Fast ≠ good

Opening Anecdote: The Wrong Train to Rotterdam

Speaker F opens with a personal story about living in the Netherlands and mistakenly boarding a fast, direct train that took a visiting family member to Rotterdam instead of Amsterdam. This sets up the talk's central metaphor: AI without direction, no matter how fast or smooth, doesn't guarantee you end up where you actually want to go.

Introducing the Eames and the India Report

The speaker introduces Charles and Ray Eames, who in 1958 chose to travel to India for three months rather than write a report about the country from California. He teases that they coined three important words, to be revealed later, framing the rest of the talk around understanding versus assumption.

Fast Does Not Equal Good

Speaker F argues that the design industry has conflated speed with quality, insisting that 'fast' is measurable and directional while 'good' is subjective, emotional, and requires explanation. He clarifies he isn't against AI tools but stresses that speed alone says nothing about the quality of the outcome.

Interpolation vs. Extrapolation: Blender vs. Chef

Using the metaphor of a blender versus a chef, the speaker explains that AI operates through interpolation—recombining existing patterns—while true design requires extrapolation: lived experience, judgment, and intentional experimentation. He illustrates this with the idea that a chef tastes, adjusts, and decides, unlike a machine that simply outputs an average.

Observing Real Needs: The Pull-to-Refresh Example

Speaker F cites designer Loren Brichter's invention of the 'pull to refresh' gesture as an example of extrapolation born from observing real user frustration, not from existing data. He extends this into a discussion of complex, undefined design problems—like merging multiple products or design systems—that have no simple AI-generated answer.

Fidelity, Confidence, and the Problem with AI's Instant Polish

Drawing on his experience at Shopify, Atlassian, and Booking.com, the speaker explains that design fidelity should match confidence, using rough architectural sketches as an example of intentional incompleteness that invites further thinking. He warns that AI skips this process entirely, always producing polished, 'finished-looking' outputs that discourage further iteration and critical thought.

The Illusion of Completion: Fake Ferraris and False Confidence

The speaker uses the image of an AI-generated Ferrari design to illustrate how convincing, high-fidelity AI outputs create a false sense of completion and expertise. He references Figma's CEO on the pull toward treating first drafts as final, arguing that true design skill lies in knowing when to speed up or slow down, unlike AI which runs at a single, unchanging pace.

Hidden Reasoning and the Loss of Design Thinking

Speaker F discusses how AI tools often hide the reasoning behind outputs, training users to accept results without understanding the process behind them. He shares his own background as a self-taught designer without formal training, explaining his search for wisdom from design pioneers to answer questions about AI's role in the future of design.

Never Delegate Understanding: Lessons from the Eames in India

The speaker reveals the Eames' three-word philosophy—'never delegate understanding'—describing how their fieldwork in India led them to deeply study everyday objects like the brass water pot (lota) to understand generations of embedded knowledge. This exemplifies how genuine design insight requires lived research, not prompts or shortcuts.

Design Wisdom: Ray Eames, Dieter Rams, and IBM's Caution

Speaker F highlights Ray Eames' underappreciated contributions and her quote that 'what works good is better than what looks good,' contrasting AI's focus on appearance over function. He also references Dieter Rams' minimalism and a 1979 IBM slide warning that computers must never make management decisions, reinforcing the theme of human accountability in design.

Designers' Accountability: Mike Monteiro and the Ethics of AI Design

The speaker discusses Mike Monteiro's critique that designers are complicit in harmful patterns like engagement loops and dark patterns, urging designers to reclaim the words 'no' and 'why.' He warns that AI makes it even easier and cheaper to ship poorly considered design decisions at massive scale, deepening ethical risks.

Redefining Design as 'The Labor of Understanding People'

Speaker F critiques classic design definitions (from Jared Spool, Dieter Rams, and the Eames) for omitting people entirely, then offers his own: design is the labor of understanding people. He uses Lina Bo Bardi's Museum of Art in São Paulo as an example of designing for community and public life, emphasizing that understanding requires discomfort, disagreement, and time that AI cannot replicate.

Human Accountability and Paulo Freire's Warning

The speaker stresses that while AI may increasingly handle craft, humans must carry the consequences and accountability for design decisions. He quotes educator Paulo Freire on how removing people from their own decision-making turns them into objects, linking this to the danger of over-delegating design choices to AI.

The Accelerated Double Diamond and the Human Role in Deciding

Speaker F revisits the double diamond design process, explaining that AI accelerates the 'discover' and 'deliver' edges of the process but that deciding remains a distinctly human function. He argues this acceleration frees up time for deeper reflection and better decision-making in the middle of the process.

Three Takeaways: Writing, Failing Faster, and Documenting Thinking

The speaker closes with three practical takeaways: write the design problem by hand before prompting AI, use AI to fail faster by seeking challenging or worst-case options rather than perfect ones, and document the thinking and decisions behind the work rather than just the output. He ends by reaffirming that design is the labor of understanding people, and that striving for 'good' rather than just 'fast' is a responsibility worth fighting for.

We had to start with something. Right? I mean, I had a joke. You kind of stole mine with the airport stuff. Hey, great. Show my emails too. That's awesome. Yeah. So I had a joke about an airport, I took away from my slides because I did the same thing as Millie did, is, like, I read it so many times, I was like, should I just stop reading this with the computer and just write it with my own hand?

Just I did that, and I I really did, so I took that away. But I can bring it back just for, you know, just for this intro to say, you know, I used to live in The Netherlands a long time ago, in a galaxy far not in The Netherlands. And so I used to live there, and a a family member visited.

And so the person landed, I went to pick them up at the airport. We saw this train, this beautiful train. The Netherlands has amazing trains. They connect the entire country. I'm like, that's great. We're gonna get on an express train, and we're gonna go straight from here, straight home, awesome experience. They hop on the train with me and they're like, this is amazing, it's so fast, so direct, no stops, it feels like the best experience ever. They live in Brazil, they're like, wow, I've never seen anything like this, this is the future of transport, I love it. And then I look outside and I'm like, oh, we're not going to Amsterdam, are we?

Yeah. So we were on a direct train, no stops to Rotterdam, which was not where I lived. Not at all. So, you know, if if if I don't have slides, we're going to stay with the idea of AI with no direction doesn't really help you. No. We can just stay there. I'm gonna try to figure out what's happening.

Did we get it? Entire screen? Are you

starting to do the name pronunciation?

Oh, my name pronunciation. Oh, my god. Alright. Are we there? Did we nail it? Yeah. Warnap. There we go. Alright. This is just a reminder for me, by the way, to speak a little bit slower because I'm super fast speakers, so if I'm doing too fast, just try keep up. I can't stop. But it was a reminder for myself.

Anyway, so, I'm gonna start way back when, and it's not following me, by the way, guys, if you wanna click on the follow there. We're gonna start in 1958. This is Charles and Charles and Ray Eames. I know if you ever heard of them, but if you did, they wrote this very interesting report about India. We're going to talk about a bunch of stuff, like I said, fast talker, fast thinker.

But they have what I believe is one of the most amazing choices. They were chosen to be going to India to do this report, and they could have chosen to not go. They could have chosen to just be like, you know what? We can do this from home. We live in this beautiful place in California. We have all the credentials anyway.

They chose us, so we can just do it from here. And they didn't. Right? They decided to actually go to India and actually take the time to understand the Indian people. And they have the three words that I think are gonna be the most important ones you hear today. I love them. I keep keep coming back to them all the time. So I hope, you know, you can take it with you from here. But again, they went to India.

