来自 Apple、Disney、Pinterest 等公司 35 年的产品设计智慧 | Bob Baxley
35 years of product design wisdom from Apple, Disney, Pinterest and beyond | Bob Baxley
Full Interview Transcript
Bob Baxley: Almost everyone living in a modern economy now is going to have hundreds of interactions with a phone or with a computer. And unfortunately, a lot of those interactions are not going to be great. We have an obligation as product people to put that emotional energy back into people’s lives.
Why I Joined Apple
Lenny Rachitsky: You actually have a really unique perspective on just what is design.
Early Days of Design
Bob Baxley: Design is trying to imagine the future you want to live in and then take the steps to make it real. Saying a company is design-led does not mean it’s designer-led. I’ve never seen somebody graft it on after the fact. It’s there at the beginning in the root DNA or doesn’t exist.
It wasn’t a successful stint at Pinterest. I just bounced off the culture. I came in thinking I was supposed to behave the way I behaved at Apple, which is very direct, fighting hard.
Lenny Rachitsky: Why did you decide to join Apple?
Steve Jobs’ Proudest Work
Bob Baxley: I just seek out opportunities to witness history. The whole company is constantly asking how can the thing that I’m working on be a little bit better?
The Apple Alumni Dilemma
Lenny Rachitsky: Why do you Think that people that have left Apple, a lot of amazing things haven’t emerged? Today, my guest is Bob Baxley. Bob is a designer, executive and advisor who’s built in led design teams at Apple, Pinterest, Yahoo, and most recently ThoughtSpot. Over the course of his career that spanned over three decades, Bob has played a pivotal role in the design of the Apple online store, the Apple App Store, Pinterest, and early in his career Yahoo Answers, products that have been used by hundreds of millions of people around the world.
Bob also mentors individuals and advises organizations that are working to improve the practice, craft and culture of digital product design. There is something in this conversation for everyone from why you should consider having designed report engineering, why it’s your moral obligation to build great products, why you should wait as long as possible to draw a picture or create a prototype of your idea to what the Moon Landing can teach us about building better teams and products. I could listen to Bob all day. I learned a ton from this conversation, including a bunch of really unique insights that I’ve never heard before.
A big thank you to Annie Warner, Andrew Hogan, Irene A, and Joff Redfern for suggesting questions for this conversation. If you enjoy this podcast, don’t forget to subscribe and follow it in your favorite podcasting app or YouTube. Also, if you become an annual subscriber of my newsletter, you get a year free of a bunch of incredible products including Linear, Superhuman, Notion, Perplexity, Granola, and more. Check it out lennysnewsletter.com and click bundle. With that, I bring you Bob Baxley.
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How to Spot Design Focus
Bob Baxley: Lenny, thank you so much. Thanks for having me, but also just thank you for what you do. We are still in early days to try to figure out how to make software together. I think of it like where the film industry was in the 1920s. We’ve had our talkie moment. We’re on the cusp of having our shift to color movement, but we’re still trying to figure out how to make movies and a podcast like yours specifically yours I think is one of the greatest resources we have for learning from one another. I appreciate all you’re doing for the community and for helping us as a community make better software.
What Is Design?
Lenny Rachitsky: Wow. Well, I really appreciate that. That means a lot coming from you. There’s so much I want to talk about in our conversation. There’s a story that I hear that you often tell, which is when somebody asked Steve Jobs once, what is your favorite product that you’ve built that you work on? And his answer, what’s that story?
Scaling vs. Vision Clarity
Bob Baxley: So I actually can’t remember where I heard this, but I believe the story’s true. Steve at one point was recounting the products that he had created that he was most proud of, and if I recall the whole list, it was the Apple II, the Mac, the iPod, the iPhone, I think Apple retail was in the list and then he said Apple itself. When I heard that and when I’ve reflected on it, that is the longest lasting thing. I remember there was also a story that Steve was talking to, I think it was either Ed Catmull or John Lasseter at Pixar, and he said, “Everything we make is going to be a doorstop in three years, but the stuff you guys make, they’re still going to be watching in 100 years.” So I think Steve had some concept of the longevity of these things.
They knew the products themselves were very ephemeral, but there’s something about the culture of Apple that’s lasted a very long time and I personally believe will last for some time yet to come. It’s a way of making decisions, it’s a way of behaving, it’s a way of seeing the value of technology in the world and it infuses everything in that company. I mean everything from the checkout system when you go to the receptionist to what it’s like in the cafeteria. At least when I was there, they had patented the pizza box because they had reinvented the pizza box that you would get at Cafe Max because the whole company is constantly asking how can the thing that I’m working on be a little bit better? I think that was something Steve brought to them and had them constantly asking that question.
Design Thinking vs. Product Management
Lenny Rachitsky: One more Apple question then I’ll move on to other stuff. Why do you think that people that have left Apple, a lot of amazing things haven’t emerged from people that have left? Humane was a recent example. We’re recording this the day after Jony Ive Open AI emerged so we’ll see what happens there but just feels like there hasn’t been a ton of alumni that have built incredible things.
Design Should Report to Engineering
Bob Baxley: Obviously Tony Fadell would be one with Nest and he’d be an outlier. I think the people that… I went to Pinterest and did not have a successful time in my year and a half at Pinterest. I think my own particular mistake, and I’ve seen this with some other Apple executives as well as we went directly from Apple, I left Apple on a Friday and I started Pinterest on a Monday. I didn’t give myself time to recalibrate to the Pinterest culture. I think at some level, a lot of the challenge is that Apple, and it’s not just Apple, I think every major tech company, they have really powerful cultures.
You get indoctrinated into all those standards and it’s really deep. It fuses all of your behavior and how you conduct yourself in the company, away from the company. I think it’s pretty hard to immigrate successfully from one of those environments to another. Apple is one of the strongest cultures and there’s not many other cultures that natively operate like that. Airbnb is one exception. And so you have guys like Hiroki Asai who leads all of marketing and all of product and Hiroki is crushing at Airbnb. He was incredibly successful at Apple.
It also should be noted that he had, it was a multi-year gap between the time he left Apple and the time he started Airbnb. He gave himself a little bit of time to get through the… At Apple, I think it was Tim or Steve used to talk about the Apple car wash. Then when you started Apple, they kind of had to take you through the car wash and get off all that stuff that you’d accumulated at other places. It turns out there’s a car wash you need to go through when you leave Apple as well. And so I think Hiroki gave himself time to do that and I think that’s probably a lot of why he’s been so successful at Airbnb. The thing I took away from Apple, and I think this is true for anybody changing from one major culture to another is most likely the new place hires you because of the values of the organization you left, but not the behaviors.
And so I think it’s important to recalibrate and say, well, I want to hold onto these values. So at Apple, attention to detail, product excellence, doing everything you can for the customer and the user so try to hold onto those values but then think, okay, how are those values best expressed in this culture? I was more successful at expressing those values in the culture of ThoughtSpot, which was my last job than I was in the culture of Pinterest. If I had to do it again, I could probably do better at Pinterest. I think that’s useful for anybody leaving one very specific culture and going someplace else, try to hold onto the values but not the behaviors.
Lenny Rachitsky: This is so interesting and I appreciate you sharing that, the way you described it that it wasn’t a successful stint at Pinterest. A lot of people don’t share that sort of story and don’t put it that way. They see on their LinkedIn, oh, a head of design at Pinterest. Oh, amazing so cool. And then if you’re like, oh, okay, but it didn’t work out that well, I think that’s really interesting. Is there anything more you can share there about what you learned for other people to maybe avoid that sort of situation? Anything you took away from that experience?
Creative Technologists and Ambiguity
Bob Baxley: One of my friends that was at Pinterest, I’m still friends with, he said, “I just thought of it as you bounced off the culture.” I think that’s kind of the way to think of it. I came in thinking I was supposed to behave the way I behaved at Apple, which is very direct, fighting hard. Everybody cares about each other. It’s never insulting, but it’s intense. That’s not really where Pinterest was at the time. Again, all this is a decade ago, so I don’t know what any of these companies are like today, but at least when I was there, Pinterest had posters in every conference room that said, big poster that said, say the hard thing. Well, that’s where Pinterest was at the time, and I can assure you nobody at Apple was having to remind you to say the hard thing.
And so I probably could have picked up on that better than I did. I’ll say these careers are really hard and the higher up you go, people think of it like you’re climbing a pyramid. I think of it more like you’re going out on a branch on a tree and the branch gets a lot more flimsy and can break and you can fall and you get buffeted about by the wind. It’s often at a time in your life when there’s a lot going on with your family, there could be things going on with your parents’ health. I lost my mother when I was at Pinterest. My kids were starting high school, so we’re struggling with the teenage years. I had a long commute. It’s a lot going on and these jobs are super demanding.
Everything around you is changing really rapidly and you’re under tremendous pressure because the financial and success stakes are super high. I think the people falling off of these jobs is the common use case. That is the common story. We have a bias towards survivors and we all talk about how it looks like they made it to the top, but everybody that makes it to the top, there’s hundreds of people that don’t. One of the things I took away when I was at Pinterest was I came to think that the job of a startup was to grow the founder so they could continue to lead the startup. I think what’s true for founders, also true for a lot of the other folks in the executive staff, it’s very hard to grow emotionally and developmentally at the rate that the company grows.
A lot of times I think people get outgrown by the role, and I saw that across Apple. I’ve experienced that myself at different times in my career. I see that happening with my friends and it feels like a failure. I mean, that is the human experience, that’s what happens. It’s very hard to grow as fast as some of these companies are growing and we could debate the merits of Mark Zuckerberg for example. But when you think about the trajectory from being a kid in a dorm room to within five years, Facebook’s a big thing. I mean, think of your own life. Can you process that level of evolution and change? I don’t know, I think that’s really super hard to do that and stay balanced.
Belonging, Not Just Agreement
Lenny Rachitsky: And also keep doing that for so long. There’ll be founders, I think it was Brian’s maybe first job or second job, and he’s doing that now for 15 years in a row.
Good Design Doesn’t Take Longer
Bob Baxley: Oh, founders, it’s their life. It’s very unusual to see founders move out. I had this other theory that a startup is still a startup until the founder moves aside. By my definition of even Meta is still a startup in a way that Amazon’s not, and Airbnb is still a startup in a way that Pinterest is not because Ben’s moved on. You don’t find out if the culture can sustain itself until the founders are gone and then you really see what’s going to happen.
Design Tenets vs. Principles
Lenny Rachitsky: Just to close the loop here, one takeaway here that I think is really interesting is that you can fail in a job and things will be okay. Clearly you’re doing A okay and having a place that doesn’t work out, doesn’t destroy your career, which I think a lot of people feel like if they’re not doing well in their current job, it’s over. Things are all going to go downhill
Go Observe Real Users
Bob Baxley: Your career’s not your life. There’s a lot more to it than that.
Cultivating Product Taste and Intuition
Lenny Rachitsky: And then just to give someone something tactical here, so you’ve realized the culture of Pinterest, you bounced off of it. I love that metaphor. If you were to, when you’re looking at new companies, what’s one thing you look at or a question you ask or something you now look at to make sure you avoid that in the future, that culture clash?
Bob Baxley: I’m fortunate at this stage of my career that I usually get to interview with the CEO or the founders or something like that. What I’m usually looking for is do they have a story as to why they believe in design? Really in their heart and soul, do they care about design? Because if I go into a company that doesn’t really value the thing that I do, I’m just not going to have a great time and I’m going to be constantly buffeting up against all sorts of people. I want to make sure I’ve got air cover from the highest people in the company setting the culture.
In the case of, again, my most recent job was with a company called ThoughtSpot. And ThoughtSpot was founded by a gentleman named Ajeet Singh, and Ajeet grew up in rural India, but he tells this really great story about he studied chemical engineering, he moves to the United States. Early in his career, he’s working for Honeywell and they did a couple of engagements with IDEO. As a very young person, he got to see what IDEO did and he realized the power of design and he’s taken that to all of his companies. He started Nutanix before he came to ThoughtSpot, before he started ThoughtSpot. And so when I heard that, I’m like, oh, this is a guy that gets design right from the very beginning.
I’ve also come to believe that I actually have never seen a company that grafted design on after the founding. I could name lots of companies that I think are kind of design led, not always designer led, but design led or design centric. But I’ve never seen somebody grafted on after the fact. It’s there at the beginning in the root DNA or doesn’t exist. And so the thing that I’m looking for when I interview is, is it there at the beginning? Can I get a credible story that tracks it back to that?
And if that’s the case, then I think I can find a way to navigate in that culture. We have a shared value system in a way that as an American, I could immigrate to Australia and the culture would be slightly different, but we’d have a shared value system that I could relate to. If I moved to, I don’t know, Burma or China or something, it would be wildly more challenging because the base view of the world, the base understanding of the world’s just different and it’d be much harder for me to adapt to that.
Software as a Medium
Lenny Rachitsky: I think a way to extrapolate that insight is just whatever function you’re in, get a sense of how important that function is to that business. Do the founders value engineering? Do they value product? Do they value design? Depending on who you are.
Every Interaction Is Emotional
Bob Baxley: Why would you want to work in a place that doesn’t value the thing that you do? God, that would suck.
Vision Statements vs. Design Briefs
Lenny Rachitsky: You actually have a really unique perspective on just what is design that I haven’t heard before. Let me ask you that question is what is design?
PMs as Better Clients
Bob Baxley: Well, I’m going to go back to the Edward Tufte quote that I use all the time, which is design is clear thinking made visible. And so I think most people when they talk about design, they think of it as the visual expression of an idea. They think of it as a team or a function or a group. I think of it as a holistic mindset. When design thinking became big, I was always really confused because I didn’t know how else you could think. That was just how I naturally thought, which is design is trying to imagine the future you want to live in and then take the steps to make it real.
It’s living with a certain type of intentionality in almost a Buddhist type way, which is different from science, which is observational trying to understand. It’s a little bit different from engineering, which is we kind of know where we want go at the end, but we’re trying to go one step at a time versus design’s trying to see some further out future state and account for a larger or a different set of constraints and issues than engineering or some of the other problem solving methodologies. Again, I look at it as a company, does the company think in a design mindset and Apple does, Airbnb does. I don’t get the sense that Google does and I don’t get the sense that Amazon does. That’s not a critique on them. I don’t think that those organizations are competing on design in the same way. But again, I want to go work at a place that as an organization thinks in a design type method.
How Much to Constrain Designers
Lenny Rachitsky: Along those lines, a lot of people imagine every founder, every product builder is just, yes, I’d love amazing design. I’d love our products to be incredibly beautiful, intuitive, so easy for everyone to use and understand, but they don’t actually invest in these areas and they don’t put a lot of resources into the designing process. What’s the best pitch you can make and that you do make to companies to help them see the strategic value of design and the bottom of the value of design.
Drawing the First Line Late
Bob Baxley: Let me back up and just dissect a little bit the way you described design, you described it in really tactical terms. You said beautiful, intuitive products that make sense. I think it was something like that. What you were describing was you were describing the part of the iceberg that sits above the water line, which is the result. That’s one of the outcomes of design, but that’s not the real heavy lifting of design. Design is more like liberal arts or philosophy or something. It’s like what do we try to achieve at a much lower level? And so what I talk to founders and people about the value of design, what I’m pushing them on is when we can get organizational alignment around what we want to do philosophically, why do we exist? What’s the vision for the company? How do all these things ladder up through vision, through mission, through specific tenets, design strategies.
And then into actual execution. How do we ladder that whole thing up so it makes sense as a whole? That’s the magic of design. The difference is when you design things, you end up with a bunch of bricks that are piled into a beautiful impenetrable wall. If you don’t do that, you end up with a bunch of bricks scattered across the backyard and they don’t really add up to anything. I think that’s one of the things, if you look, again to go back to Apple, but we could also talk about Lego Lyca, Porsche, Airbnb, Patagonia, there’s other companies that make sense as a design centered organization. If you think about everything they do, it all ladders together into one cohesive sensical thing. It’s integrated. Makes sense as a unit.
I think that’s a huge difference and an incredible strategic advantage because the company can operate with much greater efficiency. They can onboard new people and get them in line. Even Apple, for example, the team that designed the online store, we had six designers for a store that ran in 30 some odd countries, 12 and a half thousand instances of the store doing billions of dollars of revenue. We had six designers. Any other company would’ve had 60 or more. Apple’s able to operate with much smaller staff because they have real clarity of vision of what they’re doing. And the benefit of operating with a smaller staff is not just that it saves money on payroll, it’s that you have… The way the minds come together to create something that feels like a single whole is a much higher chance when you have fewer people involved.
I joke about The Beatles. You get The Beatles with four people, you don’t get The Beatles with eight people and you certainly don’t get it with 24 people. The teams get too big and you can’t get that what Brian Eno calls scenius. Brian Eno has this great word that he uses, scenius is the genius that comes when you have a group together. Scenius is the collective idea of genius and I think that’s something that’s really magical that I’ve experienced in my career, but usually in smaller groups. It’s hard to do with a giant group.
Pros and Cons of AI Prototyping
Lenny Rachitsky: I love this metaphor of The Beatles as the way most people describe this is designed by committee never works. I love that the way you describe it is the Beatles is like the ideal size a small group versus a committee.
Bob Baxley: I just always have to point out to people that there are 20 people that worked on the original Mac. I mean it’s 20 of them, that’s it, 20. Susan Kare was one of them, Andy Hertzfeld, you go through the list, 20 of them are on the patent. There’s 24 that are on the iPhone patent. Now there’s other people involved, but generally there’s 24 people on the iPhone patent. And that was the team. That was Project Purple that was doing that stuff. These are not massive massive groups doing these things. If you had put a massive group, I don’t know man, maybe it’d end up with the Zune or something completely different. Who knows?
The AI Corner
Lenny Rachitsky: They probably did have a massive group on the Zune.
Bob Baxley: Yeah, so there’s something, four is too few for what we’re trying to achieve at scale. But even if you look at Pixar, any good movie on the scripting and story side, it’s usually a fairly small team. Even when you move into character development, stuff like that, it’s fairly small and then it really scales when you move into production. It’s just hard to figure out something new to do together when there’s too many people involved.
Final Question Before Lightning Round
Lenny Rachitsky: I think that word new is really key here. I think when people hear this advice, they’re thinking at their existing company, should we just keep our company small? Should we not scale this thing that we have? I think what you’re describing, which I completely agree with is new stuff for sure you want to keep the team small and tight, but as things grow and scale, what’s your take on just, okay, actually it’s okay to have a lot of people on this.
Apollo and the Moonshot Path
Bob Baxley: Well, you have to bring a lot of people in once you figure out what you’re doing. And so to your point, once you realize you’re building Disneyland and you’ve got the whole thing set and people know what it’s about, then they can come in and understand, oh, I’m playing my piece over here. I’m supposed to design the line experience for the new ride sitting in Tomorrowland, but I know where that fits into this larger thing. I think you can scale once you have clarity of vision, but it’s very difficult to get vision with a lot of people.
Lenny Rachitsky: Great. I think that’s really powerful advice. It’s just when you’re starting something new. I actually had a CPA of N26 who was basically leading Google Hangouts, the initial launch of Google Hangouts, and he told the story of they put so many resources on it. We got to win. We got to do this. Larry Page or Sergey was sitting next to him just like we got to make this work and putting everything they could into it and it didn’t work out. And I think that’s-
Quick Fire: Book Recommendations
Bob Baxley: No, no, the more people you put in it, the slower everything becomes.
Lenny Rachitsky: I want to go back to something you said about what design is. I think this is really interesting. And so the way you described design to a lot of people, it sounds like that’s like product management also and product leadership, setting, strategy, vision, figuring out how everything fits together. I think your experience here, I think Apple is a very different kind of company where design actually leads a lot of this. At a lot of other companies, it doesn’t work that way. Any thoughts? And just how you advise companies, think about the split between design and product management that aren’t Apple.
Quick Fire: Movie Recommendations
Bob Baxley: One of the best lines I ever heard was from my friend Joseph O’Sullivan at dinner one night. He said saying a company is design led does not mean it’s designer led. And so what I try to hammer home with people is that when I talk about design as a mindset, I’m talking about it as a mindset. Anybody could have that mindset functioning in any role, any designer could have a product mindset. In fact, I think that’s a lot of what the design community is trying to get at now when they say designers should be speaking the language of business. I think what they’re saying is designers need to inhabit the product mindset as well. Maybe to some degree even the sales mindset.
Look, both functions matter. I look at my counterparts in product and I assume that they’re much better connected to the customer, that they understand much better the business realities, and I expect them to drive the roadmap. I may have some points of view on the roadmap. I may offer some critique. I may have my own suggestions and agenda in there. But once they say this is the roadmap, I have to believe that they’re right and I don’t try to bleed into their space. I very much believe that once you get into a company, your job is to figure out your role and respect the boundaries between the different groups.
I’m like, you guys tell us what you need us to do, what the features need to be, when they need to be delivered, what the issues are, and then give us the time and space to come up with a solution to those problems. And then we can work together to decide whether or not our solutions actually solve the problem as you understand it, but I’ll stay out of your roadmap and you stay out of my design stop and let’s try to get to the promised land together. I assume that the product managers, particularly in enterprise SaaS companies, like my team, ThoughtSpot did data analytics. My team didn’t know anything about data analytics. We didn’t have any of that insight. We didn’t have the bandwidth, the mental horsepower to go out and do that stuff. We had our hands full just trying to figure out the UI.
It’s one of the points I try to make too, when people are starting to theorize that gen AI can remove teammates and oh, the designers don’t need engineers and the PMs don’t need the designers and everybody thinks they can throw engineering overboard. And I’m like, stop it. We all need each other and we need each other because we need those different mindsets. One of those mindsets inhabits somebody’s head completely. I just don’t think you can simultaneously hold multiple mindsets in your head. It’s not that one of my PM counterparts couldn’t bring a lot to the design table, it’s just I need you to play that position. Like in baseball, the second-
Like in baseball, the second baseman doesn’t cover first. That’s not how it works. Everybody’s got to spread the field and play their position so we can take care of the whole thing and respect that together we’re going to come up with something better than any one of us would’ve come up with alone and embrace the creative tension, welcome it. We still have to all go out to lunch and love each other and have fun together and keep in mind that we’re having fun together, but I like the rub. That’s where all the magic happens.
Lenny Rachitsky: That was a very illuminating clarification. Something else that I heard you believe that I haven’t heard before is that design share report to engineering.
Three Guiding Mottos
Bob Baxley: So I’ll say that every company culture is different and different organizations work in different ways. In my experience, I think that design is most successful at impacting what ships at the end if design is considered phase zero of the engineering process, rather than a by product or a part of the product process. What I’ve seen happen over and over in my experience, a ThoughtSpot, Pinterest, other places when you’re working directly with product, it’s easy to leave engineering out of the loop and product and design can go cook up stuff that doesn’t quite make sense technically or is really hard to implement or is just a bridge too far. And I think that engineering doesn’t feel like they’re a part of it, so you bring them at the end and they haven’t really been brought along so they don’t quite understand how to extrapolate from the specs you make into what should really ship.
