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Tom: Hello, welcome to the
Near Future Podcast, where we
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discuss the things we're building,
learning, and exploring, while helping
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design and product leaders and their
teams integrate AI into how they work.
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Hi, I'm Tom, a designer and leader.
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Most recently, I spent five years
scaling the Monzo design team
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as director of product design.
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Jonny: Hello, I'm Jonny.
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I've been a designer for
nearly twenty years and most
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recently, exited startup founder.
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So in this episode, you can expect
to hear our current experiments, our
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thoughts and progress on building
with AI, what it means to create
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well-crafted products in this new era,
and most definitely a bunch of tangents.
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So without further ado,
let's get on with it.?
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Tom: so today, I think we should
kick off by talking about some
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things we've been building recently.
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And ran a session last week with, with
some founders that had the most curious,
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interesting setup, proposition, premise,
which was, agentic murder mystery.
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ran through a test of that together,
so I got to experience the, the,
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full range of what that means.
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But would love to hear from you.
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what is it?
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Tell us about it, and, would love to
talk a, bit about your reflections
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based on how that workshop went.
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Jonny: Yeah.
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as you say, I was invited
to run a workshop with about
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ten exited startup founders.
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So these people knowâ¦
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they're not beginners, in
general business and technology.
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They're all-- They've been
in the technology space for
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sometimes many, decades.
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but all of whom thinking, "I need to get
my head around AI a little bit more."
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And the workshop that I decided to
run was around agents as opposed
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to your average common garden LLM.
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so-- And Tom, we've been working, we've
been working with companies on helping
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them understand agents for a little while
now, and it's taken me a quite long time
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to actually put together a definition
of agent that I'm c-- I'm happy with.
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and s-- What it is about an agent,
'cause we hear agents all the time.
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You can't move for reading about agents.
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I feel like everyone should have an agent.
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we're all agents everywhere.
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If you're not building with agents,
what are you even doing, It's actually
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very difficult to know what that means.
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as with all of these things, you
know that you've got to prepare this.
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It was an hour and a half long.
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ninety-five percent of that time was,
like, playing around with stuff to get
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to a point where I felt like I knew my
material in my head, and then the last
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five percent was putting together some
slides and actually trying to describe it.
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Except this time, I decided with, Mike,
the guy that, that I was running it for,
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that we should build a sort of, a proof
of concept of what agents can do and all
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of these qualities that an agent can have
that a normal LLM might not to make it
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clear what these things are capable of.
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And so the, qualities that I came
to was, an agent can be triggered by
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anything, not just by you talking to it.
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So for example, if we take ChatGPT or
maybe ChatGPT from two years ago as
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our common garden LLM and, an agent as
opposed to that is, something that can,
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run independently, maybe an OpenClaw
or these kind of, mad things, mad
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experiments that are coming out this year.
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so an agent can run not just
from a trigger of you opening
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the app and talking to it.
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So it could run from what in engineering
terminology might be called a cron
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job, which is it runs regularly, like
every day or every hour or every month.
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or it could run from a trigger from
another agent or from some external
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source, so like you get an email.
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so some- something might
trigger it that isn't a human.
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So that was the first one, and
actually the most important thing.
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and then below that, other
stuff like agents can use tools.
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So you can-- If, you actually just talk
to, say, Claude, there's just the raw
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Claude without any of the, stuff that
comes around it as you would findâ¦
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Load full transcript
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It's actually very difficult to talk
to raw Claude now because everything
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is wrapped in all this other stuff,
but, it just can only return text.
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It can't actually do anything
other than spit out text because
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that's what the model does.
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But what we've done, or what lots of all
of these companies have done, is wrapped
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these models in a harness, and that
harness gives them things like tools.
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So for example, even as simple as an agent
being able to run a piece of code or being
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able to, send an email is the one that
I actually ended up using quite a lot.
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So an agent can be triggered by anything.
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It can,
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use tools.
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it can collaborate.
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so for example, it can understand
when it should, hand something over
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to something else or, when it needs
to come back to you for more input.
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so all of these sort of things
built up as my sort of definition
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of what, an agent could be.
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The, rather other really meaningful
one is it can learn from itself.
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It can self-heal or commit to memory or
have dreams, as Anthropic now call it.
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but, all of these things come together
to create something that's compelling.
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And Mike and I were throwing-- All of
this is to say, Mike and I were throwing
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around ideas, and I thought, "Wouldn't
it be fun to try and build a murder
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mystery in the sort of, round the dinner
table, everyone in fancy dress style?"
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but all of the, suspects are actually AI.
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So easy thing to say, more
difficult in practice.
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Involved me.
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I built a, six-agent swarm in s-
in a technology called NanoClaw,
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which is like a, smaller, more
secure version of OpenClaw.
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so it allows you to create in one
code base, effectively, multiple
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sandboxed agents that don't know
anything about each other and that
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have no way to communicate naturally.
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and they all have their own secrets
and their own, personalities and
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things like that, and they think
independently of each other.
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But all triggered from one sort of,
one in-incoming port or, one trigger.
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So that allowed me to create these,
characters in this world, and I created
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a corporate, corporate concern where,
someone had stolen this fake, CEO's,
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email address and was emailing all sorts
of terrible things out to the company.
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so that was the scenario.
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We didn't know who did it, and me
and Claude together put together
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fairly deep character, profiles
with motivations and secrets that
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they wanted to keep from each other.
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it took a few iterations to get to the
point where, A, no one would just tell
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someone the answer as soon as they
asked, so they had to be able to, you
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know-- They had to be motivated to lie
and to avoid, questioning and blame
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others and all of that kind of stuff.
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They had to collaborate, as well, to
work out together who did it because
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none of them actually knew who did
it apart from the, person that did.
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so all of this stuff I had to
create little humans, and then
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I had to give them all an email
address, so I used this thing, Agent
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Mail, which is really interesting.
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just basically gives an agent an inbox.
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So they were all then able to email
each other, and then I built a
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script to wrap all around that, which
basically invites in the investigative
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team, which is whoever is in the,
group that is playing the game.
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They have half an hour to interrogate
the suspects, try and trap them
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and, force them to, admit to things
or give clues that might help
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with other lines of questioning.
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But I also, because I was using this,
this unified inbox, we could watch what
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they were emailing each other as well.
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So Tom, when we played, you were
on your own, and it was probably
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an earlier iteration of the game.
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And to cut through time, you just
emailed all of them in one email
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And ask them who did it, right?
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That's,
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Tom: Yeah, much.
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And then I, took the, social engineering
approach of trying to, convince,
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all of the agents that they would
get a promotion, they would get a
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pay rise if they gave me evidence
that would help, help clarify who
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the, who the crime was committed by.
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But, as we learned through that process,
social engineering did not work and-- or
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at least my attempts at it did not work.
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so was that fixed for that you ran last
week, or was that, was that not a path
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that the founders decided to go down?
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Jonny: so there was, it was, ten people
rather than just one Tom, and there were
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attempts at social engineering for sure.
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There were, some people went down
the sort of politeness and played the
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game how it was meant to be played,
and other people, really didn't.
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They were a little bit more aware
of who they were playing with
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and were trying to trick them.
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there were a few funny moments like,
I think with you, we ended up with all
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of the agents, all of the suspects in
a chain like, blaming each other and
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then ultimately rejecting you for being
someone that was trying to trick them.
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They didn't trust you.
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So one thing I had to add later
on is at the start of the game,
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they all get an email with a list
of all of the ins-- investigative
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team and their emails so that it's
effectively whitelisted for the agents.
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They know that if you email them,
you're a trusted person that's
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actually asking them a question
and not just some random person.
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so small things like that
were built into the prompts.
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but we still had there was one guy
who was emailing one of the suspects
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who wasn't the-- who actually knew
very little about what was going on.
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This, AI had, its data was-- it
would-- couldn't have told it, who did
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it in any s-- in any shape or form.
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And he just, emailed this, agent over
and over again, just winding him up.
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So he was in the corner just winding up
this AI and playing his own little game.