They spent three months going from the North to the south of the country. And the only way the three words that I'm gonna give I'm not gonna give them now, but I'll give them later. This is a hook. So the only way those three words are gonna mean anything is if you first understand what the rest of us have been doing with AI up until this point.

We've been going fast, like we've been going super fast. Everyone's just going absurdly fast, and that's all everyone talks about. So you're all being sold the same idea. Go fast, generate faster, come on, explore more, ship sooner. Right? Everyone. It's either a mandate from your team or it's either, oh my gosh, the models are going so fast.

There's a new model. There's a new tool. There's a new thing. Who shipped what? And we don't even know why we're doing it faster. Right? We started conflating the idea that speed is the goal. Speed is not the goal, speed is a lever. Right? Shipping sooner does does not equate shipping better. So that's why I wanted to start with that symbol, that idea of fast and good.

In Brazil, by the way, I would have said different. That symbol means different, doesn't mean does not equal. But in English, usually you say that does not equal. So why am I talking about fast does not equal good? Because I'm not trying to say that fast is bad. Fast is not bad. Right? There's no problem with being fast.

There's no problem with trying to be good. Both things could be good. Right? You can be fast, and that's totally fine. But fast, you can measure. It's a clock. It's a sprint. It's directional. Right? Like that idea, hop on the train, I know where I'm going. Fast is good, but I know where I'm going. It's kilometers per hour, it's seconds to generate.

Easy. What about good? Well, much harder. Harder to measure. There's some emotion behind it. There's some human part of that. It's good to someone. It's good for something. Right? So that idea, it requires the beholder, like beauty. Oh my gosh. Look at that. Poetry. It may also require an explanation. Good requires you to explain how you got there.

You can't just show something and assume that it's just good. It's not ethereal like that. It's not just obviously good to everyone. So it requires a little bit of an explanation. So again, not trying to convince you AI is bad. I've used many of these tools. I even used to do some of the presentation, and then I thought with the presentation and said, no, let's drop it.

They can be quite helpful. You can be fast and good, but you can also be slow and terrible. Speed tells you nothing about quality at all. And the industry keeps trying to tell you that they're the same thing. They're not. It's a false dichotomy. Right? Here's what I noticed. And someone said this just in a presentation before, but I agree.

A lot of the stuff that a lot of people said, I agree, by the way, and you're going hear from me too. AI is confident, extremely confident. It always goes in this straight line into the most probable answer. It's the greatest interpolation machine we've ever built. Right? And interpolation is just finding the patterns between things that already exist and then recombining them fast, and just think of it as a blender. Right? You grab a bunch of stuff, bunch of ingredients you have at home, all your patterns, your components, your design system, your tools, your tokens, whatever you want, you put it on this blender, and then you push a button, and you get served this mush. It's still made of all the things you put in, but it doesn't have any ability to invent anything out of it.

Right? It just blends and then averages everything out. So design isn't a blender. Design is cooking. Right? A chef works completely different than that, than a blender. A chef may use the same materials. It may put everything inside the same way, but it brings the lived experience, the touch, the taste, the timing, the technique.

I promise, those words were not supposed to be altese, but they are. Touch, taste, timing, technique. They change things for fun, for pleasure. Right? They try it. The blender mushes things up by force. It has no idea why it did what it did. But a chef, it adjusts, it judges, it decides, right, it can try something. And it doesn't start knowing what the ending is.

Design doesn't start knowing what the answer is. It's a process. We adjust as we go. It's like this experimental, deliberate, intentional. You try to get to something at the end. And by the way, I know he's a chef, and he's showing you this very, very fancy food. It doesn't matter because, again, it's not a blender. Right? Even if I was producing a hamburger, it would still be something that I tested, and I tasted, and I tried it, and I got to a result at the end.

Because I want to deliver something that tastes good to me, but also, hopefully, tastes good to you. So, that's interpolation versus extrapolation. Interpolation recombines whatever is there, just shakes it up, mushes it up, gives it back to you. Extrapolation is the leap. It's combining things in unexpected ways, creating new things by adding the intangible. Things that you can't see.

It's not just ingredients, it's the amount of heat, the technique, everything that you put in. There's a famous line, again, someone said it, I said, a lot of you did a great job, you mentioned a lot of the things I was going to mention, but you said it in a talk today, if you asked people what they wanted, they would have said faster horses. Right?

So because I knew you had that example, I saw it on the schedule, I thought of a newer example. In 2008, a designer called Lauren Brichte, I don't know how to pronounce his name, I think that's what it is, he watched impatient users tugging at their screens to check if anything was available on Twitter. And because of that frustration, he realized there was something missing.

And he created this gesture, which we all use on our phones all the time now, pull to refresh. He has a patent on this. But he observed it. It. He saw people using something. That was not an any dataset. He couldn't just go like, oh, this exists. I can just copy this. No. It was something observed from real users that had a need, and he was able to say, this is something that I should cover here. Right? So it's not that easy as just put everything in a blender, get something out.

Because not all are problems like that. Not all design problems are just put on a blender and follow the straight line that is never straight. When you're solving big problems, there usually isn't one right answer. And it becomes more, is the answer really hiding in the bushes or do I have to create one? Right? So how should I do something if, you know, let's say, I have three products in my company and now I bought a fourth product and I want to make this interconnected system of all these products? What's the answer?

I don't know. Who gets to own the design system when we do that? No idea. How do I make my five teams come to an agreement? There's no simple solution for that. There's no button to click for that one. Put AI on that, see if it solves it. How do we design tools for what doesn't exist yet?

Right? So these questions, they don't have easy answers. And for those, I usually say there are layers of answers. Right? You almost have to, like, way find or sculpture a way for the answers. You might have a right now answer. You might have an agreed proposed answer, like I proposed something to my team, and they agreed, and we discussed it and all the stakeholders signed it off.

And maybe we get a direction now. And now that's shaped by people and the constraints and the trade offs. Right? And a fair amount of compromise. I mean, who hadn't had to deal with compromise here ever? Right? Can you imagine just every solution is exactly what you wanted from day one? I don't think that's what works in design.

And I don't expect that to be design either. For me, that's not what design is. Design is this, you know, questions that don't have definite answers. Right? They don't have all solutions figured out for us yet, and that's the point. And again, something I have learned in my time at Shopify. Before working for Figma, worked for Atlassian, I worked for Shopify, I worked for a couple of these companies at booking.com, and in all these times, you know, all of them think very different.

Like Booking was very much a fast going company, no design system, let's try a bunch of things and see what happens. But they had a reason for that, the reason was we're testing things to see what the users tell us because we wanna be able to get some results at the end. It's an e commerce company, it's very specific about that.

At Shopify, what I learned from day one was design should match In design, fidelity should match confidence. And that's why you get something like that, where an architect can draw something that is rough, not perfect, but the person knows what they're thinking here. They have an idea. And the roughness is doing some work, the fact that it's not done yet. It's actually allowing you to just accept it as it is and to tell yourself and your team, you know, I'm not done yet. I'm still exploring this.

I'm still going oh, it jumped. Oh, my gosh. The work isn't done. We keep thinking. Right? It protects the idea of from being treated as finished before it even is. Right? So this this kind of exploration, this kind of thinking, it also protects you, the designer, from just falling in love with all your ideas, all your solutions.

Right? Have you ever heard don't fall in love with your solutions? Like that's a thing. We shouldn't just, you know, design design the first solution and say that's the final product. As confidence grows, fidelity grows with it. Right? We sweat the details. We refine. You tighten the screws. Right? You choose the right tools, and then design earns its finish.