Maybe they don’t bring the same level of enthusiasm to it, because they haven’t been brought along. So I think there’s something about having the design and engineering team very tightly connected and kind of living together. And it’s not that you have to do that structurally from an organization point of view, but it’s hard-pressed if you don’t. I also think you can just account for timelines and costs and things better when design’s part of engineering. And many of my design friends will push back on this and they’ll say design should be its own thing and it should be an independent group and we should have three co-equal branches of government, and that’s a solid argument as well, and there’s some places where that works beautifully. My experiences at design rarely has a budget or an army, and so it’s very hard for them to really hold their own in that sort of a setting.
Also, although you’ll see people argue with me on LinkedIn about how design needs to be measured and we need to have metrics and be held accountable for a number, I don’t really believe that in my heart. I’ve just never seen a number that you could apply to design that we could reliably affect. So I think it’s very hard to hold design as an organization accountable for a particular outcome the way that most of the other C-level roles are held accountable. Sales has a number, engineering has very specific expectations, product has very specific expectations. And although I know this will frustrate some of my friends, I just haven’t been able to figure out how that works for design. And again, it can vary from culture to culture. Certainly there’s very successful chief design officers and we could go through the list. I just think in many companies it’s a stretch, it’s just hard.
Lenny Rachitsky: What I see work, and I’m curious to get your take is just product, engineering, design have exactly the same goal and the more everyone… And their performance as an employee is tied to the same thing essentially because then everyone is pushing in the same direction versus like, oh, I have my engineering goal, I have my design goal, I have my PM goal, and just creates all kinds of weird incentives.
Hollywood Shapes AI Perceptions
Bob Baxley: Yeah, look, I would kind of defer to you on that, honestly. You’ve talked to a lot more people across a lot more companies, so you have a much broader set of information you’re working with. If you add my whole career together, I’ve worked at maybe half a dozen places, so a fairly limited sample set. And every design team that I’ve ever been a part of, I’ve been a part of. So I also kind of have a biased view as to what didn’t work for me in those particular organizations. I’ll go back to what I said, every company’s different, every culture is slightly different. It’s not one size fits all.
I point out the idea of design reporting to engineering just because I don’t think people consider the possibility often enough. So there’s three options, design is its own thing, design is part of product, design is part of engineering. And I think there’s a moment when you can back up and make an intelligent choice about the pros and cons for each of those options inside your org. And so I would encourage people to just take a design mentality and put on that designer mindset just for a moment and say, well, what’s the thing that we’re trying to produce? What’s the incentives that we’re trying to create? What’s the future state that we’re trying to get to? And which of these three options, permutations is going to help us get there the best?
The Warriors and True Teams
Lenny Rachitsky: I love how radical this idea is. I’ve not heard it. I think designers will be like, ” You stop it. Just stop it.” So have you operated this way? Have you had design report to engineering in companies you’ve worked at?
Bob Baxley: Sorry, but that’s how it worked at Apple the whole time under Steve. Design always reported to engineering. Now I think it’s structured a little bit differently, but design has always been part of engineering at Apple, so I saw it work quite effectively there obviously.
Lenny Rachitsky: It’s so interesting. Okay, so say just to give someone something very tactical to do on their team, say they don’t want to go to this extreme and move the design org under engineering, what’s something you’ve seen work that helps achieve similar outcomes with having engineers integrated early in the design process?
Bob Baxley: Yeah, look, I think you have to find some way that you are able to identify a few people in engineering that I refer to as creative technologists. So these are people that can come into what’s ultimately kind of a fairly airy-fairy philosophical discussion about what we could do and what’s right from a conceptual model perspective. Ultimately, it’s sort of a philosophy issue. And there’s not that many PMs or engineers that can sit in that space and be comfortable with the ambiguity of it all. A PM’s likely going to come in and they’re going to say, okay, well that was a great one hour. What’s the next step? And as a designer I’m always like, well, the next step is we’re going to have another meeting and we’re going to talk again. And the engineers oftentimes when they’re starting to hear different ideas, they’re already cutting into the code and they’re trying to figure out what’s hard and what’s easy.
And so I think the trick is at the beginning, can you find a small group of people from the different functions that can sit with the ambiguity of the space and talk through a broad range of ideas to identify the direction we want to go into? And then once everybody kind of falls in love with the direction, then you can go into the more tactical mindset of, okay, well, when we can ship it and who can we show it to and how are we going to code it and when’s it going to go live and all those sorts of things. But the trick is to try to find a group that can sit, again, in the ambiguous maybe space. I do think it’s critical to have everybody together at the beginning so they all feel like they’re part of it. And the worst thing is when you bring something fully baked… Well, the worst thing when you bring something fully baked to anybody for their approval.
We could talk about this when you take a final design to an exec and an exec sees it for the first time in a high resolution state, I’ll get to that in a second. But when you go to an engineering team says, “Hey, we’ve been working in the lab for six months and we have this thing that we love it and we just can’t wait for you guys to build it, and here it is,” I don’t know, [inaudible 00:32:54] mention here. They’re going to be excited about. They’re not order takers. How do you make them part of the process? And every product of consequence that I worked on, there was some moment when we were showing it to some critical person and you could see that they fell in love with it. Sometimes they’re literally pointing at the comps on the board, sometime you’re in a meeting and they’re just like, “God, I just love this.”
And for me, that was always the critical moment because I knew that design can’t bring you this stuff into the world on its own. We can’t raise this baby, we need the village, and we need the village to fall in love with the baby. And so until that happens, you’re not really quite sure if this thing’s going to take off or not. And so it was always extremely important to me that you had a few key engineers and some product people fall in love with it so they could defend it and embrace it and enhance it and add to it. And you got to bring them along at the very beginning.
Lenny Rachitsky: What I’m hearing there is there’s a big part of just buy-in and then there’s also just obviously more good ideas early are great.
Bob Baxley: Yeah, sorry. Buy-in doesn’t feel quite right to me, because buy-in feels like, oh, I’ve come to agree with you. And that’s different from it’s a part of me. When I’m talking to teams, the thing I try to tell them is, I walk into the office every day with the idea that everyone that I work with is fundamentally a maker. Everybody in product design, engineering, we’ve all chosen these careers. Everybody’s super smart, everybody’s super ambitious. Everybody could have done a thousand other things, but they’re choosing to spend their precious lifetime and creative energy creating software.
And so I believe in my heart that they’re all fundamentally makers. And the thing that I know about makers is that they all want to make something they’re proud of so they can take it home at the end of the day and show it to their parents and say, “Look at what I made at school with my friends today.” That’s the fundamental thing, and they’re all doing it from their own different points of view and their own different incentives and mindsets, but they all at the end of the day want to make something they’re proud of. And so it’s not a matter of getting their buy-in, it’s a matter of them being a part of it. I don’t know, it’s a part of their soul in a really deep, meaningful way. And I’m not sure you can graph that onto somebody after the fact. They kind of need to be there at the moment of inception, if you will.
Lenny Rachitsky: Wow, that’s a really beautiful answer. I imagine for a lot of people hearing this, making every feature and product they build a part of their soul feels like a very high bar if they’re building some kind of B2B SaaS software. So I guess just thoughts in just how much you should spend, how much time, how many resources, how deep you go on design for all these things you’re building. Say you’re building some kind of, I don’t know, expense management system or HRS thing, just like, what do you recommend people do with, in terms of just how far to go in design as a lever, as a differentiator maybe?
Bob Baxley: Well, inherent in your question is this assumption that design takes more time. And so I’m going to kind of reject that premise, because I don’t think design takes more time. I think design exists. There is going to be a design. It’s whether it’s going to be a good one or not. And I think there’s things that you can do so that you’re able to operate it at a quicker pace as design. Again, if you get the… We haven’t talked about tenets yet, but we’ll get to that in a moment. If you kind of create a shared philosophical understanding of the product and what you’re trying to do, you can go really fast because you’re not asking the question of what should you do, you’re asking the question of, what would this company with what we stand for do for this thing? And that’s a much easier question that’s much smaller.
So if you look at the companies that have the largest design teams, they’re often the companies that have the most ambiguous cultures and the most unclear design vision. When you go to companies that really know what they’re doing and they’re clear that this is who we are, this is what we stand for, the design teams are super small because they’re not sitting there trying to do all these permutations with color and typography and ideas. They’re operating in a really narrow vein, because they know who they are. It’s very much like individuals. When you’re a teenager or a young adult, you can spend a lot of time trying to figure out what to wear because you haven’t really sorted it out yet. But by the time you get to be a little bit older, you’ve kind of got your personal style, and so dressing in the morning gets to be a lot easier.
Like at Pinterest. I was at Pinterest at a point when Pinterest wasn’t quite sure who it was. And so when we were going to do an onboarding flow, we had to look at a really broad sweep of things, because we were trying to sort it out. But you had other places that knew what they were about, Apple’s the key example there, we weren’t trying to figure out what it was about. We were trying to figure out what was the apple way to do this particular thing, and so that moves a lot faster.
And I agree, look, having your soul at every little checkbox sounds like a high bar and in some ways it is. I think you need to be able to back up and look at the product, maybe not at every state, but generally every six months or a year, you need to back up and ask yourself, am I proud of this? Is this something I am happy to be a part of? Do I believe in this? Is it a representative of my best work given the circumstances I was in, which has limitations around time and resources and everything else, is this the best I could do or am I just sort of trying to get through the day I have other goals?
Lenny Rachitsky: So let’s actually follow the thread of design tenets and principles. This is something I’ve heard about you, that you’re a big fan of design tenets versus design principles. What is the difference? Why is this so important?
Bob Baxley: Yeah, so look, there’s whole websites dedicated to design principles, and if you go and you read it, you’ll see a lot of principles like simple, clear, beautiful, fast, secure. You’ll hear these words and all these words are great. I mean, obviously I have nothing against any of these words, but they’re not useful as decision-making tools because nobody would ever argue the opposite. Nobody ever sat in a meeting and said, “Oh, forget clear. Let’s try to make it as confusing as possible.” So the idea of clear, it’s nice to have out there as, I don’t know, sort of a platitude to move towards, but I just don’t think it helps you make decisions. And so tenets are really decision-making tools and it’s sort of like… A classic one is paper versus plastic. It’s just too complicated to reconsider that every time you’re at the grocery store. So you sort of make a rule for yourself and you’re just a paper person or a plastic person, you move on from there.
And so it’s sort of that at scale. And the story comes from when they were starting to work on Keynotes, apparently the guy who was responsible for originating Keynote went to Steve and said, “How should we think about Keynote?” And Steve said, “I want you to keep three things in mind. One is it should be difficult to make ugly presentations. Two, you should focus on cinematic quality transitions. And three, you should optimize for innovation over PowerPoint compatibility.” And if you take that last one in particular, if he hadn’t kind of said, we’re going to go this way instead of that way, that team would’ve spent the next 10 years gouging each other’s eyes out over whether they should try to go for PowerPoint compatibility or innovation. And so when I was at ThoughtSpot, I realized pretty early on that I wasn’t going to be able to have any sort of command and control over everything that was going to happen in the product.
There was too many people involved, too many engineering teams, most of them were in India. I needed to move from a mindset of control to one of choreography. I needed to try to set the culture and set certain design tenets that everyone could internalize and follow and hopefully then make the right decisions in that groove, if you will. And so we had three, I think you can’t have more than three or four because you need everybody to memorize them. They can’t be consulting a handbook. And so, one of them was documentation is a failure state. In enterprise companies, a lot of times people think, “Oh, we’ll just put it in the manual. It’ll be part of the training.” And I would constantly be coming back and go, “Stop it. Nobody wants to learn our software. Nobody cares. We are just one more browser tab in a world of browser tabs. We are not this user’s complete world. They do not want to learn this stuff.”
Documentation’s a failure state. Maybe we can’t always avoid it, but we should do everything we can to simplify things so you can figure it out in the context of the product. That’s number one. Number two is every interaction should start simple and the users should have to opt into complexity. So our main competitor at the time was Tableau. Tableau started with complexity. That was their whole value prop is like, “We’re a super powerful tool. We can do all sorts of stuff.” So when you sit down at Tableau, it feels like you’re flying the space shuttle. And if you’re a professional data analyst, that’s great. That’s the kind of tool you wanted. That wasn’t what ThoughtSpot was about. We were trying to take data analytics into the hands of what I call mere mortals, also known as business users, people who didn’t live in breathe this stuff every day.
So our goal with them was they could sit down and it was an approachable piece of software and they could turn on all the bells and whistles and power if they wanted it, so that was the second one. Start simple, let the users opt into complexity. And the third one was the entire product should look and feel like it came from a single mind. And this was a tenet to try to combat the natural tendency of enterprise companies to really fragment because you have all these different teams working on their incentive to work just on their little piece. And so they think about what’s right for them and they don’t back up to look at the whole thing.
And so we had this tenet, the whole thing should look and feel like it came from a single mind to just try to remind people, how does this fit into the whole system? And sometimes we need to go along and do things that work for the product that don’t necessarily work quite the way we might want them to for our feature. And so those tenets were all… Again, they were all decision-making tools. And when we would have design debates, we could just come back to this, wait, are we actually starting simple and forcing them to opt into complexity or are we doing something else here?
Lenny Rachitsky: So there’s kind of this implication in this discussion about tenets is that you need to be very opinionated. There’s a clear here’s what’s in and here’s what’s out. Is there anything more along those lines and are there other tenet examples you could share to give people some inspiration as they think about their potential tenets?
Bob Baxley: It’s very context specific, so it’s a little bit like what are your tenets for parenting? It’s a very specific personal type thing that’s germane to your particular context. So I’m not sure if I have a lot of other examples, and I haven’t heard this used by a lot of other companies, so I haven’t been able to add a bunch of stuff. We tried to come out with tenets for individual features and we had trouble with that. It felt like they operated at sort of the design strategy level. And I just think that varies dramatically from company to company. What I would look for is if you’re a design leader or a product leader, try to pay attention to what are the debates that we keep having over and over where people kind of seem to be digging in and things sort of seem to be bifurcating into two camps.
And then is there something we can do where we just have that debate once and for all, we decide as an organization, we’re going left instead of right, and you’re absolutely correct. You have to be opinionated, but that’s how you’re going to win. There’s no unopinionated software that’s been successful. You have to have a point of view. The question is, what’s it going to be? So I’d say practically just try to look for places where it seems the team’s having the same debate over and over and have it once, get it done, and put it behind you.
Lenny Rachitsky: And make it a tenet. And why is the word tenet versus principle so important?
Bob Baxley: I don’t know. I settled on tenet. I’d have to go look up the definition. I was trying to differentiate it from principles because I think principles are just… I describe principles as sort of Applehood & Motherpie. Again, they’re just not something people are going to argue over. And so I didn’t think it was wise to try to co-op that word and change how people think about it so much as I might be more successful just coming up with a different word altogether.
Lenny Rachitsky:
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Okay. I want to zoom out a little bit and another theme that came up a bunch when I ask people about you and how you think is that you have a really strong feeling that building great product and building successful product is a moral obligation of people that are in tech. Talk about why you feel that way and what that even means.
Bob Baxley: Well, look, the example I use mostly is if you go to an airport and you look around, you’ll see a lot of people using their phone to navigate that system. They’re trying to figure out where their gate is, what time their flight’s on, whether or not… Can they pull up their boarding pass, et cetera. And just watch people, watch their faces, watch the level of confusion and frustration. Some of them are tech superheroes like you and me and most of your listeners, but a lot of them are just mere mortals and they’re not living and breathing this stuff all the time. And a lot of times they’re super frustrated and then take that and scale it out to their entire day. And almost everyone living in a modern economy now is going to have hundreds of interactions with the phone or with a computer. And a lot of those interactions are going to be consequential.
Unfortunately, a lot of those interactions are not going to be great. They’re going to be confusing and frustrating. When I’m speaking to live audiences, I often ask people, okay, please raise your hand if you’ve had a frustrating or confusing experience with software in the last month? And obviously every hand goes up. Okay, how about so far this week? Most all hands stay up. I’m like, okay, how about so far today? And most of the hands stay up, and it’s often that I speak in the morning, I’m like, okay, everybody’s had a frustrating experience with software and it’s 10 o’clock in the morning. That’s a problem, people, because each one of those interactions, it takes a little bit of energy away from you and it ramps your frustration just a little bit. And the bummer about software, both for the audience and for the creators is that it’s an anonymous medium.
Nobody gets to see who’s making these things. You and I together, we might be able to name six designers that have worked on products we care about. And the only reason we could do that is because a designer and I know a bunch of them. By yourself, I’d be surprised if you could name more than a handful. And again, we work in tech. So if you think about the billions of people out there that don’t work in tech, to them, these products are just these crazy faceless things created by a bunch of people who knows where, and these products are causing them untold amounts of frustration and confusion, and it just takes away from their life quality. And I think we have an obligation as product people to put that emotional energy back into people’s lives. They don’t want to try to figure out how to navigate our login screens or go through our onboarding process, they just want to get home and spend time with their families and pet their dogs and have a nice dinner.
I just think every time we make a demand on the audience, that’s a failure on our part. And so I do think it comes… I cast it in a moral way, and I talk about it that way because I don’t think many people working in the industry understand the scale of what they’re doing, again, because it’s an anonymous field. We never see anybody on the other side of the glass.
But I think with this podcast, it’ll go out to, I don’t know, hundreds of thousands of people. If you and I saw all the people that will potentially listen to this in one place, we would think to ourselves, oh my goodness, that’s like a lot of people. And we might think of it differently. We might behave differently. My team at Apple, but also my friends that are working at Facebook or Google or wherever, it’s very hard to really understand that they’re creating something in Figma on their computer that’s going to be interacted with by billions of people, thousands and thousands of times. If you lose sight of that I think just, I don’t know, you get sloppy and disrespectful is the wrong word, but I think you just lose sight of how much impact you’re having on other people.
Lenny Rachitsky: Wow, that’s really inspiring. That makes me want to build products and make them awesome. There’s so much power to that. What this makes me think about a little bit is kind of random, but when I see someone click and watch one of my podcast videos on YouTube, I’m like, wow, that’s one person that’s going to spend their time watching this thing. Wow, I really want to make… It gives me more motivation to make these even better and better.
Bob Baxley: Yeah, look, I think you have to find ways to go… You have to find where you go out of your way to see people using software in real time. I’ve worked on products that have been used by billions of people. I have friends who have touched billions of people. None of us ever get to see anybody use this stuff in the wild, in their natural state. Maybe we see them in a lab or something like that, but I’ve never seen anybody just randomly using even Pinterest. But there’s ways that you can go and as a creator, as a maker, you can go and watch people using software in the wild. So just go observe people going through self-checkout at Target, which is the best self-checkout I’ve ever seen. Go watch that, then go watch it at some other grocery store where it’s not as great and really notice what happens with people.
Much to my kids’ frustration when their friends are over, I often grab their friend’s phone and just sort of flip through it to try to understand how people are organizing their home screens and which apps they use. And maybe there’s something in there that I haven’t seen, I’ll ask them what that is and ask them to give me a tour of it. I think we’re living in a time where people don’t do so many usability studies, so a lot of folks get pretty far into their careers without ever having watched mere mortals actually use software. Instead, we’re relying on metrics and stuff, which I sort of joked that relying on metrics to understand what’s happening at the user level is like looking at raw data from a radio telescope instead of just going out inside and looking at the night sky. You got to find a way to watch the audience.
Filmmakers can go to a theater, they can watch people, understand stuff. Comedians can go to a comedy club, they can start to develop an intuition about why people laugh. None of us have an obvious way to go watch people use software, so we don’t really understand how humans process what’s happening on the screen. And you have to just find ways to do that. And fortunately, software is everywhere. It’s not just desktop or mobile software. I mean, there’s ATM machines, there’s ticketing kiosks, there’s point of sale systems everywhere. I mean, go watch somebody over 70 fumble with a chip card insert or watch somebody try to figure out Apple Pay. And these are pretty seamless experiences and still there’s cognitive friction in all this stuff. Just go rent a car and notice how long it takes you to figure out what the heck is going on with the dashboard. There’s lots of opportunities to try to develop that intuition of how people navigate the human computer interaction, and we need to find ways to do that.
Lenny Rachitsky: An important element of what you’re describing here, which I think maybe people miss, is that you’re talking about just any software, not your own product, in order to start building your sense of taste and gut feeling for what-
Building your sense of taste and gut feeling for what works and doesn’t work. And I had a guest on recently, Guillermo Rauch from Vercel, founder of Vercel, and he had a really great phrase of something they do at their company. They have this kind of mission of exposure hours. Increase your exposure hours to people using our product. And then you can extrapolate that to any product.
Bob Baxley: Yeah, well there’s using your product, but I always think when you’re watching somebody use your product, you come into it with a psychological bias that makes it hard for you to really see what’s going on. So there’s something about just understanding the audience and how they process information on a screen, not your product.
At one point when I was redesigning a checkout system, we did what I called a reality check, which was we held a traditional usability style exercise in a lab and all that sort of stuff, but we had the subjects come through and go through checkout in other products. So we watched them go through eBay and Williams-Sonoma and Amazon or something like that. And we learned a ton about checkout, about what was important to them, how it turns out ship quote is almost as important as price. Things that if we had been watching them use our own product, I’m not sure we would’ve picked up on, because we would’ve been sitting there yelling at them to click on the button. Or we would’ve had a bias and wanting to see the positive things. Whereas, if you just watch people that are using adjacent products could be super useful.
And again, we work in a medium, software is a medium, and we need to understand our medium in the same way. Again, musicians go to concerts, filmmakers go to movies, comedians go to comic clubs. When do people like you and I go watch people just use software? Where do we develop that intuition? And unfortunately I think you have to go out of your way to do it.
Lenny Rachitsky: Talk about more about this idea that software is a medium. This is something that came up a bunch also in conversations with folks that have worked with you, that this is something that you believe.
Bob Baxley: Yeah, you’re so good with the research, Lenny. Yeah, look, so I left Pinterest in 2016, sorry, 2016. And I didn’t have anything lined up so I had some time to myself and I was driving up and down the peninsula here in Silicon Valley meeting with other design leaders and just sort of commiserating with people. And you may remember there was a very consequential presidential election in the United States in 2016 and there was some impression that social media had had a significant impact on that election.
So I was kind of driving around Silicon Valley and I was just sort of wondering what the heck happened. I moved here in 1990 when the hippie ethos that was really at the core of Silicon Valley, and the hippie ethos was still very visible, it was very much a part of what was interesting to me about the valley when I moved here. But 2016 is a long time later and that hippie ethos had gotten pretty quiet.