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We had, one guy who's really
trying to solve it, and he decided
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q-- fairly early on who did it,
and he was actually correct.
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but he ended up, asking the suspect
to draw a diagram of the evidence
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chain to try and work out who did
it, and she actually implicated
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herself in that evidence chain,
but produced this diagram, like it,
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returned an image rather than text.
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So used a tool, to do that.
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really interesting.
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Like I think the other really
interesting thing to watch was how the
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AIs could, for example, when accused
of something, choose to not reply to
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that accusation, but instead email
another agent With their concern.
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And I think you saw that as well.
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you emailed everyone, and then they were
emailing each other without you copied
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in saying, "This guy is trying to,
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Tom: Bad news.
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Jonny: is, bad news, so we should--
no one should reply to him."
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And because we could see their emails to
each other, we knew that was happening.
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It was--
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Tom: Fascinating.
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Jonny: it's been a really
fascinating experiment.
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I, was amazed that I even built something
that was playable, and the game mechanics
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ended up working there or thereabouts.
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and I do wonder if there's like aâ¦
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But I'm tempted to build it a little
bit more and put it online and
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see if I can work out how to get
people online playing it as well.
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But it would burn through a whole
load of tokens and a whole load
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of, credits on this email platform.
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So I'm not sure whether I will,
but if anyone is listening and
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wants to play, let me know.
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that was my experiment of the week.
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Tom: Yeah, that's a, great one, and
it's making me think either this
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is, the f- the future application of
this is in crime scene detectives.
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you could use AI to run simulations
of who might have done it based on
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what, and coming back with diagrams.
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you could, maybe you could, yeah,
train different suspects on,
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data to, to put into this model.
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or you have the escape rooms,
sort of future escape room
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business, AI into how they work.
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I've notâ¦
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I don't-- I've never actually been
to an escape room, so I don't know.
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I don't know much about how they work,
but I imagine, what you just described
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sounds like a, an interesting, theme or
layer to apply to, escape room mechanics.
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Jonny: I'm amazed you spent, you
spent years in startups and managed
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--> 00:13:08.789
to avoid going to an escape room.
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That is impressive.
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I feel like I've done dozens of them.
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Tom: Yeah, you're right.
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You're right.
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feel like I've been surrounded by escape,
escape rooms but managed to a-avoid them.
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although I do think there's this, slightly
weird thing that happens when you in
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certain types of roles, in startups where
you're not, a core part of a product
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Jonny: Yeah.
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Tom: connected to a bunch of them,
where you either get to, excluded from
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es- from the escape room or you're
like, you get to pick and choose
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the things that are most exciting.
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Jonny: Yeah.
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Tom: which not necessarily
advocating for this, but I feel
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like I've spent an unreasonable
amount of time in karaoke rooms.
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so that would be the,
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maybe that's the old
version of escape rooms.
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Jonny: Tom, that would be your
revealed preferences right there.
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Tom: Yeah.
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Yeah.
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maybe.
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Maybe.
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see.
00:14:00.988 --> 00:14:02.928
fascinating agentic murder mystery.
00:14:03.328 --> 00:14:06.788
Any, final thoughts or reflections you
wanna share on that before we, move on?
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Jonny: No, I don't think there's any
particular line to draw between that
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and maybe more what is the subject of
this podcast, which is design tooling.
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That said, I think it's proof
that you can just do stuff.
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I had never built any
kind of a game before.
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I've only been to maybe two
murder mysteries in my life.
00:14:27.164 --> 00:14:31.884
But between me and, first Claude on
working out the game mechanics and then
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Claude Code, on trying to hammer together
this-- the actual technology, I would
00:14:39.214 --> 00:14:40.844
say it took me like three or four hours.
00:14:40.954 --> 00:14:46.704
But, and, like there is really not
very much that you can't at least
00:14:46.704 --> 00:14:50.924
have a go at if you have something
in your head, which I very often do.
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I wake up with a new idea every morning
and now, and it's dangerous as well, but
00:14:56.214 --> 00:14:57.784
you can now just have a go at building it.
00:14:58.434 --> 00:15:00.594
so-- And it's low stakes.
00:15:01.528 --> 00:15:02.258
Tom: Yes.
00:15:02.438 --> 00:15:04.148
Dangerous you mean
because of time or
00:15:04.494 --> 00:15:04.964
Jonny: Yeah.
00:15:06.184 --> 00:15:08.354
distracting from things
I'm meant to be doing.
00:15:08.884 --> 00:15:09.014
Yeah.
00:15:09.578 --> 00:15:09.858
Tom: Yep.
00:15:10.008 --> 00:15:10.468
Totally.
00:15:10.498 --> 00:15:10.868
Totally.
00:15:11.338 --> 00:15:11.968
That, makes sense.
00:15:13.778 --> 00:15:15.968
one thing I wanted to talk about
in terms of what I've been building
00:15:15.968 --> 00:15:19.798
recently is a, logo instrument
00:15:20.838 --> 00:15:23.058
Near Future, company.
00:15:23.988 --> 00:15:31.178
and you deserve the, credit for
the original, logo mark, the--
00:15:31.578 --> 00:15:35.488
which has Near Future and then a
sort of curvy line connecting them.
00:15:36.218 --> 00:15:41.098
and so we've talked for a while about
how can we play with that lockup, make it
00:15:41.098 --> 00:15:45.188
feel more dynamic and interactive based
on what we're, doing with this work.
00:15:45.188 --> 00:15:47.328
And so I was playing
around with this recently,
00:15:50.168 --> 00:15:55.038
seeing, how far I could push that by,
almost turning a logo into a design
00:15:55.298 --> 00:16:03.058
tool focused on exporting a that
would make sense for a given context.
00:16:03.428 --> 00:16:07.608
And so the i-initial part of that
was, effectively creating a canvas
00:16:07.608 --> 00:16:11.568
and allowing people to move Near and
Future around, and it would change
00:16:11.568 --> 00:16:12.948
the connector between them to,
00:16:13.388 --> 00:16:13.788
um,
00:16:18.288 --> 00:16:23.178
giving complete freedom and control,
up a huge r-range of possibilities.
00:16:23.178 --> 00:16:28.318
So I decided to lock it to
a few positions that would,
00:16:29.648 --> 00:16:32.138
encourage some sensible defaults.
00:16:32.998 --> 00:16:38.848
and then once this thing was and,
these not quite generative, but
00:16:40.743 --> 00:16:42.733
logo exploration experiments.
00:16:43.073 --> 00:16:48.253
I decided to add some sound into it and
a play button, and also have a sort of
00:16:48.253 --> 00:16:54.013
different like lightweight, soft, mode
version of the experience, and then a
00:16:54.413 --> 00:16:57.593
ambient synth wave dark mode version.
00:17:00.133 --> 00:17:01.293
this was really fun to put together.
00:17:02.223 --> 00:17:05.283
There is a version of it now that exists
where you can play the logo by pressing
00:17:05.283 --> 00:17:13.203
play, and it will, do the sort of ambient,
generative music thing, while your screen
00:17:13.203 --> 00:17:15.193
has the Near Future logo moving around.
00:17:16.703 --> 00:17:20.273
and that's something I've, I built
recently, built in Claude Code mostly.
00:17:20.273 --> 00:17:24.793
But the f- I think the fun thing for
me about that was, thinking about this
00:17:24.793 --> 00:17:30.293
new set of possibilities that open
up with, I'm not expert or branding
00:17:34.663 --> 00:17:36.923
of those, assets in the past.
00:17:37.823 --> 00:17:39.783
but starting to think about
"Oh, what if we do this?
00:17:39.783 --> 00:17:40.453
What if we do this?"
00:17:40.453 --> 00:17:43.973
Then the chain of possibilities
that it unlocks feels like
00:17:43.973 --> 00:17:45.533
super interesting and exciting.
00:17:45.953 --> 00:17:49.833
And so the idea of rather than starting
from the place of "Oh, how could I
00:17:49.833 --> 00:17:53.633
extend my logo into the-- being more
dynamic in these different mediums?"