That's really the part of design. The problem is AI comes in and skips the heck out of all of that completely. AI just outputs everything at maximum fidelity on the first pass. Every single time. And if you prompt it again, you're going to get a different result. A new Ferrari just for you.

When something looks finished, people treat it as finished because now they have an artifact to point to. Look at that. You have a Ferrari. It's ready to go. And it's so convincing, it's so easy that even you, the person who generated it, and you know you generated it, there's a little AI logo on the side of it.

You know the thinking wasn't done, but the output is ready. The output is pretending like it is. And so we think this now allows us all to pretend that we understand something as complex as designing an electric car for Ferrari, which I promise you, have never designed a car, I have never even been in a Ferrari, so I would have no way to know if this is the right approach.

But no, the image says it's done, and I can pretend I'm done because I have a cool image to put on my screen. Right? So the CEO of Figma said something that I thought was quite interesting. He said, it's very easy to get lost on the momentum of making something. There's a natural pool to keep going. And so the first the first version of something becomes the version of something. And when I read that, I said, well, yes, and now you know why.

Because AI has no confidence lever. It's always going straight to the limit. It has no low fidelity mode. Everything comes out looking exactly like the answer, full steam ahead, straight to Rotterdam, the wrong city, and here we go. Right? And that's not design, like I said, from all these companies that I've worked with and companies I talked to.

I talked to a bunch of you guys as designer advocates, I go and visit a lot of these companies. I hear from all of you. Right? And so, I hear from everyone that design is still not a straight line. There is a lot of this stuff in the messy middle. There's a lot of us that we have to convince and bring along. And I think the skill of the future designer isn't being fast or being slow.

It's actually knowing when you adjust speed. It's try a different technique, try a different tool, try a different flavor here, adjust, taste it, prove it, see if it, you know, you need something different, change the heat on the thing, slow down when you're understanding, sprint again when you're building. Right? Machines, they just run at one speed. They don't pause, kinda like me talking.

Let's go, go, go, go, go.

But they don't review either. They don't adapt. Right? They don't hop on a plane and fly to India to learn a whole culture before accepting to write about it. If you ask, can you write a report about India? Yes, of course I can. Michelle, that was a great question. Let's do it right now. And that's not going to help.

Right? Because of that confidence level that it's always at a 100%. So if we run at one speed the whole way, first of all, we become machines ourselves. But it also allows us to, you know, just become output machines without ever looking at reasoning. Right? I also think that's a lot of the reasons why the reason is that sometimes the reasoning is hidden in these tools.

You type something and the reason just collapses. Right? Because it's training you to accept the output as the solution, not the reasoning. We are designers. We're not just shippers. Yes, ship to git, put this website live, love it, but also think about why you did it, think about what you designed, what you want to achieve with it.

So again, I'm old, and I started in design about thirty years ago, and the video is not going to play, but that's fine. For those who don't know, and I was giving my age with this, this is Photoshop four, where we didn't have infinite layers. And because I started at that time, you know, I also have to admit that I'm not formally trained as a designer.

I learned marketing and advertising, and then I started working as designer and playing with the tools and learning a bunch of stuff. So when this whole conversation about where design is going, what is AI with design, what is the future, I didn't have a canon to fall back on. And also, the design books in Brazil, they were very expensive.

I couldn't afford all these books back in the day. So I went looking for people who thought about design to be able to share with all of you and to be able to also learn all these things and realize, do we answers to the questions of the future? So I asked from people who never opened a prompt, never saw a chatbot, never opened Photoshop or Figma, people who didn't have any of the design systems that we have, but they went for their own revolutions. Right? And so we're going back to the past and back to the ins.

And this is the three words that they said. They are famous for this lounge chair, by the way, if you hadn't connected the two. In what they said in their three months in India were never delegate understanding. By the way, in all honesty, those words apparently were written by their grand grandson later when they were refining the documents and, you know, putting all this stuff for presentations to people.

But it still represents the work because the couple lived that work. They went to India and they asked the question. They actually tried to learn about all this stuff. Right? And so they really talked about technology and the way that it was changing India at the time, but they said it wasn't just technology, was communication. The medium of communication was changing India.

And it was changing the way people were living there. And what did they do about it? Well, they, like I said, went there and they studied the actual stuff that Indian people lived with. They studied this thing called alotta, which is a brass water pot that exists in a lot of Indian homes. And they really wanted to study and understand how it carries the water, but also the size of the hands you need to hold it, how it balances when it tips, what does it feel if it's wet, what if it feels if it's dry.

So there's generations of knowledge in that, and refinement, and detail, and they really thought about, like, it's not just a beautiful device, it's understanding how the people got to it. Right? So you can actually think if that's good or not, so you can actually give feedback and understanding to other people of how that can be developed into the future.

No one prompted, can I have a lotta, and this is what it looks like? Right? So someone had to go and understand that. Sorry for the microphone. If I just prompted it, it would just feel like that fake Ferrari that we had. Right? And the India report had one of these lines that, again, I'm gonna read it because it's it's it's just amazing.

I I thought this could have been written this morning. One of the most valuable things a designer can do is ask the right questions. So that's what I ask of all of you, ask the right questions. But also, you know, in recognizing both Charles and Ray, I wanna bring up Ray because usually people forget a lot of the work she did. She has less credit, did half the work at least.

And she said this amazing thing too, which is what works good is better than what looks good, because what works good lasts. Let that sink in. Right? AI is an extraordinary of making things look good. It's much less concerned with whether they work good, and work good, not a typo here. She actually means the adverb.

So working well isn't a property of thing has. It's something it does over time for someone. And if we let AI do the understanding, we become that production operator that we talked about. Right? We just become, you know, people that make things look good, but not work good. Okay. Then we have the person who wrote about good.

Good design is do you know how to quote all 10? I'm not gonna make you guys do it. Deter Rams, who highly influenced Apple in the seventies, wrote that good design is as little design as possible. And, you know, AI makes it very easy and very cheap to add a bunch of stuff to your designs. And now, you have to be the person that reminds yourself and your team that adding is easy, but knowing what to add and when to add and having the restraint, right, is the right thing to do. Because you should only add something if it adds value, if it really solves something for the user.

Then there's this one that's been going around. I don't know if you've seen it. I'm gonna go fast because I have a lot of slides and a very little time because of the beginning there. But, you know, a computer can never be handled accountable, therefore, computer must never make a management decision. This is from a slide deck from IBM.

And if you didn't know, the Eames also worked with IBM to help them understand computers. And IBM said, although we build computers, we will not put them in charge of decisions, which I think is just amazing. You should also remember this guy. Again, in this case, a little bit more recent. This is Mike Montero. He wrote this book called Ruined by Design.

Mike is very rude and very direct online. I love him. He's amazing. And he wrote, designers are not instant in oh my gosh. I can't say that. Designers are not innocent bystanders. We built the feeds, we built the engagement loops, we built the dark patterns, and we cashed the checks. He says that there's two words that every designer should be able to say, no and why.

And he was talking about the social media stuff, but it's even more uncomfortable now with AI than it was before. Because now it's cheaper and faster to ship these decisions to a million people, billion people. Right? Was that what Google said? 2,000,000,000. 2,000,000,000 people. Anyway, it's urgent. We have to be better about design. Remember that even Facebook retired move fast and break things, because they're a real problem when you break things.

Sometimes, even break people on the way. So look at this. It's a design made with AI. It's lovely, maybe, But you start scrolling and you start thinking about it and start going like, who is this for? What is it trying to do? Does it have any idea? Does it understand accessibility, typography, flow? Which person was this designed for?

