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Which mental models should a designer think with?

Ten ideas designers keep coming back to, each held in the words of the people who state it.

65 dated claims from 37 people · 10 views · most recent 15 Sept 2026

The views

What is a view?

Our reading of what a group of claims have in common, one level above a korrent: a korrent is our reading of what somebody said, a view is our reading of what several korrents share. The claims are printed under it, so the sentence can be checked against them.

Nobody is filed under a view — claims are. A person is named here because a dated claim of theirs sits under it, and somebody whose claims sit under two views appears under both.

  1. Less, but better: the work is finding the essence and cutting the rest

    Jason YuanDieter RamsRich HickeyJohn MaedaSteve JobsEdsger W. DijkstraWilliam Strunk Jr.

  2. Design is how it works, not how it looks

    Susan KareAndy MadrickJason FriedJulie ZhuoDieter Rams

  3. You are not the user: watch real people meet the real thing

    Pablo StanleyJason YuanRahul VohraJulie ZhuoDon NormanSteve KrugSteve Jobs

  4. Conventions win over novelty, because people bring what they learned everywhere else

    Kenneth ReitzJulie ZhuoSebastiaan de WithJakob Nielsen

  5. An interface must show what can be done: affordances, signifiers and a conceptual model

    Meaghan ChoiJason FriedJakob NielsenAmelia WattenbergerRyan SingerRaph KosterDon Norman

  6. Complexity is conserved: someone has to carry it, and it should not be the user

    Ryan SingerFrank ChimeroRaph KosterDieter RamsRich HickeyLarry Tesler

  7. Make it real: a prototype settles what a description cannot

    David Heinemeier HanssonIan SilberFlora GuoJosh PuckettBoris ChernyDylan FieldJulie Zhuo

  8. Speed is a feature: waiting makes everything feel complicated

    Craig ModGuillermo RauchJohn Maeda

  9. Care about the parts nobody sees: craft shows in the details

    Tobias LütkeAndy MadrickAdam WigginsEmil KowalskiDieter Rams

  10. Taste is trained: expose yourself to the best work and ask why it works

    Jeff DeanJason YuanDylan FieldThiago CostaSteve Jobs

A viewour reading

Less, but better: the work is finding the essence and cutting the rest

8 claims filed here, newest first — each in the words of whoever said it.

Everything shipped is the distillation of the 99 nos that preceded it.

Less, but better

  1. Jason Yuan Designer and founder of Hivemind Every single thing we shipped is the distillation of a 99 nose that preceded it. Jason Yuan - Designing 99 "No"s for a single "Yes"youtube.com · 15 Jul 2026 · 11:41 into the videoAll korrents from this video
    Every single thing we shipped is the distillation of a 99 nose that preceded it.

    Watch from 11:41 plays here

    ↗Jason Yuan - Designing 99 "No"s for a single "Yes"youtube.com

    15 Jul 2026 · video · 57m · spoken · machine transcript

Show all 8 claims

AI models want to add or patch as a form of making better, whereas the design process is really about editing away.

Less, but better

  1. Jason Yuan Designer and founder of Hivemind the AI models they want to add. They want to add or patch as a form of making better. But I I I think the design process is really about editing away. Jason Yuan - Designing 99 "No"s for a single "Yes"youtube.com · 15 Jul 2026 · 52:17 into the videoAll korrents from this video
    the AI models they want to add. They want to add or patch as a form of making better. But I I I think the design process is really about editing away.

    Watch from 52:17 plays here

    ↗Jason Yuan - Designing 99 "No"s for a single "Yes"youtube.com

    15 Jul 2026 · video · 57m · spoken · machine transcript

Good design is as little design as possible: less, but better, because it concentrates on the essentials.

Less, but better

  1. Dieter Rams by Industrial designer; head of design at Braun from 1961… Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials. Dieter Rams: ten principles for good designvitsoe.com · by 3 Aug 2012
    Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials.

Simple and easy are different things, and treating simplicity as ease of use is a mistake.

Less, but better

  1. Rich Hickey Creator of the Clojure programming language and of Datomic Your sensibilities about simplicity being equal to ease of use are wrong. They're just simply wrong. Right? We saw the definitions of simple and easy. They're completely different things. Right? So, easy is not simple. "Simple Made Easy" - Rich Hickey (2011)youtube.com · c. 2011 · 0:58:55 into the videoAll korrents from this video
    Your sensibilities about simplicity being equal to ease of use are wrong. They're just simply wrong. Right? We saw the definitions of simple and easy. They're completely different things. Right? So, easy is not simple.

    Watch from 0:58:55 plays here

    ↗"Simple Made Easy" - Rich Hickey (2011)youtube.com

    c. 2011 · video · 1h 01m · spoken · machine transcript

The simplest way to achieve simplicity is through thoughtful reduction: when in doubt, remove.

Less, but better

  1. John Maeda Designer and technologist The simplest way to achieve simplicity is through thoughtful reduction. When in doubt, just remove. But be careful of what you remove. The Laws of Simplicity, Law 1: Reducelawsofsimplicity.com · 11 Jun 2006
    The simplest way to achieve simplicity is through thoughtful reduction. When in doubt, just remove. But be careful of what you remove.

