrong. But the number of people doing that work, and what the job requires of them, is changing fast. I wrote in my essay that junior designers who can’t critically assess AI-generated work will find their roles shrinking fast. The skill floor is rising. Saying “stay curious and principled” isn’t wrong, but it’s not enough.

The piece closes with reassurance:

Yes, this moment is big. Yes, you’ll need to adapt. But no, you are not obsolete.

I’d feel better about that line if the article spent more time on how to adapt—not in terms of thinking skills, but in terms of the actual work. Learn to design in code. Get comfortable directing AI agents. Understand your design system well enough to make it machine-readable. Those are the specific steps that will separate designers who thrive from designers who got the mindset right but missed the shift happening underneath them.

Black 3D letters spelling CHANGE on warm backdrop; caption reads: AI can design interfaces; humans provide empathy and ethics.

Design Smarter: Future-Proof Your UX Career in the Age of AI

Is UX still a thing? AI is rising fast, but UX isn’t disappearing. It’s evolving. The big shift isn’t just tools, it’s how we think: critical thinking to spot gaps, systems thinking to map complexity, and AI literacy to understand capabilities without pretending we build it all. Empathy and ethics become the edge: designers must ask who’s affected, what’s left out, and what unintended consequences might arise. In practice, we translate data and research into a story that matters, bridging users, business, and tech, with strategic communication that keeps everyone aligned. In an AI-powered world, human judgment, why it matters, and to whom, stays central. Stay curious, sharp, and principled.

uxmag.com iconuxmag.com

In my previous post about Google Reader, I wrote about Chris Wetherell’s original vision—a polymorphic information tool, not a feed reader. But even Google Reader ended up as a three-pane inbox. That layout didn’t originate with Reader, though. It’s older than that.

Terry Godier traces that layout to a single decision. In 2002, Brent Simmons released NetNewsWire, the first RSS reader that looked like an email client. Godier asked him why, and Simmons’ answer was pragmatic:

“I was actually thinking about Usenet, not email, but whatever. The question I asked myself then was how would I design a Usenet app for (then-new) Mac OS X in the year 2002?”

“The answer was pretty clear to me: instead of multiple windows, a single window with a sidebar, list of posts, and detail view.”

A reasonable choice in 2002. But then Godier shares Simmons reflecting on why everyone kept copying him twenty-two years later:

“But every new RSS reader ought to consider not being yet another three-paned-aggregator. There are surely millions of users who might prefer a river of news or other paradigms.”

“Why not have some fun and do something new, or at least different?”

The person who designed the original paradigm was asking, twenty-two years later, why everyone was still copying him.

Godier’s argument is that when Simmons borrowed the inbox layout, he inadvertently imported the inbox’s psychology. Unread counts. Bold text for new items. A backlog that accumulates. The visual language of social debt, applied to content nobody sent you:

When you dress a new thing in old clothes, people don’t just learn the shape. They inherit the feelings, the assumptions, the emotional weight. You can’t borrow the layout of an inbox without also borrowing some of its psychology.

He calls this “phantom obligation”—the guilt you feel for something no one asked you to do. And I’ll admit, I feel it. I open Inoreader every morning and when that number isn’t zero, some part of my brain registers it as a task. It shouldn’t. Nobody is waiting. But the interface says otherwise.

Godier’s best line is the one that frames the whole piece:

We’ve been laundering obligation. Each interface inherits legitimacy from the last, but the social contract underneath gets hollowed out.

The red dot on a game has the same visual weight as a text from your kid. We kept the weight and dropped the reason.

PHANTOM OBLIGATION — noun: The guilt you feel for something no one asked you to do.

Phantom Obligation

Why RSS readers look like email clients, and what that’s doing to us.

terrygodier.com iconterrygodier.com

Every article I share on this blog starts the same way: in my RSS reader. I use Inoreader to follow about a hundred feeds—design blogs, tech publications, and independent newsletters. Every morning I scroll through what’s new, mark what’s interesting, and the best stuff eventually becomes a link post here. It’s not a fancy workflow. It’s an RSS reader and a notes app. But it works because the format works.

This is a 2023 article, but I’m fascinated by it because Google Reader was so influential in my life. David Pierce, writing for The Verge, chronicles how Google Reader came to be and why Google killed it.

Chris Wetherell, who built the first prototype, wasn’t thinking about an RSS reader. He was thinking about a universal information layer:

“I drew a big circle on the whiteboard,” he recalls. “And I said, ‘This is information.’ And then I drew spokes off of it, saying, ‘These are videos. This is news. This is this and that.’” He told the iGoogle team that the future of information might be to turn everything into a feed and build a way to aggregate those feeds.

Jason Shellen, the product manager, saw the same thing:

“We were trying to avoid saying ‘feed reader,’” Shellen says, “or reading at all. Because I think we built a social product.”

Google couldn’t see it. Reader had 30 million users, many of them daily, but that was a rounding error by Google standards. Pierce captures the absurdity well:

Almost nothing ever hits Google scale, which is why Google kills almost everything.

So Google poured its resources into Google Plus instead. That product was dead within months of launch. Reader, the thing they killed to make room for it, had been a working social network the whole time. Jenna Bilotta, a designer on the team:

“They could have taken the resources that were allocated for Google Plus, invested them in Reader, and turned Reader into the amazing social network that it was starting to be.”

What gets me is that the vision Wetherell drew on that whiteboard—a single place to follow everything you care about, organized by your taste, shared with people you trust, and non-algorithmic—still doesn’t fully exist. RSS readers are the closest thing we have, and they’re good enough that I’ve built my entire reading and writing practice around one. But the curation layer Wetherell imagined is still unfinished.

Framed memorial reading IN LOVING MEMORY (2005–2013) with three colorful app icons, lit candles and white roses.

Who killed Google Reader?