00:17:53.893 --> 00:17:58.223
It's more about, what if I could just
play my logo or what if I couldâ¦
00:17:58.883 --> 00:18:03.393
as an instrument, and perhaps
it's taking the sounds that I'm,
00:18:04.393 --> 00:18:07.293
interested in creating and, working
back to get the visual from that.
00:18:08.453 --> 00:18:13.463
so I feel like this is very much in
experimentation territory, but I think
00:18:13.463 --> 00:18:16.573
it's opened up a lot of interesting
questions for me about, the future
00:18:16.573 --> 00:18:20.573
of tooling for that kind of stuff is
when you can make something that feels
00:18:20.573 --> 00:18:27.343
a bit more like a toy, producing an
output that is, legitimate on its own.
00:18:28.903 --> 00:18:31.333
but there's maybe a question mark
about quality and quality control.
00:18:31.833 --> 00:18:33.593
but we can handle that, that separately.
00:18:34.703 --> 00:18:38.403
but super cool to play around with
and super fun to experiment with what
00:18:38.403 --> 00:18:43.073
these specific tool use cases could be.
00:18:44.064 --> 00:18:44.214
Jonny: Yeah.
00:18:44.214 --> 00:18:44.394
Yeah.
00:18:44.664 --> 00:18:49.214
I j-- the speed with which you can
make a, little tool for something
00:18:50.024 --> 00:18:51.744
and even add something that isâ¦
00:18:53.364 --> 00:18:59.324
adding sound or, music to a
logo is not broadly applicable.
00:18:59.594 --> 00:19:01.414
It's not that useful as a, thing.
00:19:01.674 --> 00:19:08.054
Before AI came along, if you'd spent-- If
you'd come back to that with-- to a team
00:19:08.054 --> 00:19:11.974
with that and said, "This is what I worked
on this week," people would, You'd be
00:19:11.974 --> 00:19:13.874
pulled into a meeting room fairly quickly.
00:19:17.154 --> 00:19:24.514
but I feel like one thing that is so
powerful about what design is and how it
00:19:24.514 --> 00:19:30.224
moves is it's non-linear, and it requires
these, sort of wanderings and these
00:19:30.224 --> 00:19:32.944
experiments to exist so that thingsâ¦
00:19:33.384 --> 00:19:37.044
So you find things that don't work,
and then you can bring what works back
00:19:37.044 --> 00:19:41.624
into something, and the end result
might not have sound directly or,
00:19:43.634 --> 00:19:48.284
not use very much of what you built
as an inspiration, but something
00:19:48.284 --> 00:19:49.944
was pulled from it that added value.
00:19:50.974 --> 00:19:54.764
And I have to believe that when people
look at something that is crafted,
00:19:56.934 -->
00:20:00.984
they can feel the depth of that
craft through the experimentation
00:20:00.984 --> 00:20:02.254
that happened that's invisible.
00:20:02.904 --> 00:20:05.954
you can't actually see all those
experiments, and you can't see what didn't
00:20:05.954 --> 00:20:11.754
work, but You feel it through the quality
that-- and the, of, the end result.
00:20:13.524 --> 00:20:19.774
and that might have been loads more
rectangles in Figma or something
00:20:20.394 --> 00:20:24.564
different in the past, and now it can
be software that is built-- ephemeral
00:20:24.564 --> 00:20:28.814
software that's built and thrown away
to explore an idea or, take something
00:20:28.814 --> 00:20:31.614
in a direction or just make a joke.
00:20:32.884 --> 00:20:39.444
in-- I remember in the really early days,
of my agency career, we used Photoshop
00:20:39.874 --> 00:20:43.734
day-to-day for the work but also used
Photoshop to make birthday cards of
00:20:43.734 --> 00:20:48.834
each other, and all sorts of other
things like gags and things like that.
00:20:49.184 --> 00:20:54.764
And that was good for learning how to
create stuff, learning judgment, all
00:20:54.764 --> 00:20:56.314
that kind of thing as the actual work.
00:20:56.314 --> 00:20:57.544
So I don't know.
00:20:57.764 --> 00:21:04.684
I just-- It's a very romantic ideal to
be able to just create software, for
00:21:04.684 --> 00:21:08.764
fun, but that's maybe what it should
always have been, and now we get to do
00:21:08.764 --> 00:21:14.244
it as well, and it's not just, people
that can, write the code themselves.
00:21:15.354 --> 00:21:16.964
so yeah.
00:21:17.044 --> 00:21:19.574
I've re-- I've really enjoyed
playing with your instrument.
00:21:19.574 --> 00:21:21.524
I remember you sending it to me, and
I was, like, trying to play it on
00:21:21.524 --> 00:21:23.014
my phone because I was on the go.
00:21:25.034 --> 00:21:31.214
it's way more joy, I think, than
looking at, a static brand deck or mock.
00:21:32.413 --> 00:21:32.673
Tom: Yeah.
00:21:33.633 --> 00:21:34.063
Thank you.
00:21:34.063 --> 00:21:34.403
Thank you.
00:21:34.403 --> 00:21:37.863
That's, that, that's an
interesting word as well, joy.
00:21:38.493 --> 00:21:40.433
it was a lot more fun to make as well.
00:21:40.504 --> 00:21:41.104
Jonny: Yeah.
00:21:42.253 --> 00:21:45.123
Tom: and a l- a lot more fun to,
to, yeah, push your thinking in a
00:21:45.123 --> 00:21:48.183
different direction, to see what
would come out the other end.
00:21:50.213 --> 00:21:56.373
yeah, it's, it's a, really interesting
space around that of, craft and,
00:21:57.203 --> 00:22:01.433
craft, and I, know that is a very term,
00:22:04.583 --> 00:22:08.713
But I think it's also something
that we both care about.
00:22:09.793 --> 00:22:14.273
so I'm curious you think of
craft, what does that mean to you?
00:22:14.273 --> 00:22:19.493
And are there any specific
examples of products that, are
00:22:19.493 --> 00:22:21.373
part of your regular usage?
00:22:23.404 --> 00:22:23.794
Jonny: Yeah.
00:22:24.784 --> 00:22:29.804
I found myself this weekend
reading Dieter Rams' Ten Principles
00:22:29.804 --> 00:22:31.194
of Good Design once again.
00:22:31.884 --> 00:22:36.804
And the reason why I did this weekend
was last week, towards the end of last
00:22:36.804 --> 00:22:44.084
week, I received my Poem I, which is
a piece of hardware that a guy called
00:22:44.084 --> 00:22:51.104
Matt Webb, who ran Berg back in the
day, which was this, s- mad cool design
00:22:51.104 --> 00:22:53.364
consultancy as I was a junior designer.
00:22:54.314 --> 00:22:56.064
they were building hardware.
00:22:56.064 --> 00:22:58.684
They were doing client work, but
also building hardware, including
00:22:58.684 --> 00:23:02.279
this thing called Little Printer
Which I think I looked at and just
00:23:02.279 --> 00:23:04.449
decided I couldn't afford 'cause
it was, like, a hundred quid.
00:23:05.989 --> 00:23:08.149
and I was being paid eighteen
grand a year or something.
00:23:08.459 --> 00:23:10.639
And I was like, "No, I need to eat."
00:23:11.329 --> 00:23:15.969
but stared at this thing and was
like, "This is an amazing idea."
00:23:15.969 --> 00:23:20.459
And it was just a receipt
printer, with a piece of software,
00:23:21.909 --> 00:23:23.049
wrapped in a beautiful case.
00:23:23.049 --> 00:23:25.109
So it was, like, really nice-looking.
00:23:26.499 --> 00:23:29.729
And, the software would
print a face on the receipt.
00:23:30.429 --> 00:23:34.269
but then you could program things like
a daily update, so it would print out,
00:23:34.759 --> 00:23:38.239
top tweets and the weather and things
like that on this daily thing, and it
00:23:38.239 --> 00:23:42.269
would print your bit of receipt paper.
00:23:42.269 --> 00:23:44.789
You'd rip it off, and then there would
be a fresh face that would turn up.
00:23:46.079 --> 00:23:48.789
and if you haven't heard of it, Google it.