Focus and simplicity are worth the work: simple can be harder than complex, because the thinking has to be got clean, but once there one can move mountains.

Less, but better

  1. Steve Jobs American entrepreneur (1955 to 2011) Everything just got simpler. That's been one of my mantras -- focus and simplicity. Simple can be harder than complex: You have to work hard to get your thinking clean to make it simple. But it's worth it in the end because once you get there, you can move mountains. Steve Jobs: 'There's sanity returning' (Business Week, May 1998): Q&Aweb.archive.org · 14 May 1998All korrents from this piece
    Everything just got simpler. That's been one of my mantras -- focus and simplicity. Simple can be harder than complex: You have to work hard to get your thinking clean to make it simple. But it's worth it in the end because once you get there, you can move mountains.

Simplicity takes hard work to achieve and education to appreciate, and complexity sells better.

Less, but better

  1. Edsger W. Dijkstra Dutch computer scientist (1930 to 2002) Simplicity is a great virtue but it requires hard work to achieve it and education to appreciate it. And to make matters worse: complexity sells better. On the nature of Computing Science (EWD896)cs.utexas.edu · 10 Aug 1984All korrents from this piece
    Simplicity is a great virtue but it requires hard work to achieve it and education to appreciate it. And to make matters worse: complexity sells better.

Vigorous writing is concise: a sentence should have no unnecessary words, for the same reason a drawing should have no unnecessary lines and a machine no unnecessary parts.

Less, but better

  1. William Strunk Jr. American professor of English at Cornell University (1869 to 1946) Vigorous writing is concise. A sentence should contain no unnecessary words, a paragraph no unnecessary sentences, for the same reason that a drawing should have no unnecessary lines and a machine no unnecessary parts. The Elements of Style (1918)gutenberg.org · c. 1918–1920All korrents from this piece
    Vigorous writing is concise. A sentence should contain no unnecessary words, a paragraph no unnecessary sentences, for the same reason that a drawing should have no unnecessary lines and a machine no unnecessary parts.

A viewour reading

Design is how it works, not how it looks

5 claims filed here, newest first — each in the words of whoever said it.

Design is about making things meaningful and memorable: get the idea right and the form follows from it.

Design is how it works

  1. Susan Kare Graphic designer and type designer always focus on making things meaningful and memorable. And I think the heart of that is have a good idea and then the form will follow. Susan Kare: Designing Icons & Graphics For the Original Macyoutube.com · 14 Aug 2026 · 1:33 into the videoAll korrents from this video
    always focus on making things meaningful and memorable. And I think the heart of that is have a good idea and then the form will follow.

    Watch from 1:33 plays here

    ↗Susan Kare: Designing Icons & Graphics For the Original Macyoutube.com

    14 Aug 2026 · video · 51m · spoken · machine transcript

Show all 5 claims

With limitless UI out there, a designer's job is to take it and make a restrained version where form follows function and decoration for decoration's sake is avoided.

Design is how it works

  1. Andy Madrick Product designer who led the design of Notion's meeting notes as of May 2026 We as designers, our job now with limitless UI out there, is how do we take it and make a restrained version of this where form follows function and we're avoiding decoration for decoration's sake. Andy Madrick - Why AI changed design handoff foreveryoutube.com · 26 May 2026 · 39:11 into the videoAll korrents from this video
    We as designers, our job now with limitless UI out there, is how do we take it and make a restrained version of this where form follows function and we're avoiding decoration for decoration's sake.

    Watch from 39:11 plays here

    ↗Andy Madrick - Why AI changed design handoff foreveryoutube.com

    26 May 2026 · video · 52m · spoken · machine transcript

The most interesting design is design that changes your behaviour, more than what something looks like or how it works.

Design is how it works

  1. Jason Fried Co-founder and CEO of 37signals (Basecamp, HEY) In some cases, design is what something looks like. In other cases, design is how something works. But the most interesting designs to me are when design changes your behavior. Even the smallest details can change how someone interacts with something. When design drives behaviorworld.hey.com · 7 Oct 2025
    In some cases, design is what something looks like. In other cases, design is how something works. But the most interesting designs to me are when design changes your behavior. Even the smallest details can change how someone interacts with something.

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

Design is how it works

  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 aesthetic quality of a product is integral to its usefulness, but only well-executed objects can be beautiful.

Design is how it works

  1. Dieter Rams by Industrial designer; head of design at Braun from 1961… The aesthetic quality of a product is integral to its usefulness because products we use every day affect our person and our well-being. But only well-executed objects can be beautiful. Dieter Rams: ten principles for good designvitsoe.com · by 3 Aug 2012
    The aesthetic quality of a product is integral to its usefulness because products we use every day affect our person and our well-being. But only well-executed objects can be beautiful.

A viewour reading

You are not the user: watch real people meet the real thing

7 claims filed here, newest first — each in the words of whoever said it.

A static artboard makes edge cases hard to think of, so you end up designing only the happy path, because you are not testing with real data or real components.

