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.

Scaling design teams

Generalists vs. Specialists: Scaling a design organization's impact.

Scaling design teams

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.

Scaling design teams

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.