Google Reader was supposed to be much more than a tool for nerds. But it never got the chance.

theverge.com icontheverge.com

Many designers I’ve worked with want to get to screens as fast as possible. Open Figma, start laying things out, figure out the structure as they go. It works often enough that nobody questions it. But Daniel Rosenberg makes a case for why it shouldn’t be the default.

Rosenberg, writing for the Interaction Design Foundation, argues that the conceptual model—the objects users manipulate, the actions they perform, and the attributes they change—should be designed before anyone touches a screen:

Even before you sketch your first screen it is beneficial to develop a designer’s conceptual model and use it as the baseline for guiding all future interaction design decisions.

Rosenberg maps this to natural language. Objects are nouns. Actions are verbs. Attributes are adjectives. The way these elements relate to each other is the grammar of your interface. Get the grammar wrong and no amount of visual polish will save you.

His example is painfully simple. A tax e-sign system asked him to “ENTER a PIN” when he’d never used the system before. There was no PIN to enter. The action should have been “CREATE.” One wrong verb and a UX expert with 40 years of experience couldn’t complete the task. His accountant confirmed that dozens of clients had called thinking the system was broken.

Rosenberg on why this cascades:

A suboptimal decision on any lower layer will cascade through all the layers above. This is why designing the conceptual model grammar with the lowest cognitive complexity at the very start… is so powerful.

This is the part I want my team to internalize. When you jump straight to screens, you’re making grammar decisions implicitly—choosing verbs for buttons, deciding which objects to surface, grouping attributes in panels. You’re doing conceptual modeling whether you know it or not. The question is whether you’re doing it deliberately.

Article title "The MAGIC of Semantic Interaction Design" with small "Article" label and Interaction Design Foundation logo at bottom left.

The MAGIC of Semantic Interaction Design

Blame the user: me, a UX expert with more than 40 years of experience, who has designed more than 100 successful commercial products and evaluated the inadequate designs of nearly 1, 000 more.

interaction-design.org iconinteraction-design.org

Everyone wants to talk about the AI use case. Nobody wants to talk about the work that makes the use case possible.

Erika Flowers, who led NASA’s AI readiness initiative, has a great metaphor for this on the Invisible Machines podcast. Her family builds houses, and before they could install a high-tech steel roof, they spent a week building scaffolding, setting up tarps, rigging safety harnesses, positioning dumpsters for debris. The scaffolding wasn’t the job. But without it, the job couldn’t happen.

Flowers on where most organizations are with AI right now:

We are trying to just climb up on these roofs with our most high tech pneumatic nail gun and we got all these tools and stuff and we haven’t clipped off to our belay gear. We don’t have the scaffolding set up. We don’t have the tarps and the dumpsters to catch all the debris. We just want to get up there. That is the state of AI and transformation.

The scaffolding is the boring stuff: data integration, governance, connected workflows, organizational readiness. It’s context engineering at the enterprise level. Before any AI feature can do real work, someone has to make sure it has the right data, the right permissions, and the right place in a process. Nobody wants to fund that part.

But Flowers goes further. She argues we’re not just skipping the scaffolding—we’re automating the wrong things entirely. Her example: accounting software uses AI to help you build a spreadsheet faster, then you email it to someone who extracts the one number they actually needed. Why not just ask the AI for the number? We’re using new technology to speed up old workflows instead of asking whether the workflow should exist at all.

Then she gets to the interesting question—who’s supposed to design all of this?

I don’t think it exists necessarily with the roles that we have. It’s going to be a lot closer to Hollywood… producer, director, screenwriter. And I don’t mean as metaphors, I mean literally those people and how they think and how they do it because we’re in a post software era.

She lists therapists, psychologists, wedding planners, dance choreographers. People who know how to choreograph human interactions without predetermined inputs. That’s a different skill set than designing screens, and I think she’s onto something.

Why AI Scaffolding Matters More than Use Cases ft Erika Flowers

We’re in a moment when organizations are approaching agentic AI backwards, chasing flashy use cases instead of building the scaffolding that makes AI agents actually work at scale. Erika Flowers, who led NASA’s AI Readiness Initiative and has advised Meta, Google, Netflix, and Intuit, joins Robb and Josh for a frank and funny conversation about what’s broken in enterprise AI adoption. She dismantles the myth of the “big sexy AI use case” and explains why most AI projects fail before they start. The trio makes the case that we’re entering a post-software world, whether organizations are ready or not. Chapters - 0:09 - NASA AI Readiness Explained | Erica Flowers on Agentic AI & Runtimes 1:48 - Why the “Big Sexy AI Use Case” Is a Lie 2:42 - AI Didn’t Start with ChatGPT: What NASA Has Been Doing for 30 Years 4:24 - Why AI Runtimes Matter More Than Any Single Use Case 5:21 - The Hidden AI Problem: Legacy Data, Silos & Organizational Reality 7:13 - The Boring AI That Actually Works (And Why Enterprises Ignore It) 8:10 - The AI Arms Race Nobody Understands 9:22 - AI Scaffolding Explained: The Metaphor Every Leader Needs to Hear 12:12 - AI Readiness Is Cultural Change, Not Just Technology 14:38 - From Parking Lots to Companies: How Simple AI Agents Quietly Scale 17:01 - Why Most AI Features Feel Useless in Real Products 19:08 - Stop Automating Spreadsheets: Ask AI the Question Instead 25:06 - The Post-Software Era: Why Designers Aren’t Enough Anymore 28:33 - UI Is a Medium: How AI Will Absorb Interfaces Entirely 46:24 - Infinite Content, Human Creativity, and the Future After AI Listen and Check out Erika’s podcast, “Flower Power Hour”: https://open.spotify.com/show/15BTSl9fWiH3QTmVAYj6Fd Learn more about Erika at www.helloerikaflowers.com/ ---------- Support our show by supporting our sponsors! This episode is supported by OneReach.ai Forged over a decade of R&D and proven in 10,000+ deployments, OneReach.ai’s GSX is the first complete AI agent runtime environment (circa 2019) — a hardened AI agent architecture for enterprise control and scale. Backed by UC Berkeley, recognized by Gartner, and trusted across highly regulated industries, including healthcare, finance, government and telecommunications. A complete system for accelerating AI adoption - design, train, test, deploy, monitor, and orchestrate neurosymbolic applications (agents). Use any AI models - Build and deploy intelligent agents fast - Create guardrails for organizational alignment - Enterprise-grade security and governance Request free prototype: https://onereach.ai/prototype/?utm_source=youtube&utm_medium=social&utm_campaign=podcast_s6e12&utm_content=1 ---------- The revised and significantly updated second edition of our bestselling book about succeeding with AI agents, Age of Invisible Machines, is available everywhere: Amazon — https://bit.ly/4hwX0a5 #InvisibleMachines #Podcast #TechPodcast #AIPodcast #AI #AgenticAI #AIAgents #DigitalTransformation #AIReadiness #AIDeployment #AISoftware #AITransformation #AIAdoption #AIProjects #NASA #AgentRuntime #Innovation #AIUseCase

