All Gas No Brakes

Notes on building

28 of 28 published. Numbered in reading order, which is roughly the order they were written.

  1. Luck is biased

    Fortune isn't random. It's weighted toward people already moving — a smaller claim than it sounds.

  2. Intentional incompetence

    Competence is comfortable and comfort is where plasticity dies. Keep choosing things you're bad at.

  3. Everything starts as a fragment

    Projects don't begin whole and they don't end. The friction is information, not punishment.

  4. Products are relationships

    Adoption, habit, personalisation, plateau, abandonment. Every product is somewhere on that curve.

  5. Authority without permission

    Distributed roles work when the process is real. Otherwise you've replaced a bottleneck with a vocabulary.

  6. Designing for foragers

    People hunt information the way they hunt anything else: follow the scent, abandon the trail when it weakens.

  7. Value before polish

    Heckel's law: when perceived value is high, people forgive the interface. It's a licence with limits.

  8. The invisible tool

    A good tool disappears into the intention. Getting there costs more than adding features.

  9. Users invent the product

    The uses you didn't plan for are where the market actually is — and most teams treat them as bugs.

  10. Designing for mood

    The same screen lands differently depending on what happened before it. Most of that isn't yours to control.

  11. Usability is an ethical position

    A confusing interface spends someone else's time and attention. That's a transfer, and it has a direction.

  12. Systems are not their parts

    Optimising every component individually is a reliable way to make the whole thing worse.

  13. Rigour and resonance

    Research gives you the map. Craft gives you the reason anyone follows it. Neither substitutes.

  14. Process is a tool

    Frameworks are scaffolding. The failure isn't picking the wrong one — it's forgetting it was scaffolding.

  15. Design as philosophy

    Design decides what people can do and, eventually, what they think of as possible. That's a bigger claim than it looks.

  16. Decisions are experiments

    The choices that matter get made without the data. Optimise for what you can undo.

  17. Stewardship in AI

    Safety constraints cost you something now and buy the only thing that makes the category viable later.

  18. Metrics that change behaviour

    Most dashboards report on decisions already made. A useful metric changes what you do this week.

  19. Empathy is discovery, not projection

    Ask what they were trying to do, not what they want you to build. The difference is most of research.

  20. Attention is the budget

    Every feature spends something finite. Most roadmaps account for engineering time and not for the user's.

  21. Hire for judgment

    Early hires either multiply the number of good decisions being made, or they add throughput. Only one scales.

  22. Failure is data

    Cheap failures are worth having. The point is the recovery system, not the slogan.

  23. Small, honest experiments

    State the hypothesis, the metric and the smallest test that could move it. Most teams write only the third.

  24. Features need stories

    A feature list tells people what exists. A story tells them what changes. Only one of those gets acted on.

  25. Scale the right parts

    Scaling isn't more of the same. It's finding out which constraint breaks first and rebuilding only that.

  26. Craft compounds

    Small details add up to trust. So does their absence, on the same schedule and in the same direction.

  27. The founder is the thermostat

    Your state sets the ambient temperature of the company, which makes recovery an operational concern.

  28. Compounding goes both ways

    Trust, culture and technical debt all accrue quietly. Only one of them is usually being tracked.