You are not the user

  1. Pablo Stanley Designer and builder on the creative team at Vercel you're not just working on a static artboard where just mimicking and you're just like a trying to think of all the edge cases, but at the end it's hard to think of those. So you end up just creating the happy path, you know, or just the static path because you're not testing Pablo Stanley - Protecting your creativity in an AI worldyoutube.com · 21 Jul 2026 · 41:57 into the videoAll korrents from this video
    you're not just working on a static artboard where just mimicking and you're just like a trying to think of all the edge cases, but at the end it's hard to think of those. So you end up just creating the happy path, you know, or just the static path because you're not testing

    Watch from 41:57 plays here

    ↗Pablo Stanley - Protecting your creativity in an AI worldyoutube.com

    21 Jul 2026 · video · 51m · spoken · machine transcript

Show all 7 claims

Users do not know what they want, so the job is to give people opportunities to tell you things without telling you things, rather than doing user research in a traditional sense.

You are not the user

  1. Jason Yuan Designer and founder of Hivemind I don't really do user research in a traditional sense because I don't think users know what they want. Your job is to figure it out. So, you should just give people opportunities to tell you things without telling you things. Jason Yuan - Designing 99 "No"s for a single "Yes"youtube.com · 15 Jul 2026 · 24:14 into the videoAll korrents from this video
    I don't really do user research in a traditional sense because I don't think users know what they want. Your job is to figure it out. So, you should just give people opportunities to tell you things without telling you things.

    Watch from 24:14 plays here

    ↗Jason Yuan - Designing 99 "No"s for a single "Yes"youtube.com

    15 Jul 2026 · video · 57m · spoken · machine transcript

Ignore both the users who love your product and the ones who are indifferent to it; the only feedback that raises product-market fit comes from the somewhat disappointed.

You are not the user

  1. Rahul Vohra Founder and chief executive of Superhuman And the trick here is not to act too much on the feedback that the very disappointed people are giving you because they already love your product. Also, not to act at all really on the feedback that the not disappointed people are giving you because they're so far from loving your product that they are essentially a lost cause. but to focus on the segment of the somewhat disappointed people. Superhuman's secret to success | Rahul Vohra (CEO and founder)youtube.com · 23 Mar 2025 · 0:56:12 into the videoAll korrents from this video
    And the trick here is not to act too much on the feedback that the very disappointed people are giving you because they already love your product. Also, not to act at all really on the feedback that the not disappointed people are giving you because they're so far from loving your product that they are essentially a lost cause. but to focus on the segment of the somewhat disappointed people.

    Watch from 0:56:12 plays here

    ↗Superhuman's secret to success | Rahul Vohra (CEO and founder)youtube.com

    23 Mar 2025 · video · 1h 25m · spoken · machine transcript

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

You are not the user

  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.

What gets called human error is design error: technology-centred design makes people do what machines are good at and then blames them.

You are not the user

  1. Don Norman Cognitive scientist and designer Human error is blamed for over 90 percent of industrial and automobile accidents. It is the leading cause of aviation accidents, and medical error is reported to be the third-largest cause of death in the entire United States. Horrifying? Yes, but why do we label it “human error”? It is design error. People-Centered (Not Tech-Driven) Designjnd.org · 26 Jul 2019
    Human error is blamed for over 90 percent of industrial and automobile accidents. It is the leading cause of aviation accidents, and medical error is reported to be the third-largest cause of death in the entire United States. Horrifying? Yes, but why do we label it “human error”? It is design error.

Even the worst usability test with the wrong user shows important things to improve

You are not the user

  1. Steve Krug Usability consultant and author of Don’t Make Me Think… Testing always works, and even the worst test with the wrong user will show you important things you can do to improve your site. Don't Make Me Think, Revisited (New Riders, 2014, third edition)books.google.com · c. 2000–2014All korrents from this piece
    Testing always works, and even the worst test with the wrong user will show you important things you can do to improve your site.

It is really hard to design products by focus groups, because people often do not know what they want until they are shown it.

You are not the user

  1. Steve Jobs American entrepreneur (1955 to 2011) But in the end, for something this complicated, it's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them. Steve Jobs: 'There's sanity returning' (Business Week, May 1998): Q&Aweb.archive.org · 14 May 1998All korrents from this piece
    But in the end, for something this complicated, it's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them.

A viewour reading

Conventions win over novelty, because people bring what they learned everywhere else

6 claims filed here, newest first — each in the words of whoever said it.

Widely shared interface conventions amount to a form of mass education nobody enrolled in.

Conventions (Jakob's law)

  1. Kenneth Reitz Programmer, photographer and musician Scale this across people using the same conventions, and interface design starts to look like a form of mass education with no enrollment process. The Interface Is the Curriculumkennethreitz.org · 4 Sept 2026All korrents from this piece
    Scale this across people using the same conventions, and interface design starts to look like a form of mass education with no enrollment process.
Show all 6 claims

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.

Conventions (Jakob's law)

  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.

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.

Conventions (Jakob's law)

  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.

Given a complicated premise, the best thing a designer can do is stick to a conventional design and let the features surprise and delight.