Why do they all look the same? Right? So don't start digging. Design, again, very convincing, very much a guess, but it doesn't have any idea. And a lot of people will say to you, well, Michelle, but all you have to do is add taste. And, you know, you can say just add taste, but taste is the easiest thing for the machine to add.

Because taste is putting everything on the blender, learning from every culture, and then just spitting something out in the end. It's legally gray. Anyway, what is the point of design? Right? A lot of people try to define design. I loved the Jared Spool line that says design is the rendering of intent. Rams with good design is as little design as possible.

Eames with never delegate understanding. But you notice that no one mentions people? No one mentions the person. All the design canon. They don't say it out loud. What the heck? What are we doing? We're talking about design, we're never putting people, neither in any other sides of the equation. So Lina Bollbarty is this person from actually, she's Italian born, she's an architect from Brazil, and you saw some of the drawings that I was sharing from the beginning.

This person designed the Museum of Art in Sao Paulo. But she didn't design just a museum. It wasn't like, oh, let's make this museum for the city. No, no. She designed how the city works through the museum. The museum is part of the city as a public space. You go through it every day even if you're not in the museum. That's how you think about the public, the people, and what you're trying to build at the same time.

She understood the city, the people, but also how you enjoy it even if you're not in there. Right? But she didn't write a sentence. And so I have a sentence for you. What is design, in my opinion? Well, for me, design is the labor of understanding people. Breathe. Labor. Because understanding isn't free. It costs time. There's discomfort, ambiguity, not a straight line, messy sketch.

There's an argument with your team, maybe we disagree. It's a first pass, doesn't really make sense, you drop it, you go away tomorrow, take a shower, come back, write notes, you know, and then you see if you got it. Right? So there's a labor part of it. Then there's understanding because it's not the same as solving. Solving comes after. You have to understand first, you have to sit with it, You have to really get it.

Maybe you disagree again even about the slide, you're like, oh, no. Don't like it that way. I like it this way better. Right? So that's part of it. Being able to have this argument like, is taste? Is this one better than the other? I don't know. It's a choice. Right? You can make that choice. And lastly, people. Because people may disagree if this version of the slide is better than the other, but they can also compromise and choose one of these.

Right? It's about choosing and deciding together and realizing we're serving that purpose of creating for someone on the other side that's consuming this. So always remember who is this for, and remember that I don't I I don't understand why the entire canon of design wisdom forgot to say it out loud. So design for me is the labor of understanding people.

And there's a possibility that more and more AI will carry the craft from here. Right? But we carry the consequences. Remember that the understanding is ours, but also the consequences is ours. Right? The buck stops with the puck stops with us. Right? No one no computer should be accountable for the solutions. You're the one accountable. You're the one deciding.

You're the one that signs it off. One more Brazilian for you. Just keep bringing all the Brazilians. This is Paulo Freire. He is an educator, and he wrote, to alienate people from their own decision making is to change them into objects. And that's what happened when we let AI decide for the people that we're meant to be designing for, but also when they're deciding for us. Again, the reasoning is hidden for a reason.

So where do I think design belongs? And someone also had the double diamond today. And again, you know, the process doesn't change much. The process is still the same. You're still doing the same idea. You're still discovering and defining. So you diverge and you think out loud, what are all the possibilities? What are all the things I wanna do?

You define, you bring it back, you develop, and then you deliver. Right? But what really changed is that we accelerated the edges. It's much faster to explore. I can explore a lot more ideas. It looks like a bow tie now. I know. We should rename it. That's fine. We'll we'll make up we'll make up we'll all vote on it later. But the idea is, you know, we accelerated the time to discover because now we can explore so many more ideas, but you still have to converge back in.

Right? And then you take a moment in the middle where you decide, is this the one we wanna do? Right? Deciding is a human feature. You are the tool at that moment. And if the tool is saving you time in all these other spaces, then you have time for that center for you to breathe in, and then decide, and choose the right thing to deliver, and then again delivery becomes faster.

Delivery becomes faster because we can code faster, we can deliver the stuff faster, and that's all great. Right? So three things for you to take away. It's the whole I mean, come on. Every eye tool says like, so what are they what are they gonna take away on Monday, Michelle? You know? So here are three things for you to take away on Monday. Alright. Three things for you to take away before you even go into the prompt.

Write the problem by hand. Don't start the problem and then, like, oh my god. I got lost. I'm gonna stop. Draw, sketch, make a rough note. Don't think about the agent yet. Don't think about the orchestration. None of that. One sentence. Who is this for? What do they actually need? What is the hypothesis? What am I testing for?

What do I wanna validate here? Right? What do I wanna learn? If this fails, what do I wanna learn from it? So if you can't write it in a sentence, you're probably not ready yet. Second, use AI to fail faster. It accelerates a bunch of stuff, so fail faster. But don't just ask AI for the right opinions, right options.

Ask for the worst worst ones too. Ask it to challenge you. Ask it to say like, hey. You know what? I don't think this is the best argument, but here's a bunch of arguments for you for you to, you know, think about. Right? Don't expect just to get the perfect ones. Literally say, I don't want the perfect ones.

Just want I just want to hear some options. Be okay with failure. Be okay with it. Test the things out. You arrive at something you don't know if you know that something doesn't work, it actually means you can focus on something that will. Remember that. You decided this doesn't work, that's great. Stop that and say, okay, now I can move to this other thing and decide if this one will.

But again, you can do that part faster. It's not a straight path to the end. Sometimes stop, take a detour. Alright? And then document the thinking and the decisions, not just the output. More than ever, the thinking and the decisions are gonna be more important than the output itself. Because the output, maybe it's the AI, maybe you use more systems.

But what were the frameworks you used? What were the trade offs? Who did you argue this with? How did you get to that decision? What influenced all of this? That's the learning you're accountable for. It's understanding how you got to the decision. That's gonna be way more important than just saying, look at my Ferrari on the screen.

So design is the labor of understanding people. And you remember, speed is just a control, it's just a lever. Striving for good is a responsibility. So fight for it. Thank you.

Screenshot of a macOS desktop showing System Settings and an email titled "Pres Link"

A screenshot of a computer desktop displaying an open macOS System Settings window, configured for 'Displays', alongside a Google Chrome browser window open to an email client. The email client shows an email with the subject line 'Pres Link'. The macOS dock is partially visible at the bottom.

Screenshot of macOS System Settings and Gmail

A screenshot of a macOS desktop showing the System Settings window with Display settings and a Google Chrome browser window open to Gmail, displaying an email inbox. Several browser tabs are visible, including "Figma," "Headshot Work," and "Google.com."

(aiir Web Direct Australia

A logo featuring an opening parenthesis and the text 'ai', with 'Web Direct' and a chevron icon below it.

(ai) Web Directions Australia

AUSTRALIA

(ai) >>> Web Direct

Web Directions Australia

The slide displays the logo for Web Directions Australia, with a stylized red curved element and the text split across two projection screens.

(ai

A logo featuring a large red opening parenthesis followed by black letters "ai", accompanied by the text "Web Direct" with a chevron icon and the text "AUSTRALIA".

AIxDesign - FAST=GOOD

Two large projected screens display text. The left screen shows "ODD" in large letters, and the right screen shows "FAS" in large letters.