youtu.be iconyoutu.be

Every few months a new AI term drops and everyone scrambles to sound smart about it. Context engineering. RAG. Agent memory. MCP.

Tal Raviv and Aman Khan, writing for Lenny’s Newsletter, built an interactive piece that has you learn these concepts by doing them inside Cursor. It’s part article, part hands-on tutorial. But the best parts are when they strip the terms down to what they actually are:

Let that sink in: memory is just a text file prepended to every conversation. There’s no magic here.

That’s it. Agent memory, the thing that sounds like science fiction, is a text file that gets pasted at the top of every chat. Once you know that, you can design for it. You can think about what belongs in that file and what doesn’t, what’s worth the context window space and what’s noise.

They do the same with RAG:

RAG is a fancy term for “Before I start talking, I gotta go look everything up and read it first.” Despite the technical name, you’ve been doing it your whole life. Before answering a hard question, you look things up. Agents do the same.

Tool calling gets the same treatment. The agent reads a file, decides what to change, and uses a tool to make the edit. As Raviv and Khan point out, you’ve done search-and-replace in Word a hundred times.

Their conclusion ties it together:

Cursor is just an AI product like any other, composed of text, tools, and results flowing back into more text—except Cursor runs locally on our computer, so we can watch it work and learn. Once we were able to break down any AI product into these same building blocks, our AI product sense came naturally.

This matters for designers. You can’t design well for systems you don’t understand, and you can’t understand systems buried under layers of jargon. The moment someone tells you “memory is just a text file,” you can start asking the right design questions: what goes in it? Who controls it? How does the user know it’s working?

The whole piece is a step-by-step tutorial for PMs, but the underlying lesson is universal. Strip the mystique, see the mechanics, design for what’s actually there.

Two smiling illustrated men with orange watercolor background, caption "How to build" and highlighted text "AI product sense".

How to build AI product sense

The secret is using Cursor for non-technical work (inside: 75 free days of Cursor Pro to try this out!)

open.substack.com iconopen.substack.com

There’s a version of product thinking that lives in frameworks and planning docs. And then there’s the version that shows up when someone looks at a screen and immediately knows something is off. That second version—call it product sense, call it taste or judgement—comes from doing the work, not reading about it.

Peter Yang, writing in his Behind the Craft newsletter, shares 25 product beliefs from a decade at Roblox, Reddit, Amazon, and Meta. The whole list is worth reading, but a few items stood out.

On actually using your own product:

I estimate that less than 10% of PMs actually dogfood their product on a weekly basis. Use your product like a first-time user and write a friction log of how annoying the experience is. Nobody is too senior to test their own shit.

Ten percent. If that number is even close to accurate, it’s damning. You can’t develop good product judgment if you’re not paying attention to the thing you ship. And this applies to designers just as much as PMs.

Yang again, on where that judgment actually shows up:

Default states, edge cases, and good copy — these details are what separates a great product from slop. It doesn’t matter how senior you are, you have to give a damn about the tiniest details to ship something that you can be proud of.

Knowing that default states matter, knowing which edge cases to care about, knowing when copy is doing too much or too little—you can’t learn that from a framework. That’s pattern recognition from years of seeing what good looks like and what falls apart.

And on what qualifies someone to do this work:

Nobody cares about your FAANG pedigree or AI product certificate. Hire high agency people who have built great side projects or demonstrated proof of work. The only credential that matters is what you’ve shipped and your ideas to improve the product.

Reps and shipped work, not reading and credentials. The people who’ve done the reps are the ones who can see the details everyone else misses.

Person with glasses centered, hands clasped; red text reads "10 years of PM lessons in 12 minutes"; logos for Meta, Amazon, Reddit, Roblox.

25 Things I Believe In to Build Great Products

What I believe in is often the opposite of how big companies like to work

creatoreconomy.so iconcreatoreconomy.so

Every designer I’ve managed who made the leap from good to great had one thing in common: they understood why things work, not just how to make them look right. They had product sense. And most of them didn’t learn it from a PM book.

Christina Wodtke, writing for Eleganthack, frames product sense as “compressed experience”:

Product sense works the same way. When a seasoned PM looks at a feature and immediately knows it’s wrong, they’re not being mystical. Their brain is processing hundreds of micro-signals: user flow friction, business model misalignment, technical complexity, competitive dynamics. Years of experience get compressed into a split-second gut reaction.

Swap “PM” for “designer” and this is exactly how design leadership works. The best design critiques I’ve been in aren’t about color choices or spacing—they’re about someone sensing that a flow is wrong before they can articulate why. That’s compressed experience doing its job.

Wodtke’s piece is aimed at product managers, but I think designers need it more. PMs at least have the business context baked into their role. Designers can spend years getting really good at craft without ever building the pattern recognition that tells them what to design, not just how.