Conventions (Jakob's law)

  1. Sebastiaan de With Designer and co-founder of Lux, makers of Halide But given the already complicated premise of long exposure photography, the best possible thing we could do — and as a designer this is hard to admit — was to stick to a fairly conventional design and let the actual features surprise and delight. A Spectre Retrospective – Part 2: Designlux.camera · 11 Apr 2019
    But given the already complicated premise of long exposure photography, the best possible thing we could do — and as a designer this is hard to admit — was to stick to a fairly conventional design and let the actual features surprise and delight.

Users spend most of their time on other sites, so they prefer yours to work the same way as the sites they already know.

Conventions (Jakob's law)

  1. Jakob Nielsen Usability pioneer; co-founder of Nielsen Norman Group… Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know. End of Web Designnngroup.com · 22 Jul 2000All korrents from this piece
    Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know.

A feature that works the same everywhere needs no teaching: a first-time visitor can use it by transferring what they learned on other sites.

Conventions (Jakob's law)

  1. Jakob Nielsen Usability pioneer; co-founder of Nielsen Norman Group… On the contrary, a first-time visitor to a site will be able to use expert features without having to learn the site because he or she can transfer learning from other sites. End of Web Designnngroup.com · 22 Jul 2000All korrents from this piece
    On the contrary, a first-time visitor to a site will be able to use expert features without having to learn the site because he or she can transfer learning from other sites.

A viewour reading

An interface must show what can be done: affordances, signifiers and a conceptual model

10 claims filed here, newest first — each in the words of whoever said it.

The invisible thinking behind a product, the mental model, the interaction model and the base primitives, has long been the unsung hero of product designers.

Affordances and signifiers

  1. Meaghan Choi Design Lead for Claude Code at Anthropic the invisible thinking that goes behind building a product. That's one that I think I expect and hire for at Anthropic and I think has been the long unsung hero of product designers everywhere is like the mental model, the interaction model, like the base primitives that compose how you think about what you're interacting with. Meaghan Choi - Designing Claude Code (and what's coming next)youtube.com · 8 Jul 2026 · 3:38 into the videoAll korrents from this video
    the invisible thinking that goes behind building a product. That's one that I think I expect and hire for at Anthropic and I think has been the long unsung hero of product designers everywhere is like the mental model, the interaction model, like the base primitives that compose how you think about what you're interacting with.

    Watch from 3:38 plays here

    ↗Meaghan Choi - Designing Claude Code (and what's coming next)youtube.com

    8 Jul 2026 · video · 53m · spoken · machine transcript

Show all 10 claims

The original Cuisinart, with its two paddle buttons and clear affordances, was peak interface design, and it has been downhill from there.

Affordances and signifiers

  1. Jason Fried Co-founder and CEO of 37signals (Basecamp, HEY) Big flat toggle buttons under satisfying tension. Clear affordances. You push them down, not in. One click catches, one doesn't. You can use them with bare hands, oven mitts, fingers coated in slippery whatever. Doesn't matter. Plenty of surface area. Outstanding design. It's all been downhill from there. Great design was a Cuisinartworld.hey.com · 14 Jan 2026
    Big flat toggle buttons under satisfying tension. Clear affordances. You push them down, not in. One click catches, one doesn't. You can use them with bare hands, oven mitts, fingers coated in slippery whatever. Doesn't matter. Plenty of surface area. Outstanding design. It's all been downhill from there.

Graphical interfaces have superior usability because they show people what can be done rather than requiring them to articulate what they want.

Affordances and signifiers

  1. Jakob Nielsen Usability pioneer; co-founder of Nielsen Norman Group… GUIs have superior usability because they show people what can be done rather than requiring them to articulate what they want. The Articulation Barrier: Prompt-Driven AI UX Hurts Usabilityjakobnielsenphd.substack.com · 26 Jun 2023
    GUIs have superior usability because they show people what can be done rather than requiring them to articulate what they want.

Chatbots are a terrible interface for large language models, because a text box has no affordances.

Affordances and signifiers

  1. Amelia Wattenberger by Designer and engineer; formerly principal research… Hopefully I've convinced you that chatbots are a terrible interface for LLMs. Or, at the very least, that we can add controls, information, and affordances to our chatbot interfaces to make them more usable. Why Chatbots Are Not the Futurewattenberger.com · by 1 May 2023
    Hopefully I've convinced you that chatbots are a terrible interface for LLMs. Or, at the very least, that we can add controls, information, and affordances to our chatbot interfaces to make them more usable.

Interface copy is an affordance: reading it is an act that gives the user information for what to do next.

Affordances and signifiers

  1. Ryan Singer by Author of Shape Up; formerly head of strategy at Basecamp We consider interface copy to be an affordance, too. Reading it is an act that gives the user information for subsequent actions. Shape Up, chapter 4: Find the Elementsbasecamp.com · by 10 Jul 2019
    We consider interface copy to be an affordance, too. Reading it is an act that gives the user information for subsequent actions.

An interface should give the user a useful mental model even if it is false, while a game should give the player an accurate model of its own machinery.