FAST ≠ GOOD

MICHEL FERREIRA • DESIGNER ADVOCATE • FIGMA

Black and white photograph of a man and a woman (Charles and Ray Eames) seated in a modern living room setting, surrounded by plants and an abstract patterned wall panel.
A black and white photograph from 1958 shows designers Charles and Ray Eames. They are seated in a modern living room, conversing. The room features several potted plants and a large, abstract patterned screen or artwork. The man sits on a sofa, and the woman is seated on a low chair.
A black and white photograph depicting a man and a woman in a mid-century modern living room. The man is seated on a sofa, and the woman is seated opposite him. The room features large leafy plants, window blinds, and a decorative screen or wall panel with abstract, organic shapes.
A black and white photograph depicting a mid-century modern interior. A man sits on a sofa to the left, and a woman sits on a chair to the right, both facing each other and engaged in conversation. The room features large leafy plants and a wall adorned with an abstract, grid-like design, possibly a screen or artwork. Blinds are visible on a window in the background.
A black and white image depicts a scene with four people outdoors. On the left, two women wear saris and garlands. On the right, another woman stands in a dress, and a man in a suit is bent forward, appearing to interact with something low to the ground. Trees and brush form the background.
A black and white photograph showing two women in traditional Indian sarees with garlands, standing outdoors. In the background, two other individuals are seen holding cameras, appearing to photograph the women.

FAST ≠ GOOD

FAST ≠ GOOD

FAST ≠ GOOD

FAST ≠ GOOD

FAST ≠ GOOD

FAST ≠ GOOD

FAST ≠ GOOD

FAST — GOOD

A diagram illustrating a spectrum with the word 'FAST' on the left end and 'GOOD' on the right end, connected by a horizontal line.

MOST PROBABLE ANSWER

A white horizontal arrow points to the right, leading to the text "MOST PROBABLE ANSWER".

Most probable answer

A white horizontal arrow points to the right against a dark green background, leading to the text "MOST PROBABLE ANSWER".
A split slide showing two scenes. On the left, a person wearing a cap, glasses, and yellow ear protection operates a blender containing a light-colored mixture with fruit pieces. Red panels frame this central image. On the right, a presenter stands at a podium addressing an audience in a room with large windows.
A close-up of a blender containing a light purple smoothie with green ingredients, with a hand pressing down on the lid.
A video showing a person pouring a reddish-brown liquid from a blender into a glass, which already contains some liquid.
A close-up shot of a piece of meat, possibly bacon or pork belly, being handled with kitchen tongs in a cooking pan.

Interpolation

Extrapolation

A slide divided into two vertical colored sections: a dark green section on the left and a light yellow-green section on the right.

Interpolation

Extrapolation

A video clip shows a person walking a white dog with long, matted cord-like fur, possibly a Komondor or Puli, on a green carpet at a dog show. Yellow signs with partially visible text are in the background.
A video frame displaying a white Puli dog with a long, corded coat walking next to its handler at a dog show. Yellow signs with text are partially visible in the background.
The slide shows a split screen. The left side displays a video clip of a large white dog with long, corded fur, being led by a person on a green carpet at a dog show. Yellow informational signs are visible in the background, including partial text for "NEAPOLITAN MASTIFF" and "PORTUGUESE WATER DOG." A video play icon is centered on this clip. The right side shows a male speaker with a beard and glasses, wearing a dark blue shirt, standing on a stage next to a podium, presenting to an audience. A large window is behind him.
A diagram illustrating a non-linear problem-solving process. On the left, a dark green area contains a selected light yellow rounded rectangle with a label '128', suggesting a design or editing interface. On the right, an irregular blue shape overlaid on a light yellow background features three grey numbered squares: '1', '2', and '3'. A pink, happy emoji face is positioned near square '1'. A black squiggly arrow originates near square '1', curves past square '2', and points towards a checkered pink and orange square pattern in the top right corner.

Design Sketch Annotations

  • Pórticos projetados resistente, cineto natural vertical. (Projected porticos resistant, natural vertical cement/kinetics.)
  • revestimento mármore Novo Brasil (New Brazil marble cladding)
  • janelas fixos aço inoxidável (fixed stainless steel windows)
  • ensaios paraquedas, ceramica, cal, cimento (parachute tests, ceramic, lime, cement)
  • Mais ajudando para esta parte sim, muitos et. (More helping for this part yes, many etc.)

Marginal Notes:

  • Vertical list of terms on left: alterações (changes), configurações (configurations), lanços (flights), outros lanços (other flights), tecto (roof/ceiling), (unclear, possibly pilares/pillars), outros (others), lanços (flights).
  • Top Left Identifier: 1 laminas fila 3 (1 sheets row 3)
  • Top Right Identifier: 4.20.10.1
  • Right Vertical Text: Z (revisão) ricardo 7/1/nada (Z (revision) Ricardo 7/1/nothing - text very difficult to read clearly).

A hand-drawn architectural sketch showing an isometric view of a multi-flight staircase integrated into a building structure, with detailed annotations in Portuguese.

Architectural Sketch Annotations

  • 1. Usos Actos
  • inscrições
  • baldias
  • lados les
  • balcoes
  • filhas {?} lis
  • baldios

1 (unos) fila 3

Porticos prováveis revestimento

cinzas natural pintado.

revestimento

marmore Nova Brazil

janelas fixas aço inoxidável

Vias ajardadas:

  • Puertos rios,
  • Marinhas {?} etc.

ensaios fatigantes, ceramica, cal e cimento:

elétrica duchas:

Son Beldados

Z. Cristoval 7/Julio

A/Denda

Vignard

Fotografia

Julho

22.10.191X

Hand-drawn architectural sketch depicting a multi-level structure, possibly a grand staircase or tiered public space with porticos. The sketch is rendered in perspective with numerous handwritten annotations pointing to different elements and materials, appearing on aged paper.

Pórticos protendidos resistentes

cinza natural pretabado

1 limas fila 3

  • Mãos activas
  • entregues
  • luvas
  • lados
  • lado tes
  • belga
  • tijolos
  • lados

4.2.0 1.0.1

revestiment

marmore Nao Pura

janelas fixas aço inoxidavel

unindo peuguillo, cerâmica, cabos e vidro...

Miros ajoudu?

Suporte rim,

Manhas al.

Eixo (esquema cortado) D/Ronde

tubical duches?

A hand-drawn architectural sketch illustrating a structure with slanted walls or ramps, steps, and columns, annotated with various details in Portuguese.

FIDELITY SHOULD MATCH CONFIDENCE

An architectural sketch depicting a large, Brutalist-style concrete building elevated on supports, surrounded by stylized trees, people, and cars on a street.

Ceci n'est pas un design.

A painting of a red Ferrari F40 sports car, framed in gold. The background of the painting depicts a light wall with a window, a floating egg, and a floating key.

FIDELITY SHOULD MATCH CONFIDENCE

An architectural sketch depicts a large, rectangular concrete building on stilts, surrounded by trees and a few small figures. The drawing is in a somewhat rough, illustrative style.
Ceci n'est pas un design.
A painting of a red sports car, resembling a Ferrari F40, parked inside a room with a window, with surreal elements like a floating egg and a key on the wall. The painting is titled "Ceci n'est pas un design," a reference to René Magritte's "The Treachery of Images."

Ceci n'est pas un design.

A surrealist painting within a gold frame, depicting a red sports car (resembling a Ferrari F40/F50) floating in a room with an open window, a floating egg, and two floating keys. The caption below reads "Ceci n'est pas un design," referencing Magritte's "The Treachery of Images."

Ceci n'est pas un design.

A painting of a red Ferrari-style sports car within a gold picture frame. The background of the painting is a light-colored wall with a window looking out onto a landscape, a floating egg, and a key hanging by a string, evoking the surreal style of René Magritte's "The Treachery of Images."