And so I was listening to a podcast about the history of Silicon Valley by a Stanford group. The podcast was called Raw Data, and it was season two. And it starts off with an episode called A Monument to a Dead Child, which is about Stanford University, and it ends with Zuckerberg’s testimony in front of Congress. And in the middle of that, they start talking about the counterculture revolution in the late 1960s in San Francisco and elsewhere. And they quote this book by a guy named Fred Turner, I think it is, the book’s called From Counterculture to Cyberculture. And he has this quote that is, “you have to ask why it is personal computing got started in Northern California in the late 1960s when at the time every major tech company in the country was on the East Coast. And the answer is because there was a very small group of people in and around Stanford University that saw software as a new form of media on par with movies, music and books.”
And when I heard that, all of a sudden I went, wait a second, boom. That is why I do this. I am fundamentally a maker. In high school I was a photographer, in college I was going to be a filmmaker, after college I went to music school. After music school I started a graphic design studio. I am a maker. And I realized looking back, I was just hunting for my medium. And it took me until I was 27 to find software as my medium. It’s like, oh, I’m a maker that designs software.
And then when I heard that software as a medium, that whole concept of what I’d been doing with my life and who I was about, it just sort of all came together really quickly. And I realized, oh, I am into software because software makes me feel a certain way when it’s working well. And what I find so troubling now is that a lot of time it’s not working that way.
And I remember the first time I saw a computer, probably a lot of people on listening to the show can remember maybe the first time they saw a desktop computer, probably the first time they saw a pension zoom on a phone. You remember all that stuff. It was just freaking magic man. It was the future. It was so cool, and it just felt like the most amazing aurora borealis, or sunrise, or whatever. There was a sense of awe and wonder that filled me and probably a lot of listeners, that’s probably the thing that motivated you to be in the field.
And so I realized software is a medium because there’s an emotional component to it. Like a hammer and saw, they’re not really pulling out an emotion for me. Maybe there’s some, if you’re a carpenter, but I don’t naturally have an emotion with kitchen tools or things that I think even more sophisticated tools like calculators and pulleys, I still don’t have an emotional response to them. But every piece of software I have an emotional response to. I either feel confused or empowered. I feel like my world’s gotten bigger or my world’s gotten smaller. They all have an emotional component. And I think once you realize and accept that, then you can say, oh, there is an emotional component to what we’re doing with this product. I could just leave that to chance, which is what most people do, or I could try to be conscious of it and we could try to bring that into our conception of what the product’s about and try to be purposeful in the emotion we’re trying to elicit from the user. And I think that’s where design and particularly visual design can have a huge impact.
So again, in many conversations that I’d have in design reviews, some executive would go, “I don’t know, ultimately this just kind of comes down to a matter of opinion.” And I was always like, “no, it does not. Whether we choose blue or red is going to elicit a certain emotional response from the user. What is it we want them to feel? And then let’s make sure that we design something visually that evokes that emotion.”
So again, I think once you really get your head around the fact that there are people on the other side of the glass, real live human beings having emotional moments with the thing that you’re putting in their hand and that they’re focusing their attention on. You are in those moments. And are you going to own it and show up and be the person you want to be in those moments or not?
A few months ago, I guess a little longer ago, I was talking to the team at Toast who makes the handheld point of sale stuff that they use in restaurants. And the thing I was trying to tell them, is whether or not you see it, tonight, you’re going to be at dinner with a few 100 000 people all across the country. And if we take just one example, you’re going to be at a very nice diner with a grandmother and her two teenage sons in Ohio, and the check’s going to come and the waiter, the waitress is going to hand over the device to that grandmother, because she wants to pick up the bill. And you have the opportunity to either make her look like a superhero, because she knows what she’s doing, or to make her look like a fool and one of her teenage grandsons is going to grab the device and do it for her.
You’re at the dinner table, what are you going to do for grandma? You going to show up as well as you can, or are you going to just let this whole thing fall apart, because you didn’t think hard enough about grandma? And that’s true for Toast, that’s true for every product any of us are working on all the time.
Lenny Rachitsky: This is so interesting and fascinating and inspiring. I was going to ask how you use this insight, that software is kind of the most powerful medium media more than even than TV and movies, and you shared it, which I think is really important. So just to kind of double-down on this, is the advice here is think about the emotion you want the user of your software to have as you’re starting the design process, not just what do you want them to do, how fast do you want them to get to this flow, it’s what’s the emotion you want them to have?
Bob Baxley: Yeah. I often don’t think about what I want them to do. I just think that’s sort of a selfish way to think about it. They have something they want to do. I’m trying to help them. I just don’t ever approach these things of the user’s something for me to exploit and take advantage of and manipulate. I know there’s people that do approach it that way, which I think is a little unfortunate. But as a designer, I guess I have my own set of values and my own kind of compass on these things that’s pushed me in a certain way of thinking about it. And so I’m kind of constantly asking what’s the right thing for the user?
And I believe in my heart that if we prioritize that wonderful things will happen for all the metrics, including the money metrics that matter. I’ve never seen a product be successful that used metrics as a driver for what they were doing. I’ve seen a lot of companies be really successfully seeing metrics as a consequence and a way to evaluate the quality of their decisions, and then using those to triangulate and make better decisions moving forward. So they’re kind of a very useful feedback mechanism. But I think there’s definitely a risk to confusing, doing something because it’s a driver versus something as a consequence.
Lenny Rachitsky: There’s a few more questions I would ask, but I want to come back to something that I asked earlier, that I think is on the minds of a lot of say founders and product managers listening to this. I’m just like, okay, this all is sounds really great. I would love to make these experiences so great. It’s going to take us a lot of time to do this really, really well. You said that it doesn’t have to. What’s a tactical tip or two that you can suggest to a founder or product manager to help them contain the design process while also achieving these outcomes that you’re describing?
Bob Baxley: Well, I think if you can give… Maybe one way to think about it is like a big giant AI prompt. The more context you can give it, the more specificity you can give it, the more this is what I’m about and what we’re trying to get to, the more the designer’s going to be able to figure out which swim lane they’re supposed to be in to produce something.
So I think if you’re going into it feeling like the design process is going to take a lot of time, it’s because you haven’t been clear in your creative brief, so to speak, which often means you’re not really clear in your own head. And I think… I have worked with a lot of founders, and we could identify a bunch of big companies, who I think got started that weren’t clear in their own head. I don’t want to… Yahoo was an amazing company, but if we just look at Yahoo for a second, I worked there, it was never clear to me what the founding vision of Yahoo was.
And I talk a lot about vision statements and we could say the vision statement of Google is organizing all the world’s information. That’s a great vision. They’ll never achieve that. That’s something that’s always over the horizon. And it’s been a very useful organizing principle for their acquisitions and how the company grows.
Amazon to be the Earth’s most customer-centric company. Okay, great. That’s a vision, they will never get there. It tells you how they’re going to expand. Apple doesn’t have an explicit vision, but I might describe it as personal computing can have a transformative effect on the lives of individuals. And I think that kind of focuses a lot of what they’re trying to do.
Disneyland, still the best vision statement of all time, which is the happiest place on earth. So once you tell an employee this is supposed to be the happiest place on earth, then you’re signaling all sorts of things about how they need to pick up the trash and how they need to show up on time and how they need to wear their uniform. You’re just signaling a whole bunch of stuff.
So when I talked to founders, a lot of times they just don’t have that clarity of what’s the vision of the company. And to go back to Yahoo for a second, I never heard of vision. And so I’m not really sure what they were ever about. They kind of stumbled into the directory and then they added a bunch of stuff around the edges, but it never seemed to make a lot of sense. And so I think people operating inside Yahoo, it ended up being inefficient, because they were having to deal with all that ambiguity.
So I think that that can also be a pretty big risk for founders. They end up caught up with a product idea, and they think that the company is the product, the company is not the product. The product is the product and the company’s bigger than the product. And you need to have some vision that speaks beyond just this particular thing.
I think Slack, honestly, both Slack and Pinterest I think are examples of products that became companies, but neither one of those places really knew what to do next, because they didn’t have a bigger vision of the change they were trying to see in the world. So back to you, you were asking a very pragmatic question. I think you need to work on your prompt before you go to your designers and try to give them as much clarity about what you want to produce as possible. And I think if you leave it open as to the emotional response you want users to have, you’re inviting a lot of ambiguity, which is going to invite a lot of inefficiency.
Lenny Rachitsky: I love that answer. And it’s so interesting that AI can help us work better together as humans, because when you find that the AI is not achieving the outcome you want as effectively as you want, that’s a lesson. This also translates the working with humans, make the prompt more specific, add more context in life, not just when you’re talking to AI.
Bob Baxley: Yeah.
Lenny Rachitsky: I love that. That’s so interesting. So the advice here is, if you’re finding design is taking too long or you want to just level up your success with your design team, give more context, spend more time on the brief, on what you’re actually trying to achieve. And make sure there’s a clear vision or mission that everyone can row towards.
Bob Baxley: Yeah. Look, design is a problem solving methodology. So the more variables you can remove before they go into the process, the more efficient it’s going to be. And if you give designers a lot of ambiguity, they’re going to spend a lot of time spinning around, and honestly, that’s your fault as the client.
As a design leader, I think one of my main challenges is frankly trying to make the PMs better clients, helping them get more specific. It’s very common for a design team to get extremely ambiguous asks from a product team. And the problem for designers, they have to take all that ambiguity and they’ve got to wring it all out. So when they give it to engineering, engineering knows exactly what to code, because computers don’t tolerate ambiguity. Engineers need to know what the thing’s going to be. And so design gets stuck with a really ambiguous input, but they have to have a highly specific output and then often timeboxed to do that. And it’s just not a recipe for success.
So you’re much better off either kind of compressing the PRD experience and bringing the designers into that, kind of co-creating with product and design really rapidly. But you need to… You could think of it in some ways as designers are going to draw the storyboards, and if you don’t give them a great script, they’re going to have a very hard time. And then you can’t give the shooting crew ambiguous storyboards or you’re just going to waste untold amounts of money on set.
So if you think about those three steps from script to storyboard to production, it’s all about getting rid of ambiguity. And so the more ambiguity that can be removed upstream, the faster design’s going to go.
Lenny Rachitsky: This begs the question then, you don’t want to give designers here exactly. Here’s the thing we’re designing, make it really great and pretty. There’s always this balance of just give designers space to think and be creative and explore. Advice there of just how to navigate that.
Bob Baxley: Well, if you go back to my example of the script and storyboard, scripts don’t contain pictures, there’s still a lot of opportunity to think differently and to come up with original things and to have a lot of creative input in the storyboarding process. So the script is living mostly in words, which is largely how PMs function.
The thing that I will say, to keep in mind for PMs, there’s always a tendency on PMs to want to draw something and then try to give a sketch to a designer. And I would caution them against that. Sometimes they have to draw themselves so they can think it out. But if a PM came to me with something that was drawn and kind of fully baked, my response was like, thanks for giving me that. Now I know exactly what we’re not going to do. Because as a point of pride, there’s no way I’m going to go execute that exact thing.
So you’re right, PMs have to give you the space to operate. And I think a lot of what they’re trying to achieve could be done in more informal ways, conversationally and whiteboards, things like that. But yet you need to narrow the problem for the designers, they need constraints. They don’t need a tiny little box, but they need constraints. Think in terms of, you don’t give them an airport tarmac and you don’t even give them a football field. You give them something more like a basketball court, a sort of scale at which they can do their design thing.
Lenny Rachitsky: I want to talk about basketball later, but not yet. You’ve shared a lot of counterintuitive lessons on building product, designing, building teams, leadership. Is there another very counterintuitive lesson you’ve learned about building products, hiring leading teams that goes against common startup wisdom?
Bob Baxley: The thing I would say is that you should wait as long as possible to draw a picture. I think that pushes against all the gen AI tools that help you create prototypes. And there’s obviously a lot of excitement around that. I can just give a prompt and the AI, they’re going to crank out of UI for me.
So I don’t think I’m using the term right, but I had this idea from art that I call the primal mark, and that’s the first mark that you make on the canvas. And once you make that mark on the canvas, everything you do after that is in response to that mark. It sort of sets your baseline. And so for me, I always felt that as soon as we drew a picture that looked even remotely real, everybody gravitated towards that and said, oh, that’s the thing. And people were so uncomfortable with ambiguity that they can’t really deal with the tension of, well, that might not be the thing.
And so as soon as you draw a picture that looks even slightly realistic, much less something that comes out of one of these gen AI tools, everybody kind of goes, oh, that’s the thing. You just keep doubling down on that thing. And what’s happened is you’ve taken the possibilities from this big broad thing down to this tiny little thing from an AI system that’s trained on existing solutions and existing ideas and is maybe not even thinking about it the right way, because all you’ve really given it is your first-order of thinking.
I think there’s a way you can stay in these things conceptually and conversationally, where you can get to your second, third, fourth idea. And that’s where stuff gets really interesting. And again, I don’t think that has to take a lot of time. That can be over the course of a single meeting, you could get to a second, third, fourth idea. You just have to be willing to not jump at the first thing that looks like a possibility. You get that possibility, you go, okay, well that’s interesting, let’s table that. What else have we got?
There’s one story that kind of related that’s useful. In one of my previous jobs, I was responsible for the public website. I remember coming across one of the product managers one day and she’s like, “Hey, this link on the home page, we have to make it blue.” I was like, “Well, we don’t use blue links anywhere.” And she said, “Yeah, yeah, but we just have to make it blue.” I was like, “Well, we’re not making it blue.” And a couple of days go by and I saw the home page and the link had been made blue, because she had got around me and she’d gone to engineering and just made it blue.
And I saw her in the hallway again. I was like, “What the hell’s up with that?” And she goes, “Well, people couldn’t see it.” And I’m like, “Oh, they couldn’t see it, so it wasn’t prominent enough, right?” She’s like, “Yeah, it wasn’t prominent enough.” I’m like, “Well, great. There’s a 100 different things we could do to make it more prominent, one of which is making it blue, which is the thing that came to you first because you’re not a designer, it’s naturally… Because it’s the most obvious thing, but it actually doesn’t fit in with these larger things we’re trying to do.”
So I’ve often… I try to encourage the product managers to what’s the problem with the thing? And then let us solve it. Don’t jump to it and tell us… Don’t tell us this is just exactly what we’re supposed to do. And again, I do the same thing on the roadmap. You decide the roadmap, tell us what we’re supposed to do, I will ask you about it, and I may push back and we may have some back and forth, but that’s your responsibility. I’m going to trust that you are trained and you know what you’re doing and you’re going to make the right call. And I just want you to give me the same level of respect.
Lenny Rachitsky: This advice about not drawing quickly and not making that primal mark, which I love that term, is, I’m curious your take on AI prototyping tools these days. Because that’s the extreme version of that. Not only are you just creating a sketch, it’s like, oh, it’s working, here it is. Here’s what it looks like. Thoughts on that, do you discourage people from doing that, PMs especially?
Bob Baxley: Well, I think it’s a production tool. Once you know what you want and you can give it a really robust prompt, then… I haven’t played with it a lot myself, because I’m not in an operational role right now, but presumably it’s really useful at cranking out that actionable prototype which you can click and experience.
And I’ve said for a long time that an interactive idea needs to be expressed interactively, so we’re not talking with our hands and we can really understand what’s going to happen. So when the idea is ready to be expressed, I think those tools are probably fantastic. But ideas start off pretty fragile, and the best ideas start off really fragile. And I think when you push them to develop too quickly and you put them out in the world and expect them to be able to stand up to critique too early, you’re just going to squash them.
I often think about them like the little plant in the Pixar movie, Wall-E, you’ve got to give that little guy a little space, a little time, some water and some nourishment, and you can’t really just suddenly put him out in the wind and think he’s going to make it. And so I think a lot of… There’s a lot of very fragile, interesting, quiet ideas that I think you need to give some space. And when you jump to the expression of them, I think you’re putting them at risk.
I’ll also say that, everybody, when they look at a prototype, what they’re focusing on is the visual and textual expression. And so as soon as you produce something in high resolution the feedback you’re going to get is going to be about colors and shapes and these presentation layer things, which are very loosely related to usability and value. It’s like focusing on the special effects of a movie that has a really bad story.
And so at ThoughtSpot, we used to use what we call block brain diagrams, which were even simplified versions of wire frames. It was just big chunky blocks of here’s how the screen could be and where things might be located. And because it was so low fidelity, people couldn’t get into commenting on what it looked like. We had to talk about conceptually what it was. And so we were trying to build up this firm foundation where we could go from the block frames to wire frames to kind of the final expression.
And I think it helped us clarify what we were trying to do conceptually so that by the time we got to the final visual presentation, that stuff was actually really simple. And initially it made the product team really nervous because we would be sitting in these block frames and wire frames for sometimes weeks, and they’d be like, when are we finally going to see the comps?
And then what would happen, is because we had such a robust design system, once we locked down on the block frames, we could send it to an agency and they could do the full high-res comps in a day, because they knew exactly what they were doing. And so the PMs were always like, what the hell happened overnight? You’re like, well, it turns out that the high-res stuff, that’s not the hard thing. The hard thing is the heavy lifting of thinking, what are we really trying to do? That’s the hard part.
And if you do the high-res stuff, you really muddy the waters. And I think you end up spending a lot more time churning, if you didn’t… Again, I’m going to go back to the movie metaphor, because I studied film. If you’re trying to fix script issues when you’re in production or storyboarding, you’re going to churn and you’re going to waste a lot of effort. So you’ve got to figure out what you’re trying to do before you go draw the high-res stuff. And I think a lot of the gen AI tools, it’s this seductive thing of, hey, let’s just go, let’s go make the comp and see what we think. I don’t really know if you’re going to get anything great out of that process, maybe.
Lenny Rachitsky: That’s a really interesting counter-narrative because it feels like every team now is just straight to prototypes. I just had the C… She’s one of the CPOs at Microsoft. I realize there’s many CPOs, and she has this concept of demos before memos and just prompt sets or any PRDs, you should just be prototyping all your ideas. And so it’s interesting to hear the perspective of maybe it’s actually hurting your ability to come up with a really clever solution versus the obvious solution.
Bob Baxley: Yeah. Look, I think at some point, hopefully people just back up and ask themselves, are we actually producing better product because of this process? And we’re going faster, but faster can’t be the ultimate goal. You need to be creating something great as well, right? Something that’s sustainable and frankly that you’re proud of and your users find value in. And if you’re just throwing so much spaghetti at the wall, I don’t know if having a spaghetti throwing machine that goes faster is…
Look, there’s a counter argument that’s… You can say, oh, it’s like Darwinian evolution, and we’re just going to spin through a bunch of random mutations and see what happens. And I used to joke that it’s true, that if you take a bunch of hydrogen atoms and give them 14 billion years, you could end up with a tiger, but you don’t know you’re going to get a tiger and you could get a six headed shrimp instead, and you don’t really know when it’s going to shift. So I’m not exactly sure Darwinian evolution is the way we create great product, but a lot of companies are making a run at it.
Lenny Rachitsky: I want to take us to a recurring segment on the podcast called AI Corner. And in AI Corner, I ask guests to share what’s one way that you’ve learned or figured out to use AI in your job to help you do better work, to help you do faster work?
Bob Baxley: Well, my job right now is trying to figure out what my job is. And so the thing I’ve been using AI for is I’ve very explicitly been using it as a life coach. And so I had seen a couple of prompts about asking it what a blind spot was or what my strengths and weaknesses were. I’d seen some prompts about that stuff.
And one of them was really fantastic. One of them was, what’s an outdated mindset that I’m holding onto that’s not still serving me? And it came back with a very polite prompt or very polite response about, well, given your age and your profession, it’s not surprising that you’re very wedded to the idea of control, but that’s not really the world we’re living in anymore. And that’s not probably going to suit the thing you’re trying to do next, which is writing and publishing and speaking and stuff. And although it’s statistically derived, it did come back with a really nice phrase, which I view…
Although it’s statistically derived, it did come back with a really nice phrase which I’ve used in your show, which was, try to focus on choreography over control.
And so I thought that was really useful. I asked for some of my blind spots, that was also useful. I use it for a lot of exercise input, that’s useful. And the exercise that I’ve gone through most recently was I realized that it was inferring these things about me from the things that I had asked it to help me with in the past.
So instead, I just switched. I just went to ChatGPT, start a new project and said, I want you to be my life coach. I want you to ask me five questions a day for the next five days. Let’s go through those so you can explicitly become better at helping me with this task.
And so we’ve just gone through that process and it’s been really useful for me. It’s no substitute for a therapist or a real coach or anything like that. It’s not a human being. It doesn’t care about me. I’m not saying that you should use it instead of these other options. You need a human being as well. But it’s been very good at reflecting back to me things that I think have been floating around in my undermind.
So there’s a wonderful book called Hair Brain Tortoise Mind by a gentleman named Guy Claxton. In that, he talks about the undermind. And sometimes you might’ve heard this as your unconscious or something like that. But I think of your undermind as the part of your brain that’s processing information before it gets to language. And then when you go to consciousness, you’ve turned it into language.
And language isn’t the full universe of things you can think, language is what you can think in English. And if you talk to multilingual speakers, they’ll tell you that they can think things in other languages than what they can think in English.
So if you only speak English, you’re only in one vein of what you could think, but your undermind is operating through all this other stuff. And for the computer nerds out there, you could think about it as a compiled code versus interpreted code.
So your undermind work in a compiled code and it could do a lot of stuff that you can’t really do in the interpreted code which moves slower and has different orientations and we call that consciousness.
So I was feeding ChatGPT all this stuff over the last year or so, and there are all these patterns in my undermind that had been going into that I wasn’t able to express with conscious language.
And so when I started asking it questions, I think what it was doing was it was statistically reflecting patterns back to me that already existed in my undermind, but because it was putting them into language, my conscious mind could now recognize them and respond to them.
And so again, as a life coach, I found it very useful as a mirror back to things that I was probably already thinking. And it helped me clarify my thoughts. It’s not pushing me in new directions that a human might do, but it’s still been super useful.
Lenny Rachitsky: That is extremely cool. That is a really cool use case. I don’t know if you’ve heard the Jerry Colona episode that I did recently. Okay, we’ll link to it. He’s got four questions that he suggests people ask themselves.
The first is the title of the actual episode, how are you complicit in creating the conditions you say you don’t want? And this often leads to a lot of interesting insights about yourself, and there’s an important part of it, complicit being like you’re not responsible, but you’re actually helping achieve a thing.
Bob Baxley: It’s a powerful word. Yeah.
Lenny Rachitsky: And then also it’s an important element of say you don’t want, you say you don’t want to be busy, but something you just keep creating busyness for yourself, maybe you do want this. So anyway, we’ll link to that episode. There’s a lot of good stuff there.