Affordances and signifiers

  1. Raph Koster Game designer and theorist Where UX tries to provide a likely false but useful mental model of the interior workings to the user, game design tries to guide the player towards a fairly accurate mental model. Game design vs UX designraphkoster.com · 29 Jun 2015All korrents from this piece
    Where UX tries to provide a likely false but useful mental model of the interior workings to the user, game design tries to guide the player towards a fairly accurate mental model.

For designers, signifiers matter more than affordances: affordances control what is possible, signifiers are how a product communicates what to do.

Affordances and signifiers

  1. Don Norman Cognitive scientist and designer Affordances control what actions are possible. For designers, signifiers are far more important. Signifiers are how communication takes place, how one signals the appropriate controls and operations. A Great Product Ruinedjnd.org · 20 Sept 2014
    Affordances control what actions are possible. For designers, signifiers are far more important. Signifiers are how communication takes place, how one signals the appropriate controls and operations.

Discoverability and understanding are two of the most important characteristics of good design

Affordances and signifiers

  1. Don Norman Cognitive scientist and designer Two of the most important characteristics of good design are discoverability and understanding. The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com · c. 1988–2013All korrents from this piece
    Two of the most important characteristics of good design are discoverability and understanding.

Affordances determine what actions are possible and signifiers communicate where to act, and design needs both

Affordances and signifiers

  1. Don Norman Cognitive scientist and designer Affordances determine what actions are possible. Signifiers communicate where the action should take place. We need both. The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com · c. 2013All korrents from this piece
    Affordances determine what actions are possible. Signifiers communicate where the action should take place. We need both.

Providing a good conceptual model is the most important principle for taming complexity

Affordances and signifiers

  1. Don Norman Cognitive scientist and designer The most important principle for taming complexity is to provide a good conceptual model, which has already been well covered in this book. The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com · c. 2013All korrents from this piece
    The most important principle for taming complexity is to provide a good conceptual model, which has already been well covered in this book.

A viewour reading

Complexity is conserved: someone has to carry it, and it should not be the user

6 claims filed here, newest first — each in the words of whoever said it.

Over-specifying a design makes it harder to estimate, not easier: the more specific the work, the more hidden complexity a mockup commits the team to.

Conservation of complexity

  1. Ryan Singer by Author of Shape Up; formerly head of strategy at Basecamp Over-specifying the design also leads to estimation errors. Counterintuitive as it may seem, the more specific the work is, the harder it can be to estimate. Shape Up, chapter 2: Principles of Shapingbasecamp.com · by 10 Jul 2019
    Over-specifying the design also leads to estimation errors. Counterintuitive as it may seem, the more specific the work is, the harder it can be to estimate.
Show all 6 claims

The cheapest way to deal with complexity is not to invent something to manage it but to avoid it with a cleverer plan.

Conservation of complexity

  1. Frank Chimero Designer and writer in New York So, I thought it would be useful to remind everyone that the easiest and cheapest strategy for dealing with complexity is not to invent something to manage it, but to avoid the complexity altogether with a more clever plan. Everything Easy is Hard Againfrankchimero.com · 9 Feb 2018
    So, I thought it would be useful to remind everyone that the easiest and cheapest strategy for dealing with complexity is not to invent something to manage it, but to avoid the complexity altogether with a more clever plan.

Good interface design uses clarity to hide complexity; good game design uses clarity to teach it.

Conservation of complexity

  1. Raph Koster Game designer and theorist UX is about clarity that hides complexity, and game design is about clarity that teaches complexity. Game design vs UX designraphkoster.com · 29 Jun 2015All korrents from this piece
    UX is about clarity that hides complexity, and game design is about clarity that teaches complexity.

Good design makes a product understandable: at best it is self-explanatory.

Conservation of complexity

  1. Dieter Rams by Industrial designer; head of design at Braun from 1961… It clarifies the product’s structure. Better still, it can make the product talk. At best, it is self-explanatory. Dieter Rams: ten principles for good designvitsoe.com · by 3 Aug 2012
    It clarifies the product’s structure. Better still, it can make the product talk. At best, it is self-explanatory.

Simplifying often leaves you with more things, not fewer: simplicity is about not tangling things together, not about counting them.

Conservation of complexity

  1. Rich Hickey Creator of the Clojure programming language and of Datomic And recognize that when you simplify things, you often end up with more things. Right? Simplicity is not about counting. "Simple Made Easy" - Rich Hickey (2011)youtube.com · c. 2011 · 1:00:36 into the videoAll korrents from this video
    And recognize that when you simplify things, you often end up with more things. Right? Simplicity is not about counting.

    Watch from 1:00:36 plays here

    ↗"Simple Made Easy" - Rich Hickey (2011)youtube.com

    c. 2011 · video · 1h 01m · spoken · machine transcript

Every application has an irreducible amount of complexity; the only question is who has to deal with it: the user, the application developer or the platform developer.

Conservation of complexity

  1. Larry Tesler by American computer scientist in human-computer interaction (1945 to 2020) Every application has an inherent amount of irreducible complexity. The only question is: Who will have to deal with it—the user, the application developer, or the platform developer? The Law of Conservation of Complexityweb.archive.org · by 9 Aug 2011All korrents from this piece
    Every application has an inherent amount of irreducible complexity. The only question is: Who will have to deal with it—the user, the application developer, or the platform developer?