Ceci n'est pas un design.

An illustration in a gold frame, styled like a surrealist painting. It depicts a red Ferrari sports car inside a stark room with a window showing an outdoor landscape. On the wall are small, seemingly random objects: a silver key, an egg, and a red hook.

Ceci n'est pas un design.

Painting in the style of René Magritte's 'The Treachery of Images', depicting a red sports car (resembling a Ferrari F40/F50) in a minimalist room with a window, and small floating objects including a key and an egg.

Ceci n'est pas un design.

A surrealist painting of a red Ferrari sports car, similar to an F40, is displayed in a gold frame. The car is situated in an interior room with a window, an egg, and various keys on the wall. Text painted on the canvas below the car reads "Ceci n'est pas un design."

Ceci n'est pas un design.

A painting of a red Ferrari F40 in a room with an open window, an egg, and two keys, rendered in a surrealist style, referencing René Magritte's "The Treachery of Images." The text below the car reads "Ceci n'est pas un design."

Ceci n'est pas un design.

Image of a painting showing a red Ferrari F40-style car in a surreal room with a window, a floating key, and an egg. The painting is framed in gold.

Ceci n'est pas un design.

A surrealist painting of a red Ferrari sports car in a room with a window, a key, and other objects floating. The style is reminiscent of René Magritte's "The Treachery of Images."

Ceci n'est pas un design.

An illustration of a red sports car, resembling a Ferrari, depicted as if inside a painting. The painting also features surreal elements like a floating key, an egg, and a window looking out onto a landscape. The car appears to be an AI-generated design.

Ceci n'est pas un design.

A surrealist-style painting depicts a red Ferrari F40-like supercar parked in a room with a window looking out onto a landscape. Floating around the car are small objects including a silver key, an egg, and a question mark symbol, alongside a small red object hanging on a hook.

Ceci n'est pas un design.

The slide features a painting framed in gold, depicting a red Ferrari F40-like sports car within an interior space. The car is positioned centrally, facing slightly left. In the background, there's a window showing a landscape. Floating above the car are a white egg, a small key, and another small, dark object. Below the car, in a cursive font, is the text "Ceci n'est pas un design.", a reference to René Magritte's "The Treachery of Images".

AI HAS NO CONFIDENCE LEVER

An abstract illustration with green, purple, and dark red geometric shapes, resembling connected pathways or a circuit diagram, against a gold background.

AI HAS NO CONFIDENCE LEVER

An abstract diagram composed of various interconnected geometric shapes, including squares, rectangles, and rounded forms, with lines connecting different points.
An illustration of a line starting straight, becoming a complex, tangled scribble in the middle, and then emerging as a straight line again.
An illustration of a single black line starting from a small circle on the left, forming a large, dense tangled knot in the center, and then emerging to continue as a straight line to another small circle on the right.

Adobe Photoshop

Screenshot of the Adobe Photoshop 4 interface, showing its main window with toolbars, menu bar, and various panels like Navigator, Color, Actions, and Layers.

Adobe Photoshop

Screenshot of the Adobe Photoshop 4 interface, showing its classic toolbar, menu, and various palettes on a grey canvas, with a video play button overlaid.

Adobe Photoshop

A screenshot of the Adobe Photoshop 4 user interface, showing its toolbar, menu bar, and various floating palettes including Navigator, Color, Actions, and Layers.

Adobe Photoshop

Screenshot of the user interface of Adobe Photoshop 4, showing its menu bar, toolbar, and various panels like Navigator, Color, Actions, and Layers.

Adobe Photoshop

Screenshot of the Adobe Photoshop 4.0 application interface.

Adobe Photoshop

Screenshot of the Adobe Photoshop 4 application interface, showing the main window, toolbar, and various panels such as Navigator, Color, Actions, and Layers.

Adobe Photoshop

A screenshot of the interface of Adobe Photoshop 4, showing its main window with toolbars, menu, and various panels like Navigator, Color, Actions, and Layers.

Screenshot of Adobe Photoshop 4 Interface

Screenshot of the Adobe Photoshop 4 interface, featuring the application window with a menu bar, a vertical toolbar on the left, and various docked palettes on the right including Navigator, Color, Actions, and Layers.

Adobe Photoshop

Screenshot of the Adobe Photoshop 4 interface.

Adobe Photoshop

Screenshot of the Adobe Photoshop 4 interface, showing its main window, tool palette on the left, and various docked palettes (Navigator, Color, Actions, Layers) on the right.

Adobe Photoshop

Screenshot of the Adobe Photoshop application interface.

Adobe Photoshop

Screenshot of the Adobe Photoshop 4 application interface, showing its main workspace, tool palettes, and menu bar.

Adobe Photoshop

Screenshot of the Adobe Photoshop 4 application interface.

Adobe Photoshop

Screenshot of the Adobe Photoshop 4 application interface.

Adobe Photoshop

Screenshot of the user interface of an older version of Adobe Photoshop.

Adobe Photoshop

Screenshot of an older version of the Adobe Photoshop application interface, showing its main window, tool palette, and various docked panels for Navigator, Color, Actions, and Layers.

Adobe Photoshop

Screenshot of an early version of the Adobe Photoshop user interface, showing the main workspace, a toolbar on the left, and various docked panels for navigation, color, actions, layers, channels, and paths on the right.

Adobe Photoshop

Screenshot of the user interface of an older version of Adobe Photoshop, showing the main workspace with its tool palette on the left and various panels (Navigator, Color, Actions, Layers) on the right.

Adobe Photoshop

Screenshot of an older version of Adobe Photoshop's interface, showing its toolbars and panels.

Adobe Photoshop

Screenshot of the Adobe Photoshop application interface, displaying its main workspace with toolbars and floating palettes.

Adobe Photoshop

Screenshot of the Adobe Photoshop application interface, showing its main window with toolbars, menus, and various panels like Navigator, Color, Actions, and Layers.

Never delegate understanding

A modern living room with an Eames Lounge Chair, matching ottoman, a round wooden side table, and a white sofa, set against a large window looking out onto trees.

Ask the right questions.

A black and white photograph shows a group of people seated outdoors, engaged in a discussion, with one man in the foreground gesturing as he speaks.

Ask the right questions.

A slide split into two main images. The larger left section is a black and white photograph depicting a group of people, some appearing to be from India, sitting outdoors in an informal discussion. One man in the foreground gestures with his hand as he speaks, while others listen. The smaller right section is a color photograph showing a modern conference room with a speaker at a podium addressing an audience, with large windows behind them. The text "Ask the right questions." is overlaid on the black and white image.

Ask the right questions.

A black and white photograph shows a group of people, mostly men, gathered outdoors, possibly in a garden. They are seated in chairs, some holding plates. One man in the foreground, wearing a collared shirt and sweater, is actively speaking and gesturing with his right hand.

One of the most valuable things a designer can do is ask the right questions.

Image showing two people carrying traditional water pots, one on their head and another holding a brass pot.
What works good is better than what looks good.
A black and white photograph of a woman reclining in a modern chair, smiling. Behind her on the wall is a framed abstract artwork.
What works good is better than what looks good.
A black and white image featuring a woman relaxing in a modern chair, with an abstract painting on the wall behind her.
Good design is as little design as possible.
A black and white photograph shows designer Dieter Rams, wearing glasses and a jacket, seated at a desk and intently looking at design blueprints spread before him. Rolls of paper and drawing instruments are also on the table.