Bob Baxley: Yeah, that’s great.
Lenny Rachitsky: Okay, one final question before we get to our very exciting lightning round. This is one that I don’t think you have any idea I’m going to ask you about. And so I’m curious where this goes.
This is a story that Joff Redfern suggested. I ask you. He told me that you’re obsessed with space. You love researching space, telling stories about space. There’s a story that you share about this guy named John Hobolt. Does that ring a bell?
Bob Baxley: Oh yeah, totally.
Lenny Rachitsky: Okay. Share that story because I think there’s something really powerful here for people building products.
Bob Baxley: So I should clarify, I am a fan of astronomy and space, but I’m a particular fan of the Apollo program because I view the Apollo program and the moon landings as the greatest peacetime accomplishment of mankind ever.
And I think it’s an incredible… There’s a profound number of leadership lessons and individual lessons to be learned from that program. And I’ve done multiple talks about this. I could go on for hours.
Lenny Rachitsky: Let’s do it. Here we go.
Bob Baxley: The particular question you’re asking is John Hobolt. So, John was, I can’t remember exactly where he was at the NASA hierarchy, but he was one of the people that was tasked with figuring out the question of how do you go to the moon?
So just to take yourself back in history a little bit, John Kennedy, president Kennedy goes to Rice University, I believe it’s 19 September or May 1962, he gives the famous moon speech, we choose to go to the moon not because it’s easy, but because it is hard, that whole thing, which I also have to say, and maybe a link to this in the show notes as well, everyone should go watch that talk. That is the perfect Ted talk.
It clocks in right at 18 minutes. It shows you how to sell a big, giant, bold vision. The specifics that Kennedy gets into the way he sets context at the beginning, the technical problems are going to happen, how much money it’s going to cost, the way he puts the passion, why we’re going to go to the moon, the whole thing.
It is an incredible talk. It’s the only moonshot talk ever because a moonshot has to actually go to the moon. And so it is an incredible talk. So go watch the talk. But he steps off the stage and people at NASA are like, we’ve only recently put Alan Shepard into space.
And he just went up and went down. That was almost like it was a blue origins type thing that was just up and down. We didn’t even do a lap around the earth like the Russians did with Yuri Gagarin. And now we’re talking about going to the moon. Nobody knows how to go to the moon.
And there was three different options for going to the moon, one at the time, one was to build a big giant rocket and just go straight to the moon. It’s called direct ascend. And the main advocate for that was Warner von Braun, who was the main rocket guy in the world. A little bit of a complicated past.
But nevertheless, Warner von Braun’s a big guy. He is, got the president’s ear. He’s like, let’s build a big giant rocket, go to the moon. People are like, yeah, the problem is when you get to the moon, the rocket’s still super big. So these guys are going to have to descend a big ladder. That’s a problem. So that was one idea.
There was another called Earth Orbit Rendezvous where you spend two spacecraft into Earth and then you link them up in Earth orbit and then one of them goes off to the moon, but you still got to land that thing on the moon.
And then there’s a third idea called Lunar Orbit Rendezvous, which is where you build a spacecraft that includes a smaller spacecraft. So you send up two spacecraft together, one of them’s smaller, much lighter, and you use that just as the ship that goes down to the moon’s surface and back up.
And that spacecraft is truly a spacecraft. It only flies in space, which means the engineering requirements around it are profoundly different because it doesn’t have to survive re-entry into the earth. And so as a result, it can be much lighter.
And it turns out that the whole problem of landing on the moon is it’s a weight problem. You got to lift all the stuff off the earth, which is incredibly expensive for fuel. You got to land it on. There’s just a lot goes on. And so Hubert had come across this paper from a gentleman named Yuri Kondrachev who was living in Ukraine in the 1916, 1918 when he wrote this paper.
And he was the first guy to theorize Lunar Orbit Rendezvous. And I try to take people back to that. You and I can think about going to the moon, but Yuri Kondrachev in 1918 is on the plains of Ukraine looking at the moon, and he’s actually thinking about how to really go to the moon.
He’s figuring it out. And so he writes this paper, John discovers it years later, and John’s trying to sell Lunar Orbit Rendezvous. It’s not going over at NASA. And so eventually he decides to go around all the hierarchy and he sends a very famous memo to one of the top guys at NASA.
The memo starts somewhat as a voice in the wilderness and then it goes on. And then there’s points in there where he’s really emphatic, do we want to go to the moon or not? And then he goes through all the math of how going to the moon is all about weight and this was the only way to do it, and there was no other option, stuff like that.
He just made the case and he risked his whole career. The whole thing could have blown up. He could have been fired for going around the hierarchy and all that sort of stuff, but of course, he’s able to champion the idea.
And I think it was another year or so after that famous memo, which you could read online, it’s nine pages long or something. After the memo, it was still some time before they adopted Lunar Orbit Rendezvous, but eventually they do. And even with Don brought himself was very complimentary to ALT for pushing that perspective.
So I tell the story, one, because it’s just amazing story and it does force you to go back to the moment of like, wait, they didn’t actually know how to do it. We only know how to do it now because they’ve done it. But there’s that moment of uncertainty and I think you have to embrace and be amazed at that.
And it also shows you the power of these ideas. A really great idea somehow finds a way to live on somehow it just sits out there and it just waits for its time. And Yuri had brought this idea into the world and it just sat around and then somebody it and dusted it off and was able to push for it and it came through.
Then maybe the third lesson is ideas need champions. They need champions willing to put themselves on the line for them. If you believe in something and you’ve made your case and you can really make your case, have the courage of your convictions and get behind it and fight as hard as you can for it.
Lenny Rachitsky: Such a great story. I love that you summarize the takeaways too, by the way. So to me, the takeaways and the lessons here is one is coming back to your Pinterest board in the office, say the hard thing.
Two is be patient. It may take a little bit of time for a radical idea, especially to resonate and stick and get adoption. So if you’re pitching a big new product idea, don’t assume that they’ll immediately agree. Also, just this idea of if you really believe in it, do go and champion it. There needs to be someone passionately arguing for this.
Bob Baxley: Yeah, I’ll just add to that one thing. I think people need to understand that they’re advocating for ideas and not for themselves. And when I talk to a lot of designers that may be true for PMS, I hear a lot of people say that they’re reluctant to post on social media or on LinkedIn or something because like, “Well, I don’t want to be self-promoting.”
And I try to counsel them like, look, it’s not about self-promotion. There are ideas that you care about that you want to see succeed in the world. And so get out there as an advocate of the idea. It’s not about you, it’s about the idea. And don’t be afraid to stand behind the idea.
Lenny Rachitsky: We’ve spread a lot of good ideas in this conversation, Bob. With that, we’ve reached our very exciting lightning round. Are you ready?
Bob Baxley: Yeah, let’s go.
Lenny Rachitsky: We added a ding to this. I like that drama you added and there’s a whole thing now. Okay, first question, what are two or three books that you find yourself recommending most to other people?
Bob Baxley: So the three books I’m going to recommend, the first one’s a beautiful poetic book about typography called The Elements of Typographic Style by Robert Bringhurst. Robert was the poet laureate of Canada. And the first 80 pages will change how you think about typography.
It will open you up to the wonderful world of typography that we all live in. You’ll think differently about every sign you look at, about every movie credit you see, and it will give you an insight into the designer mindset. When you understand typography, I think you understand where designers come from and the best designers I know are just total type nerds. So highly recommend Elements of Typographic Style.
Second book, Zen and the Motorcycle Maintenance. Many people may know ultimately a philosophy book, but it’s about the concept of quality, which I think is a very important topic. So it talks about quality and the importance of how things integrate into cohesive whole, which I believe is the main challenge facing most software teams. They create something that’s highly fragmented instead of a single hole. So, Zen in the Motorcycle Maintenance.
And then the last one is a book called Time in the Art of Living by Robert Gruden. It’s just a very interesting collection of impressionistic views of time and how time passes and what time means. So that’s very different from the others and it’s not something probably gets recommended on your show too often, but I think it’ll help people in their lives in a powerful way.
Lenny Rachitsky: I think these are all brand new entries in this question. Next question, do you have a favorite recent movie or TV show you’ve really enjoyed?
Bob Baxley: So I really enjoyed Severance. I enjoyed it as a filmmaker. I was just blown away at the filmmaking. I was intrigued with the story and the characters. And I think as someone who’s worked in corporate America, when you understand that it’s basically critique and commentary about the modern workplace.
There were times that I just thought were unbelievably funny and insightful. It was definitely interesting watching it with my wife who was an attorney and hasn’t worked in those kinds of environments. So it was like an episode where some people got disappeared and the language that we’re using was all around the language you would hear around a layoff.
And so I was laughing myself to death, but she was like, “What? What’s going on?” So that’s super fascinating and then I’ll throw one other in there, which is not something I’ve recently seen, but something I highly recommend for everybody, which is Lords of Arabia. The Lords of Arabia is I think one of the two or three best expressions of the medium of film.
And so when you think about the ability to hold moving pictures, characters, story, music, photography, set design, costume, the whole constellation of variables that come to play into a movie, I think Lords of Arabia is probably one of the two or three most complete expressions of what the medium is capable of.
And I think it’s useful to think about in technology, all the different elements of a product and all the different elements of a user interface and how you can break those down the way you can break down all these elements of a movie and how many pieces of software do we use where somebody is actually conducting that symphony in a really coherent, powerful, full on way.
Lenny Rachitsky: I love that movie. Next question, do you have a favorite product that you have recently discovered that you really love?
Bob Baxley: You’re focused on recent and I’m just going to push back. No, there’s nothing terribly recent. The stuff that I go back to, I’ll give you a couple of nerdy ones. I have a Leica M6 cam, which is a film camera, and I recently started shooting with film again, which I absolutely love because it forces me to slow down.
I always talk about Leica cameras, they’re obscenely expensive, but the thing about Leica cameras is you show up different when you shoot with a Leica. So when people think about cameras, they think about the quality of the image, they don’t think about how the tool is going to change them.
When you show up with an iPhone, you’re thinking about sharing. When you show up with a film camera, you’re thinking about saving film and you’re spending more time composing and thinking exactly about the shot. When you show up with a digital SLR, you just take a whole bunch of pictures and hope something’s going to turn out.
And so I think these cameras are very useful metaphor for being conscious about how the tools you pick are going to impact the thing that you produce. So once you go into Figma, you’ve made a decision about the thing you’re going to produce. If you stay in a sketchbook, you’ve made a different decision. If you go into something else, you’ve made a different kind of decision.
So I say the Leica M6 with film because of that. And then the software product I would point out, which is not terribly new, but I think it’s worth noting, is a tool called Habitica. And Habitica is really fascinating. Ultimately, it’s a habit tracker and task management app, but it’s fundamentally a game.
It’s a role playing game where you create a character and your character revolves and can buy armor and go on quests and things as you check off your habits and stuff. And it is the most interesting expression of shifting conceptual models that I’ve ever seen.
So if you think about a conceptual model, it’s sort of the software equivalent of a genre in a movie. And so once you say it’s a project management software, you’re in a certain genre. If you say it’s a productivity tool, you’re in a certain genre. So if it’s social media, you’re in a certain genre. So these are different genres.
And Habitica is really interesting because it mixes genres, it mixes role playing game with to do manager. And so I think it’s a really powerful example of how you can really shift the user’s thinking in the same way movies for example. Star Wars is ultimately a cowboy movie set in space.
And when you come to those two genre mashups are really interesting. When you come to a rom-com, you have a certain expectation of what’s going to happen to a rom-com. If somebody suddenly got shot in a rom-com, that would not make sense to you in the same way that if somebody made a really funny joke in a John Wick movie, it wouldn’t make sense.
So I think Habitica is just the most interesting example I’ve ever found is somebody really doing a fascinating mashup of conceptual models, which is… Sorry, I’ll stop. It’s an unexplored and unexploited possibility of software ideas.
Lenny Rachitsky: I love how profound this lightning round already is. The point about Leica changing the way you even think about the photo is so interesting, I’ve never thought of it that way. You mentioned Star Wars. Have you seen Andor by the way?
Bob Baxley: No, but my wife, everybody’s raving about it. I’ve been watching basketball, so I just haven’t had the spare time yet. But okay.
Lenny Rachitsky: I have a basketball question, but first of all, before we get to that, do you have a favorite life motto that you often come back to find useful and work in life?
Bob Baxley: Yeah, so there’s three quotes that I come back to all the time that I repeat in most of my talks. First one I’ve already used, which is, design is clear thinking made visible, by Edward Tufte.
Second one is from the American landscape photographer, Ansel Adams. And I’ve also alluded to this and the quote is, there’s nothing worse than a brilliant image of a fuzzy concept. And then the last one is an African proverb and it goes like this, if you want to go fast, go alone. If you want to go far, go together.
And I think we’ve touched on all three of those things today when we’ve talked about the resolution of comps, we’ve talked about using gen AI to try to go faster, things like that. And those two ideas collide in interesting way.
People think if they cut their colleagues out of the pie, they can go faster. And it’s true, they can go faster. You just can’t go very far. You need a group if you want to go far. And just because you can create a brilliant image doesn’t mean you got a good concept.
Go look on Instagram, you’ll find plenty of photographs that tingle your senses from a visual perspective and you will forget them by the time you close the app because they don’t mean anything. And so we live in a time when it’s very easy to produce things at incredibly high production values, but they don’t mean anything. And so they’re just like fancy potato chips. There’s no nourishment there, man.
Lenny Rachitsky: I love that this connects back to the vibe coding apps and prototypes that people build, but you can do it really quickly, but it won’t go too far, potentially, not to hit on those tools. They’re amazing.
Bob Baxley: They are. All this AI stuff is profoundly amazing and I will encourage people, one of the most amazing things for me about this moment in AI is that this, the kind of AI we’re experiencing has been theorized for well over 50 years.
So there is a vast warehouse of interesting, amazing thoughts from philosophers and engineers and social scientists and people thinking about what is this moment going to mean when we have this sort of artificial intelligence that challenges our conception of what it means to be human.
So there’s so much stuff you could be reading to help you process this moment in the very intense and profound psychological challenges it’s bringing forth.
Lenny Rachitsky: It definitely feels like we’re finally living in the future. The future’s actually happening. It’s going to be robots walking around soon. We get self-driving cars all over San Francisco and it’s really stark.
Bob Baxley: It’s a future. Yeah.
Lenny Rachitsky: It’s a future. Well, that’s my concern with a lot of the fiction of the future is most of it is dystopian and here’s all the problems that we’re going to run into, which is going to be useful. Here’s the robot laws that we got to be thinking about.
Bob Baxley: Just to go back to this idea of how once you create an expression of something, people baseline off of it. I recently got to hear Henry Modisett who’s head of design at Perplexity, give a talk. And one of the things he said that just really struck me was that people’s conception of AI was founded, was put out there by Hollywood years ago.
So this idea that AI is going to take stuff over and is ultimately really dystopian and malevolent towards humans and stuff like that, it’s actually something that’s created by Hollywood and now we’re trying to outlive how and stuff like that.
And so it’s just such a great example of somebody put the concept out there and planted that seed in people’s heads and now we’re struggling to get people off that baseline and to look at it with fresh eyes.
Lenny Rachitsky: That’s a really good point. It’s much more entertaining to watch AI try to kill us all, not just, oh, everything’s amazing. Great job, AI.
Okay, final question. I know you’re a huge sports fan. In particular, you’re a big Warriors fan. So let me just ask you this. Say you were running the Warriors, the owner of the Golden State Warriors, what would you change? What would you change to help them win?
Bob Baxley: A real team can’t be dependent on a single player. And I think there’s such a dramatic difference in the Warriors when Steph is on the court and off the court. If you listen to the local announcers, they’re always like, “These non-Steph minutes really matter.”
I look at that, I’m like, that’s not really a team then, right? That’s Steph in the band of Merriman. And the Warriors are bigger than that and most of these basketball teams are bigger than that currently. I think across a lot of places in the NBA, there’s a single player that can go down that makes a difference in the organization’s success and that just seems dangerous and not a team.
So I don’t know what to say. I don’t know how you replace Steph Curry. He is a singular, if you even call him a generational player, it’s a bit bigger than that. He is unequivocally the greatest shooter in the history of the game and he’s one of only two or three players has actually fundamentally changed how the game’s played.
But I just know for winning, the Warriors are at risk because Steph is meaningfully old for an NBA player and you can’t have the whole franchise built around just him.
Lenny Rachitsky: I love this hot take. A great way to end it, Bob. I can listen to you all day. This is so fun and interesting in so many ways on so many levels. Two final questions. Where can folks find you online if they want to reach out and maybe learn more about what you’re up to and how can listeners be useful to you?
Bob Baxley: So, Bobbaxley.com is the easiest place right now. It’s just a bento site, but I’ll get some more stuff up there in the coming days, hopefully before this episode goes out. We’ll see.
But there’s plenty of links there that’ll help you connect to me on LinkedIn and some of my talks and a few Links to some other things that I find useful. Just find me on LinkedIn. I publish pretty much every day on LinkedIn, so that’s an easy way to find me.
I’m happy to be connected to whoever is interested in being connected. And then in terms of how you can help me, I’ll go back to what I said earlier. It’s not really about me, Lenny, it’s about these ideas. It’s about the idea that software matters, that we’re making something for people on the other side of the glass and that it’s a way that we show that we care and that we should care.
So it’s not about me, it’s about us together trying to create a digital world that we want to live in. The digital world right now, it’s not something we really want to live in. It’s not a place any of us would turn our kids loose in. You and I talked about this earlier. The digital world’s not safe for our kids. Have we done something wrong? So I hope people take that responsibility more seriously and try to help clean things up a little bit.
Lenny Rachitsky: I think we’ve made a dent in that. Bob, thank you so much for being here.
Bob Baxley: Thank you so much, Lenny. It’s been a real honor, privilege, and just a ton of fun. So thank you so much.
Lenny Rachitsky: Same for me. Bye everyone. Thank you so much for listening. If you found this valuable, you can subscribe to the show on Apple Podcast, Spotify, or your favorite podcast app.
Also, please consider giving us a rating or leaving a review as that really helps other listeners find the podcast. You can find all past episodes or learn more about the show at Lennyspodcast.com. See you in the next episode.
Reformatted by reformat_english_direct.py
来自 Apple、Disney、Pinterest 等公司 35 年的产品设计智慧 | Bob Baxley
访谈记录
Bob Baxley: 生活在现代经济中的几乎每个人,每天都要与手机或电脑发生数百次交互。而不幸的是,其中很多体验并不尽如人意。作为产品人,我们有义务把那份情感能量归还到人们的生活中。
Lenny Rachitsky: 你对设计究竟是什么,确实有着非常独特的视角。
Bob Baxley: 设计就是去想象你想要生活在怎样的未来,然后采取行动让它成为现实。说一家公司是 design-led(设计驱动)的,并不意味着它是 designer-led(设计师驱动)的。我从未见过有人在事后把设计嫁接到产品上。它要么从一开始就根植于公司的基因之中,要么就根本不存在。
我在 Pinterest 的经历不算成功。我就是无法融入那种文化。我进去时以为自己应该像在 Apple 那样行事——非常直接,据理力争。
为什么选择加入 Apple
Lenny Rachitsky: 你为什么决定加入 Apple?
Bob Baxley: 我只是追寻那些能够见证历史的机会。整个公司上下都在不断追问:我手头在做的东西,怎样才能再好一点?
Lenny Rachitsky: 你觉得为什么从 Apple 离开的人,很多并没有做出什么了不起的东西?今天的嘉宾是 Bob Baxley。Bob 是一位设计师、高管和顾问,曾在 Apple、Pinterest、Yahoo 以及最近的 ThoughtSpot 组建并领导设计团队。在他跨越三十多年的职业生涯中,Bob 在 Apple 在线商店、Apple App Store、Pinterest 以及早期的 Yahoo Answers 的设计中扮演了关键角色,这些产品被全球数亿人使用。
Bob 还指导个人并为组织提供咨询,帮助他们提升数字产品设计的实践、工艺和文化。这次对话对每个人都会有收获:为什么你应该考虑让设计师向工程师汇报,为什么打造优秀产品是你的道德义务,为什么你应该尽可能晚地去画图或制作原型,以及登月计划能教会我们什么关于建设更好的团队和产品。我能听 Bob 讲一整天。我从这次对话中学到了很多,包括一些我以前从未听过的独到见解。
非常感谢 Annie Warner、Andrew Hogan、Irene A 和 Joff Redfern 为这次对话提供的提问建议。如果你喜欢这档播客,别忘了在你最喜欢的播客应用或 YouTube 上订阅关注。此外,如果你成为我通讯的年度订阅者,可以获得 Linear、Superhuman、Notion、Perplexity、Granola 等一系列优秀产品的一年免费使用权。详情请访问 lennysnewsletter.com 并点击 bundle。好了,下面有请 Bob Baxley。
(此处跳过 Stripe 赞助商广告段落)
设计行业的早期阶段
Bob Baxley: Lenny,非常感谢。感谢你的邀请,也感谢你所做的一切。我们仍处于摸索如何协作开发软件的早期阶段。我觉得这就像电影行业在 1920 年代的处境——我们已经迎来了”有声片时刻”,正处于向”彩色电影”转型的边缘,但仍在摸索如何拍电影。而像你这样的播客——尤其是你的播客——我认为是我们相互学习最宝贵的资源之一。感谢你为社区所做的一切,感谢你帮助我们作为群体开发更好的软件。
Lenny Rachitsky: 哇,非常感谢。从你口中听到这些,对我来说意义重大。这次对话中有太多我想聊的话题。我常听你讲一个故事:有人曾经问 Steve Jobs,你打造过的最喜欢的产品是什么?他的回答是什么?能讲讲那个故事吗?
