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Sandra Hegedus 📔's avatar

This is the part that really caught me:

“deciding what something should feel like”

It made me think about the layer before the interface.

Because by the time we're deciding what something should feel like, a huge number of decisions have already happened: what the business wants, what the product team means, what engineering interprets, what the customer actually needs.

The interface is where those things meet.

I'm increasingly interested in what happens before that point.

This piece is a great exploration of what AI and dramatically cheaper software production might mean for interface craft.

Tom Bradley's avatar

“we have started to accept the smooth, flat average without questioning it”

Possibly true before the rise of LLMs, but perhaps there is something that adds an extra spark of creativity now that they can reproduce this too.

Love all the examples and would be very into arts and crafts marque 2.

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