This is the part that should be required reading for every designer:

Most people use apps passively — they open Spotify, play music, done. Product people need to use apps actively; not as a user but like a UX designer. They notice the three-tap onboarding flow. They see how the paywall appears after exactly the right amount of value demonstration. They understand why the search bar is positioned there, not there.

Wodtke literally says “like a UX designer.” That’s the standard she’s holding PMs to. So what’s our excuse?

She also nails why reading about product thinking isn’t enough:

Most people try to build product sense by reading about it. That’s like trying to learn tennis by studying physics. You need reps.

The designers on my team who do this—who actively pull apart flows, question trade-offs, study what real products actually ship—are the ones I can’t live without. They don’t need a spec to have an opinion. They already have the reps and consistently impress their PM counterparts.

Wodtke built a nine-week curriculum for her Stanford students that walks through onboarding, checkout, search, paywalls, error states, personalization, UGC, accessibility, and growth mechanics. Each week compares how three different products solve the same problem differently. It’s the kind of thing I wish I could assign to every junior designer on my team.

If you’re a designer and you’re only studying visual references on Dribbble, you’re doing half the work. Go do these exercises.

Building Product Sense: Why Your Gut Needs an Education

Building Product Sense: Why Your Gut Needs an Education

When AI researchers started obsessing over “taste” last year, I had to laugh. They’d discovered what product people have known forever: the ability to quickly distinguish good from bad, elegant fro…

eleganthack.com iconeleganthack.com

If building is cheap and the real bottleneck is knowing what to build, interface design faces the same squeeze. Nielsen Norman Group’s annual State of UX report argues that UI is no longer a differentiator.

Kate Moran, Raluca Budiu, and Sarah Gibbons, writing for Nielsen Norman Group:

UI is still important, but it’ll gradually become less of a differentiator. Equating UX with UI today doesn’t just mislabel our work — it can lead to the mistaken conclusion that UX is becoming irrelevant, simply because the interface is becoming less central.

Design systems standardized the components. AI-mediated interactions now sit on top of the interface itself. The screen matters less when users talk to an agent instead of navigating pages. The report lays out where that leaves designers:

As AI-powered design tools improve, the power of standardization will be amplified and anyone will be able to make a decent-looking UI (at least from a distance). If you’re just slapping together components from a design system, you’re already replaceable by AI. What isn’t easy to automate? Curated taste, research-informed contextual understanding, critical thinking, and careful judgment.

The whole report is worth reading. The thread through all of it—job market, AI fatigue, UI commodification—is that surface-level work won’t survive leaner teams and stronger scrutiny. The value is in depth.

State of UX 2026: Design Deeper to Differentiate headline, NN/g logo, red roller-coaster with stick-figure riders flying off a loop.

State of UX in 2026

UX faced instability from layoffs, hiring freezes, and AI hype; now, the field is stabilizing, but differentiation and business impact are vital.

nngroup.com iconnngroup.com

Earlier this week I linked to Gale Robins’ argument that AI makes execution cheap but doesn’t help you decide what to build. Christina Wodtke is making the same case from the research side.

Christina Wodtke opens with a designer who spent two weeks vibe-coding a gratitude journaling app. Beautiful interface, confetti animations, gentle notifications. Then she showed it to users. “I don’t really journal,” said the first one. “Gratitude journaling felt performative,” said the second. Two weeks building the wrong thing. Wodtke’s diagnosis:

That satisfaction is a trap. You’re accumulating artifacts that may have nothing to do with what anyone needs.

Wodtke draws a line between need-finding and validation that I think a lot of teams blur. Skipping the first and jumping to the second means you’re testing your guess, not understanding the problem:

Need-finding happens before you have a solution. You’re listening to people describe their lives, their frustrations, their workarounds. You’re hunting for problems that actually exist—problems people care enough about that they’re already trying to solve them with spreadsheets and sticky notes and whatever else they’ve cobbled together.

Wodtke’s version of fast looks different from what you’d expect:

The actual fast path is unsexy: sit down with five to ten people. Ask them about their lives. Shut up and listen. Use those three magic words—“tell me more”—every time something interesting surfaces. Don’t show them anything. Don’t pitch. Just listen.

“You’ll build less. It’ll be the right thing.” When building is cheap, the bottleneck moves upstream to judgment, knowing what to build. That judgment comes from listening, not prompting.

Solid black square with no visible details.

Vibe-Coding Is Not Need-Finding

Last month a product designer showed me her new prototype. She’d spent two weeks vibe-coding a tool for tracking “gratitude journaling streaks.” The interface was beautiful. Confe…

eleganthack.com iconeleganthack.com

Designers know this feeling. Your work lives inside whatever tool made it—Figma, Miro, Framer—and when that tool changes its pricing, gets acquired, or shuts down, your files go with it. We’ve now accepted this as normal.

Dan Abramov argues it shouldn’t be. In a long post about the AT Protocol (the technology behind Bluesky), he starts with how files used to work on personal computers:

The files paradigm captures a real-world intuition about tools: what we make with a tool does not belong to the tool. A manuscript doesn’t stay inside the typewriter, a photo doesn’t stay inside the camera, and a song doesn’t stay in the microphone.

He takes that intuition and applies it to social computing. What if your posts, likes, and follows were files you owned instead of data locked inside Instagram or Twitter? Abramov calls this a “social filesystem” and walks through how the AT Protocol makes it real, from records and collections to identity and links, all building toward one idea:

Our memories, our thoughts, our designs should outlive the software we used to create them. An app-agnostic storage (the filesystem) enforces this separation.

That word “designs” jumped out at me. Abramov is talking about social data, but the same logic applies to creative work. The inversion he describes, where apps react to your data rather than owning it, is the opposite of how most design tools work today:

In this paradigm, apps are reactive to files. Every app’s database mostly becomes derived data—an app-specific cached materialized view of everybody’s folders.