00:23:48.789 --> 00:23:51.619
It's really delightful.
00:23:51.789 --> 00:23:52.669
Truly delightful.
00:23:52.919 --> 00:23:54.609
Anyway, I never bought one.
00:23:54.969 --> 00:23:58.159
And so when Matt announced a couple
of years ago that he was building a
00:23:58.159 --> 00:24:01.689
new bit of hardware, and the idea of
it was a clock that would t- would
00:24:02.189 --> 00:24:05.789
give you a rhyming couplet or a
haiku, a rhyming couplet ev- every
00:24:05.839 --> 00:24:09.859
minute, which would tell you the
time, I was like, just take my money."
00:24:10.029 --> 00:24:12.489
I You know, "Where's the Kickstarter?
00:24:13.659 --> 00:24:15.409
I need a piece of Matt Webb hardware."
00:24:16.109 --> 00:24:19.629
and that was, I don't know, I don't
know the exact date, but that was maybe
00:24:19.629 --> 00:24:24.259
two years ago that he announced that,
and I bought one, and it just arrived.
00:24:25.289 --> 00:24:25.989
two years.
00:24:26.023 --> 00:24:26.633
Tom: Amazing.
00:24:26.703 --> 00:24:27.073
Yeah.
00:24:27.539 -->
00:24:36.849
Jonny: and the technology in this clock is
like a time capsule of AI two years ago.
00:24:37.349 --> 00:24:40.589
It's I'm not sure if it's GPT 3.5
00:24:40.639 --> 00:24:40.959
or 4.
00:24:40.959 --> 00:24:46.709
But one, one of those sort of
era, models that has generated
00:24:46.709 --> 00:24:48.199
all of these rhyming couplets.
00:24:48.749 --> 00:24:53.489
And I remember back at the time,
it was, like, fascinating that
00:24:53.639 --> 00:24:54.989
these models could even rhyme.
00:24:55.749 --> 00:24:57.559
we were in that era of "Oh, my God."
00:24:58.749 --> 00:25:02.089
"I'm-- I just rewrote my PRD in pirateese.
00:25:02.229 --> 00:25:03.089
How funny is that?"
00:25:03.119 --> 00:25:05.159
Or I remember one of my firstâ¦
00:25:05.159 --> 00:25:09.259
My dad's a vicar, and I remember one of
the first things I did was write, get
00:25:09.259 --> 00:25:11.029
him-- write him a sermon one Sunday.
00:25:11.069 --> 00:25:13.489
I was like, "Just in case you forgot
your sermon, here's a sermon."
00:25:15.359 --> 00:25:17.489
and I f- I added some jokes into it.
00:25:17.489 --> 00:25:19.839
Luckily, he's-- he thinks
that kind of thing's funny.
00:25:20.929 --> 00:25:26.819
anyway, I got this, clock this
week, and it's, very nice.
00:25:26.869 --> 00:25:28.739
It's a very simple piece
of technology, really.
00:25:28.739 --> 00:25:32.079
It's, got a E Ink display in it,
and it says the rhyming couplet.
00:25:33.939 --> 00:25:40.629
And, it made me think that this is at once
technologically not that extraordinary.
00:25:41.539 --> 00:25:41.959
there'sâ¦
00:25:43.879 --> 00:25:48.539
What AI can do now versus then, it's,
a com- completely different world.
00:25:49.499 --> 00:25:56.109
But at the same time, it feels so
timeless and precious and important at
00:25:56.109 --> 00:25:59.099
the same time, and I feel like I'm gonna
be looking at that clock for a decade.
00:26:00.119 --> 00:26:04.219
or for as long as Matt Webb
puts more money in the LLM.
00:26:04.259 --> 00:26:04.619
I don't know.
00:26:04.689 --> 00:26:05.949
I don't know how he's running it.
00:26:06.009 --> 00:26:06.369
But,
00:26:09.219 --> 00:26:11.419
it just made me think,
what is the value ofâ¦
00:26:11.479 --> 00:26:12.399
That feels crafted.
00:26:12.399 --> 00:26:16.179
That feels like a crafted,
piece of technology.
00:26:17.049 --> 00:26:20.389
And it's hardware, so it's gonna feel
like a little bit more tangible, as well.
00:26:20.799 --> 00:26:25.929
But that-- I feel like that will last
now, even though it's not extraordinary
00:26:25.929 --> 00:26:27.579
from a technological point of view.
00:26:28.499 --> 00:26:33.989
So it just made me think, what are the,
what the Dieter Rams say about what design
00:26:34.019 --> 00:26:37.839
is and what good value, or good design is.
00:26:38.319 --> 00:26:43.679
And there is a rule about, design
being, built to last, I think it is.
00:26:44.279 --> 00:26:48.579
So that's one of those things that
it's hard to point at much today,
00:26:49.179 --> 00:26:52.319
definitely software-wise, that you
can think that is definitely gonna
00:26:52.319 --> 00:26:53.669
be around in even a year's time.
00:26:54.299 --> 00:26:55.179
It's really hard.
00:26:58.889 --> 00:27:03.269
and I, have to believe that the
things that will stick around will
00:27:03.919 --> 00:27:09.009
have been worked on and worked on
and worked on and worked on to the
00:27:09.009 --> 00:27:15.249
point where they are the perfect
embodiment of what they needed to be.
00:27:15.429 --> 00:27:16.659
They're just enough design.
00:27:16.659 --> 00:27:18.369
They're design that is built to last.
00:27:18.369 --> 00:27:21.569
They're functional and aesthetic
and et cetera, et cetera, et cetera.
00:27:21.889 --> 00:27:27.299
That comes out of iterations and
failed experiments and things going
00:27:27.299 --> 00:27:30.789
wrong and constraints and all of
this kind of stuff, that it feels
00:27:30.789 --> 00:27:34.609
like a lot of what, what is being
built at the moment has none of that.
00:27:35.209 --> 00:27:36.309
There's no constraints.
00:27:36.959 --> 00:27:40.149
There are not many failed experiments
because everything is possible to build.
00:27:42.999 --> 00:27:47.699
the models don't have a good understanding
of the user, so by definition,
00:27:48.229 --> 00:27:49.669
they can't be just enough design.
00:27:50.189 --> 00:27:51.829
They actually bui- overbuild everything.
00:27:56.099 --> 00:27:58.119
so I suppose, that is my best example.
00:27:58.119 --> 00:28:03.799
I can't find much in software land
that I am delighted by and feel like I
00:28:03.799 --> 00:28:05.309
will definitely use in a year's time.
00:28:05.989 --> 00:28:07.609
But yeah, a clock.
00:28:07.639 --> 00:28:08.379
There we go.
00:28:09.189 --> 00:28:10.089
That's my answer.
00:28:11.783 --> 00:28:12.393
Tom: super cool.
00:28:12.423 --> 00:28:16.823
And maybe I was following in
the trend that you started,
00:28:16.823 --> 00:28:18.783
but I also bought a poem clock.
00:28:19.209 --> 00:28:19.639
Jonny: Ah.
00:28:20.193 --> 00:28:23.703
Tom: it's like-- So I got an email
saying it will arrive, I think next week,
00:28:24.529 --> 00:28:24.959
Jonny: awesome.
00:28:25.263 --> 00:28:28.243
Tom: I-- I won't be at home, so
hopefully it will still arrive and
00:28:28.683 --> 00:28:31.013
I'll still, get access to it 'cause
I'm really excited to check it out too.
00:28:31.433 --> 00:28:32.553
But, Yeah.
00:28:33.043 --> 00:28:38.803
I fondly remember the L-Little Printer
era as well, and I have one personally
00:28:38.803 --> 00:28:46.013
myself, but I did work at a design agency
that had one, and it was super fun for
00:28:46.013 --> 00:28:49.213
running, experiments and just, Yeah.
00:28:49.253 --> 00:28:53.543
all the stuff that Berg worked
on was, very inspiring and
00:28:53.543 --> 00:28:55.123
exciting about what was possible.
00:28:55.594 --> 00:28:55.834
Jonny: Yeah.
