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← People and their mental models

Julie Zhuo's mental models

8 claims Julie Zhuo made fit 7 mental models. Most often: Conventions (Jakob's law), Design is how it works, Feedback loops. Everything they said here.

Models they name

Their own words name the idea.

Feedback loops

Shorten the loop between doing and finding out; whatever a loop rewards is what you become.

Feedback should be a daily practice rather than a twice-yearly review, because the team that improves one percent a week overtakes the team that improves one percent a month.

  1. Julie Zhuo Co-founder of Sundial; former vice president of product… But feedback really in my mind ideally should be like a daily practice because the thing that matters for us in the long run as a team is how quickly are we getting better. So a team that just gets 1% better every week compared to a team that gets 1% better a month is even if they start off at a much lower baseline is going to outperform in a very short amount of time the team that doesn't get better. From managing people to managing AI: The leadership skills everyone needs now | Julie Zhuoyoutube.com · 21 Sept 2025 · 0:58:21 into the videoAll korrents from this video
    But feedback really in my mind ideally should be like a daily practice because the thing that matters for us in the long run as a team is how quickly are we getting better. So a team that just gets 1% better every week compared to a team that gets 1% better a month is even if they start off at a much lower baseline is going to outperform in a very short amount of time the team that doesn't get better.

Make it real

Build a prototype; it settles arguments a description cannot.

Mocks and docs are dying: AI-native teams prototype and prune with code-first prototypes instead of static mocks and product requirement documents.

  1. Julie Zhuo Co-founder of Sundial; former vice president of product… Say goodbye to cycles of mock and doc feedback, and say hello to code-first prototypes with constant iteration (on prompts, models, etc) to answer three key questions. The Death of Product Development as We Know itlg.substack.com · 25 Mar 2025
    Say goodbye to cycles of mock and doc feedback, and say hello to code-first prototypes with constant iteration (on prompts, models, etc) to answer three key questions.

Taste is trained

Taste is learned by exposing yourself to the best work and asking why it works.

Taste is the ability to distinguish excellence from mediocrity, and the hand can never consistently produce better than the eye can discern.

  1. Julie Zhuo Co-founder of Sundial; former vice president of product… Good taste: taste is the ability to distinguish excellence from mediocrity. The hand can never consistently produce better than the eye can discern. The Death of Product Development as We Know itlg.substack.com · 25 Mar 2025
    Good taste: taste is the ability to distinguish excellence from mediocrity. The hand can never consistently produce better than the eye can discern.

Models we see in what they say

Our reading: their claim applies the idea without naming it. The claim is theirs; filing it here is ours.

Conventions (Jakob's law)

People bring what they learned on every other product, so familiar patterns usually win over novel ones.

Obviousness comes from conforming to people's existing mental models: do not reinvent a common UI pattern unless the new one is at least twice as good.

  1. Julie Zhuo Co-founder of Sundial; former vice president of product… Obviousness comes from conforming to people’s existing mental models. Don’t waste time reinventing common UI patterns or paradigms unless they are at least 2x better, or you have some critical brand reason to do so. The Looking Glass: How to tell if work is beautifullg.substack.com · 16 Nov 2023
    Obviousness comes from conforming to people’s existing mental models. Don’t waste time reinventing common UI patterns or paradigms unless they are at least 2x better, or you have some critical brand reason to do so.

The most powerful rule for an exceptional interface is that it feels obvious to use; novelty, minimalism and simplicity are means to that, not the end.

  1. Julie Zhuo Co-founder of Sundial; former vice president of product… Sometimes designers will go to great lengths to make a user interface novel, or minimal, or simple. This is the wrong goal. Novelty, minimalism or simplicity are good heuristics for obviousness, but do not mistake the means for the end. Conversational Interfaces: the Good, the Ugly & the Billion-Dollar Opportunitylg.substack.com · 12 May 2025
    Sometimes designers will go to great lengths to make a user interface novel, or minimal, or simple. This is the wrong goal. Novelty, minimalism or simplicity are good heuristics for obviousness, but do not mistake the means for the end.

Design is how it works

Judge a design by what it does for the person using it, not only by how it looks.

Design is not how a product looks; it is how it works, and all builders are designers.

  1. Julie Zhuo Co-founder of Sundial; former vice president of product… Design is not the way it looks, or beautiful colors and animations. It's not the brand or the logo. It is how the product works. Designing is the the process of exploring and arriving at a solution. I believe all builders are designers. The Looking Glass: What AI Won't Changelg.substack.com · 20 Apr 2023
    Design is not the way it looks, or beautiful colors and animations. It's not the brand or the logo. It is how the product works. Designing is the the process of exploring and arriving at a solution. I believe all builders are designers.

The map is not the territory

Every model, word or plan is a simplified map of reality; useful when its structure matches, misleading when mistaken for the thing itself.

Numbers offer a false precision: which metrics you choose to look at, and whether a five percent rise is good, are both art rather than science.

  1. Julie Zhuo Co-founder of Sundial; former vice president of product… Because it's like okay we got these numbers and the numbers go up. It's like no, the fact that you still have to choose which things you look at is an art, not a science. And your interpretation of if the number went up 5%, is that good? Is that not good? Is also an interpretation and is an is an art, not a science. From managing people to managing AI: The leadership skills everyone needs now | Julie Zhuoyoutube.com · 21 Sept 2025 · 0:35:14 into the videoAll korrents from this video
    Because it's like okay we got these numbers and the numbers go up. It's like no, the fact that you still have to choose which things you look at is an art, not a science. And your interpretation of if the number went up 5%, is that good? Is that not good? Is also an interpretation and is an is an art, not a science.

You are not the user

Watch real people use the real thing; your own sense of what is obvious does not count as evidence.

If the people a product is designed for cannot generally agree that the design is good, it is not good.

  1. Julie Zhuo Co-founder of Sundial; former vice president of product… If you cannot get a group of people for whom your product is designed for to generally agree that your design is good, it’s not good. The Looking Glass: How to tell if work is beautifullg.substack.com · 16 Nov 2023
    If you cannot get a group of people for whom your product is designed for to generally agree that your design is good, it’s not good.