Steve Jobs 最引以为豪的作品
Bob Baxley: 我其实记不清是在哪里听到这个故事的,但我相信它是真的。Steve 曾经列举过他最引以为豪的产品,如果我没记错的话,完整清单是:Apple II、Mac、iPod、iPhone,我记得 Apple 零售店也在其中,然后他说——Apple 本身。当我听到这个故事并反复回味时,我意识到那才是最持久的东西。我还记得另一个故事,Steve 在和 Pixar 的 Ed Catmull 或 John Lasseter 交谈时说过:“我们做的东西三年后都会变成门挡,但你们做的东西,一百年后还会有人看。“所以我觉得 Steve 对这些事物的持久性有着某种认知。
他们知道产品本身是非常短暂的,但 Apple 的文化中有某种东西延续了很久,而且我个人相信还会继续延续下去。那是一种做决策的方式,一种行事的方式,一种看待技术在世界上价值的方式,它渗透在那家公司的方方面面。我是说方方面面——从前台接待的签到系统到食堂的体验,无一例外。至少我在的时候,他们还给披萨盒申请了专利,因为他们为 Cafe Max 的披萨盒做了重新设计,因为整个公司都在不断追问:我手头在做的东西,怎样才能再好一点?我认为这是 Steve 带给他们的,让他们持续追问这个问题。
Apple 校友的困境
Lenny Rachitsky: 再问一个关于 Apple 的问题,然后我就聊别的。你觉得为什么从 Apple 离开的人,很多并没有做出什么了不起的东西?Humane 就是最近的例子。我们录制这期节目的前一天,Jony Ive 与 OpenAI 的合作刚刚公开,所以让我们拭目以待——但总体感觉就是,Apple 的校友中还没有太多人打造出真正了不起的东西。
Bob Baxley: 当然 Tony Fadell 算一个,他做了 Nest,不过他是个例外。我觉得那些人……我去了 Pinterest,在那一年半的时间里并不顺利。我觉得我自己犯的一个错误——我也在其他一些离开 Apple 的高管身上看到过同样的问题——就是我直接从 Apple 离职,周五离开 Apple,周一就去了 Pinterest。我没有给自己时间去适应 Pinterest 的文化。我认为在某种程度上,很多挑战在于,Apple——其实不只是 Apple,我认为每一家大型科技公司——都有非常强势的文化。你被那些标准潜移默化,浸润得非常深。它渗透到你的所有行为方式中,无论你是在公司里还是离开公司之后。我觉得要从一个这样的环境成功”移民”到另一个环境,是相当困难的。Apple 是最强的文化之一,没有多少其他公司的文化是天然如此运作的。Airbnb 是一个例外。所以你看像 Hiroki Asai 这样的人,他负责 Airbnb 所有的市场营销和产品,Hiroki 在 Airbnb 干得风生水起。他在 Apple 的时候就已经非常成功了。
不过也要指出,他在离开 Apple 和加入 Airbnb 之间,有几年的空档期。他给自己留了一些时间去消化……在 Apple,我记得 Tim 还是 Steve 曾经提到过”Apple 洗车”的说法。当你加入 Apple 时,他们得带你过一遍洗车流程,把你之前在其他地方沾上的东西都洗掉。结果发现,离开 Apple 的时候你也需要过一个洗车流程。我觉得 Hiroki 给了自己时间去做这件事,这可能也是他在 Airbnb 如此成功的一个重要原因。我从 Apple 学到的一件事——我认为这对任何从一个大公司文化转换到另一个的人都适用——那就是,新公司大概率是因为你上一家公司的价值观才雇佣你,而不是因为你的行为方式。所以我认为重要的是重新校准自己,告诉自己:我要守住这些价值观。比如在 Apple,注重细节、追求产品卓越、为用户和客户倾尽全力——努力守住这些价值观,但要想一想,这些价值观在新的文化中怎样表达才是最好的。我在 ThoughtSpot——那是我最后一份工作——比在 Pinterest 更成功地表达了这些价值观。如果能重来一次,我在 Pinterest 可能会做得更好。我觉得这对任何离开一个非常特定的文化、去往别处的人都适用:守住价值观,而不是守住行为方式。
Lenny Rachitsky: 这太有意思了,很感谢你分享这些,特别是你坦诚地描述在 Pinterest 的那段经历并不成功。很多人不会分享这类故事,也不会这样表述。别人在 LinkedIn 上看到,哦,Pinterest 的设计负责人,会觉得,哦,太厉害了,真酷。但如果你说,嗯,其实并没有那么顺利,我觉得这真的很有意思。关于你从中学到的东西,还有什么可以分享的吗?让其他人也许能避免类似的情况?你从那段经历中还有什么别的感悟?
Bob Baxley: 我在 Pinterest 的一个朋友,我们现在还是朋友,他说,“我就觉得你跟那个文化撞了一下弹开了。“我觉得这大概是最好的理解方式。我进去的时候以为自己应该像在 Apple 那样行事——非常直接,拼命争取,所有人都彼此在意,从来不会侮辱人,但非常激烈。而 Pinterest 当时并不是那样的状态。再说一遍,这都是十年前的事了,我不知道这些公司现在是什么样子。但至少我在的时候,Pinterest 每个会议室里都贴着大海报,上面写着:说出难说的话。那就是 Pinterest 当时的状态,而我可以告诉你,在 Apple,没有人需要提醒你说出难说的话。
所以我当时大概应该对此更敏锐一些。我想说的是,这些职业发展真的很艰难,职位越高,人们觉得你在爬金字塔。我更倾向于认为你是在爬一棵树的枝干,越往外,枝干就越细、越脆弱,可能折断,你摔下来,被风吹得东摇西晃。而这个时候往往是你生活中很多事情同时在发生的时候——家庭方面可能有很多事情,父母的健康状况可能出了问题。我在 Pinterest 的时候失去了我的母亲。我的孩子们刚开始上高中,正经历青少年的叛逆期。我通勤距离很长。太多事情同时在发生,而这些工作又极其 demanding。你周围的一切都在快速变化,你承受着巨大的压力,因为财务和成功的赌注都非常高。我觉得在这些岗位上”掉下来”才是常态,那才是普遍的故事。我们有幸存者偏差,总是谈论那些看起来登顶的人,但每一个登顶的人背后,都有上百个没有成功的人。我在 Pinterest 的时候得出过一个想法:我认为一家创业公司的任务就是让创始人成长,使他们能够继续领导这家公司。我觉得对创始人成立的事情,对高管团队中的很多人也同样成立——要在一个公司成长的速度下同步实现情感和心智上的成长,是非常困难的。
很多时候,我觉得是人被角色甩在了后面。我在 Apple 各处都见过这种情况。我自己在职业生涯的不同阶段也经历过。我在朋友身上也看到这种情况发生。它感觉像是一种失败。但这就是人的经验,这就是会发生的。要跟这些公司成长的速度一样快,太难了。我们可以争论 Mark Zuckerberg 的功过得失,但想想那个轨迹——从一个宿舍里的孩子,到五年之内 Facebook 成为一个庞然大物。想想你自己的人生,你能消化那种程度的剧变吗?我不知道。我觉得要在那种情况下保持平衡,真的非常非常难。
Lenny Rachitsky: 而且还要持续那么久。有些创始人——Brian 大概是第一份还是第二份工作,然后他就这样连续做了十五年。
Bob Baxley: 对创始人来说,这就是他们的生命。看到创始人退出的情况非常少见。我还有一个理论:一家创业公司仍然是创业公司,直到创始人让位为止。按照我的定义,甚至 Meta 在某种意义上仍然是一家创业公司,而 Amazon 则不是;Airbnb 仍然是一家创业公司,而 Pinterest 则不是,因为 Ben 已经离开了。你只有在创始人离开之后,才能发现这个文化能否自我维系,到那时你才会真正看到会发生什么。
Lenny Rachitsky: 把这个话题收个尾,我觉得这里有一个很有意思的收获,就是你在一份工作上可以失败,但一切还是会好起来的。显然你现在做得很好,一个不太顺利的经历并不会毁掉你的职业生涯。我觉得很多人会觉得如果当前的工作做得不好,就完了,一切都会走下坡路。
Bob Baxley: 你的职业不是你的全部。生活中还有更多东西。
Lenny Rachitsky: 然后给大家一个实操层面的建议:你意识到了 Pinterest 的文化问题,你跟它”弹开了”,我很喜欢这个比喻。如果你现在去看新公司,你会关注什么?或者会问什么问题?你现在会看什么来确保避免再次遇到那种文化冲突?
如何判断一家公司是否真正重视设计
Bob Baxley: 在我职业生涯的这个阶段,我很幸运,通常能直接和 CEO 或创始人面试。我通常想看的是,他们是否有一个关于为什么相信设计的故事?在内心深处,他们是否真的在乎设计?因为如果我进入一家并不真正重视我所做之事的公司,我的体验不会太好,而且会不断和各种各样的人产生冲突。我想确保我能从公司最高层那里获得文化上的支持和掩护。
拿我最近的一份工作来说,我在一家叫 ThoughtSpot 的公司工作。ThoughtSpot 由一位名叫 Ajeet Singh 的先生创立。Ajeet 在印度农村长大,但他讲过一个很好的故事:他学的是化学工程,后来搬到了美国。职业生涯早期,他在 Honeywell 工作,期间和 IDEO 有过几次合作。作为一个非常年轻的人,他亲眼看到了 IDEO 做的事情,意识到了设计的力量,并把这种认知带到了他所有的公司里。在创办 ThoughtSpot 之前,他先创办了 Nutanix。所以当我听到这些时,我就觉得,这个人从一开始就懂设计。
我也逐渐相信,我从来没有见过哪家公司是在创立之后才把设计嫁接上去的。我能列举很多我认为是 design-led 的公司——不一定是 designer-led,但至少是 design-led 或以设计为中心的。但我从没见过谁是在事后才嫁接上去的。设计要么从一开始就存在于公司的基因里,要么就根本不存在。所以我在面试时寻找的就是:它是否从一开始就在那里?我能否听到一个可信的、能追溯到源头的故事?
如果是这样的话,那我觉得我就能在那个文化中找到自己的位置。我们会有一个共享的价值观体系,就像作为一个美国人,我可以移民到澳大利亚,文化会有些不同,但我们有一个我能认同的共享价值体系。如果我搬到——比如说缅甸或中国什么的——那挑战就会大得多,因为对世界的基本看法、对世界的基本理解就是不同的,我要适应起来会困难得多。
Lenny Rachitsky: 我觉得这个洞察可以推而广之:无论你在哪个职能部门,都要去了解那个职能对那家业务有多重要。创始人是否重视工程?是否重视产品?是否重视设计?取决于你是做什么的。
Bob Baxley: 为什么要在一个不重视你所做之事的地方工作?天哪,那太糟糕了。
什么是设计
Lenny Rachitsky: 你对”什么是设计”有一个非常独特的视角,是我以前没听过的。我想直接问你这个问题:什么是设计?
Bob Baxley: 我要回到我经常引用的 Edward Tufte 那句话:设计是清晰思考的可视化表达。所以当大多数人谈论设计时,他们把它看作一个想法的视觉表达,把它看作一个团队、一个职能或一个部门。而我把它看作一种整体性的思维方式。当 design thinking 变得很流行的时候,我一直很困惑,因为我不知道除此之外还能怎么思考。那只是我自然的思维方式——设计就是去想象你想要生活的未来,然后采取步骤让它变成现实。
这几乎像佛教徒一样,以一种特定的意向性来生活。这不同于科学——科学是观察性的,试图理解已有的东西。也略有别于工程——工程大致知道最终要去哪里,但是一步一步地推进;而设计则试图看到更远处的未来状态,考虑到比工程或其他一些问题解决方法更大范围、不同类型的约束和问题。同样,我把它放在公司层面来看——这家公司是否以设计思维来思考?Apple 是这样的,Airbnb 也是。我不觉得 Google 是这样,我也不觉得 Amazon 是这样。这不是对它们的批评。我认为那些组织并不是在设计这个维度上竞争的。但话说回来,我想去的是一家作为一个组织以设计方法论来思考的公司。
Lenny Rachitsky: 顺着这个思路,很多人想象每一位创始人、每一位产品建造者都会说,是的,我想要出色的设计,我希望我们的产品极其美观、直观,让每个人都能轻松使用和理解。但他们实际上并不会在这些领域投入,也不会在设计流程上投入大量资源。你能做出的、也确实在做的最好的推销说辞是什么?你如何帮助公司看到设计的战略价值和底线价值?
Bob Baxley: 让我退后一步,先拆解一下你对设计的描述。你是用非常战术性的语言来描述设计的——美观、直观、合理的产品。你说的大概是这个意思。你所描述的,是冰山露出水面的那部分,也就是结果。那是设计的产出之一,但不是设计真正繁重的部分。设计更像是人文学科或哲学之类的东西——我们在更底层试图实现的是什么?所以当我和创始人以及其他人谈论设计的价值时,我推动他们去思考的是:当我们在哲学层面就”我们想做什么”达成组织共识时——我们为什么存在?公司的愿景是什么?这一切如何通过愿景、使命、具体原则、设计策略逐层向上串联?
然后再落实到实际执行。我们如何把这一整套东西从上到下串联起来,使之成为一个有意义的整体?那就是设计的魔力所在。区别在于:当你用设计的方式做事时,最终得到的是一堆砖砌成的一堵美观而坚固的墙。如果不这样做,你得到的就是一堆散落在后院的砖头,它们凑不成任何东西。我觉得这就是其中一件事——如果你去看,还是拿 Apple 举例,但我们也可以谈 Lego、Lyca、Porsche、Airbnb、Patagonia,还有其他一些作为以设计为中心的组织而存在的公司。如果你想想它们做的每一件事,所有东西都串联在一起,形成一个紧密统一的整体。它是整合的,作为一个整体来说是合理的。
我认为这是一个巨大的差异,也是一种极大的战略优势,因为公司可以以更高的效率运营。他们可以更快地让新人上手并融入。比如 Apple,设计在线商店的团队——我们只有六位设计师,却运营着一个覆盖三十多个国家、一万两千五百多个实例、创造数十亿美元收入的商店。换成其他任何公司,会有六十位甚至更多的设计师。Apple 能够以精简得多的人员运营,因为他们对所做的事情有非常清晰的愿景。而以精简人员运营的好处不仅仅在于节省薪酬开支,更在于——当更少的人参与时,多个心智汇聚在一起创造出像单一整体一般的东西,成功的概率要大得多。
我常拿 The Beatles 举例。四个人能成就 The Beatles,八个人就不行,二十四个人更不行。团队太大了,就无法产生 Brian Eno 所说的 scenius。Brian Eno 用了这个很棒的词,scenius 指的是一群人聚在一起时涌现出的天才。Scenius 是天才的集体形态,我认为这是我在职业生涯中真正体验过的神奇之处,但通常只出现在小团队中。人数太多就很难做到。
Lenny Rachitsky: 我特别喜欢这个 The Beatles 的比喻,因为大多数人在描述这个现象时都会说”委员会设计永远不会成功”。而你描述的方式更有意思——The Beatles 代表的是理想的小团队规模,而不是一个委员会。
Bob Baxley: 我总是忍不住要提醒人们,初代 Mac 团队只有二十个人。就二十个,Susan Kare 是其中之一,Andy Hertzfeld 也是,你去翻名单,专利上就二十个人。iPhone 专利上是二十四个人。当然还有其他人参与,但核心就是二十四个人。那就是做这件事的团队,就是 Project Purple。做出这些东西的并不是庞大的团队。如果你往里面塞一大堆人,天知道,也许最后做出来的是 Zune 之类的完全不同的东西。谁知道呢?
Lenny Rachitsky: Zune 那边估计确实塞了一大堆人。
Bob Baxley: 是的,所以这里面有个度的问题。四个人对我们想要大规模实现的目标来说太少了。但即使你看 Pixar,任何一部好电影,在剧本和故事阶段通常是一个相当小的团队。即使进入角色开发等环节,人数也相当少,直到真正进入制作阶段才会大规模扩展。当牵涉的人太多时,很难一起找到新的方向。
Lenny Rachitsky: 我觉得”新”这个字在这里非常关键。当人们听到这个建议时,他们会想:在我现有的公司里,是不是应该保持小规模?是不是不应该扩张?但我觉得你所描述的,我也完全同意——做新东西的时候确实要保持团队小而精。但随着事情发展壮大,你的看法是什么?在那种情况下,人多一些是可以接受的?
规模扩张与愿景清晰的关系
Bob Baxley: 一旦你想清楚自己要做什么,就必须引入更多人手。所以正如你所说,一旦你意识到自己正在建造迪士尼乐园,整个框架已经搭好,所有人都知道它在做什么,那大家就可以进来各司其职了。比如”我负责设计明日世界里那个新游乐设施的排队体验”,而且我知道这如何融入更大的整体。我认为一旦愿景清晰,就可以扩展规模,但人太多的时候很难达成愿景。
Lenny Rachitsky: 好的,我觉得这条建议非常有力量——就是在启动新事物的时候。我 actually 认识一位 N26 的 CPA,他当时在负责 Google Hangouts 的初期发布。他讲过一个故事:他们往里面投入了大量资源,觉得必须赢、必须做成。Larry Page 或者 Sergey 就坐在他旁边,说必须搞定这个,倾尽所有能投入的进去,但最后还是没做成。我觉得这——
Bob Baxley: 不不不,你往里面塞的人越多,一切都变得越慢。
设计思维与产品管理的分工
Lenny Rachitsky: 我想回到你之前说的关于”设计是什么”的话题。我觉得这一点非常有趣。你对设计的描述,对很多人来说听起来像是产品管理——设定策略、愿景,弄清楚所有东西如何拼接在一起。我觉得你的经验——Apple 是一家非常特殊的公司,设计在其中主导了很多事情。在许多其他公司,情况并非如此。你怎么看?对于那些不是 Apple 的公司,你如何建议他们思考设计和产品管理之间的分工?
Bob Baxley: 我听过最好的一句话是有一天晚餐时我的朋友 Joseph O’Sullivan 说的。他说:一家公司是 design-led,并不意味着它是 designer-led。所以我反复跟人们强调的是,当我谈论设计作为一种思维方式时,我说的就是思维方式。任何人都可以在任何角色中拥有这种思维方式,任何设计师也可以拥有产品思维。事实上,我认为这正是当今设计社区在说”设计师应该会说商业语言”时真正想表达的。他们的意思是,设计师也需要具备产品思维,某种程度上甚至需要具备销售思维。
两个职能都很重要。我看我的产品对职能搭档,我会假设他们与客户的连接更深,对商业现实的理解更好,我也会期望他们来驱动路线图。我对路线图可能有自己的观点,可能提出一些批评,也可能有自己的建议和议程。但一旦他们说这就是路线图,我就会相信他们是对的,我不会试图越界到他们的领域。我非常相信,一旦你进入一家公司,你的工作就是弄清楚自己的角色,并尊重不同团队之间的边界。
我的态度是:你们告诉我们需要做什么、功能是什么、什么时候要交付、问题在哪里,然后给我们时间和空间去想出解决方案。然后我们一起评估我们的方案是否真正解决了你们所理解的问题。我不过问你们的路线图,你们也别插手我的设计,我们一起向目标前进。我认为产品经理——尤其是在企业级 SaaS 公司里——比如我在 ThoughtSpot 的团队做数据分析。我的团队对数据分析一无所知。我们没有这方面的洞察力,也没有带宽和脑力去做那些事情。光是搞清楚 UI 就已经让我们焦头烂额了。
这也是我常强调的另一点。当人们开始 theorize 说 gen AI 可以替代队友——设计师不需要工程师了,产品经理不需要设计师了,每个人都觉得可以把工程师丢掉——我就想说,停下来。我们彼此都需要对方,因为我们需要不同的思维方式。每一种思维方式完完全全地占据着一个人的大脑。我不认为你能同时在脑子里装下多种思维方式。不是说我的某位产品搭档不能在设计讨论中贡献良多,而是我需要你守住那个位置。就像棒球比赛里——
就像棒球比赛里,二垒手不会去守一垒。不是这么运作的。每个人都要铺开防守,守住自己的位置,这样我们才能覆盖全场。我们要尊重一个事实:大家一起做出来的东西,会比任何一个人单独做出来的都好。拥抱创造性张力,欢迎它。我们还是得一起出去吃午饭、互相关心、一起开心,记住我们是在一起享受这个过程。但我喜欢那种摩擦,所有的魔力都发生在那里。
Lenny Rachitsky: 这个澄清非常有启发。还有一件事,我听到你认为但我以前没听别人说过的是,设计应该汇报给工程。
设计应该汇报给工程
Bob Baxley: 我想说,每家公司的文化都不同,不同的组织有不同的运作方式。根据我的经验,如果设计被视为工程流程的第零阶段,而不是产品流程的副产品或附属品,那么设计对最终交付产品的影响力是最大的。我在 ThoughtSpot、Pinterest 等地方一次又一次看到的情况是:当设计直接跟产品合作时,很容易把工程排除在外,产品和设计可能会捣鼓出一些技术上不太合理的东西,或者实现起来非常困难,或者根本就是力所不及的。而且我觉得工程团队会觉得自己不是其中的一部分,等最后把他们拉进来的时候,他们并没有全程参与,所以不太能从你做的方案中推演出真正应该交付的东西。
也许他们也不会投入同样的热情,因为他们没有被带上路。所以我认为,让设计团队和工程团队紧密连接、几乎生活在一起,是很重要的。这并不是说你非要在组织架构上这样安排,但如果不这样做,确实很难奏效。我还认为,当设计属于工程的一部分时,你能更好地把控时间线和成本。我的很多设计师朋友会反驳这一点,他们说设计应该是独立的,应该是一个独立的团队,我们应该有三个对等的分支,就像三权分立一样。这个论点也站得住脚,有些地方确实运作得很好。但根据我的经验,设计团队很少有自己的预算或人马,所以在那种格局下很难真正站稳脚跟。
另外,虽然你会看到有人在 LinkedIn 上跟我争论,说设计需要被量化衡量,我们需要有指标,需要对一个数字负责,但我内心并不真的认同这一点。我从来没见过一个可以施加到设计上、而我们能可靠地影响的数字。所以我认为,很难像要求其他 C 级角色那样,把设计作为一个组织来对特定结果负责。销售有数字指标,工程有非常明确的期望,产品也有非常明确的期望。虽然我知道这会让一些朋友不爽,但我确实想不出设计该怎么套用这套体系。当然,不同的公司文化情况不同。确实有非常成功的设计主管,我们可以一个个列出来。我只是觉得在很多公司里,这有点勉强,就是很难做到。
Lenny Rachitsky: 我看到有效的做法是——我也想听听你的看法——产品、工程、设计拥有完全相同的目标,而且每个人的绩效评估本质上绑定在同一个东西上。这样所有人都在往同一个方向使劲,而不是”我有我的工程目标,我有我的设计目标,我有我的产品经理目标”,那会制造各种奇怪的激励错位。
Bob Baxley: 是的,说实话在这方面我倾向于听你的意见。你跟那么多公司、那么多人聊过,掌握的信息面比我广得多。把我整个职业生涯加起来,我也就在大概六个地方工作过,样本量相当有限。而且我参与过的每个设计团队,都是我亲身参与的,所以我对那些组织中什么对我不起作用,也有一种带有偏见的视角。我还是回到那句话:每家公司都不同,每种文化都略有差异,不存在一刀切的方案。
我提出设计向工程汇报这个想法,只是因为我觉得人们不够频繁地考虑这种可能性。其实有三个选项:设计独立、设计归属产品、设计归属工程。我认为有那么一个时刻,你可以退后一步,针对你所在的组织,理性分析每个选项的利弊。所以我鼓励大家运用设计思维,戴上设计师的帽子,哪怕就一会儿,问问自己:我们要产出的是什么?我们要创造什么样的激励?我们想要达到什么样的未来状态?这三个选项中,哪种排列组合能最好地帮我们到达那里?