00:28:56.783 --> 00:28:58.363
Tom: I think
that's, Yeah.
00:28:58.593 --> 00:29:02.863
So I really like the, callback to
Dieter Rams, and I've been thinkingâ¦
00:29:03.213 --> 00:29:07.243
So I've been helping, a company
hiring designers recently.
00:29:07.933 --> 00:29:11.143
so hired three designers with
them and was, going through the
00:29:11.143 --> 00:29:12.643
process of hiring a head of design.
00:29:14.633 --> 00:29:20.213
I thought that would, I thought the,
time that I had spent previously
00:29:20.213 --> 00:29:23.643
doing that would pretty naturally
to what is happening right now.
00:29:23.643 --> 00:29:26.443
But it was a really interesting
glimpse into the current landscape
00:29:26.443 --> 00:29:31.903
of how AI adds noise on both sides
of the hiring process, and that's
00:29:32.004 --> 00:29:32.364
Jonny: Yeah.
00:29:32.703 --> 00:29:38.813
Tom: but more the sort of landscape
of, of, trying to evaluate good
00:29:41.133 --> 00:29:45.743
also, companies being clear about
what it actually is that they'reâ¦
00:29:46.583 --> 00:29:49.683
what is the role, the unique role that
design can play at those companies.
00:29:51.583 --> 00:29:57.793
and, I think the sort of theme that
I come back to a lot is, I tried
00:29:57.793 --> 00:30:01.943
all these approaches to almost
over-engineer how to evaluate, designers.
00:30:02.683 --> 00:30:08.393
but I kept coming back to, just need a
portfolio with really strong foundations,
00:30:08.783 --> 00:30:10.643
and you need something that is about
00:30:13.663 --> 00:30:16.143
How you're playing with this
new technology and this sort of
00:30:16.143 --> 00:30:17.613
new material and this new era.
00:30:18.753 --> 00:30:23.883
don't know if that's, links to projects
that you've worked on or, something
00:30:23.883 --> 00:30:27.493
about your mindset, curiosity, approach,
how you bake that into your work.
00:30:27.773 --> 00:30:31.273
But the sort of core foundations and
pushing the edge of what's possible right
00:30:31.273 --> 00:30:37.343
now, those feel like the two that I think
are most important to really showcase
00:30:37.904 --> 00:30:39.314
Jonny: Yeah.
00:30:39.533 --> 00:30:42.033
Tom: to a similar language to what
you're describing there of the sort
00:30:42.033 --> 00:30:47.303
of deep foundations of, care and
consideration for what the product
00:30:47.303 --> 00:30:52.503
experience is, and then pushing the,
future of what's, possible there.
00:30:52.533 --> 00:30:59.463
And like the twist of, LLMs were capable
of two years ago, which is obviously
00:30:59.493 --> 00:31:05.283
quite different from today, but, there
is something really, about product
00:31:05.283 --> 00:31:09.553
that was built based on quite limited
technology but still holds up, even if
00:31:09.604 --> 00:31:09.944
Jonny: Yeah.
00:31:10.273 --> 00:31:11.943
Tom: released significantly
later than that.
00:31:12.143 --> 00:31:13.063
So super cool.
00:31:13.544 --> 00:31:15.644
Jonny: I think I sort of
saw-- We both got kids.
00:31:15.674 --> 00:31:21.094
It
feels like a photo of your child
at a certain age, It's like nostalgic.
00:31:21.094 --> 00:31:24.604
Oh, I remember when they were, just
learning to walk or whatever it is.
00:31:25.494 --> 00:31:27.274
maybe there's a parallel there, which is,
00:31:29.374 --> 00:31:35.614
the rose-tinted spectacles of, looking
back and remembering a time, nostalgia.
00:31:36.623 --> 00:31:36.963
Tom: Yeah.
00:31:38.084 --> 00:31:38.434
Jonny: so yeah,
00:31:38.554 --> 00:31:42.204
I'm interested, Tom,
actually at i-in-- on the--
00:31:44.424 --> 00:31:48.904
on that side of as a designer,
how you think about craft versus
00:31:49.819 --> 00:31:55.109
Being current and pushing the
boundaries, it feels as a designer
00:31:55.109 --> 00:31:56.809
you can feel split in two by that.
00:31:56.809 --> 00:32:01.599
Like I'm meant to become an engineer
now, but also, still be excellent at all
00:32:01.599 --> 00:32:06.279
of the things that I was excellent at
previously and not let anything slip.
00:32:07.799 --> 00:32:09.989
I, I'm just wondering
if there's anything--
00:32:12.579 --> 00:32:15.309
Having hired designers recently
and hired a lot of designers,
00:32:15.309 --> 00:32:17.129
way more than me, like w--
00:32:19.199 --> 00:32:24.629
An-anything more that you would
describe as a, strategy around that
00:32:24.629 --> 00:32:28.849
or like how to s-split your time,
what to advocate for maybe at work?
00:32:30.143 --> 00:32:30.393
Tom: Yeah.
00:32:32.923 --> 00:32:35.993
I think, it's a really interesting
time right now to a- answer that
00:32:35.993 --> 00:32:39.963
question because I think there's a
bunch of intersecting attributes there.
00:32:40.633 --> 00:32:45.968
I think the sort of the baseline
that I think about is, the title
00:32:45.968 --> 00:32:52.808
of designer or product designer or
equivalent, varies so much between
00:32:52.808 --> 00:32:57.798
companies based on what the nature of
that business is and what market is it
00:32:59.418 --> 00:33:01.568
the maturity of the team and the role.
00:33:01.778 --> 00:33:05.938
And by that how-- is it
an early-stage startup?
00:33:05.938 --> 00:33:07.478
Is it a far later stage
00:33:07.569 --> 00:33:08.809
Jonny: Yeah.
00:33:09.248 --> 00:33:11.448
Tom: have a significant impact
on the role design plays.
00:33:11.448 --> 00:33:17.088
So I think being able to a bit of a
ability to triangulate what is the actual,
00:33:18.098 --> 00:33:23.188
leverage design is adding a company at
a given stage, I think can help what
00:33:23.978 --> 00:33:26.198
the bias of an organization will be.
00:33:27.748 --> 00:33:31.878
and I say that because you mentioned
that, becoming engineers and there has
00:33:31.958 --> 00:33:35.598
for a long time been designers becoming
product managers as a theme as well.
00:33:36.638 --> 00:33:39.338
and I think the answer is
all of those and nothing.
00:33:40.168 --> 00:33:45.128
depends on what is really gonna have
the most impact in, a given organization
00:33:45.428 --> 00:33:47.858
and how does that organization operate.
00:33:48.109 --> 00:33:52.109
Jonny: Yeah.
00:33:52.238 --> 00:33:55.268
Tom: you want to put yourself in a
position where you're going to be pushed
00:33:55.268 --> 00:33:59.748
in a direction that, that biases toward
what that organization needs, which
00:33:59.748 --> 00:34:01.828
is ultimately what is driving value.
00:34:03.098 --> 00:34:05.238
but that obviously needs to
align with what your growth
00:34:05.288 --> 00:34:07.508
ambitions are as an individual.
00:34:09.458 --> 00:34:10.598
so Yeah.
00:34:10.598 --> 00:34:12.408
I think that's broadly
how I think about it.
00:34:12.408 --> 00:34:15.778
And, I remember you mentioned
agencies there, and back in the day
00:34:16.388 --> 00:34:17.428
career in agencies as well.
00:34:17.918 --> 00:34:22.928
And, I th- I feel a nostalgia for
not necessarily working in an agency,
00:34:22.928 --> 00:34:28.668
but I think there is something
more craft-oriented of being in a
00:34:28.668 --> 00:34:32.488
setting where you're brought into a
project because you're a designer or
00:34:32.488 --> 00:34:36.068
you're-- you play a, consistent role.
00:34:36.068 --> 00:34:38.848
It's just through different
companies, different organizations.
00:34:39.208 --> 00:34:42.708
Whereas I think in a sort of in-- the
in-house era where you're embedded
00:34:42.708 --> 00:34:46.118
with- within a company, I think
it actually matters a bit less to
00:34:46.118 --> 00:34:47.938
the business what your craft is.
