Thought currents
Thought currents
IMHO: Design, Art, Life
IMHO: Design, Art, Life
Demos Are Theater Demos are seductive because they make everything look easy. But let’s be honest: a demo is a theater. It’s staged, rehearsed, and performed by someone who already knows exactly where to click. They show the happy path only, with no hesitation, missteps, or errors. The presenter already understands the interface, so no one gets stuck, confused, or lost. As a result, you don’t see the real usability issues, where people pause, misclick, or give up. Demos persuade, but they don’t prove. They make the design look inevitable when, in reality, it’s fragile.
Demos Are Theater Demos are seductive because they make everything look easy. But let’s be honest: a demo is a theater. It’s staged, rehearsed, and performed by someone who already knows exactly where to click. They show the happy path only, with no hesitation, missteps, or errors. The presenter already understands the interface, so no one gets stuck, confused, or lost. As a result, you don’t see the real usability issues, where people pause, misclick, or give up. Demos persuade, but they don’t prove. They make the design look inevitable when, in reality, it’s fragile.
Demos Are Theater Demos are seductive because they make everything look easy. But let’s be honest: a demo is a theater. It’s staged, rehearsed, and performed by someone who already knows exactly where to click. They show the happy path only, with no hesitation, missteps, or errors. The presenter already understands the interface, so no one gets stuck, confused, or lost. As a result, you don’t see the real usability issues, where people pause, misclick, or give up. Demos persuade, but they don’t prove. They make the design look inevitable when, in reality, it’s fragile.
You've heard it, I've heard it, heck, we've probably all said it (and really meant it.) "Let's ship and learn". Every org claims to want to "ship and learn." The problem is: shipping is easy to measure (did it go live?) While learning is not. Teams celebrate velocity while skipping the critical feedback loop that tells you if what you shipped worked, and what to do next. That's where design can step in, not just as interface-makers, but as feedback architects who guarantee the "learn" part actually happens.
You've heard it, I've heard it, heck, we've probably all said it (and really meant it.) "Let's ship and learn". Every org claims to want to "ship and learn." The problem is: shipping is easy to measure (did it go live?) While learning is not. Teams celebrate velocity while skipping the critical feedback loop that tells you if what you shipped worked, and what to do next. That's where design can step in, not just as interface-makers, but as feedback architects who guarantee the "learn" part actually happens.
You've heard it, I've heard it, heck, we've probably all said it (and really meant it.) "Let's ship and learn". Every org claims to want to "ship and learn." The problem is: shipping is easy to measure (did it go live?) While learning is not. Teams celebrate velocity while skipping the critical feedback loop that tells you if what you shipped worked, and what to do next. That's where design can step in, not just as interface-makers, but as feedback architects who guarantee the "learn" part actually happens.
AI isn’t here to replace designers, it’s here to clear the clutter.
AI isn’t here to replace designers, it’s here to clear the clutter.
Generalists vs. Specialists: Scaling a design organization's impact.
Generalists vs. Specialists: Scaling a design organization's impact.
AI isn’t here to replace designers, it’s here to clear the clutter.
Streamlining and dreamlining zero interfaces in UX.
Streamlining and dreamlining zero interfaces in UX.
Generalists vs. Specialists: Scaling a design organization's impact.
A persona made purely of demographics is useless.
A persona made purely of demographics is useless.
The importance of play.
The importance of play.
Streamlining and dreamlining zero interfaces in UX.
The click and the grid. Asymmetry and symmetry in design and music.
The click and the grid. Asymmetry and symmetry in design and music.
A persona made purely of demographics is useless.
Micro-interactions:Focusing on the small moments that make all the difference in UX.
Micro-interactions:Focusing on the small moments that make all the difference in UX.
Three books that shaped my approach to design leadership
Three books that shaped my approach to design leadership
Streamlining and dreamlining zero interfaces in UX.
Using AI and personality profiles to match the human to the role.
Using AI and personality profiles to match the human to the role.
Streamlining and dreamlining zero interfaces in UX.
How understanding your design team's wiring can boost synergy.
How understanding your design team's wiring can boost synergy.
The importance of play.
The importance of play.
The click and the grid. Asymmetry and symmetry in design and music.
The click and the grid. Asymmetry and symmetry in design and music.
Archive

Demos are Cheating (I'm talking to you UX & Engineering)
Sep 19, 2025

Ship and Learn: How Design Can Lead the “Learning” Half of the Equation
Sep 8, 2025

The things we leave behind
Aug 5, 2025

Scaling for impact, not org charts
Feb 12, 2025

Zero UI: A thought exercise for UX teams
Feb 3, 2025

User personas that don't suck.
Jan 20, 2025

For all of those seeking
Jan 15, 2025

What The Pixies taught me about design
Jan 13, 2025

Let's get small
Jun 3, 2024

Transformational UX Leadership
Dec 27, 2024

AI Meets ENFJ
Dec 23, 2024

The Muppet Theory that explains your design org
Sep 13, 2019

Permission to Fail
Oct 25, 2023

Solutions vs Problems
Dec 15, 2023

Evaluative vs Generative
Jun 4, 2024

That single "woo"
Nov 29, 2024

Less, but better
Nov 14, 2024

Lean Research
Nov 8, 2024

Eisenhower Matrix
May 1, 2024

The human touch
May 1, 2024