One of the reasons I write content here on this blog as opposed to writing in a social network or even Substack—though my newsletter is on Substack, humans aren’t perfect—is because I want the control and ownership Abramov brings up.

The whole post is worth reading. Abramov makes the AT Protocol’s architecture feel inevitable rather than complicated, and his closing line is the one I keep thinking about: “An everything app tries to do everything. An everything ecosystem lets everything get done.”

Dark background with large white title 'A Social Filesystem', pink 'overreacted' logo and small author photo with 'by'.

A Social Filesystem

Formats over apps.

overreacted.io iconoverreacted.io

Earlier I linked to Hardik Pandya’s piece on invisible work—the coordination, the docs, the one-on-ones that hold projects together but never show up in a performance review. Designers have their own version of this problem, and it’s getting worse.

Kai Wong, writing in his Data and Design Substack, puts it plainly. A design manager he interviewed told him:

“It’s always been a really hard thing for design to attribute their hard work to revenue… You can make the most amazingly satisfying user experience. But if you’re not bringing in any revenue out of that, you’re not going to have a job for very much longer. The company’s not going to succeed.”

That’s always been true, but AI made it urgent. When a PM can generate something that “looks okay” using an AI tool, the question is obvious: what do we need designers for? Wong’s answer is the strategic work—research, translation between user needs and business goals. The trouble is that this work is the hardest to see.

Wong’s practical advice is to stop presenting design decisions in design terms. Instead of explaining that Option A follows the Gestalt principle of proximity, say this:

“Option A reduces checkout from 5 to 3 steps, making it much easier for users to complete their purchase instead of abandoning their cart.”

You’re not asking “which looks better?” You’re showing that you understand the business problem and the user problem, and can predict outcomes based on behavioral patterns.

I left a comment on this article when it came out, asking how these techniques translate at the leadership level. It’s one thing to help individual designers frame their work in business terms. It’s another to make an entire design org’s contribution legible to the rest of the company. Product management talks to customers and GTM teams. Engineering delivers features. Design is in the messy middle making sense of it all—and that sense-making is exactly the kind of invisible work that’s hardest to put on a slide.

Figure draped in a white sheet like a ghost wearing dark sunglasses, standing among leafy shrubs with one hand visible.

Designers often do invisible work that matters. Here’s how to show it

What matters in an AI-integrated UX department? Highlighting invisible work

open.substack.com iconopen.substack.com

For as long as I’ve been in startups, execution speed has been the thing teams optimized for. The assumption was always that if you could just build faster, you’d win. That’s your moat. AI has mostly delivered on that promise—teams can now ship in weeks—see Claude Cowork—what used to take months. And the result is that a lot of teams are building the wrong things faster than ever.

Gale Robins, writing for UX Collective, opens with a scene I’ve lived through from both sides of the table:

I watched a talented software team present three major features they’d shipped on time, hitting all velocity metrics. When I asked, “What problem do these features solve?” silence followed. They could describe what they’d built and how they’d built it. But they couldn’t articulate why any of it mattered to customers.

Robins argues that judgment has replaced execution as the real constraint on product teams. And AI is making this worse, not better:

What once took six months of misguided effort now takes six weeks, or with AI, six days.

Six days to build the wrong thing. The build cycle compressed but the thinking didn’t. Teams are still skipping the same discovery steps, still assuming they know what users want. They’re just doing it at a pace that makes the waste harder to catch.

Robins again:

AI doesn’t make bad judgment cheaper or less damaging — it just accelerates how quickly those judgment errors compound.

She illustrates this with a cascade example: a SaaS company interviews only enterprise clients despite SMBs making up 70% of revenue. That one bad call—who to talk to—ripples through problem framing, solution design, feature prioritization, and evidence interpretation, costing $315K over ten months. With AI-accelerated development, the same cascade plays out in five months at the same cost. You just fail twice as fast.

The article goes on to map 19 specific judgment points across the product discovery process. The framework itself is worth a read, but the underlying argument is the part I keep coming back to: as execution gets cheaper, the quality of your decisions is the only thing that scales.

Circle split in half: left teal circuit-board lines with tech icons, right orange hands pointing to a central flowchart.

The anatomy of product discovery judgment

The 19 critical decision moments where human judgment determines whether teams build the right things.

uxdesign.cc iconuxdesign.cc

I’ve watched this pattern play out more times than I can count: a team ships something genuinely better and users ignore it. They go back to the old thing. The spreadsheet. The manual process. And the team concludes that users “resist change,” which is the wrong diagnosis.

Tushar Deshmukh, writing for UX Magazine, frames it well:

Many teams assume users dislike change. In reality, users dislike cognitive disruption.

Deshmukh describes an enterprise team that built a predictive dashboard with dynamic tiles, smart filters, and smooth animations. It failed. Employees skipped it and went straight to the basic list view:

Not because the dashboard was bad. But because it disrupted 20 years of cognitive routine. The brain trusted the old list more than the new intelligence. When we merged both—familiar list first, followed by predictive insights—usage soared.

He tells a similar story about a logistics company that built an AI-powered route planner. Technically superior, visually polished, low adoption. Drivers had spent years building mental models around compass orientation, landmarks, and habitual map-reading patterns:

The AI’s “optimal route” felt psychologically incorrect. It was not wrong—it was unfamiliar. We added a simple “traditional route overlay,” showing older route patterns first. The AI suggestion was then followed as an enhancement. Adoption didn’t just improve—trust increased dramatically.

The fix was the same in both cases: layer the new on top of the familiar. Don’t replace the mental model—extend it. This is something I think about constantly as my team designs AI features into our product. The temptation is always to lead with the impressive new capability. But if users can’t find their footing in the interface, the capability doesn’t matter. Familiarity is the on-ramp.