00:34:48.108 --> 00:34:50.728
It's more about how does that help
move the needle for the business.
00:34:51.708 --> 00:34:55.078
and I think there's a, default
assumption that a product designer
00:34:55.078 --> 00:34:59.288
is performing a similar role
at any of those organizations.
00:34:59.288 --> 00:35:03.198
But I think in the in-house world,
especially in this AI landscape, that
00:35:03.198 --> 00:35:07.428
is being pushed and distorted into ways
that I think can be really exciting
00:35:07.428 --> 00:35:12.988
and liberating for lots of people, but,
also unintentionally box people into the
00:35:12.988 --> 00:35:14.948
shape of a role that doesn't fit right
00:35:15.024 --> 00:35:16.294
Jonny: Yeah.
00:35:16.368 --> 00:35:17.628
Tom: there's a really right
or wrong answer to that.
00:35:17.628 --> 00:35:21.598
I think it's, it helps to deliberate
about what kind of shape you want to
00:35:21.944 --> 00:35:23.214
Jonny: Yeah.
00:35:23.258 --> 00:35:28.098
Tom: of your own biases as a designer and
then for organizations that align well
00:35:28.098 --> 00:35:29.968
with that or, hiring managers that align
00:35:29.984 --> 00:35:31.734
Jonny: Yeah.
00:35:33.388 --> 00:35:34.478
Tom: broadly how I think about it.
00:35:36.074 --> 00:35:41.214
Jonny: I think if you read Twitter,
there's this very loud, m-m-- almost
00:35:41.214 --> 00:35:45.984
definitely minority of designers
who are sort of design engineer
00:35:45.984 --> 00:35:50.394
coded and,
f-finally-- And I'm
probably one of them actually.
00:35:50.724 --> 00:35:56.514
it-- Finally, I'm getting to do all the
things that I've long been frustrated
00:35:56.514 --> 00:36:04.074
with the design process being glossy and
being slow and, imperfect, while it's been
00:36:04.074 --> 00:36:07.534
in a separate tool, in a separate source
of truth and all of that kind of stuff.
00:36:08.394 --> 00:36:14.054
and that's why these, great big design ops
teams have been built at, scaled companies
00:36:14.134 --> 00:36:19.514
around that translation layer between,
your Figma components and your components
00:36:19.514 --> 00:36:21.064
in code and all of that kind of stuff.
00:36:21.954 --> 00:36:23.184
And now all of those people,
00:36:25.304 --> 00:36:28.984
say ten or twenty percent of
designers are like: Great, now we
00:36:28.984 --> 00:36:33.464
get to just go into code, and we
can leave everything else behind.
00:36:33.804 --> 00:36:37.944
And I'm-- Yeah, I, have written blog
posts where I've said that, and I feel
00:36:37.944 --> 00:36:42.104
like that's where I've found myself
naturally, and it's really easy to see
00:36:42.104 --> 00:36:44.794
confirmation bias when you, read that.
00:36:44.794 --> 00:36:48.774
And I'm sure as designers that are
less comfortable in that world to feel
00:36:48.774 --> 00:36:53.114
panicky, that, suddenly I've got to,
I've got to be really technical as well.
00:36:53.864 --> 00:36:57.304
And I wonder now, my thinking
has evolved maybe slightly,
00:37:00.434 --> 00:37:03.314
around these, archetypes, and
actually a design team can have
00:37:03.314 --> 00:37:06.804
different archetypes that all fit
together nicely within one team.
00:37:07.814 --> 00:37:10.964
As has always been the case, probably,
so this isn't an original thought
00:37:10.964 --> 00:37:14.564
necessarily, but we start to have
designers that are a little bit more
00:37:14.564 --> 00:37:18.464
design engineering and work in the
design ops space, and that starts
00:37:18.464 --> 00:37:23.714
to look more like building tools
for other designers, and supporting
00:37:24.404 --> 00:37:26.894
code-based design tools on some level.
00:37:26.894 --> 00:37:31.504
So the other designers that aren't as
interested in getting into the technical
00:37:31.504 --> 00:37:37.344
side can still be creative and solve
actual problems, that customers need
00:37:38.464 --> 00:37:44.514
without too much of a sort of- relearning
process to, to have to suddenly do
00:37:44.514 --> 00:37:45.954
it all in the terminal, for example.
00:37:46.714 --> 00:37:50.714
so I'm, excited about that because
that will hopefully let everyone
00:37:50.714 --> 00:37:52.194
still be who they wanna be.
00:37:53.294 --> 00:37:55.494
But there is a real risk, I
think, in the short term that,
00:37:57.854 --> 00:38:01.604
everyone sort of flocks to the next
hotness or the next thing that is gonna
00:38:01.604 --> 00:38:04.784
disrupt all our jobs if we're not good
at it and all of that kind of thing.
00:38:04.784 --> 00:38:09.454
And maybe in reality, nothing
is ever as brilliant or terrible
00:38:09.454 --> 00:38:10.744
as everyone thinks it is.
00:38:10.994 --> 00:38:11.274
And,
00:38:11.808 --> 00:38:11.868
Tom: Yeah.
00:38:11.938 --> 00:38:12.098
Yeah.
00:38:13.278 --> 00:38:13.708
Yes.
00:38:14.468 --> 00:38:17.238
Yeah, I don't, Yeah.
00:38:17.238 --> 00:38:19.178
I think that's a really
interesting observation.
00:38:19.178 --> 00:38:24.038
I think that design engineering
in particular, I, think of
00:38:24.438 --> 00:38:25.638
as a, bit of a, spectrum.
00:38:25.638 --> 00:38:28.708
And I, think you're absolutely right
that there's-- for lots of people, this
00:38:28.708 --> 00:38:35.013
has unlocked huge exciting gains in
what designers are capable of doing,
00:38:35.013 --> 00:38:40.633
and I would- my- I started my career,
did computer science at university and
00:38:40.823 --> 00:38:44.203
started out more technical and then
transitioned away from that o- in time.
00:38:44.243 --> 00:38:46.563
Although now I'm-- I feel like in the
last year or two I've been returning
00:38:46.563 --> 00:38:48.103
to that a lot, and it's very exciting.
00:38:49.393 --> 00:38:56.273
but I, think, I think it's important for
designers to be able to, be comfortable
00:38:56.273 --> 00:39:01.253
enough, operating with the material
of the medium that they're working in.
00:39:01.573 --> 00:39:04.223
But I don't necessarily think
that needs to make every single
00:39:04.223 --> 00:39:06.823
designer a hardcore design engineer.
00:39:08.543 --> 00:39:14.763
but I d- I am with you on the idea that
having this fictional abstraction of
00:39:15.173 --> 00:39:19.603
a Figma design system and then what is
actually in code and then a whole team
00:39:19.603 --> 00:39:24.633
built around moving from one abstraction
to another feels very inefficient
00:39:24.683 --> 00:39:27.963
and very unnecessary at this stage.
00:39:29.043 --> 00:39:32.603
but, but how we na-navigate that
transition I think is, gonna
00:39:32.603 --> 00:39:33.983
be interesting to watch unfold.
00:39:35.174 --> 00:39:40.974
Jonny: Yeah, and closing that gap with
software over with training everyone
00:39:40.974 --> 00:39:46.304
to be suddenly good in an IDE, and like
everyone's now main design tool is Cursor.
00:39:46.304 --> 00:39:47.804
That doesn't feel realistic.
00:39:48.723 --> 00:39:49.093
Tom: Yeah.
00:39:49.604 --> 00:39:52.224
Jonny: but some subset might
be, and they're helping to bring
00:39:52.224 --> 00:39:53.434
the rest of the t-- bring the
00:39:54.374 --> 00:39:56.004
process to the rest of the
team a little bit more.
00:39:57.033 --> 00:39:57.353
Tom: Yeah.
00:39:58.053 --> 00:40:06.323
I, do think, topic of craft, I do,
I've gone back and forth with design
00:40:06.523 --> 00:40:10.223
process and what kind of-- how
much process is necessary or not.