Lenny Rachitsky: 我喜欢这个想法的激进程度。我之前从没听过。我觉得设计师们会说:“你停一下,别说了。“所以你实际操作过这种方式吗?在你工作过的公司里,有过设计向工程汇报的情况吗?
Bob Baxley: 不好意思,但 Apple 在 Steve 执掌的整个时期就是这么运作的。设计一直向工程汇报。现在我觉得结构稍有不同,但设计在 Apple 一直都是工程的一部分,所以我亲眼见证了它在那里的高效运作。
Lenny Rachitsky: 这太有意思了。好的,那给一个具体可操作的建议——假设有人不想走到这个极端、把设计团队划到工程下面,你见过什么做法能达到类似的效果,让工程师尽早参与到设计流程中?
创意技术专家与模糊空间
Bob Baxley: 是的,我觉得你必须找到一种方式,在工程团队中识别出几个我称之为”创意技术专家”的人。这些人能够参与到那些最终相当虚无缥缈的哲学讨论中——讨论我们可以做什么、从概念模型的角度什么是对的。归根结底,这是一个哲学层面的问题。而能在那个空间里待得住、对其中模糊性感到自如的产品经理或工程师并不多。产品经理很可能会走进来说:“好吧,这一个小时聊得不错,下一步是什么?“而作为设计师,我总是会想:“下一步就是我们再开一个会,再聊一次。“工程师听到不同的想法时,往往已经开始切进代码了,试图搞清楚什么难、什么容易。
所以我认为关键在于,在开始阶段能否找到一小群来自不同职能的人,能够安坐于模糊地带,讨论广泛的想法,确定我们想要走向的方向。等所有人都爱上了这个方向之后,你就可以进入更务实的模式——好,什么时候能交付,给谁看,怎么写代码,什么时候上线,诸如此类。但诀窍是找到一群能够安坐于那种模糊的”也许”空间的人。我确实认为一开始就把所有人聚在一起很关键,这样大家都觉得自己是其中的一部分。最糟糕的事情是,你拿着一个完全成型的方案去找任何人审批……好吧,最糟糕的事情就是拿着完全成型的方案去找任何人审批。
我们可以稍后再谈这个问题——当你把一个最终设计拿给高管看,高管第一次看到高保真状态的时候……我等会儿再说这个。但当你去找工程团队说:“嘿,我们在实验室里埋头干了六个月,做出了一个我们特别喜欢的方案,迫不及待想让你们来实现,就是这个”——我不知道,这里就不细说了。他们会为之兴奋的。他们可不是接单的。你怎么让他们成为过程的一部分?在我参与过的每一个有影响力的产品中,总会有那么一个时刻,我们把它展示给某个关键人物,你能看到他们爱上了它。有时候他们会指着墙上的设计稿,有时候是在开会时,他们直接说:“天哪,我就是喜欢这个。”
对我来说,那一直是关键时刻,因为我知道设计没法靠自己把东西带到世界上来。我们养不了这个孩子,我们需要整个村子,而且需要整个村子都爱上这个孩子。所以在那之前,你始终不太确定这个东西能不能真正飞起来。因此我一直非常重视让几个关键的工程师和一些产品人员爱上它,这样他们才能去捍卫它、拥抱它、增强它、为它添砖加瓦。而你必须在最开始就把他们带上。
不只是”认同”,而是”成为一部分”
Lenny Rachitsky: 我听下来,很大一部分是获得认同(buy-in),同时很显然早期有更多好想法也很棒。
Bob Baxley: 是的,不过”认同”这个词对我来说不太准确,因为认同感觉像是——哦,我终于同意你了。这和”它已成为我的一部分”是不同的。我跟团队交流的时候,我常告诉他们的是:我每天走进办公室,心里都有一个信念——和我共事的每一个人,本质上都是一个创造者。产品、设计、工程里的每一个人,我们都选择了这些职业。每个人都非常聪明,每个人都非常有抱负。每个人本来都可以去做一千件别的事,但他们选择把自己宝贵的人生和创造力花在制作软件上。
所以我发自内心地相信,他们本质上都是创造者。而我所了解的关于创造者的一件事是,他们都想要做出令自己骄傲的东西,这样一天结束的时候可以把它带回家,展示给父母看:“看,我今天在学校和朋友一起做了这个。“这是最根本的东西。每个人从各自不同的角度、不同的激励和心态出发,但归根结底,他们都想要做出令自己骄傲的东西。所以关键不在于获得他们的认同,而在于让他们成为其中的一部分。怎么说呢,是以一种非常深刻、有意义的方式成为他们灵魂的一部分。我不确定你能否在事后把这种东西强加到某人身上。他们需要在诞生的那一刻就在场,如果你愿意这么说的话。
Lenny Rachitsky: 哇,这个回答真的很动人。我想对很多听到这段话的人来说,把自己构建的每一个功能和产品都变成灵魂的一部分,这个标准听起来非常高——特别是如果他们在做某种 B2B SaaS 软件的话。所以我想听听你的想法,在设计上到底应该投入多少——多少时间、多少资源、挖多深。假设你在做某种费用管理系统或者 HR 系统,在设计这个杠杆、这个差异化因素上,你建议人们走多远?
设计并不会花更多时间
Bob Baxley: 嗯,你的问题里隐含了一个假设,就是设计会花更多时间。所以我要先否定这个前提,因为我不认为设计会花更多时间。设计是客观存在的——不管怎样,总会有一个设计。问题在于它是一个好设计还是不好的设计。而且我认为有些做法可以让你作为设计师以更快的节奏运作。再说一次,如果你把……我们还没谈到 tenets(信条),但一会儿会聊到。如果你建立了一个关于产品和你想做什么的共同哲学理解,你就可以走得非常快,因为你不是在问”我们该做什么”,而是在问”以这家公司所代表的价值,我们做这件事应该怎么做?“后者是一个更简单、更小的问题。
所以如果你看那些拥有最大设计团队的公司,它们往往是最文化模糊、设计愿景最不清晰的公司。你去那些真正清楚自己在做什么的公司——他们明确知道”我们是谁,我们代表什么”——设计团队反而非常小,因为他们不会坐在那里折腾颜色、排版和想法的各种排列组合。他们在一个非常窄的脉络里运作,因为他们知道自己是谁。这跟个人很像。当你是个青少年或年轻人的时候,你可能会花很多时间琢磨穿什么,因为你还没真正搞清楚。但等你稍微年长一些,你就有了自己的个人风格,早上穿衣打扮就变得容易多了。
比如在 Pinterest。我在 Pinterest 的时候,Pinterest 还不太确定自己是谁。所以当我们做一个新用户引导流程时,我们不得不审视非常广泛的东西,因为我们还在摸索。但在其他一些地方,它们清楚自己是做什么的——Apple 是最典型的例子——我们不是在搞清楚 Apple 是什么,而是在搞清楚用 Apple 的方式来做这个具体的事情应该怎么做,所以推进速度快得多。
我同意,把自己的灵魂注入每一个小小的复选框听起来标准很高,在某些方面确实如此。我认为你需要退后一步来看整个产品,也许不是每个状态都要看,但大体上每隔半年或一年,你需要退后一步问自己:我为这个东西感到骄傲吗?我乐于成为其中的一部分吗?我相信它吗?在给定的时间、资源等各种限制条件下,这是否代表了我的最佳工作成果?还是说我只是在混日子,另有所图?
设计信条 vs 设计原则
Lenny Rachitsky: 那我们就顺着设计信条(design tenets)和设计原则这条线聊聊。我听说过你,你是设计信条的拥趸,相对于设计原则而言。它们的区别是什么?为什么这么重要?
Bob Baxley: 是的,是这样的——有整个网站专门收录设计原则,你去读的话,会看到很多原则,比如简单、清晰、美观、快速、安全。你会看到这些词,这些词都很好。显然我对这些词没有任何意见,但它们作为决策工具并不实用,因为没有人会主张相反的东西。从来没有人在会议上说:“算了,不要清晰了,我们尽量把它做得尽可能混乱吧。“所以”清晰”这个概念,作为一种美好的口号放在那里也不错,但我就是不觉得它能帮你做决策。而 tenets(信条)是真正的决策工具。打个经典的比方——纸袋还是塑料袋。每次去杂货店都重新考虑这个问题太复杂了。所以你给自己定个规矩,你要么是一个用纸袋的人,要么是一个用塑料袋的人,然后从那里往前走就行了。
Bob Baxley: 信条大概就是这种思路的规模化版本。这个故事来自他们刚开始做 Keynote 的时候,据说负责发起 Keynote 的那个人去找 Steve,问”我们该怎么定位 Keynote?“Steve 说,“你记住三件事。第一,做丑的演示文稿应该是很难的。第二,要把重心放在电影级别的转场效果上。第三,优先追求创新,而不是 PowerPoint 兼容性。“尤其是最后那一条——如果他没有明确说”我们走这条路,不走那条路”,那个团队接下来的十年就会在到底该追求 PowerPoint 兼容性还是创新这个问题上互相挖眼珠子。后来我在 ThoughtSpot 的时候,很早就意识到我不可能对产品中发生的一切实行自上而下的控制。涉及的人太多,工程团队也太多,其中大部分在印度。我需要从”控制”的心态转向”编排”的心态。我需要努力塑造文化、设定特定的设计信条,让每个人都能内化并遵循,然后沿着那个轨道做出正确的决定。
我们有三条信条。我觉得不能超过三四条,因为你需要每个人都能记住它们。他们不可能每次都去翻手册。第一条是:需要文档说明就是一种失败。在企业级公司里,很多人经常觉得,“哦,我们把它写进手册就行了,算作培训的一部分。“我会不断地反复强调,“停下来,没有人想学我们的软件。没有人在乎。在一个满是浏览器标签页的世界里,我们不过是其中又一个标签页。我们不是这个用户的全部世界,他们不想学这些东西。”
文档说明是一种失败。也许我们无法完全避免,但我们应该尽一切可能简化,让用户在产品本身的上下文中就能搞明白怎么用。这是第一条。第二条是:每一个交互都应该从简单开始,由用户主动选择进入复杂。我们当时的主要竞争对手是 Tableau。Tableau 从复杂开始,这就是他们的整个价值主张——“我们是一个超级强大的工具,什么都能做。“所以当你坐到 Tableau 面前,感觉像在驾驶航天飞机。如果你是专业的数据分析师,那很好,那就是你想要的工具。但这不是 ThoughtSpot 要做的事。我们试图把数据分析交到我所说的”普通人”手里——也就是业务用户,那些不是每天沉浸在这类东西里的人。
所以我们对他们的目标是,坐下来就能用,这是一个容易上手的软件,如果他们想要,可以打开所有的花哨功能和强大能力。这是第二条——从简单开始,让用户主动选择复杂。第三条是:整个产品看起来和感觉上应该像出自同一个人的手。这是一条旨在对抗企业公司天然碎片化倾向的信条,因为你有很多不同的团队在各自工作,他们的激励是只关注自己负责的那一小块。所以他们想的是对自己这块什么是对的,而不会退后一步看整体。
所以我们定了这条信条——整个产品看起来和感觉上应该像出自同一个人的手——就是为了提醒大家,你做的这个功能在整个系统中是怎么配合的?有时候我们需要为了产品的整体去做一些事情,即使这些事情不一定是我们在自己功能上最想要的方式。这些信条全部都是——再说一次——决策工具。当我们有设计争论的时候,就可以回到这些信条,等一下,我们到底是从简单开始、让用户主动选择复杂,还是我们在这做了别的什么?
Lenny Rachitsky: 关于信条的这段讨论里隐含着一个意思,就是你需要非常有自己的立场。要有清晰的”什么该做、什么不该做”的界限。在这方面还有更多可以说的吗?还有其他信条的例子可以分享,给大家在思考自己的信条时一些灵感吗?
Bob Baxley: 信条是非常依赖具体情境的,有点像问”你的育儿信条是什么?“这是非常个人化、与你的特定情境密切相关的。所以我不确定我还有很多其他例子,而且我也没有看到很多其他公司在用这个方法,所以也没法补充太多。我们曾经尝试为单个功能制定信条,但发现很难操作。感觉信条更适合在设计战略层面发挥作用。而且我认为这在公司之间差异非常大。如果让我给设计负责人或产品负责人一个建议,那就是留意那些团队反复争论的问题——人们似乎各执一词、分成两个阵营的那些辩论。然后想想我们能不能只做一次了断性的讨论,作为一个组织决定往左走而不是往右走,你说得完全对——你必须有自己的立场,但这也是你赢的方式。从来没有哪个没有立场的软件获得过成功。你必须有自己的观点,问题只是你的观点是什么。所以实操层面,我会说去找那些团队一遍又一遍重复辩论的地方,把那场辩论做一次了断,然后把它放在身后。
Lenny Rachitsky: 然后把它变成一条信条。那为什么用”信条”(tenet)这个词而不是”原则”(principle)这么重要?
Bob Baxley: 我也不知道。我当时就定了用 tenet 这个词。我还得去查查它的定义。我本来是想把它和原则区分开,因为我觉得原则就是一种……我把原则描述为类似”苹果派和母爱”式的东西——就是那种没人会反对的东西。所以我觉得与其试图挪用那个词、改变人们对它的理解,不如直接换一个不同的词,可能更有效。
Lenny Rachitsky: 有道理。
(广告已跳过)
Lenny Rachitsky: 好,我想稍微拉远一点。在我向别人打听你以及你的思维方式时,反复出现的一个主题是——你对一个观点有非常强烈的感受:打造伟大的产品、打造成功的产品,是身处科技行业的人的一种道德义务。来聊聊你为什么有这种感觉,以及这具体意味着什么。
Bob Baxley:
嗯,你看,我最常举的例子是——如果你去机场四处看看,会看到很多人在用手机导航那个系统。他们在找登机口在哪里、航班什么时间、能不能调出登机牌,等等。就观察这些人,看他们的表情,看他们脸上困惑和沮丧的程度。他们当中有些是像你、我和你大多数听众那样的科技高手,但很多人只是普通人,他们不是每天都在跟这些东西打交道。很多时候他们非常沮丧。把这个场景放大到他们一整天的生活中——几乎每一个生活在现代经济体中的人,每天都要跟手机或电脑进行上百次交互,其中很多交互是会产生实际后果的。
不幸的是,很多交互体验并不好,令人困惑、令人沮丧。我在面对现场听众演讲时,经常问大家:如果你在过去一个月里有过令人沮丧或困惑的软件使用体验,请举手。显然所有人都举手了。好,那本周到目前为止呢?大部分人的手还举着。我说,好,今天到目前为止呢?大部分人的手还是没放下来。而我经常是在上午演讲——也就是说,大家今天都已经经历过令人沮丧的软件体验了,而现在才上午十点。各位,这是个问题,因为每一次这样的交互都会消耗你一点精力,让你的沮丧感又增加一分。而软件令人遗憾的地方——无论对使用者还是对创造者来说——在于它是一种匿名的媒介。
没有人能看到是谁在做这些东西。你我加在一起,可能也就说得出六七个参与过我们关心的产品的设计师名字。而我们能做到这一点,唯一的原因是我本人就是设计师,其中不少我还认识。换成你自己,如果你能说出超过一只手数得过来的名字,我会很惊讶。再说一遍,我们是在科技行业工作的。所以想想那几十亿不在科技行业工作的人——对他们来说,这些产品就是一些由不知哪里来的一群人创造出来的、面目模糊的怪东西,而这些产品正在给他们造成难以估量的困惑和沮丧,在降低他们的生活质量。我认为我们作为产品人,有义务把那些情感能量还回到人们的生活中去。他们不想去琢磨怎么搞定我们的登录界面,也不想经历我们的新用户引导流程——他们只想回家,陪陪家人,摸摸狗,吃顿好的晚饭。
我只是觉得,每一次我们对用户提出要求,都是我们的失败。所以我确实认为——我把它表述为一个道德问题,用这种方式来谈论它,是因为我觉得行业中很多人并不理解他们所做之事的规模——原因还是一样,因为这是一个匿名的领域。我们永远看不到玻璃另一边的人。
但我想这个播客发出去后会有——我不知道——几十万人听。如果你和我把所有可能收听这期节目的人聚集在一个地方,亲眼看到他们,我们会想:天哪,那是很多人。我们可能会换一种方式思考,换一种方式行事。我在 Apple 的团队,还有我在 Facebook、Google 或其他地方工作的朋友们——他们很难真正理解,自己在电脑上用 Figma 创建的东西,将会被几十亿人、成千上万次地交互。如果你对此失去了感知,我觉得你就会变得马虎。“不尊重”这个词可能不太准确,但我觉得你就是会忘记自己对他人正在产生多大的影响。
Lenny Rachitsky:
哇,这真的很振奋人心。这让我想要去做产品、把它们做到极致。这里面有一种巨大的力量。你说的这些让我想到一件有点随机的事——当我在 YouTube 上看到有人点击观看我的播客视频时,我会想,哇,那是一个真实的人,要花时间来看这个东西。哇,这让我更有动力把它做得越来越好。
去观察真实用户
Bob Baxley:
对,我觉得你必须找到办法——必须刻意去找机会看到人们实时使用软件的样子。我做过被几十亿人使用的产品,我有朋友触及过几十亿人,但我们中没有一个人曾经在真实场景中、在人们自然状态下看到过任何人使用这些东西。也许我们在实验室里见过,但我从来没有偶然看到过任何人使用哪怕是 Pinterest。但确实有一些方法——作为创作者、作为制造者,你可以去真实场景中观察人们使用软件。比如去观察人们在 Target 用自助结账——那是我见过的最好的自助结账。去看看那个,然后再去某个做得没那么好的杂货店看看,认真体会人们的反应。
让我孩子们很抓狂的是——他们的朋友来家里玩时,我经常拿起人家朋友的手机翻一翻,想了解人们是怎么组织主屏幕的、用哪些 app。如果里面有什么我没见过的,我就问他们那是什么,让他们给我演示一下。我觉得我们正处在一个人们不太做可用性研究的时代,所以很多人在职业生涯走到相当深入的时候,都从未看过普通人实际使用软件的样子。相反,我们依赖的是各种数据指标。我开玩笑说过,靠指标来理解用户层面的情况,就像看射电望远镜的原始数据,而不是直接走到外面抬头看夜空。你必须找到方法去观察你的用户。
电影人可以去电影院,看观众的反应,从中理解东西。喜剧演员可以去喜剧俱乐部,逐渐培养出人们对什么笑的直觉。而我们这些人没有一个显而易见的方式去看人们使用软件,所以我们并不真正理解人类如何处理屏幕上发生的事情。你必须找到各种方式去做到这一点。好在软件无处不在——不仅仅是桌面端或移动端软件。ATM 机、售票终端、随处可见的销售终端系统。去看看一个七十岁以上的人手忙脚乱地插芯片卡,或者看人琢磨怎么用 Apple Pay——这些已经算是相当流畅的体验了,但其中仍然存在认知摩擦。去租一辆车,看看你要花多长时间才能搞清楚仪表盘上到底是怎么回事。有很多机会去培养那种直觉——关于人们如何应对人机交互的直觉,我们需要找到方法去做这件事。
培养对产品的品味与直觉
Lenny Rachitsky:
你描述的这些中有一个很重要的元素,我觉得可能被大家忽略了——你说的不仅仅是看自己的产品,而是去看任何软件,以此来培养你的品味和直觉,感受什么有效、什么无效。我最近请了一位嘉宾,来自 Vercel 的 Guillermo Rauch,Vercel 的创始人,他说了一个很好的说法,关于他们在公司里做的一件事——他们有一种叫”曝光时长”(exposure hours)的使命:增加你接触人们使用我们产品的时长。然后你可以把这个思路推广到任何产品。
Bob Baxley:
是的,使用自己的产品是一回事,但我始终觉得,当你观察别人使用你的产品时,你会带着一种心理偏见,导致你很难真正看清发生了什么。所以关键在于理解你的受众——理解他们如何在屏幕上处理信息,而不是只盯着你自己的产品。
有一次我在重新设计一个结账系统时,我们做了一个我称之为”现实检验”的事情——我们在实验室里做了一次传统的可用性测试,但我们让受试者来体验其他产品的结账流程。我们观察他们在 eBay、Williams-Sonoma、Amazon 等平台上完成结账。我们从中收获了大量关于结账的认知,了解了什么对他们来说是重要的,比如我们发现运费报价几乎和价格本身一样重要。这些东西,如果我们只是观察他们使用自己的产品,我不确定我们能注意到,因为我们可能会坐在那里着急地想让他们去点那个按钮,或者我们会带着偏见,只想看到积极的一面。而如果你只是观察人们使用相关品类的产品,可能会非常有价值。
再说一遍,我们工作在一个媒介中——软件是一种媒介——我们需要像理解其他媒介一样理解我们的媒介。音乐人去听音乐会,电影人去看电影,喜剧演员去喜剧俱乐部。而我们这样的人,什么时候会去观察人们使用软件呢?我们在哪里培养那种直觉?很遗憾,我觉得你必须刻意去做这件事。
软件作为一种媒介
Lenny Rachitsky:
能不能再多聊聊”软件是一种媒介”这个想法?这个话题在和与你合作过的人的对话中也多次出现,这似乎是你很坚持的一个观点。
Bob Baxley:
是的,Lenny,你做功课做得真到位。是这样的,我在 2016 年离开了 Pinterest——抱歉,2016 年。当时我没有什么下一步的安排,所以有一段自己的时间,我在硅谷这片半岛上来回开车,和其他设计负责人见面,大家互相倾诉感慨。你可能还记得,2016 年美国有一次影响深远的总统大选,有一种说法是社交媒体对那次选举产生了重大影响。
我就这样在硅谷开车转悠,心里琢磨着到底发生了什么。我 1990 年搬到这里,当时硅谷核心的那种嬉皮精神依然随处可见,那也是硅谷最初吸引我的地方。但 2016 年已经是很久以后了,那种嬉皮精神已经变得非常微弱了。
当时我在听一个斯坦福团队制作的关于硅谷历史的播客,叫 Raw Data,是第二季。开头一集叫”一个死去孩子的纪念碑”(A Monument to a Dead Child),讲的是斯坦福大学,结尾是 Zuckerberg 在国会作证。中间他们谈到 1960 年代末旧金山等地的反文化运动,引用了一位叫 Fred Turner 的人写的一本书,书名叫《从反文化到赛博文化》(From Counterculture to Cyberculture)。书中有这样一段话:“你不得不问,为什么个人计算机会在 1960 年代末的北加州诞生,而当时全国所有主要的科技公司都在东海岸。答案是因为在斯坦福大学周围有一小群人,他们把软件视为一种全新的媒介,与电影、音乐和书籍同等重要。”
当我听到这段话时,突然间我恍然大悟——等等,这就是我做这件事的原因。我从根本上说是一个创作者。高中时我是摄影师,大学时我想当电影人,毕业后去了音乐学校,从音乐学校出来后又开了一家平面设计工作室。我是一个创作者。我回过头来看,发现我一直在寻找属于自己的媒介。直到 27 岁,我才找到软件作为我的媒介。原来如此——我是一个设计软件的创作者。
然后当我听到”软件是一种媒介”这个说法,我对自己一生在做什么、我是谁,这一切瞬间就串联起来了。我意识到,我喜欢软件,是因为当软件运转良好时,它会给我一种特定的感受。而让我现在感到不安的是,很多时候它并不能那样运转。
我还记得第一次看到电脑时的情景——可能很多听众也能记得第一次看到台式电脑的时刻,或者第一次看到手机上双指缩放的时刻。你会记住这一切。那简直就是魔法。那就是未来。太酷了,就像看到了最壮丽的极光,或者最美的日出。一种敬畏和惊叹充盈着我的内心,可能很多听众也有同样的感受——那大概就是驱使你进入这个领域的东西。
所以我意识到,软件是一种媒介,因为它包含情感成分。一把锤子、一把锯子,它们不会唤起我的情感。也许如果你是木匠会有些不同,但我对厨房用具不会自然产生情感,甚至那些更精密的工具,比如计算器、滑轮,我依然不会有情感反应。但每一款软件我都会产生情感反应。我要么感到困惑,要么感到被赋能;我觉得自己的世界变大了,或者世界变小了。它们都有情感成分。我认为,一旦你认识到并接受了这一点,你就可以说:哦,我们在做的这个产品确实有情感成分。我可以让它听天由命——大多数人正是这样做的——或者我可以有意识地关注它,把情感纳入我们对产品的构想中,有目的地去设计我们想要从用户那里唤起的情感。我认为这就是设计,尤其是视觉设计可以产生巨大影响的地方。
所以在很多设计评审的讨论中,有高管会说:“我不知道,归根结底这不过是个见仁见智的问题。“我总是回应说:“不,不是这样的。我们选择蓝色还是红色,会唤起用户特定的情感反应。我们希望他们感受到什么?然后让我们确保视觉上设计出能唤起那种情感的东西。”
所以再说一遍,我认为一旦你真正想通了——屏幕的另一端是有血有肉的人,他们正在与你放在他们手中、占据他们注意力的东西进行情感上的互动——你在那些时刻是存在的。你会不会承担起那份责任,在那个时刻成为你想成为的人?