Neon head outline with glowing brain and ghosted silhouettes on black; overlaid text: "UX doesn't begin when users see your interface. It begins with what their minds expect to see.

The Cortex-First Approach: Why UX Starts Before the Screen

The moment your interface loads, the user experience is already halfway over, shaped by years of digital memories, unconscious biases, and mental models formed long before they arrived. Most products fail not because of bad design, but because they violate the psychological expectations users can’t even articulate. This is the Cortex-First approach: understanding that great UX begins in the mind, where emotion and familiarity decide whether users flow effortlessly or abandon in silent frustration.

uxmag.com iconuxmag.com

Fitts’s Law is one of those design principles everyone learns in school and then quietly stops thinking about. Target size, target distance, movement time. It’s a mouse-and-cursor concept, and once you’ve internalized the basics—make buttons big, put them close—it fades into the background. But with AI and voice becoming primary interaction models, the principle matters again. The friction just moved.

Julian Scaff, writing for Bootcamp, traces Fitts’s Law from desktop GUIs through touch, spatial computing, voice, and neural interfaces. His argument is that the law didn’t become obsolete—it became metaphorical:

With voice interfaces, the notion of physical distance disappears altogether, yet the underlying cognitive pattern persists. When a user says, “Turn off the lights,” there’s no target to touch or point at, but there is still a form of interaction distance, the mental and temporal gap between intention and response. Misrecognition, latency, or unclear feedback increase this gap, introducing friction analogous to a small or distant button.

“Friction analogous to a small or distant button” is a useful way to think about what’s happening with AI interfaces right now. When a user stares at a blank text field and doesn’t know what to type, that’s distance. When an agent misinterprets a prompt and the user has to rephrase three times, that’s a tiny target. The physics changed but the math didn’t.

Scaff extends this into AI and neural interfaces, where the friction gets even harder to see:

Every layer of mediation, from neural decoding errors to AI misinterpretations, adds new forms of interaction friction. The task for designers will be to minimize these invisible distances, not spatial or manual, but semantic and affective, so that the path from intention to effect feels seamless, trustworthy, and humane.

He then describes what he calls a “semantic interface,” one that interprets intent rather than waiting for explicit commands:

A semantic interface understands the why behind a user’s action, interpreting intent through context, language, and behavior rather than waiting for explicit commands. It bridges gaps in understanding by aligning system logic with human mental models, anticipating needs, and communicating in ways that feel natural and legible.

This connects to the current conversation about AI UX. The teams building chatbot-first products are, in Fitts’s terms, forcing users to cross enormous distances with tiny targets. Every blank prompt field with no guidance is a violation of the same principle that tells you to make a button bigger. We’ve known this for seventy years. We’re just ignoring it because the interface looks new.

Collage of UIs: vintage monochrome OS, classic Windows, modern Windows tiles and macOS dock, plus smartphone gesture demos

The shortest path from thought to action

Reassessing Fitts’ Law in the age of multimodal interfaces

medium.com iconmedium.com

For years, the thing that made designers valuable was the thing that was hardest to fake: the ability to look at a spreadsheet of requirements and turn it into something visual that made sense. That skill got people hired and got them a seat at the table. And now a PM with access to Lovable or Figma Make can produce something that looks close enough to pass.

Kai Wong interviewed 22 design leaders and heard the same thing from multiple directions. One Global UX Director described the moment it clicked for his team:

“A designer on my team had a Miro session with a PM — wireframes, sketches, the usual. Then the PM went to Stitch by Google and created designs that looked pretty good. To an untrained eye, it looked finished. It obviously worried the team.”

It should worry teams. Not because the PM did anything wrong, but because designers aren’t always starting from a blank canvas anymore. They’re inheriting AI-generated drafts from people who don’t know what’s wrong with them.

Wong puts the commoditization bluntly:

Our superpower hasn’t been taken away: it’s more like anyone can buy something similar at the store.

The skill isn’t gone. It’s just no longer rare enough to carry your career on its own. What fills the gap, Wong argues, is the ability to articulate why—why this layout works, why that one doesn’t. One CEO he interviewed put it this way:

“I want the person who’s designing the thing from the start to understand the full business context.”

This resonates with me as a design leader. The designers on my teams who are hardest to replace are the ones who can walk into a room and explain why something needs to change, and tie that explanation to a user need or a business outcome. AI can’t do that yet. And the people generating those 90%-done drafts definitely can’t.

Hiker in blue shirt and cap standing on a rocky cliff edge, looking out over a sunlit forested valley and distant mountains

The 90% Problem: Why other’s AI’s designs may become your problem

The unfortunate reality of how many companies use AI

dataanddesign.substack.com icondataanddesign.substack.com

Every few years, the industry latches onto an interaction paradigm and tries to make it the answer to everything. A decade ago it was “make it an app.” Now it’s “just make it a chat.” The chatbot-as-default impulse is strong right now, and it’s leading teams to ship worse experiences than what they’re replacing.

Katya Korovkina, writing for UX Collective, calls this “chatbot-first thinking” and lays out a convincing case for why it’s a trap:

Many of the tasks we deal with in our personal life and at work require rich, multi-modal interaction patterns that conversational interfaces simply cannot support.

She walks through a series of validating questions product teams should ask before defaulting to a conversational UI, and the one that stuck with me is about discoverability. The food ordering example is a good one—if you don’t know what you want, listening to a menu read aloud is objectively worse than scanning one visually. But the real issue is who chat-first interfaces actually serve:

Prompt-based products work best for the users who already know how to ask the right question.

Jakob Nielsen has written about this as the “articulation barrier,” and Korovkina cites the stat that nearly half the population in wealthy countries struggles with complex texts. We’re building interfaces that require clear, precise written communication from people who don’t have that skill. And we’re acting like that’s fine because the technology is impressive.