A viewour reading

Make it real: a prototype settles what a description cannot

8 claims filed here, newest first — each in the words of whoever said it.

Designers should find what the spec should be and build it in HTML and CSS themselves, not make a product manager's spec look pretty.

Make it real

  1. David Heinemeier Hansson Creator of Ruby on Rails, CTO of 37signals Designers at 37 Signals are not just here to make a spec look pretty. They're here to find what the spec should be. They're product managers in many ways. DHH’s new way of writing codeyoutube.com · 8 Apr 2026 · 0:23:27 into the videoAll korrents from this video
    Designers at 37 Signals are not just here to make a spec look pretty. They're here to find what the spec should be. They're product managers in many ways.

    Watch from 0:23:27 plays here

    ↗DHH’s new way of writing codeyoutube.com

    8 Apr 2026 · video · 1h 47m · spoken · machine transcript

Show all 8 claims

Sometimes a whiteboard, a paper sketch, a wireframe, Figma or a live prototype is the right tool, and the best designers will intuit which to go to.

Make it real

  1. Ian Silber Designer who led product design at OpenAI sometimes you want a whiteboard, sometimes you want a a paper sketch, sometimes you want a wireframe, sometimes you want Figma, and sometimes you want these live prototypes. And I think that the best designers I think will understand and intuit when to go to to which one Ian Silber - What it's like designing at OpenAIyoutube.com · 8 Apr 2026 · 21:45 into the videoAll korrents from this video
    sometimes you want a whiteboard, sometimes you want a a paper sketch, sometimes you want a wireframe, sometimes you want Figma, and sometimes you want these live prototypes. And I think that the best designers I think will understand and intuit when to go to to which one

    Watch from 21:45 plays here

    ↗Ian Silber - What it's like designing at OpenAIyoutube.com

    8 Apr 2026 · video · 45m · spoken · machine transcript

A team should be aligned at a conceptual level before moving into visual experiments and prototypes, because a trap for designers is coming up with a bunch of options and picking one too early.

Make it real

  1. Flora Guo Founding design engineer at Paradigm as of March 2026 I think it's so important to really be aligned at a conceptual level before we even start moving into like visual experiments and prototypes because I think one trap that we can fall into as designers is coming up with like a bunch of options and then picking one too early. Flora Guo - How to accelerate your design career with AIyoutube.com · 25 Mar 2026 · 32:37 into the videoAll korrents from this video
    I think it's so important to really be aligned at a conceptual level before we even start moving into like visual experiments and prototypes because I think one trap that we can fall into as designers is coming up with like a bunch of options and then picking one too early.

    Watch from 32:37 plays here

    ↗Flora Guo - How to accelerate your design career with AIyoutube.com

    25 Mar 2026 · video · 46m · spoken · machine transcript

So much of design is iteration and discovery: stumbling on something better by sticking with an intent for one more iteration.

Make it real

  1. Josh Puckett Designer, advisor and investor that's a good example, I think, of so much of design is just iteration and discovery. I might have an intent, but stumbling upon something like this is is just sticking with it, right? And just going like one more iteration. Josh Puckett - Crafting interfaces with uncommon careyoutube.com · 12 Mar 2026 · 23:20 into the videoAll korrents from this video
    that's a good example, I think, of so much of design is just iteration and discovery. I might have an intent, but stumbling upon something like this is is just sticking with it, right? And just going like one more iteration.

    Watch from 23:20 plays here

    ↗Josh Puckett - Crafting interfaces with uncommon careyoutube.com

    12 Mar 2026 · video · 53m · spoken · machine transcript

Working prototypes have replaced product requirement documents.

Make it real

  1. Boris Cherny Creator of Claude Code at Anthropic There’s just no way we could have shipped this if we started with static mocks and Figma or if we started with a PRD. Building Claude Code with Boris Cherny — The Pragmatic Engineernewsletter.pragmaticengineer.com · 4 Mar 2026
    There’s just no way we could have shipped this if we started with static mocks and Figma or if we started with a PRD.

In a product review a prototype beats a static mock, and a static mock beats a lot of words.

Make it real

  1. Dylan Field Co-founder and chief executive of Figma at least my product reviews and uh product conversations, I feel like prototypes beat static mocks and static mocks beat lots of words. Figma’s CEO: Why AI makes design, craft, and quality the new moat for startups | Dylan Fieldyoutube.com · 16 Oct 2025 · 0:35:50 into the videoAll korrents from this video
    at least my product reviews and uh product conversations, I feel like prototypes beat static mocks and static mocks beat lots of words.

Ideas die on the vine when their visual expression looks wrong, so a prototype built from the real design system gets judged on its merits instead.

Make it real

  1. Dylan Field Co-founder and chief executive of Figma it's, I think, critical that ideas don't die on the vine because you've got, um, a visual expression that doesn't match what everyone else expects. Sometimes people will just filter them out because they don't look right. Figma’s CEO: Why AI makes design, craft, and quality the new moat for startups | Dylan Fieldyoutube.com · 16 Oct 2025 · 0:50:44 into the videoAll korrents from this video
    it's, I think, critical that ideas don't die on the vine because you've got, um, a visual expression that doesn't match what everyone else expects. Sometimes people will just filter them out because they don't look right.

