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Jul 17, 2026

Teammate or Tool Call? A Decision Rule for Personifying Agents

Personification is a design decision with real implications. A four-question decision tree that routes every agent surface to its lowest sufficient posture.

Designing for AI
Jul 10, 2026

Leveling and Hiring Calibration When Everyone Has a Copilot

AI narrows the gap between your strongest and weakest performers. Your leveling heuristics and interview bar need to recalibrate around critical thinking and judgment, lest you encounter lava.

Leadership
Jul 3, 2026

The Mental-Model Reset: Designing Systems That Decide

Moving from deterministic screens to probabilistic behavior is the biggest design shift since mobile. A before/after worksheet to reorient your team’s assumptions.

Designing for AI
Jun 26, 2026

The Agent is the Interface

When software acts on a user’s behalf, the interface stops being a surface and becomes a relationship. That changes what we design.

Designing for AI Short thoughts
Jun 19, 2026

Org Design for an AI-Native Design Org

Meet the skill librarians, eval owners, and agent-ops. They’re the connective tissue your org is missing to prevent it from descending into AI-induced chaos.

DesignOps Leadership
May 2, 2026

Trust Is the Material You’re Actually Designing

Every AI/UX decision either deposits or withdraws trust. How to treat trust as the primary design substrate, not as an additive feature, but as the thing every surface runs on.

Designing for AI Trust
Apr 26, 2026

AI Adoption Is an Ops Problem, Not a Tools Problem

The bottleneck at scale isn’t which AI tool you buy. It’s distribution, standardization, and governance. Design has solved this problem before. We called it a design system.

Systems DesignOps
Dec 16, 2015

Always Go Back

Visiting customers regularly after a major feature has been shipped often yields unexpected learnings.

Old Stuff
Feb 13, 2015

Build for Now

Or… How to avoid imminent disaster

Old Stuff
Nov 19, 2014

Culture in the Early Days

Culture is critically important in the earliest days of a startup. It can be the catalyst for success… or a disease that slowly rots and decays until the company dies.

Old Stuff
Dec 10, 2013

Design Goggles

The next morning has a way of revealing the truth — in love and in craft.

Old Stuff
Nov 29, 2011

How to be Creative

Sometimes all it takes to be creative is a good, long shower.

Old Stuff