A COMPUTER
CAN NEVER BE HELD ACCOUNTABLE

THEREFORE A COMPUTER MUST NEVER
MAKE A MANAGEMENT DECISION

A COMPUTER

CAN NEVER BE HELD ACCOUNTABLE

THEREFORE A COMPUTER MUST NEVER

MAKE A MANAGEMENT DECISION

Ruined by Design

A close-up, monochromatic red portrait of a man with a beard and glasses.

Ruined by Design

Stylized, red-filtered close-up portrait of a man with a beard and glasses looking up.

Ruined by Design

A close-up, red-tinted portrait of a man with a beard and glasses.

The AI work platform your team will actually use.

Screenshot of the Lumen AI work platform website.

Lumen: Planning, Docs, and Execution

Lumen brings planning, docs, and execution into one calm surface — with agents that draft, summarize, and ship work alongside you.

Screenshot of the Lumen web application interface, displaying its landing page at the top and a project management dashboard below.

The AI work platform your team will actually use.

Screenshot of a product website for 'Lumen', an AI work platform, featuring a clean interface with a headline, call-to-action buttons, and a partial view of the application dashboard at the bottom.

Lumen Application Interface

A screenshot of the Lumen web application interface, displaying a project management or sprint tracking tool with a left sidebar, a main task list for "Engineering Sprint 24: Ship v2 search", and a side panel showing "Three things are slipping".

One calm surface for the whole team.

Screenshot of the Lumen product website homepage, featuring the title "One calm surface for the whole team," navigation, and a section listing companies that trust Lumen.

Lumen: One calm surface for the whole team

Screenshot of the Lumen product website's landing page.

Lumen

Agent workflows

Spin up agents for standups, retros, and reviews. They draft, you decide. Every action is auditable.

Real-time everything

Co-edit docs, plans, and tickets with sub-50ms presence. Works offline; syncs when you're back.

Universal search

Find anything across docs, threads, tickets, and Figma. Vector-grounded, never makes things up.

Insights, weekly

A weekly digest of what shipped, what slipped, and what your team felt - no manual reporting.

Native integrations

GitHub, Slack, Linear, Figma, Notion, Google. Two-way sync, conflict-aware, no zaps required.

Enterprise-grade

SOC 2 Type II, SAML SSO, SCIM, fine-grained roles, data residency. Your data never trains a foundation model.

LUMEN AGENTS

Hire the work, not the meeting.

Agents kick off when triggers fire — a PR opens, a doc is shared, a customer responds. They draft the artifact, ping the right people, and stop when a human takes over.

  • PR opened (trigger)
  • Review agent (reads diff drafts notes)
Screenshot of the Lumen product interface, displaying its features and agent capabilities.

Hire the work, not the meeting.

Screenshot of the Lumen website interface, featuring sections on insights, native integrations, and enterprise-grade features. The main focus is a "Lumen Agents" section displaying a workflow with steps like "PR opened," "Review agent," and "Post to Slack."

Lumen Agents

Screenshot of the Lumen Agents website's homepage, featuring a navigation bar, a main hero section with a product slogan, a three-step workflow example, and three sections highlighting performance metrics below.

Simple plans. Real value.

Screenshot of a website's pricing page for a product named Lumen, featuring three pricing tiers: Starter, Team (marked as Most Popular), and Enterprise.

Lumen: Simple plans. Real value.

Screenshot of a pricing page for the Lumen software, displaying 'Starter', 'Team', and 'Enterprise' plans.

Ai SLOP

NOW WITH MORE TASTE!

NET WT 9 OZ (285g)

An illustration of a brightly colored cereal box labeled "Ai SLOP" with a cartoon character covered in colorful slime on the front, next to an empty white bowl on a wooden kitchen counter.

AI SLOP

Now with more taste!

A colorful cereal box labeled "AI SLOP" featuring a cartoon character, on a kitchen counter next to an empty white bowl.

AI SLOP

NOW WITH MORE TASTE!

A person's hands holding a colorful cereal box, emblazoned with 'AI SLOP' in bubble letters, featuring a grinning, goopy cartoon character and a starburst proclaiming 'NOW WITH MORE TASTE!'. An empty white bowl rests on a wooden table in front of the box. A blurry kitchen scene is in the background.

Ai SLOP

NOW WITH MORE TASTE!

An illustration of a colorful cereal box labeled 'Ai SLOP' featuring a cartoon character with colorful melting facial features, positioned next to an empty white bowl on a wooden kitchen counter.

WHAT IS THE
POINT OF DESIGN?

WHAT IS THE POINT OF DESIGN?

WHAT IS THE POINT OF DESIGN?

Three images depicting the Museum of Art of São Paulo (MASP) by Lina Bo Bardi. Two architectural sketches show the building's design evolution and an open plaza with people. A black and white photograph displays the iconic modernist building with its suspended upper volume.
Architectural sketches and a black and white photograph of the Museum of Art of São Paulo (MASP), featuring an elevated concrete building with an open plaza underneath.
A modernist building, the Museum of Art in São Paulo (MASP), featuring a large rectangular volume with blue glass walls suspended between two massive red concrete pillars. People are visible on the plaza beneath the suspended structure.
A split slide showing two images. The left image features a modern art museum building with large red concrete pillars supporting a blue-glass facade. The right image shows a speaker presenting to an audience, pointing towards a large window.

DESIGN IS THE LABOR OF UNDERSTANDING PEOPLE

DESIGN IS THE LABOR OF
UNDERSTANDING PEOPLE

Design is the labor of understanding people.

Design is the labor of understanding people.

Design is the labor of understanding people.

Design is the labor of understanding people.

Design is the labor of understanding people.

To alienate people from their own decision-making is to change them into objects.
Black and white portrait of an older man with a long white beard and glasses.
To alienate people from their own decision-making is to change them into objects.
A black and white photograph of an older man with glasses and a long white beard.

The Double Diamond Design Process

  • Discover
  • Define
  • Develop
  • Deliver
A diagram illustrating the Double Diamond design process, composed of two interconnected diamond shapes. The first diamond covers 'Discover' and 'Define', representing divergence and convergence in problem understanding. The second diamond covers 'Develop' and 'Deliver', representing divergence and convergence in solution creation.

The Double Diamond Design Process

  • DISCOVER
  • DEFINE
  • DEVELOP
  • DELIVER
A diagram illustrating the Double Diamond design process, composed of two conjoined diamond shapes. The first diamond encompasses the phases 'DISCOVER' and 'DEFINE'. The second diamond encompasses the phases 'DEVELOP' and 'DELIVER'.

DISCOVER DEFINE

DEVELOP DELIVER

A diagram showing the Double Diamond design process model, with two adjacent diamond shapes. The first diamond covers 'DISCOVER' and 'DEFINE', and the second covers 'DEVELOP' and 'DELIVER'.

Design Process Stages

  • DISCOVER
  • DEFINE
  • DECIDE
  • DEVELOP
  • DELIVER
A diagram illustrating a design process, often referred to as the Double Diamond or a Bowtie model. It shows five stages: DISCOVER and DELIVER are highlighted in blue within outward-pointing chevron shapes at the ends, while DEFINE and DEVELOP are central stages, and DECIDE is a circular element in the very center where the two diamond shapes meet.

Process steps:

  1. Discover
  2. Define
  3. Decide
  4. Develop
  5. Deliver

A bow-tie shaped diagram representing a double diamond design process. The process starts with a broad 'Discover' phase, narrowing to 'Define', then converging at a central 'Decide' point. The process then diverges again through 'Develop' and expands to 'Deliver'. The 'Discover' and 'Deliver' phases are highlighted in blue, indicating expansive stages.