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

Make it real

  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.

A viewour reading

Speed is a feature: waiting makes everything feel complicated

5 claims filed here, newest first — each in the words of whoever said it.

Speed in software is probably the most valuable, least valued asset.

Speed is a feature

  1. Craig Mod Writer, photographer and software maker based in Japan Speed in software is probably the most valuable, least valued asset. To me, speedy software is the difference between an application smoothly integrating into your life, and one called upon with great reluctance. Fast Software, the Best Softwarecraigmod.com · 1 Jul 2019
    Speed in software is probably the most valuable, least valued asset. To me, speedy software is the difference between an application smoothly integrating into your life, and one called upon with great reluctance.
Show all 5 claims

Fast software is not always good software, but slow software is rarely able to rise to greatness, because not breaking flow is an axiom of great tools.

Speed is a feature

  1. Craig Mod Writer, photographer and software maker based in Japan Fast software is not always good software, but slow software is rarely able to rise to greatness. Fast software gives the user a chance to “meld” with its toolset. That is, not break flow. Fast Software, the Best Softwarecraigmod.com · 1 Jul 2019
    Fast software is not always good software, but slow software is rarely able to rise to greatness. Fast software gives the user a chance to “meld” with its toolset. That is, not break flow.

Speed is a good proxy for engineering quality: software that slows down on simple tasks suggests engineers who are not obsessive about detail.

Speed is a feature

  1. Craig Mod Writer, photographer and software maker based in Japan Speed and reliability are often intuited hand-in-hand. Speed can be a good proxy for general engineering quality. If an application slows down on simple tasks, then it can mean the engineers aren’t obsessive detail sticklers. Fast Software, the Best Softwarecraigmod.com · 1 Jul 2019
    Speed and reliability are often intuited hand-in-hand. Speed can be a good proxy for general engineering quality. If an application slows down on simple tasks, then it can mean the engineers aren’t obsessive detail sticklers.

Minimizing network round trips is essential to a good user experience, because bandwidth keeps improving and latency will not.

Speed is a feature

  1. Guillermo Rauch CEO of Vercel; creator of Next.js and Socket.IO The bandwidth capacity of your users' connections might improve noticeably, as it steadily has, but the latency needle won't move much at all. This means that minimizing the number of roundtrips you make to display information on page is essential to great user experience and responsiveness. 7 principles of rich web applicationsrauchg.com · 4 Nov 2014
    The bandwidth capacity of your users' connections might improve noticeably, as it steadily has, but the latency needle won't move much at all. This means that minimizing the number of roundtrips you make to display information on page is essential to great user experience and responsiveness.

Savings in time feel like simplicity: when forced to wait, life seems unnecessarily complex.

Speed is a feature

  1. John Maeda Designer and technologist When forced to wait, life seems unnecessarily complex. Savings in time feel like simplicity. And we are thankfully loyal when it happens, which is rare. The Laws of Simplicity, Law 3: Timelawsofsimplicity.com · 11 Jun 2006
    When forced to wait, life seems unnecessarily complex. Savings in time feel like simplicity. And we are thankfully loyal when it happens, which is rare.

A viewour reading

Care about the parts nobody sees: craft shows in the details

5 claims filed here, newest first — each in the words of whoever said it.

You are not a craftsperson unless you care about the parts of a product that other people do not see.

Craft in the details

  1. Tobias Lütke Co-founder and CEO of Shopify You're not a crafts person unless you care about the parts of products that other people don't see. Tobi Lütke: The Skills AI Makes More Valuableyoutube.com · 15 Sept 2026 · 0:53:42 into the videoAll korrents from this video
    You're not a crafts person unless you care about the parts of products that other people don't see.

    Watch from 0:53:42 plays here

    ↗Tobi Lütke: The Skills AI Makes More Valuableyoutube.com

    15 Sept 2026 · video · 1h 04m · spoken · machine transcript

Show all 5 claims

There is no shortcut to having taste or developing a high-craft, high-velocity practice; AI shortcuts the creating of a lot of things, but it comes back to learning the language of visual design.

Craft in the details

  1. Andy Madrick Product designer who led the design of Notion's meeting notes as of May 2026 There is no shortcut to having taste or developing like a high craft high velocity practice. I think that with AI, we have shortcuts to creating a lot of things. But at the end of the day, it comes back to discovering and learning the language of visual design. Andy Madrick - Why AI changed design handoff foreveryoutube.com · 26 May 2026 · 38:47 into the videoAll korrents from this video
    There is no shortcut to having taste or developing like a high craft high velocity practice. I think that with AI, we have shortcuts to creating a lot of things. But at the end of the day, it comes back to discovering and learning the language of visual design.

    Watch from 38:47 plays here

    ↗Andy Madrick - Why AI changed design handoff foreveryoutube.com

    26 May 2026 · video · 52m · spoken · machine transcript

Easing is the most important part of any animation: it can make a bad animation feel great and a great one feel bad.