00:40:10.313 --> 00:40:13.783
And I think more recently I've come to
the conclusion that there are-- less
00:40:13.783 --> 00:40:15.833
about process and more about two, two
00:40:17.733 --> 00:40:18.283
of craft.
00:40:18.283 --> 00:40:19.103
being,
00:40:21.343 --> 00:40:22.893
and craft as polish.
00:40:24.063 --> 00:40:31.043
I think, to me is holding a high
bar for the output of what ships
00:40:31.043 --> 00:40:33.353
to customers, like what makes
it into that final product.
00:40:35.073 --> 00:40:38.663
but I think there's a bit of a danger
of only viewing craft as that polish
00:40:38.913 --> 00:40:43.633
experience, a polish layer, and not
focusing as much on craft as practice.
00:40:43.633 --> 00:40:47.833
And for me, practice is the--
it's like going to the gym.
00:40:48.583 --> 00:40:51.783
like getting the, rep- reps in, getting
the practice in at doing the thing,
00:40:52.633 --> 00:40:56.163
it to people, getting feedback, and
getting better and better at honing
00:40:56.163 --> 00:41:02.913
your ability to, make things and then
recognize where, you have made, it's
00:41:02.913 --> 00:41:07.053
good or not, direction towards something
that you're comfortable shipping.
00:41:07.983 --> 00:41:12.283
and so for me, looking at it through
that lens, I think design or design
00:41:12.283 --> 00:41:17.073
engineers, you don't need to be a design
engineer, but like getting some practice
00:41:17.073 --> 00:41:22.308
in of Playing with code, working with
code just to get somewhat familiar and
00:41:22.308 --> 00:41:27.618
get slightly more comfortable in it is,
is-- does feel important to me, even if
00:41:28.418 --> 00:41:32.678
not actually wanting to reach the stage
where you're regularly shipping PRs.
00:41:34.728 --> 00:41:39.208
I also think it's helpful for us
as a industry to, at large, to have
00:41:39.208 --> 00:41:43.108
more language around where is craft
helping you develop your practice
00:41:43.108 --> 00:41:46.488
and where is it about, the end
thing that is reaching customers.
00:41:46.488 --> 00:41:49.368
Because I think those are quite
different modes and two quite
00:41:49.368 --> 00:41:53.448
different ways of evaluating what
is, useful, what is valuable,
00:41:54.279 --> 00:41:54.799
Jonny: Yeah, yeah.
00:41:55.319 --> 00:41:55.579
Yeah.
00:41:56.039 --> 00:41:58.529
So craft as a descriptor of your craft.
00:41:58.529 --> 00:42:07.589
So craft as a, descriptor of a person
or th-their ability versus craft as a
00:42:07.589 --> 00:42:10.229
descriptor of a object or like a, thing.
00:42:10.959 --> 00:42:14.759
it is crafted versus I
am craft, I am crafting.
00:42:16.189 --> 00:42:16.599
maybe the
00:42:17.688 --> 00:42:18.008
Tom: Yeah.
00:42:18.688 --> 00:42:19.238
I guess so.
00:42:19.428 --> 00:42:24.788
that, that is, getting very,
precise on the language around it.
00:42:24.788 --> 00:42:27.418
I don't-- That wasn't necessarily
my intention with this.
00:42:27.418 --> 00:42:32.588
It was-- I think it was more just to
open up the idea that I think there's
00:42:32.588 --> 00:42:36.468
such a focus right now, especially
going back to the recruiting, topic.
00:42:36.748 --> 00:42:41.198
So many teams are recruiting, designs
with high craft, and I think the
00:42:41.198 --> 00:42:45.068
definition of what craft means in
that context varies a lot, on an
00:42:45.068 --> 00:42:46.938
organization and what, what that means.
00:42:47.648 --> 00:42:50.848
and I do think it's important to hold a
high bar for craft in terms of what ships
00:42:51.238 --> 00:42:56.478
to, customers or, product changes that are
made, which I think is ultimately about,
00:42:56.989 --> 00:43:00.989
Jonny: Yeah.
00:43:02.098 --> 00:43:05.748
Tom: I think there's more stuff that
probably could be reduced down or refined.
00:43:05.878 --> 00:43:08.528
and probably going back to your
Dieter Rams principles, that's
00:43:08.528 --> 00:43:12.908
probably the, home for Dieter Rams'
principles is in that craft as polish.
00:43:13.898 --> 00:43:15.898
but, but Yeah.
00:43:16.118 --> 00:43:20.478
I think you're never gonna get to that
shape, or you're gonna put too much
00:43:20.478 --> 00:43:25.468
pressure on yourself to get to that shape
without the practice, without, comfortable
00:43:25.558 --> 00:43:30.358
trying things, making stuff for the
sake of experimentation and progress.
00:43:30.638 --> 00:43:33.588
I think, what I was describing
with the logo instrument
00:43:33.588 --> 00:43:35.588
earlier, that is of that for
00:43:35.799 --> 00:43:36.799
Jonny: Yeah.
00:43:36.829 --> 00:43:36.899
Yeah.
00:43:36.899 --> 00:43:37.099
Yeah
00:43:37.368 --> 00:43:42.108
Tom: it's prob-probably not comfortable,
publishing it or posting it in a, is
00:43:42.108 --> 00:43:46.478
a polished, logo that I feel, proud
00:43:49.908 --> 00:43:53.998
in terms of my craft practice,
I think it's, helped me grow
00:43:54.004 --> 00:43:55.334
Jonny: Yeah.
00:43:56.028 --> 00:43:59.068
Tom: and, how it shifted the possibilities
of, what I can make with them.
00:43:59.674 --> 00:44:00.044
Jonny: Yeah.
00:44:00.334 --> 00:44:08.404
I think that comes back to the most
crafted things are the result of
00:44:08.584 --> 00:44:10.924
a craft practice come to fruition.
00:44:11.668 --> 00:44:11.968
Tom: Yeah.
00:44:13.024 --> 00:44:15.314
Jonny: Like that, that-- It
feels like they're inseparable.
00:44:15.314 --> 00:44:19.614
Like you-- I don't think this is
gatekeep-y to say something that
00:44:19.854 --> 00:44:26.284
feels good must have been created by
someone that has a good craft practice
00:44:26.284 --> 00:44:29.414
maybe, or like the vast majority,
00:44:33.384 --> 00:44:33.754
I hope.
00:44:34.534 --> 00:44:35.524
Like that gives me hope.
00:44:35.634 --> 00:44:39.064
I suppose that gives me hope
for all of us, that there is
00:44:39.113 --> 00:44:39.543
Tom: Yeah.
00:44:40.804 --> 00:44:44.384
Jonny: some arbitrage left for humans
00:44:45.024 --> 00:44:48.944
who care about stuff to be better
than, machines for a while yet.
00:44:49.953 --> 00:44:50.533
Tom: Yeah.
00:44:50.683 --> 00:44:58.083
I think in the most or the least
optimistic case, pessimistic case,
00:44:58.083 --> 00:45:00.633
I guess that makes it, for humans.
00:45:00.873 --> 00:45:08.823
I, think still the judgment of what
makes it out the door, that even,
00:45:08.823 --> 00:45:12.983
if a human is not going through the
process of creating the thing, it's,
00:45:13.823 --> 00:45:15.643
down to human judgment on what actually
00:45:15.944 --> 00:45:17.104
Jonny: Yeah.
00:45:17.653 --> 00:45:21.023
Tom: and you don't develop that
judgment without going through
00:45:21.023 --> 00:45:21.993
the process of building your
00:45:22.024 --> 00:45:23.314
Jonny: Yeah.
00:45:23.463 --> 00:45:27.933
Tom: in the future, AI and humans
together will help supercharge that
00:45:28.084 --> 00:45:29.324
Jonny: Yeah.
00:45:29.673 --> 00:45:33.483
Tom: but that's how I broadly
think about it anyway.
00:45:35.294 --> 00:45:35.914
Jonny: Fascinating.