Korovkina also makes a practical point that gets overlooked. She describes using a ChatGPT agent to get a YouTube transcript — a task that takes four clicks with a dedicated tool — and watching the agent spend minutes crawling the web, hitting paywalls, and retrying failures:

When an LLM agent spends five minutes crawling the web, calling tools, retrying failures, reasoning through intermediate steps, it is running on energy-intensive infrastructure, contributing to real data-center load, energy usage, and CO₂ emissions. For a task that could be solved with less energy by a specialised service, this is computational overkill.

The question she lands on—“was AI the right tool for this task at all?”—is the one product teams keep skipping. Sometimes a button, a dropdown, and a confirmation screen is the better answer.

Centered chat window with speech-bubble icon and text "How can I help you today?" plus a message input field; faded dashboard windows behind

Are we doing UX for AI the right way?

How chatbot-first thinking makes products harder for users

uxdesign.cc iconuxdesign.cc
Purple lobster with raised claws on a lit wooden platform in an underwater cave, surrounded by smaller crabs, coral and lanterns

OpenClaw and the Agentic Future

Last week an autonomous AI agent named OpenClaw (fka Clawd, fka Moltbot) took the tech community by storm, including a run on Mac minis as enthusiasts snapped them up to host OpenClaw 24/7. In case you’re not familiar, the app is a mostly unrestricted AI agent that lives and runs on your local machine or on a server—self-hosted, homelab, or otherwise. What can it do? You can connect it to your Google accounts, social media accounts, and others and it can act as your pretty capable AI assistant. It can even code its own capabilities. You chat with it through any number of familiar chat apps like Slack, Telegram, WhatsApp, and even iMessage.

Federico Viticci, writing in MacStories:

To say that Clawdbot has fundamentally altered my perspective of what it means to have an intelligent, personal AI assistant in 2026 would be an understatement. I’ve been playing around with Clawdbot so much, I’ve burned through 180 million tokens on the Anthropic API (yikes), and I’ve had fewer and fewer conversations with the “regular” Claude and ChatGPT apps in the process. Don’t get me wrong: Clawdbot is a nerdy project, a tinkerer’s laboratory that is not poised to overtake the popularity of consumer LLMs any time soon. Still, Clawdbot points at a fascinating future for digital assistants, and it’s exactly the kind of bleeding-edge project that MacStories readers will appreciate.

Back in September, when Trump announced America by Design and appointed Joe Gebbia as Chief Design Officer, I wrote that it was “yet another illustration of this administration’s incompetence.” The executive order came months after DOGE gutted 18F and the US Digital Service, the agencies that had spent a decade building the expertise Gebbia now claims to be inventing.

Mark Wilson, writing for Fast Company, spoke to a dozen government designers about how Gebbia’s tenure has played out. When Wilson asked Gebbia about USDS and 18F—whether he thought these groups were overrated and needed to be rebuilt—here’s what he said:

“Without knowing too much about the groups you mentioned, I do know that the air cover and the urgency around design is in a place it’s [never] been before.”

He doesn’t know much about them. The agencies his administration destroyed. The hundreds of designers recruited from Google, Amazon, and Facebook who fixed healthcare.gov and built the COVID test ordering system. He doesn’t know much about them.

Mikey Dickerson, who founded USDS, on the opportunity Gebbia inherited:

“He’s inheriting the blank check kind of environment… [so] according to the laws of physics, he should be able to get a lot done. But if the things that he’s allowed to do, or the things that he wants to do, are harmful, then he’ll be able to do a lot of harm in a really short amount of time.”

And what has Gebbia done with that blank check? He’s built promotional websites for Trump initiatives: trumpaccounts.gov, trumpcard.gov, trumprx.com. Paula Scher of Pentagram looked at the work:

“The gold card’s embarrassing. The typeface is hackneyed.”

But Scher’s real critique goes beyond aesthetics.

“You can’t talk about people losing their Medicare and have a slick website,” says Paula Scher. “It just doesn’t go.”

That’s the contradiction at the center of America by Design. You can’t strip food stamps, gut healthcare subsidies, and purge the word “disability” from government sites, then turn around and promise to make government services “delightful.” The design isn’t the problem. The policy is.

Scher puts it plainly:

“[Trump] wants to make it look like a business. It’s not a business. The government is a place that creates laws and programs for society—it’s not selling shit.”

Wilson’s piece is long and worth reading in full. There’s more on what USDS and 18F actually accomplished, and on the designers who watched their work get demolished by people who didn’t understand it.

Man in a casual jacket and sneakers standing before a collage of large "AMERICA" and "DESIGN" text, US flag and architectural imagery.

From Airbnb to the White House: Joe Gebbia is reshaping the government in Trump’s image

The president decimated the U.S. government’s digital design agencies and replaced them with a personal propaganda czar.

fastcompany.com iconfastcompany.com

Google’s design team is working on a hard problem: how do you create a visual identity for AI? It’s not a button or a menu. It doesn’t have a fixed set of functions. It’s a conversation partner that can do… well, a lot of things. That ambiguity is difficult to represent.

Daniel John, writing for Creative Bloq, reports on Google’s recent blog post about Gemini’s visual design:

“Consider designer Susan Kare, who pioneered the original Macintosh interface. Her icons weren’t just pixels; they were bridges between human understanding and machine logic. Gemini faces a similar challenge around accessibility, visibility, and alleviating potential concerns. What is Gemini’s equivalent of Kare’s smiling computer face?”

That’s a great question. Kare’s work on the original Mac made the computer feel approachable at a moment when most people had never touched one. She gave the machine a personality through icons that communicated function and friendliness at the same time. AI needs something similar: a visual language that builds trust while honestly representing what the technology can do.

Google’s answer? Gradients. They offer “an amorphous, adaptable approach,” one that “inspires a sense of discoverability.”

They think they’ve nailed it. I don’t think they did.