Craft in the details

  1. Emil Kowalski by Design engineer; formerly at Linear and Vercel Easing is the most important part of any animation. It can make a bad animation feel great and a great animation feel bad. That’s why you have to know which easing to choose in a specific situation. Good vs Great Animationsemilkowal.ski · by 29 Apr 2025
    Easing is the most important part of any animation. It can make a bad animation feel great and a great animation feel bad. That’s why you have to know which easing to choose in a specific situation.

Good design is thorough down to the last detail: nothing must be arbitrary, and care in the design process shows respect towards the user.

Craft in the details

  1. Dieter Rams by Industrial designer; head of design at Braun from 1961… Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the user. Dieter Rams: ten principles for good designvitsoe.com · by 3 Aug 2012
    Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the user.

A viewour reading

Taste is trained: expose yourself to the best work and ask why it works

5 claims filed here, newest first — each in the words of whoever said it.

Taste can be trained deliberately: write down what you think will matter in twelve months, then go back in twelve months and score yourself.

Taste is trained

  1. Jeff Dean Chief Scientist at Google DeepMind and Google Research Um, another way you can get more experience for yourself is to just write down a bunch of things you think might be important in the next 12 months. And maybe you pick one of them to work on, but go back and evaluate in 12 months of these other things, which ones actually seemed important or which ones did other people in the world go out and and create and which ones did they did not seem to do yet. Jeff Dean: The 1% Rule for Building in AIyoutube.com · 30 Jul 2026 · 35:57 into the videoAll korrents from this video
    Um, another way you can get more experience for yourself is to just write down a bunch of things you think might be important in the next 12 months. And maybe you pick one of them to work on, but go back and evaluate in 12 months of these other things, which ones actually seemed important or which ones did other people in the world go out and and create and which ones did they did not seem to do yet.

    Watch from 35:57 plays here

    ↗Jeff Dean: The 1% Rule for Building in AIyoutube.com

    30 Jul 2026 · video · 57m · spoken · machine transcript

Show all 5 claims

Taste is editing with a point of view.

Taste is trained

  1. Jason Yuan Designer and founder of Hivemind when people talk online about taste, taste, taste, taste, taste. All taste is, I think, is editing from with a point of view. Jason Yuan - Designing 99 "No"s for a single "Yes"youtube.com · 15 Jul 2026 · 52:47 into the videoAll korrents from this video
    when people talk online about taste, taste, taste, taste, taste. All taste is, I think, is editing from with a point of view.

    Watch from 52:47 plays here

    ↗Jason Yuan - Designing 99 "No"s for a single "Yes"youtube.com

    15 Jul 2026 · video · 57m · spoken · machine transcript

Taste is not innate; it is a loop of noticing whether you like something, asking why, and learning the canon that led to it.

Taste is trained

  1. Dylan Field Co-founder and chief executive of Figma It's just this loop of okay, I'm having an experience of any sense. Maybe I'm looking at art, maybe I'm hearing music, maybe I'm literally eating food and tasting something, you know, but like do I like it? Do I not like it? Why? Figma’s CEO: Why AI makes design, craft, and quality the new moat for startups | Dylan Fieldyoutube.com · 16 Oct 2025 · 1:00:49 into the videoAll korrents from this video
    It's just this loop of okay, I'm having an experience of any sense. Maybe I'm looking at art, maybe I'm hearing music, maybe I'm literally eating food and tasting something, you know, but like do I like it? Do I not like it? Why?

Taste is practised by exposing yourself to how the world is ordered, and understanding how that makes everything look.

Taste is trained

  1. Thiago Costa Designer and co-founder of Fey I think that's what defines taste you're exposed to these underlying configurations of how things look and we always search for symmetry you always search for things that are in order accidentally the nature is is perfect right everything is in order it's mathematically perfect but at the same time you know they change they move they're colors they're light so exposing yourself to those things and and understanding how these things make everything look is how you practice taste Thiago Costa - Cultivating taste as a designeryoutube.com · 21 Feb 2025 · 45:35 into the videoAll korrents from this video
    I think that's what defines taste you're exposed to these underlying configurations of how things look and we always search for symmetry you always search for things that are in order accidentally the nature is is perfect right everything is in order it's mathematically perfect but at the same time you know they change they move they're colors they're light so exposing yourself to those things and and understanding how these things make everything look is how you practice taste

    Watch from 45:35 plays here

    ↗Thiago Costa - Cultivating taste as a designeryoutube.com

    21 Feb 2025 · video · 58m · spoken · machine transcript

Great work comes down to taste: exposing yourself to the best things humans have done and bringing them into your own.

Taste is trained

  1. Steve Jobs by American entrepreneur (1955 to 2011) Ultimately it comes down to taste. It comes down to trying to expose yourself to the best things that humans have done and then try to bring those things in to what you're doing. Triumph of the Nerds, part 3 (PBS, 1996): transcriptweb.archive.org · by 26 Dec 1996All korrents from this piece
    Ultimately it comes down to taste. It comes down to trying to expose yourself to the best things that humans have done and then try to bring those things in to what you're doing.

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