每一次交互都是一次情感时刻
几个月前,也许是更早一些,我在和 Toast 团队聊天——他们做的是餐厅用的手持点餐终端设备。我告诉他们的是:不管你意识没意识到,今晚你将和全国各地的几十万人一起共进晚餐。举一个例子,你会出现在俄亥俄州一家很好的餐厅里,对面坐着一位祖母和她的两个十几岁的孙子,账单来了,服务员把设备递给那位祖母,因为是她要买单。而你有机会——要么让她看起来像个超级英雄,因为她知道该怎么操作;要么让她看起来像个傻瓜,然后她的一个孙子会把设备拿过去替她操作。
Bob Baxley: 你就在那张餐桌上,你要为这位祖母做什么?你要尽你所能好好呈现,还是任由这一切崩溃,因为你没有为她想得足够周全?这对 Toast 如此,对我们所有人正在做的每一款产品也始终如此。
Lenny Rachitsky: 这个观点太有意思了,也很启发人。我本来想问你如何运用”软件是最强大的媒介,甚至超过电视和电影”这个洞察,而你已经分享了,我觉得这非常重要。那么我想进一步确认——这里的建议是:在设计流程一开始,就要思考你希望软件用户产生什么样的情感,而不仅仅是你想让他们做什么、你想让他们多快走完某个流程,而是你想让他们产生什么样的情感?
Bob Baxley: 对。我通常不会去想”我想让他们做什么”。我觉得那样想有点自私。他们有自己想做的事,我是在帮助他们。我从来不把用户当作可以剥削、利用和操纵的对象。我知道确实有人是那样做的,我觉得这有点令人遗憾。但作为一名设计师,我有自己的价值观和准则,它们引导我以某种特定的方式来看待这些事情。所以我一直在问的是:对用户来说什么是正确的?
我由衷相信,如果我们优先考虑这一点,所有指标都会出现好的结果,包括那些重要的金钱指标。我从没见过哪个产品把指标当作行为的驱动力而获得成功。但我见过很多公司非常成功,它们把指标视为结果、视为评估决策质量的方式,然后利用指标来校正方向,在未来做出更好的决策。所以指标是一种非常有用的反馈机制。但我认为,把”因为指标驱动所以做某事”和”把某事视为结果”混为一谈,确实是一个风险。
愿景声明与设计简报
Lenny Rachitsky: 我还有几个问题想问,但我想回到之前问过的一个问题,我觉得正在收听这个节目的很多创始人和产品经理心里都在想:这一切听起来都很好,我很想把这些体验做得那么出色,但这样做需要花费大量时间才能做到真正出色。你之前说过,其实不一定需要那样。你能不能给创始人或产品经理提供一两个实操建议,帮助他们在控制设计流程的同时,也能实现你所描述的那些成果?
Bob Baxley: 嗯,我觉得如果你能给出……也许可以这样想——把它当成一个巨大的 AI 提示词(prompt)。你给的上下文越多,给出的具体信息越多,越清楚地表达”我们的宗旨是什么、我们想达到什么目标”,设计师就越能判断自己应该在哪个泳道里,产出相应的东西。
所以如果你觉得设计流程会花很长时间,往往是因为你的创意简报(creative brief)不够清晰,这通常意味着你自己脑子里也没想清楚。我接触过很多创始人,我们可以列举出不少大公司,它们起步的时候其实自己脑子里也没想清楚。我不想……Yahoo 是一家了不起的公司,但如果我们单看 Yahoo 一眼——我在那里工作过,我始终不清楚 Yahoo 的创始愿景是什么。
我经常谈到愿景声明。我们可以说 Google 的愿景声明是”整合全球信息”。这是一个很好的愿景。他们永远不可能完全实现,它始终在地平线之上。但它一直是指导他们收购和公司发展的非常有用的组织原则。
Amazon 的愿景是”成为地球上最以客户为中心的公司”。很好,这也是一个愿景,他们永远到不了终点,但它告诉你他们将如何扩张。Apple 没有明确的愿景声明,但我可能会这样描述它:个人计算能够对个人生活产生变革性的影响。我认为这聚焦了他们大量工作的方向。
Disneyland,至今为止最好的愿景声明——地球上最快乐的地方。一旦你告诉员工这里应该是地球上最快乐的地方,你就在传递各种信号——他们需要如何捡垃圾、如何准时到岗、如何穿着制服。你在传递一大堆信息。
所以我和创始人交谈时,很多时候他们就是缺乏那种对公司愿景的清晰度。回到 Yahoo,我从没听到过什么愿景,所以我也不确定他们到底想做什么。他们算是误打误撞进了目录业务,然后在边缘加了一堆东西,但看起来始终不太合理。所以在 Yahoo 内部工作的人,最终效率很低,因为他们不得不应付大量的模糊性。
我认为这对创始人来说也可能是一个相当大的风险。他们沉迷于一个产品想法,认为公司就是产品。公司不是产品,产品是产品,公司比产品更大。你需要有一个超越当前这个具体事物的愿景。
说实话,我认为 Slack——Slack 和 Pinterest 都是产品变成公司的例子——但这两个地方都不太清楚接下来该做什么,因为他们没有一个更大的、关于他们想在世界上促成什么改变的愿景。所以回到你的问题,你问了一个非常务实的问题。我认为在去找设计师之前,你需要先打磨你的提示词(prompt),尽可能清晰地告诉他们你想产出什么。如果你对希望用户产生的情感反应留有开放空间,你就是在引入大量模糊性,而这会带来大量低效。
Lenny Rachitsky: 我很喜欢这个回答。而且很有意思的是,AI 能帮助我们作为人类更好地协作——当你发现 AI 没有以你期望的效果达到你想要的结果时,这是一个教训。这也适用于和人类协作——把提示词写得更具体,在生活中加入更多上下文,不仅仅是在跟 AI 对话的时候。
Bob Baxley: 没错。
Lenny Rachitsky: 我太喜欢这个观点了,真的很有意思。所以这里的建议是:如果你发现设计耗时太长,或者你想提升与设计团队合作的成效,那就给出更多上下文,在简报上花更多时间,想清楚你到底要达成什么。同时确保有一个清晰的愿景或使命,让所有人都能朝着同一个方向划桨。
Bob Baxley: 对。说到底,设计是一种解决问题的方法论。所以在进入设计流程之前,你能移除的变量越多,流程就越高效。如果你给设计师大量模糊性,他们会花很多时间在原地打转,而坦率地说,那是你作为客户的过错。
PM 要成为更好的”客户”
Bob Baxley: 作为设计负责人,我认为我面临的主要挑战之一,坦率地说,就是努力让产品经理成为更好的客户,帮助他们把需求说得更具体。设计团队从产品团队那里收到极其模糊的需求,这非常常见。而对设计师来说,问题在于他们必须把所有这些模糊性全部吸收,然后逐一消除干净。因为他们交给工程团队的时候,工程团队需要确切知道要写什么代码——计算机不容忍模糊性。工程师需要知道最终的东西是什么样。所以设计团队拿到的是一个非常模糊的输入,却必须产出一个高度具体的输出,而且往往还被限定了时间。这根本不是一个成功的配方。
所以更好的做法是,要么压缩 PRD 的撰写周期,把设计师拉进来一起参与,让产品和设计真正快速地协同创作。但你需要……你可以这样想:设计师是画分镜(storyboard)的人,如果你不给他们一个好剧本,他们会非常困难。而你不能给摄制组模糊的分镜,否则你在片场只会浪费无数的钱。
所以如果你想想从剧本到分镜再到制作这三个步骤,核心就是消除模糊性。上游能消除的模糊性越多,设计推进得就越快。
给设计师多少约束
Lenny Rachitsky: 这就引出了一个问题,你也不希望对设计师说得太精确——“这就是我们要设计的东西,把它做得漂亮一点”。设计师需要空间去思考、去创造、去探索,这中间一直有一种平衡。关于如何把握这个度,你有什么建议?
Bob Baxley: 如果你回到我刚才说的剧本和分镜的比喻,剧本里没有图画,在分镜阶段仍然有大量机会去另辟蹊径、提出原创方案、做出很多有创造性的贡献。剧本主要以文字形式存在,而这很大程度上正是产品经理的工作方式。
我想说的是,产品经理需要记住一点:产品经理总是有一种倾向,想自己画点什么,然后把草图交给设计师。我建议他们不要这样做。有时候他们确实需要自己画一画来理清思路,但如果一个产品经理拿着一个已经画得差不多的完整方案来找我,我的反应会是:谢谢你给我看了这个,现在我确切知道我们不会做什么了。因为出于职业自尊,我绝不可能去照搬执行那个东西。
所以你说得对,产品经理必须给设计师留出运作空间。我认为他们想表达的很多东西完全可以用更非正式的方式完成——通过对话、白板讨论等。但你确实需要为设计师收窄问题范围,他们需要约束。他们需要的不是一个狭小的盒子,而是约束。你可以这样想:你不要给他们一个机场跑道那么大的空间,甚至不要给他们一个足球场。你给他们的是一个更接近篮球场大小的东西,一个他们能在其中施展设计才华的尺度。
Lenny Rachitsky: 我待会儿想聊聊篮球,但先不聊这个。你分享了很多关于做产品、设计、搭建团队和领导力方面的反直觉经验。还有一个你认为非常反直觉的、与创业圈主流认知相悖的经验吗?
尽可能晚地画第一笔
Bob Baxley: 我想说的是,你应该尽可能晚地画第一张图。我觉得这与所有帮你创建原型的生成式 AI 工具背道而驰。显然现在围绕这些工具有很多兴奋之情——我只要给一个 prompt,AI 就能帮我生成一套界面。
我不确定用词是否准确,但我从艺术中借鉴了一个概念,我称之为”初始之痕”(primal mark),也就是你在画布上落下的第一笔。一旦你在画布上落下那一笔,之后你所做的一切都是在回应那一笔。它某种程度上设定了你的基线。所以我一直觉得,一旦我们画出了一张看起来哪怕稍微有点真实的图,所有人都会被吸引过去说,哦,就是这个了。人们对模糊性如此不适,以至于他们无法承受”这可能不是最终方案”这种紧张感。
所以一旦你画出一张看起来哪怕稍微逼真一点的图——更不用说从那些生成式 AI 工具里出来的东西——大家就会说,哦,就是这个了。然后你就不断在这个方向上加码。而实际上发生的事情是,你把可能性从一个巨大的范围缩减到了一个来自 AI 系统的微小方案,而这个系统是基于已有的解决方案和已有的想法训练出来的,它的思考方式可能根本就不对,因为你给它的只是你第一层思考的结果。
我认为有一种方式可以让你在概念层面和对话层面继续推演,从而抵达你的第二个、第三个、第四个想法。那才是事情变得真正有趣的地方。而且再说一次,我认为这不需要花很多时间。在一次会议的过程中,你就可以走到第二个、第三个、第四个想法。你只需要愿意不急着抓住第一个看起来可行的方案。你得到一个可行的方向,你说,好吧,这个很有意思,先放一放。我们还有什么别的?
有一个相关的故事可以说明这一点。在我之前的一份工作中,我负责公司官网。有一天我碰到一个产品经理,她说:“首页上这个链接,我们得把它变成蓝色。“我说:“我们哪儿都不用蓝色链接。“她说:“对对,但我们就是得把它变蓝。“我说:“我们不会把它变蓝的。“过了几天我看了首页,那个链接已经被变蓝了——因为她绕开了我,直接找到工程团队把它改了。
后来我又在走廊里碰到她。我说:“这到底怎么回事?“她说:“因为大家看不到那个链接。“我说:“哦,他们看不到,所以是不够突出,对吧?“她说:“对,不够突出。“我说:“好,我们有一百种方法可以让它更突出,把它变蓝只是其中之一,那是你最先想到的办法,因为你不是设计师,这很自然……因为那是最显而易见的做法,但它实际上并不契合我们在更大范围上试图做的事情。”
所以我经常……我尽量鼓励产品经理去思考:这个东西的问题到底是什么?然后把问题交给我们来解决。不要跳到解决方案然后告诉我们该怎么做——不要告诉我们具体该怎么执行。同样地,在路线图上我也是这个态度。你来定路线图,告诉我们该做什么,我会问你相关的问题,可能会提出异议,我们可能会有一些来回讨论,但那是你的职责。我会相信你受过专业训练、知道自己在做什么、会做出正确的判断。我只是希望你给我同等的尊重。
AI 原型工具的利弊
Lenny Rachitsky: 关于不要太快画图、不要太早落下”初始之痕”的建议——我很喜欢这个词——我很好奇你对当今 AI 原型工具的看法。因为那是这个建议的极端版本。你不仅是在创建一张草图,而是——哦,它能用了,就在这儿,这就是它的样子。你怎么看?你会建议人们(尤其是产品经理)不要用这些工具吗?
Bob Baxley: 我认为它是一个生产工具。一旦你知道自己想要什么,并且能给它一个非常扎实的提示词,那么……我自己没有太多尝试,因为我现在不在一线操作岗位上,但按理说它在快速生成可点击、可体验的可操作原型方面应该是非常有用的。
我一直以来都说,交互式的想法需要以交互方式来表达,这样我们才不是靠比划来沟通,而是能够真正理解将会发生什么。所以当一个想法已经准备好被表达时,我觉得这些工具可能非常出色。但想法在初期是相当脆弱的,而最好的想法一开始更是非常脆弱。我认为当你过早地推动它们发展、过早地把它们推到台前并期望它们能承受住批评,你只会把它们扼杀掉。
我经常想到 Pixar 电影《WALL-E》里那棵小植物——你得给那个小家伙一点空间、一点时间、一些水分和养分,你不能突然把它放到风中就指望它能活下来。所以我觉得很多……有很多非常脆弱的、有趣的、安静的想法,我认为你需要给它们一些空间。当你急着去表达它们的时候,我觉得你是在把它们置于危险之中。
我还要说的是,每个人看到原型时,关注的都是视觉和文字的表达。所以一旦你做出了高保真的东西,你得到的反馈会是关于颜色、形状这些呈现层面的问题,而这些与可用性和价值之间关系非常松散。这就像是在关注一部故事很烂的电影的特效。
所以在 ThoughtSpot,我们以前用的是一种我们称之为 block brain diagram(方块脑图)的东西,它比线框图还要简化。就是用大块的方块来表示屏幕大概可以是什么样、东西大概放在哪里。正因为保真度很低,人们没办法对它的外观评头论足,我们不得不从概念层面讨论它到底是什么。所以我们试图打下这个坚实的基础,然后从方块图到线框图,再到最终的表达。
我认为这帮助我们厘清了在概念上到底想做什么,所以等我们到了最终视觉呈现的阶段,那部分其实变得非常简单。一开始这让产品团队非常紧张,因为我们会待在方块图和线框图阶段有时候长达几周,他们就会问,我们什么时候才能看到最终设计稿?
然后会发生的事情是,因为我们有一套非常成熟的设计系统,一旦我们在方块图上确定了方案,我们可以把它交给外部代理公司,他们一天之内就能做出全套高保真设计稿,因为他们完全清楚自己要做什么。所以产品经理们总是很惊讶,一夜之间发生了什么?我们就会说,事实证明高保真的东西并不是难点。难点在于那份硬功夫——思考我们到底想要做什么?那才是最难的。
如果你去做高保真的东西,反而会把水搅浑。我认为你最终会花大量时间来回折腾,如果你没有……再说一次,我要回到电影的比喻,因为我学过电影。如果你到了制作或分镜阶段才去修补剧本的问题,你会不断打转,浪费大量精力。所以在去画高保真东西之前,你必须先想清楚你到底要做什么。我觉得很多生成式 AI 工具有一种诱惑力——嘿,我们直接出设计稿看看怎么想的。我真的不确定你能从这个过程中得到什么出色的东西,也许有可能吧。
Lenny Rachitsky: 这是一个非常有趣的反面叙事,因为感觉现在每个团队都是直奔原型。我刚刚和 Microsoft 的一位 CPO 聊过——我意识到 Microsoft 有很多 CPO——她提出了一个概念,叫”先做 demo,再写 memo”,不要写提示词集或任何 PRD,你应该直接把所有想法做成原型。所以听到另一种视角很有意思——也许这样做实际上反而损害了你找到真正巧妙方案的能力,你得到的可能只是显而易见的方案。
Bob Baxley: 是的。你看,我觉得在某些时候,希望大家退后一步问问自己:我们通过这个流程是否真的产出了更好的产品?我们确实更快了,但更快不能是终极目标。你还需要创造出伟大的产品,对吧?一些可持续的、坦率说是你引以为豪的、你的用户能从中获得价值的东西。如果你只是在往墙上疯狂甩意大利面,我不确定有一台甩得更快的意大利面机是不是……
当然,也有一个反面论点……你可以说,哦,这就像达尔文式进化,我们就大量生成随机变异然后看结果。我以前开玩笑说,确实,如果你拿一堆氢原子给它们 140 亿年,你可能最终得到一只老虎,但你不知道你会得到一只老虎,你也可能得到一只六头虾,而且你不知道它什么时候会转变。所以我不太确定达尔文式进化是不是我们创造伟大产品的方式,但很多公司正在尝试这条路。
AI 角落
Lenny Rachitsky: 我想带大家进入播客的一个固定环节,叫 AI 角落(AI Corner)。在 AI 角落里,我会请嘉宾分享一个你在工作中学会或发现的 AI 使用方式,帮助你做得更好、做得更快。
Bob Baxley: 我现在的工作就是搞清楚我的工作是什么。所以我一直在用 AI 做的事情是——我非常明确地把它当作一个人生教练来用。我之前看到过一些提示词,关于问它你的盲点是什么,或者你的优势和劣势是什么。我看过一些这方面的提示词。
其中一个真的很棒。其中一个是:有什么过时的思维定式是我还在固守、但已经不再对我有用的?它给出了一个非常得体的回答,大意是,考虑到你的年龄和职业,你非常依赖”控制”这个概念并不令人意外,但这已经不是我们当前所处世界的运作方式了。这也不太可能适合你接下来想做的事情,也就是写作、发表和演讲之类的。虽然它是基于统计推断出来的,但它确实给出了一个非常好的表述,我认为……
虽然它是统计推断出来的,但它确实给出了一个非常好的表述,我在你的节目中也用过了,那就是——试着专注于编排而非控制(choreography over control)。
所以我觉得这非常有用。我问了它一些关于我盲点的问题,也很有帮助。我还用它来获取很多运动方面的建议,也很有用。而我最近做的练习是——我意识到它是从过去我请它帮忙的事情中推断出关于我的这些信息的。
所以我换了个方式。我去 ChatGPT 开了一个新项目,说,我想让你当我的教练。我希望你在接下来五天里每天问我五个问题。让我们先过一遍这些,这样你就能更明确地在这个任务上更好地帮助我。
Bob Baxley: 我们刚刚完成了这个过程,对我来说非常有用。它不能替代治疗师、真正的教练或任何类似的角色。它不是人类,它不在乎我。我不是说你应该用它来替代其他选择。你同样需要一个真正的人。但它很擅长把我潜意识里漂浮的东西反射回来给我。
有一本很棒的书叫《Hare Brain Tortoise Mind》,作者是 Guy Claxton。他在书中谈到了”下意识心智”(undermind)。有时候你可能听说过”无意识”之类的说法。但我认为下意识心智是你大脑中在信息到达语言之前就对其进行处理的部分。然后当你进入意识层面时,你已经把它转化成了语言。
语言并不是你能思考的全部领域,语言只是你用英语能思考的范围。如果你和多语者交流,他们会告诉你,他们用其他语言能想到的东西是英语所无法表达的。
所以如果你只会英语,你就只处于一种思维路径中,但你的下意识心智却在所有其他维度上运作。对于计算机迷来说,你可以把它理解为编译代码和解释代码的区别。
你的下意识心智运行的是编译代码,它能做很多解释代码做不到的事情——解释代码运行得更慢,有不同的导向,我们称之为意识。
所以过去一年左右,我不断向 ChatGPT 输入这些信息,我的下意识心智中有很多模式一直在流入其中,而我无法用意识层面的语言来表达它们。
所以当我开始向它提问时,我认为它所做的,是把我下意识心智中已经存在的模式通过统计的方式反射回来给我,但因为它们被转化成了语言,我的意识现在能够辨认并回应它们了。
所以再次说明,作为一个人生教练工具,我发现它非常有用——它像一面镜子,映射出我可能已经在思考的东西,帮助我理清思路。它不会像人类那样把我推向新的方向,但依然非常有价值。
Lenny Rachitsky: 这太酷了。这真的是一个非常酷的使用场景。不知道你有没有听过我最近做的那期 Jerry Colona 的节目。好的,我们会在节目笔记里放链接。他有四个问题建议人们问自己。
第一个就是那期节目的标题——你如何在创造你自己说你不想要的处境中扮演了共谋的角色?这通常会带给你很多关于自己的有趣洞察。其中一个重要的点是,“共谋”意味着你并非主动负责,但你实际上在促成某件事的发生。
Bob Baxley: 这是一个很有力量的词。是的。
Lenny Rachitsky: 还有一个重要的元素——“你说你不想要的”,比如你说你不想忙碌,但你却不断给自己制造忙碌,也许你其实是想要的。总之,我们会链接到那期节目,里面有很多好内容。
Bob Baxley: 是的,很好。
闪电回合前的最终问题
Lenny Rachitsky: 好的,在我们进入非常令人期待的闪电回合之前,还有最后一个问题。这个问题我猜你完全没想到我会问,所以我很好奇会走向哪里。
这是 Joff Redfern 建议我问你的。他告诉我你对太空非常着迷,你喜欢研究太空,讲述太空故事。你有一个关于一个叫 John Houbolt 的人的故事,有印象吗?