To their credit, Google seems to sense the comparison is a stretch. John quotes the Google blog again:

“Gradients might be much more about energy than ‘objectness,’ like Kare’s illustrations (a trash can is a thing, a gradient is a vibe), but they infuse a spirit and directionality into Gemini.”

Kare’s icons worked because they mapped to concrete actions and mental models people already had. A trash can means delete. A folder means storage. A smiling Mac means this thing is friendly and working. Gradients don’t map to anything. They just look nice. They’re aesthetic, not communicative. John’s word to describe them, “vibe” is right. Will a user pick up on the subtleties of a concentrated gradient versus a diffuse one?

The design challenge Google identified is real. But gradients aren’t the Kare equivalent. They’re not ownable nor iconic (pun intended). They’re a placeholder until someone figures out what is.

Rounded four-point rainbow-gradient star on left and black pixel-art vintage Macintosh-style computer with smiling face on right.

Did Google really just compare its design to Apple?

For rival tech brands, Google and Apple have seemed awfully cosy lately. Earlier this month it was announced that, in a huge blow to OpenAI, Google’s Gemini will be powering the much awaited (and much delayed) enhanced Siri assistant on every iPhone. And now, Google has compared its UI design with that of Apple. Apple of 40 years ago, that is.

creativebloq.com iconcreativebloq.com

Daniel Kennett dug out his old Mac Pro to revisit Aperture, the photo app Apple discontinued in 2015:

It’s hard to overstate quite how revolutionary and smooth this flow is until you had it for multiple years before having it taken away. Nothing on the market—even over a decade later—is this good at meeting you where you are and not interrupting your flow.

Kennett’s observation: Aperture came to you. Most software makes you go to it. You could edit a photo right on the map view, or while laying out a book page. No separate editing mode. Press H for the adjustments HUD, make your changes, done.

The cruel twist was Apple suggesting Photos as a replacement. Ten years later, photographers are still grumbling about it in comment sections.

Aperture screenshot: map of Le Sauze-du-Lac with pins; left Library sidebar; right Adjustments panel; filmstrip thumbnails.

Daniel Kennett - A Lament For Aperture, The App We’ll Never Get Over Losing

I’m an old Mac-head at heart, and I’ve been using Macs since the mid 1990s (the first Mac I used was an LC II with System 7.1 installed on it). I don’t tend to _genuinely_ think that the computing experience was better in the olden days — sure, there’s a thing to be said about the simplicity of older software, but most of my fondness for those days is nostalgia.

ikennd.ac iconikennd.ac

There’s a design principle I return to often: if everything is emphasized, nothing is. Bold every word in a paragraph and you’ve just made regular text harder to read. Highlight every line in a document and you’ve defeated the purpose of highlighting.

Nikita Prokopov applies this to Apple’s macOS Tahoe, which adds icons to nearly every menu item:

Perhaps counter-intuitively, adding an icon to everything is exactly the wrong thing to do. To stand out, things need to be different. But if everything has an icon, nothing stands out.

The whole article is a detailed teardown of the icon choices—inconsistent metaphors, icons reused for unrelated actions, details too small to parse at 12×12 effective pixels. But the core problem isn’t execution. It’s the premise.

Prokopov again:

It’s delusional to think that there’s a good icon for every action if you think hard enough. There isn’t. It’s a lost battle from the start.

What makes this such a burn is that Apple knew better. Prokopov pulls from the 1992 Macintosh Human Interface Guidelines, which warned that poorly used icons become “unpleasant, distracting, illegible, messy, cluttered, confusing, frustrating.” Thirty-two years later, Apple built exactly that.

This applies beyond icons. Any time you’re tempted to apply something universally—color, motion, badges, labels—ask whether you’re helping users find what matters or just adding visual noise. Emphasis only works through contrast.

Yellow banner with scattered black UI icons, retro Mac window at left, text: It's hard to justify Tahoe icons — tonsky.me

It’s hard to justify Tahoe icons

Looking at the first principles of icon design—and how Apple failed to apply all of them in macOS Tahoe

tonsky.me icontonsky.me

When I worked at LEVEL Studios (which became Rosetta) in the early 2010s, we had a whole group dedicated to icon design. It was small but incredibly talented and led by Jon Delman, a master of this craft. And yes, Jon and team designed icons for Apple.

Those glory days are long gone and the icons coming out of Cupertino these days are pedestrian, to put it gently. The best observation about Apple’s icon decline comes from Héliographe, via John Gruber:

If you put the Apple icons in reverse it looks like the portfolio of someone getting really really good at icon design.

Row of seven pen-and-paper app icons showing design evolution from orange stylized pen to ink bottle with fountain pen.

Posted by @heliographe.studio on Threads

Seven Pages icons from newest to oldest, each one more artistically interesting than the last. The original is exquisite. The current one is a squircle with a pen on it.

This is even more cringe-inducing when you keep in mind something Gruber recalls from a product briefing with Jony Ive years ago:

Apple didn’t change things just for the sake of changing them. That Apple was insistent on only changing things if the change made things better. And that this was difficult, at times, because the urge to do something that looks new and different is strong, especially in tech.

Apple’s hardware team still operates this way. An M5 MacBook Pro looks like an M1 MacBook Pro. An Apple Watch Series 11 is hard to distinguish from a Series 0. These designs don’t change because they’re excellent.

The software team lost that discipline somewhere. Gruber again:

I know a lot of talented UI designers and a lot of insightful UI critics. All of them agree that MacOS’s UI has gotten drastically worse over the last 10 years, in ways that seem so obviously worse that it boggles the mind how it happened.

The icons are just the most visible symptom. The confidence to not change something—to trust that the current design is still the best design—requires knowing the difference between familiarity and complacency. Somewhere along the way, Apple’s software designers stopped being able to tell.

Centered pale gray circle with a dark five-pointed star against a muted blue-gray background

Thoughts and Observations Regarding Apple Creator Studio

Starting with a few words on the new app icons.

daringfireball.net icondaringfireball.net