DISCOVER

DEFINE

DECIDE

DEVELOP

DELIVER

Diagram illustrating a five-stage process flow, visually represented as a double diamond model. The first diamond contains 'DISCOVER' (highlighted in blue on the left) and 'DEFINE'. A central circle connects the two diamonds, labeled 'DECIDE'. The second diamond contains 'DEVELOP' and 'DELIVER' (highlighted in blue on the right).

  • DISCOVER
  • DEFINE
  • DECIDE
  • DEVELOP
  • DELIVER
A horizontal bow tie diagram illustrating a five-stage process. The diagram consists of two diamond shapes connected by a central white circle labeled 'DECIDE'. The left diamond contains a blue, widening section labeled 'DISCOVER' (representing divergence) and a white, narrowing section labeled 'DEFINE' (representing convergence). The right diamond contains a white, widening section labeled 'DEVELOP' (representing divergence) and a blue, narrowing section labeled 'DELIVER' (representing convergence).

Design Process Stages

  • Discover
  • Define
  • Decide
  • Develop
  • Deliver

A diagram illustrating a five-stage design process, often referred to as a double diamond or bowtie model. The process begins with 'Discover' and ends with 'Deliver', both represented by expanding blue shapes indicating divergent thinking. 'Define' and 'Develop' are convergent stages leading towards a central circular 'Decide' stage.

The process stages are: Discover, Define, Decide, Develop, Deliver.

A diagram depicts a process flow in a bow-tie or double diamond shape. The left side, representing diverging exploration, is a blue diamond labeled 'Discover' at its widest point. This converges towards the center to 'Define'. A central white circle is labeled 'Decide'. The right side begins with 'Develop' as it diverges, then converges to 'Deliver' within a blue diamond shape.

The process includes steps: DISCOVER, DEFINE, DECIDE, DEVELOP, and DELIVER.
A diagram illustrating a design process, often referred to as the Double Diamond or Bow Tie model. It visually represents phases of divergent and convergent thinking. The first diamond moves from DISCOVER (divergent, expanding scope) to DEFINE (convergent, narrowing focus). This leads to a central DECIDE point. The process then moves into the second diamond, from DEVELOP (divergent, exploring solutions) to DELIVER (convergent, implementing a solution). The outer edges of the DISCOVER and DELIVER phases are highlighted in blue.

Design Process Diagram

  • Discover
  • Define
  • Decide
  • Develop
  • Deliver
A diagram illustrating a double diamond or bow-tie design process. It shows five stages: Discover, Define, Decide, Develop, and Deliver. The 'Discover' and 'Deliver' stages are depicted as expanding blue areas, representing divergent phases. 'Define' and 'Develop' are shown as convergent phases, leading into and out of the central 'Decide' stage, which is highlighted in a white circle.

DISCOVER, DEFINE, DECIDE, DEVELOP, DELIVER

A Double Diamond design process diagram. The first diamond illustrates a process from DISCOVER (represented by a blue diverging shape) to DEFINE (converging). A central circle labeled DECIDE connects to the second diamond, which illustrates a process from DEVELOP (diverging) to DELIVER (represented by a blue converging shape).
  • Discover
  • Define
  • Decide
  • Develop
  • Deliver
A diagram depicting a double-diamond design process. The process stages are Discover, Define, Decide, Develop, and Deliver. The Discover and Deliver stages are represented by blue, expansive shapes. The Decide stage is a central white circle.

Write the problem. By hand.

A person's hand is shown writing with a marker on a surface, overlaid with a red filter.

Write the problem. By hand.

A person's hand writing on a surface with a marker.

Write the problem. By hand.

A hand holding a marker writing on a large surface, like a whiteboard or paper.

Write the problem. By hand.

A hand holding a marker, appearing to write on a red surface.

FAIL FASTER

  • Write the problem. By hand.
  • Use AI to fail faster
A green-tinted image of a two-lane road winding through a landscape, with a green road sign on the right side of the road reading "FAIL FASTER".

Write the problem. By hand.

Use AI to fail faster

FAIL FASTER

A green road sign on the side of a highway reads "FAIL FASTER". The road stretches into a green, open landscape under an overcast sky.

FAIL FASTER

  • Write the problem. By hand.
  • Use AI to fail faster
A green-toned image shows a road extending into the distance under a cloudy sky. On the right side of the road, a green road sign with white text reads "FAIL FASTER".

Write the problem. By hand.

Use AI to fail faster

A green-toned image of an empty road stretching into the distance through a grassy landscape, with a road sign on the right that reads "FAIL FASTER".

FAIL FASTER

  • Write the problem. By hand.
  • Use AI to fail faster
A road sign in a green landscape reads 'FAIL FASTER'.

FAIL FASTER

Write the problem. By hand.

Use AI to fail faster

A dark green toned image shows a road stretching into the distance through a landscape. Beside the road, a green rectangular road sign with white text reads "FAIL FASTER".

FAIL FASTER

  • Write the problem. By hand.
  • Use AI to fail faster
A green-tinted image of an empty road stretching into the horizon, with a road sign on the right displaying "FAIL FASTER".
  • Write the problem. By hand.
  • Use AI to fail faster
  • Document the thinking and decisions.
The background of the slide is composed of numerous concept sketches and drawings, predominantly featuring early designs and variations of the robot WALL-E from Pixar, with faint handwritten notes like "Wall-E ART" and "©PIXAR". The right side shows a grid of smaller, less distinct thumbnail images, likely related to design iterations.
  • Write the problem. By hand.
  • Use AI to fail faster
  • Document the thinking and decisions.
The slide's background features faint line drawings of robot concepts, reminiscent of WALL-E from Pixar.
  • Write the problem. By hand.
  • Use AI to fail faster
  • Document the thinking and decisions.
Background image of hand-drawn concept sketches for the robot WALL-E, showing various designs and perspectives.
  • Write the problem. By hand.
  • Use AI to fail faster
  • Document the thinking and decisions.
The slide background features overlaid concept sketches, including various iterations of a robot resembling WALL-E, alongside architectural or user interface layout designs.
  • Write the problem. By hand.
  • Use AI to fail faster
  • Document the thinking and decisions.
A background illustration features concept art sketches related to the character WALL-E, including various robot designs and components.
  • Write the problem. By hand.
  • Use AI to fail faster
  • Document the thinking and decisions.
Sketches of a robot, reminiscent of WALL-E, are visible in the background, faded beneath a translucent purple overlay.

THANK YOU

Michel Ferreira • @multimichel

Designer Advocate @Figma

Linkedin: https://linkedin.com/in/michelferreira/

Portrait of Michel Ferreira, a bald man with a beard and orange glasses, smiling.

A QR code for LinkedIn is displayed.

THANK YOU

Michel Ferreira • @multimichel

Designer Advocate @Figma

https://www.linkedin.com/in/michelferreira/

A smiling man with glasses and a beard.

People

  • Charles and Ray Eames
  • Dieter Rams
  • Jared Spool
  • Lauren Brichte
  • Lina Bo Bardi
  • Mike Monteiro
  • Paulo Freire

Technologies & Tools

  • Photoshop 4

Concepts & Methods

  • Double Diamond
  • Extrapolation
  • Interpolation
  • Lota
  • Move fast and break things
  • Never delegate understanding
  • Pull to refresh

Organisations & Products

  • Atlassian
  • Booking.com
  • Facebook
  • Figma
  • IBM
  • Shopify

Works

  • India Report
  • Lounge Chair
  • Museum of Art Sao Paulo
  • Ruined by Design