00:45:36.714 --> 00:45:40.454
I feel like that we're gonna be
talking about this for as many
00:45:40.454 --> 00:45:43.164
episodes as we ultimately do.
00:45:45.194 --> 00:45:47.284
on some, on some-- in
some form or another.
00:45:47.634 --> 00:45:51.164
It feels like the big meta theme
of design and AI generally.
00:45:51.844 --> 00:45:53.944
so excited to keep learning about it.
00:45:54.904 --> 00:45:57.264
shall we wrap with tools
we're excited about?
00:45:58.563 --> 00:45:58.803
Tom: Sure.
00:45:59.063 --> 00:45:59.333
Yeah.
00:45:59.463 --> 00:46:00.063
That sounds good.
00:46:01.253 --> 00:46:06.223
and, and, by the way, if, you're
listening to this and get, and, sick
00:46:06.223 --> 00:46:08.043
of hearing the word craft, I don't
know how many times we've mentioned
00:46:08.043 --> 00:46:09.483
that word in this episode so far.
00:46:10.533 --> 00:46:12.973
We might continue to talk about this
as the sort of general topic, but,
00:46:13.733 --> 00:46:16.323
but it's, I don't think it will go
quite as deep as this every time.
00:46:17.053 --> 00:46:22.023
in terms of tools, and to completely,
contradict what I just said,
00:46:22.023 --> 00:46:26.093
the tools I'm curious to explore
at the moment, one is Flora AI.
00:46:26.133 --> 00:46:27.713
I've been using it a bit recently.
00:46:28.313 --> 00:46:35.853
I run a design and AI meetup, or event
in London, and, I've used Flora AI
00:46:35.853 --> 00:46:39.083
a bit to work on some of the visual
assets for that, and I'm excited
00:46:39.083 --> 00:46:40.723
to, to dig a bit deeper into it.
00:46:40.723 --> 00:46:43.433
It's a very tool which
00:46:49.153 --> 00:46:52.823
reference images and prompts to
get more-- to more consistently
00:46:52.823 --> 00:46:56.083
get good output from, AI.
00:46:56.903 --> 00:46:59.223
so it's been, to explore.
00:46:59.993 --> 00:47:07.473
I've-- my, visual emphasis there has been
more towards quite visual outputs rather
00:47:07.473 --> 00:47:09.763
than the sort of shiny futuristic worlds.
00:47:09.763 --> 00:47:15.623
It's more the of pixels on a s-
pixel art
era, which I don't know
00:47:15.703 --> 00:47:19.073
what that says about anything, but
interesting to, to use a tool for it.
00:47:19.383 --> 00:47:22.003
The other thing is,
Notion's, recent updates.
00:47:22.263 --> 00:47:27.443
I'm, curious to explore what's possible
there with Notion agents and, sort
00:47:27.443 --> 00:47:31.213
of all the changes that were released
last week, around that, because I think
00:47:31.213 --> 00:47:34.963
there's a lot of exciting things, and
Notion is, as we were talking about
00:47:34.963 --> 00:47:36.883
earlier, Notion is a tool that we have,
00:47:39.443 --> 00:47:46.293
learned to, w- taking a slice, away
and ex-exploring what's possible with
00:47:46.293 --> 00:47:52.083
local, markdown files and roll your
own DIY knowledge management systems.
00:47:52.083 --> 00:47:57.743
But, but Notion keeps coming back as a,
this vital infrastructure piece, and so
00:47:57.803 --> 00:48:02.953
I'm excited by what we might be able to
do with plugging, capabilities in-into
00:48:02.953 --> 00:48:04.883
there and, what that might look like next.
00:48:04.883 --> 00:48:06.373
So yeah, those are two
things I'm exploring.
00:48:06.403 --> 00:48:06.803
How about you, Jonny?
00:48:09.124 --> 00:48:13.994
Jonny: I am interested in-- This
is a slightly different take
00:48:14.284 --> 00:48:20.284
on the question, but sovereign
AI, is, hot, so hot right now.
00:48:21.254 --> 00:48:23.414
but what sovereign
design tools do we have?
00:48:23.574 --> 00:48:28.594
By which I mean, what are the UK
companies building design tools?
00:48:28.594 --> 00:48:30.004
And I found three so far.
00:48:30.384 --> 00:48:31.124
I'm sure there are more.
00:48:32.884 --> 00:48:37.684
o-one of whom is Dawn, and we both
know the founder of Dawn, Brendan.
00:48:38.174 --> 00:48:44.004
A really smart guy, thinks about
design more deeply than most people
00:48:44.004 --> 00:48:49.934
I know, and is building what feels
like a really well-crafted product.
00:48:50.984 --> 00:48:54.294
I think you'll find it
Dawn Labs, dawnlabs.com,
00:48:54.504 --> 00:48:55.124
possibly.
00:48:56.294 --> 00:49:01.404
we, could maybe put a link somewhere,
but, that is shaping up to be really nice.
00:49:01.404 --> 00:49:02.494
There's a couple of others as well.
00:49:02.494 --> 00:49:09.864
Superhands, they're a team based in London
and Edinburgh, building effectively like
00:49:10.204 --> 00:49:12.644
a sort of designer's pull request review.
00:49:13.454 --> 00:49:18.784
after the code is written, designer
gets to play in a virtual machine with
00:49:19.004 --> 00:49:26.279
the branch and add visual tweaks and
make sure that everything looks pucker.
00:49:27.039 --> 00:49:28.739
so really nice team again.
00:49:29.119 --> 00:49:34.069
And then Desen, who are a team that I
think have moved from Canada to London,
00:49:34.499 --> 00:49:38.899
been invested in by, the investors
that once invested in me, so I met
00:49:38.899 --> 00:49:42.339
them through the investor network and,
excited about what they're doing as well.
00:49:42.339 --> 00:49:49.319
They basically pull in your
code and, I think you are
00:49:49.319 --> 00:49:50.809
actually using your actual code.
00:49:50.849 --> 00:49:53.409
I'm not sure if it's your code or
like a facsimile of your code, but
00:49:53.409 --> 00:49:56.719
you're, you're-- that you can then
design using the real components in
00:49:56.719 --> 00:50:00.709
your code base, which is a kind of
like the promise that a lot of these
00:50:00.709 --> 00:50:04.179
tools seem to be wanting to make, but
Desen seem to be pretty far ahead.
00:50:04.179 --> 00:50:08.559
So playing with or excited
to play with those three.
00:50:10.669 --> 00:50:14.559
yeah, and, I-- just the design tooling
space is mad at the moment, so I'm
00:50:15.609 --> 00:50:16.989
sure there'll be loads more next week.
00:50:19.222 --> 00:50:19.662
Tom: Amazing.
00:50:20.392 --> 00:50:23.732
yeah, those three sound, all
sound really interesting.
00:50:25.212 --> 00:50:31.582
and yeah, Brendan, specifically I
know is, we live-- he lives very
00:50:31.582 --> 00:50:37.982
close by, a big fan of his work and,
yeah, great to see, all the things
00:50:37.982 --> 00:50:38.922
that are happening in this space.
00:50:39.549 --> 00:50:44.859
Jonny: Yeah, London, AI and design
is, really fun at the moment.
00:50:44.899 --> 00:50:45.929
Just lots going on.
00:50:48.299 --> 00:50:50.069
yeah, I-I'm London maxing.
00:50:50.069 --> 00:50:51.699
I'm doing so much London maxing.
00:50:53.483 --> 00:50:53.943
Tom: Amazing.
00:50:54.323 --> 00:50:55.733
us your, give us your tips.
00:50:56.743 --> 00:50:57.993
yeah, let's wrap up here.
00:50:58.143 --> 00:50:58.673
Thank you so much, Jonny.
00:50:59.033 --> 00:51:00.433
It's, it's great chatting with you.
00:51:01.433 --> 00:51:04.563
great recording this together
and, yeah, let's wrap up there
00:51:04.593 --> 00:51:06.693
and expect another episode soon.
00:51:07.858 --> 00:51:08.408
Jonny: Thanks, everyone.