Bob Baxley: 哦,当然有。
Lenny Rachitsky: 好的,讲讲这个故事吧,因为我觉得这里面对于做产品的人来说有一些非常有启发的东西。
阿波罗计划与登月之路
Bob Baxley: 我应该先说明一下,我热爱天文学和太空,但我尤其钟爱阿波罗计划,因为我认为阿波罗计划和登月是人类有史以来最伟大的和平时期成就。
我认为这是一个不可思议的……这个项目蕴含着极其丰富的领导力启示和个人启示。我做过多个关于这个主题的演讲,可以讲上好几个小时。
Lenny Rachitsky: 来吧,开始吧。
Bob Baxley: 你刚才问到的具体问题是关于 John Houbolt。John 的具体职位我记不太清了,他在 NASA 的层级中,但他是负责解决”如何去月球”这个问题的人之一。
让我们稍微回到那段历史。肯尼迪总统——John Kennedy 总统去了莱斯大学,应该是 1962 年 9 月或 5 月,他发表了那篇著名的登月演讲——“我们选择登月,不是因为它容易,而是因为它困难”,整个那篇演讲。我也想说,也许可以在节目笔记里放个链接,每个人都应该去看看那场演讲。那是完美的 Ted 演讲。
时长刚好 18 分钟。它向你展示如何推销一个宏大而大胆的愿景——肯尼迪所涉及的具体细节,他在开头如何设定背景,将要面临的技术难题,需要花费多少钱,他如何倾注激情,我们为什么要登月,整个方方面面。
那是一场不可思议的演讲。它是史上唯一一场真正的”登月计划”演讲,因为登月计划是真的要去月球。所以它是一场非凡的演讲,去看看吧。但他一走下演讲台,NASA 的人就说——我们最近才刚刚把 Alan Shepard 送上了太空。
而他也只是上去了又下来了。那几乎就像 Blue Origin 那种——直上直下。我们甚至没有像俄国人用 Yuri Gagarin 做的那样绕地球一圈。而现在我们要去月球了。没有人知道怎么去月球。
当时有三种去月球的方案。第一种是造一枚巨大的火箭直接飞到月球上去,叫做”直接上升”(direct ascent)。这个方案的主要倡导者是 Wernher von Braun,他是世界上最重要的火箭专家。他的过去有点复杂。
但不管怎样,Wernher von Braun 是个大人物,他能直接跟总统对话。他说,造一枚大火箭,直飞月球。人们的反应是,嗯,问题是等你到了月球,火箭还是超级大。所以这些人得从一个大梯子上降落到月球表面,这很成问题。这是一种方案。
还有一种叫”地球轨道交会”(Earth Orbit Rendezvous),就是发射两艘飞船到地球轨道,然后在地球轨道上对接,其中一艘飞往月球,但你还是得把那东西着陆到月球上。
然后有第三个想法叫”月球轨道交会”(Lunar Orbit Rendezvous),就是你建造一艘包含一个更小飞船的航天器。两艘飞船一起发射升空,其中一艘更小、更轻,你专门用它作为降落到月球表面再返回的那艘船。
而那艘飞船是真正的太空飞行器,它只在太空中飞行,这意味着它的工程要求有本质不同——它不需要经受重返地球大气层的考验。因此它可以轻得多。
事实证明,在月球上着陆的整个问题本质上是一个重量问题。你得把所有东西从地球上升起来,燃料成本极其昂贵。你得再着陆上去。涉及的因素非常多。而 Houbolt 之前看到过一篇论文,是一个叫 Yuri Kondratyuk 的人写的,他当时住在乌克兰,写这篇论文的时间大约是 1916 到 1918 年。
他是第一个从理论上提出”月球轨道交会”方案的人。我试着带大家回到那个时刻。你我都能想象去月球这件事,但 Yuri Kondratyuk 在 1918 年站在乌克兰的平原上望着月亮,他真的在思考如何真正登上月球。
他在推演这一切。于是他写下了那篇论文。多年后 John 发现了这篇论文,开始极力推销”月球轨道交会”方案。但 NASA 内部并不买账。最终他决定绕过整个层级体系,给 NASA 的一位高层写了一封非常著名的备忘录。
那份备忘录开头像是旷野中的呼声,随后逐渐展开。其中有几处他非常恳切地质问:我们到底想不想去月球?然后他逐一论证了登月本质上就是重量问题,而这是唯一可行的方案,别无他路。
他就是把整个论据摆了出来,并且赌上了自己的整个职业生涯。整件事可能彻底搞砸,他可能因为越级上报而被开除,诸如此类的风险。但当然,他最终成功地推动了这一理念。
在那封著名的备忘录之后——你可以在网上读到它,大概九页长——又过了一年左右。备忘录发出后,又过了相当一段时间他们才采纳了”月球轨道交会”方案,但最终他们还是采纳了。甚至连 Wernher von Braun 本人都对 Houbolt 坚持推动这一方案给予了高度评价。
所以我讲这个故事,首先因为它本身就是一个了不起的故事,而且它确实能逼你回到那个时刻去想:等等,他们当时其实并不知道该怎么做。我们现在知道怎么做,仅仅是因为他们已经做过了。但那个充满不确定性的时刻,我觉得你需要去拥抱它、为之惊叹。
同时它也展示了理念的力量。一个真正伟大的理念,总会以某种方式找到存续的路径,它就在那里等待属于自己的时机。Yuri 把这个理念带入了世界,它就一直沉睡在那里,直到有人发现了它,拂去尘灰,全力推动,最终让它成为了现实。
也许第三个教训是:理念需要捍卫者。它们需要愿意为之冒风险的捍卫者。如果你相信一件事,你已经阐述了自己的论据,并且你确实能把论据讲清楚,那就拿出信念的勇气,全力投入,尽你所能为之战斗。
Lenny Rachitsky: 太棒的故事。顺便说一句,我很喜欢你把要点总结出来了。对我来说,这个故事的经验教训是:第一,回到你办公室里那块 Pinterest 看板上,敢于说出难听的话。
第二,要有耐心。一个激进的理念可能需要一些时间才能引起共鸣、站稳脚跟并被采纳。所以如果你在推介一个重大的新产品理念,不要指望别人会立刻认同。另外,就是如果你真的相信它,一定要去捍卫它。需要有人充满激情地为它据理力争。
Bob Baxley: 是的,我想补充一点。我觉得大家需要明白,你是在为理念代言,而不是为自己代言。当我跟很多设计师交流时——这在产品经理中可能也一样——我听到很多人说他们不愿意在社交媒体或 LinkedIn 上发帖,因为”我不想显得在自我推销”。
我试着这样劝导他们:你看,这不是自我推销。你关心的是一些理念,你希望这些理念在世界上获得成功。所以站出来,作为理念的倡导者去发声。这不是关于你,而是关于那个理念。不要害怕站在理念身后。
Lenny Rachitsky: Bob,我们在这次对话中传播了很多好理念。说到这里,我们进入了非常激动人心的快问快答环节。准备好了吗?
Bob Baxley: 好了,来吧。
Lenny Rachitsky: 我们加了个”叮”的音效。我喜欢你加的那种戏剧感,现在搞出了整套仪式。好的,第一个问题:你有两三本最常向别人推荐的书吗?
快问快答:推荐书目
Bob Baxley: 我要推荐三本书。第一本是一本关于排版设计的优美而富有诗意的书,叫 The Elements of Typographic Style,作者是 Robert Bringhurst。Robert 曾是加拿大的桂冠诗人。这本书的前 80 页会彻底改变你对排版设计的看法。
它会为你打开我们所生活的那个奇妙的排版世界。你看每一块路牌、每一部电影字幕的感觉都会不同,并且它会让你获得对设计师思维方式的洞察。当你理解了排版设计,我认为你就理解了设计师的出发点,而我认识的最好的设计师都是彻头彻尾的字体迷。所以强烈推荐 The Elements of Typographic Style。
第二本书,Zen and the Motorcycle Maintenance。很多人可能都知道,这归根结底是一本哲学书,但它探讨的是”品质”这个概念,我认为这是一个非常重要的话题。它讨论品质以及事物如何整合为连贯整体的重要性,而我相信这正是大多数软件团队面临的主要挑战。他们创造的东西高度碎片化,而不是一个完整的整体。所以,Zen and the Motorcycle Maintenance。
最后一本书叫 Time in the Art of Living,作者是 Robert Gruden。这是一组关于时间的印象派思考的有趣合集,探讨时间如何流逝以及时间的意义。它跟前面两本很不一样,可能不太会在你的节目里被推荐到,但我认为它会在人们的生活中产生深远的影响。
Lenny Rachitsky: 我觉得这几本都是这个问题里全新出现的书目。下一个问题:你最近有没有特别喜欢的电影或电视剧?
快问快答:影视剧推荐
Bob Baxley: 我很喜欢 Severance。作为对电影制作有兴趣的人,我被它的制作水准深深震撼了。它的故事和角色也让我着迷。而且作为在美国企业界工作过的人,当你理解它本质上是对现代职场的批判和评论时,会别有感触。
有些时候我觉得它不可思议地搞笑又犀利。跟我妻子一起看特别有意思——她是律师,没有在那类环境里工作过。有一集里一些人”消失”了,剧中使用的语言全都是你在裁员时才会听到的那套措辞。
我笑得要死,但她完全不理解:“什么?怎么回事?“所以这非常有趣。然后再推荐另一部,不是最近看的,但我强烈推荐给所有人的,是 Lawrence of Arabia。Lawrence of Arabia 我认为是对电影这一媒介最完美的两三个表达之一。
当你想到电影能承载的要素——动态影像、角色、故事、音乐、摄影、布景设计、服装——所有这些汇聚到一部电影中的变量,我认为 Lawrence of Arabia 大概是对这一媒介所能达到高度最完整的两三个表达之一。
我觉得这种思路对思考技术产品也很有启发——一个产品的所有不同要素,一个用户界面的所有不同要素,你如何像拆解电影要素那样去拆解它们。想想我们日常使用的软件中,有多少是有人在真正像一个指挥家那样,以一种连贯、有力、全方位的方式在协调着那支交响乐的。
Lenny Rachitsky: 我很喜欢那部电影。下一个问题:你最近有没有发现什么特别喜欢的产品?
Bob Baxley: 你强调了”最近”,我得反驳一下。没有,最近没有什么特别让我惊艳的。我反复回去的那些东西——我给你举几个比较宅的例子。我有一台 Leica M6,是一台胶片相机,最近我又开始拍胶片了,我非常喜欢,因为它逼我慢下来。
我经常谈到 Leica 相机,它们贵得离谱,但 Leica 相机的关键在于:当你用 Leica 拍摄时,你的状态是不一样的。人们想到相机时,想的是图像的质量,却不会去想这个工具将如何改变你自己。
当你拿出 iPhone 时,你想的是分享。当你拿出胶片相机时,你想的是省胶片,你会花更多时间构图,仔细思考每一张照片。当你拿出数码单反时,你就拍一大堆,指望总有一张能行。
所以我认为这些相机是一个非常好的隐喻,提醒你意识到:你所选择的工具会如何影响你产出的东西。一旦你打开 Figma,你其实已经做了一个关于你将要产出什么的选择。如果你留在速写本里,你做了一个不同的选择。如果你用别的工具,你又做了另一种选择。
所以我的回答是 Leica M6 加胶片,原因就是这个。然后我想提一个软件产品,不算很新,但值得注意——一个叫 Habitica 的工具。Habitica 非常迷人。它本质上是一个习惯追踪器和任务管理应用,但它的核心是一个游戏。
它是一个角色扮演游戏,你创建一个角色,你的角色会升级,可以买盔甲、去完成任务之类的,随着你勾选完成你的习惯和待办事项。这是我所见过的最有趣的”概念模型转换”的表达。
概念模型,你可以把它想成是软件中的”类型”,就像电影有类型一样。一旦你说这是一个项目管理软件,你就进入了某个类型。你说它是生产力工具,就进入了某个类型。如果是社交媒体,又是另一个类型。这些都是不同的类型。
Habitica 特别有意思,因为它混合了类型,把角色扮演游戏和待办管理器混在一起。我认为它是一个非常有说服力的例子,展示了你如何真正改变用户的思维方式,就像电影那样。比如《星球大战》归根到底就是一部设在太空中的西部片。
当两种类型碰撞在一起时,结果非常有趣。你看一部浪漫喜剧时,你对将会发生什么有特定的预期。如果在浪漫喜剧里突然有人中枪了,你会觉得说不通,就像如果有人在 John Wick 的电影里讲了一个特别好笑的笑话,也会觉得说不通。
所以我觉得 Habitica 是我发现的最好的例子——有人真正做了一次精彩绝伦的概念模型混搭,这就是……抱歉,我打住。这是软件创意中一个未被探索、未被开采的可能性。
Lenny Rachitsky: 我喜欢这个闪电问答已经变得如此深刻了。关于 Leica 改变你思考照片方式的观点太有意思了,我从未这样想过。你提到了《星球大战》,顺便问一下,你看过 Andor 吗?
Bob Baxley: 没有,但我太太——大家都在疯狂推荐。我一直在看篮球,所以还没腾出时间。不过好吧。
Lenny Rachitsky: 我有一个关于篮球的问题,但在那之前,你有没有什么最喜欢的人生格言,经常回来找它,在工作生活中都觉得有用的?
三句格言
Bob Baxley: 有,有三句引言我经常回看,大多数演讲中我都会引用。第一句我已经用过了,就是 Edward Tufte 说的:“设计是清晰思考的可视化呈现。”
第二句来自美国风光摄影师 Ansel Adams。我也已经暗示过这句了,原话是:“没有什么比一个模糊概念的精彩影像更糟糕的了。“第三句是一则非洲谚语,是这样的:“一个人走得快,一群人走得远。”
我觉得我们今天聊的所有话题都触及了这三个理念——我们讨论过最终设计稿的分辨率,讨论过用生成式 AI 来加速,诸如此类。这几种理念以有趣的方式碰撞在一起。
人们觉得如果把同事排除在外,自己就能走得更快。确实,他们能走得更快。只是走不了太远。想走得远,你需要一群人。而你能创造出精彩的影像,不代表你就有一个好的概念。
去 Instagram 上看看,你会找到大量从视觉角度刺激你感官的照片,但关掉应用的那一刻你就会忘记它们,因为它们没有任何意义。我们生活在一个很容易以极高的制作水准产出的时代,但那些东西没有意义。它们就像花哨的薯片,没有营养,伙计。
Lenny Rachitsky: 我喜欢这又联系回了那些 vibe coding 的应用和原型——人们可以做得很快,但不一定能走太远,并不是要贬低那些工具,它们很厉害的。
Bob Baxley: 它们确实厉害。所有这些 AI 的东西都极其令人惊叹,而且我想鼓励大家——关于当下 AI 最让我惊叹的事情之一是,我们正在经历的这种 AI,其理论基础已经存在超过五十年了。
所以有一个庞大的仓库,里面有哲学家、工程师、社会科学家们留下的有趣而深刻的思想——他们一直在思考:当我们拥有了这种挑战”人类何以为人”这一概念的人工智能时,这个时刻意味着什么。
所以有大量的东西可以去阅读,帮助你消化这个时刻,以及它所带来的极其强烈和深远的心理挑战。
Lenny Rachitsky: 确实感觉我们终于活在未来的世界了。未来真的在发生。很快就有机器人到处走了,旧金山满大街都是自动驾驶汽车,非常震撼。
Bob Baxley: 是一种未来,没错。
Lenny Rachitsky: 是”一种”未来。嗯,我对大量关于未来的虚构作品的一个担忧就是,大部分都是反乌托邦的,都在讲我们将面临的各种问题,这当然也有用——比如我们需要考虑的机器人法则之类的。
好莱坞塑造了人们对 AI 的认知
Bob Baxley: 回到刚才那个观点——一旦你创造了对某样东西的一种表达,人们就会以此作为基线。我最近有机会听了 Perplexity 的设计负责人 Henry Modisett 做的一个演讲。他说了一句话让我非常受触动:人们对 AI 的认知,是好莱坞多年前就塑造出来的。
也就是说,AI 会接管一切、最终对人类充满恶意和反乌托邦这种想法,其实是好莱坞创造出来的,而我们现在正试图走出这个阴影。
这是一个绝佳的例子:有人把一个概念抛了出来,在人们头脑中种下了那颗种子,而现在我们正在艰难地让人们脱离那个基线,用全新的眼光来看待它。
Lenny Rachitsky: 这个观点非常好。毕竟看 AI 试图消灭我们所有人要有趣得多,而不是”哦,一切都好棒,干得好,AI。“
勇士队与真正的团队
Lenny Rachitsky: 好了,最后一个问题。我知道你是个超级体育迷,尤其是勇士队的铁杆球迷。那我就直接问了——假设你在运营勇士队,是金州勇士的老板,你会做出什么改变?你会怎么调整来帮助他们赢球?
Bob Baxley: 一支真正的球队不能依赖于某一个球员。我觉得当 Steph 在场上和不在场上时,勇士队的表现差异太大了。如果你听本地的解说员,他们总在说,“这些没有 Steph 的时间段真的很关键。”
我看在眼里就觉得,那其实就不算一支真正的球队了,对吧?那就是 Steph 带着一群随从。勇士队不该止步于此,而且目前大多数篮球队也都比这更强。我觉得在 NBA 的很多球队里,都有某一个球员,他一旦倒下就会直接影响球队的战绩,这看起来很危险,也称不上是一支真正的团队。
所以我也不知道该怎么说。我不知道你怎么去替代 Steph Curry。他是一个独一无二的存在,如果你甚至称他为一代天才球员,那其实还说小了。他是毫无疑问的篮球历史上最伟大的射手,而且他是仅有的两三个真正从根本上改变了这项运动打法的球员之一。
但我只知道,就赢球而言,勇士队是有风险的,因为以 NBA 球员的标准来说,Steph 确实年纪不小了,你不能把整个球队的命运都围绕着他一个人来构建。
Lenny Rachitsky: 我太喜欢这个犀利观点了。用这个来收尾太棒了,Bob。我可以听你讲上一整天。这次对话在太多层面、太多方面都既有趣又有启发。最后两个小问题:如果大家想联系你、了解你最近在做什么,在网上哪里可以找到你?另外,听众们怎样能帮到你?
Bob Baxley: 最方便的就是 Bobbaxley.com。目前只是一个 bento 网站,但接下来几天我会放更多内容上去,希望能在这一集上线之前弄好。看看吧。
不过上面已经有很多链接,可以帮你在 LinkedIn 上找到我,还有一些我的演讲,以及一些我觉得有用的其他内容的链接。直接在 LinkedIn 上找我就行。我几乎每天都会在 LinkedIn 上发布内容,所以那是找到我的最简单方式。
我很乐意和任何想联系我的人建立连接。至于大家能怎么帮到我,我想回到之前说过的——重点不在我身上,Lenny,而在于这些想法。在于软件很重要的这个理念,在于我们在为屏幕另一端的人创造东西,在于这是表达我们关心的方式,而且我们确实应该关心。
所以这不是关于我,而是关于我们共同努力创造一个我们想要栖居的数字世界。目前的数字世界,并不是我们真正想要栖居的地方。它不是我们任何一个人会放心让孩子自由探索的空间。你我之前也聊过这个——数字世界对我们的孩子来说并不安全。我们是不是哪里做错了?所以我希望大家能更加认真地对待这份责任,试着一起把事情改善一些。
Lenny Rachitsky: 我觉得我们已经在这一点上打开了一些缺口。Bob,非常感谢你的到来。
Bob Baxley: 非常感谢你,Lenny。这是真正的荣幸、一种优待,也真的非常开心。太感谢了。
Lenny Rachitsky: 我也是。大家再见。非常感谢收听。如果你觉得这期节目有价值,可以在 Apple Podcast、Spotify 或你最喜欢的播客应用上订阅本节目。另外,也请考虑给我们评分或留下评论,这真的能帮助更多听众发现这个播客。你可以在 Lennyspodcast.com 找到所有往期节目或了解更多关于本节目的信息。下期再见。
术语表
| 原文 | 中文 |
|---|---|
| Ajeet Singh | Ajeet Singh(人名,ThoughtSpot 和 Nutanix 创始人) |
| Alan Shepard | Alan Shepard(人名,美国宇航员) |
| Amazon | Amazon(公司名) |
| Andor | Andor(剧集名,《星球大战》衍生剧) |
| Andy Hertzfeld | Andy Hertzfeld(人名,初代 Mac 核心团队成员) |
| Ansel Adams | Ansel Adams(人名,美国风光摄影师) |
| Ben | Ben(人名,指 Pinterest 联合创始人 Ben Silbermann) |
| block brain diagram | 方块脑图 |
| Blue Origin | Blue Origin(公司名,杰夫·贝索斯创办的太空公司) |
| Bob Baxley | Bob Baxley(人名,产品设计师,曾任 Apple、Pinterest 等公司设计高管) |
| Brian | Brian(人名,指 Airbnb 联合创始人 Brian Chesky) |
| Brian Eno | Brian Eno(人名,音乐制作人、作曲家) |
| Cafe Max | Cafe Max(Apple 总部内部餐厅名称) |
| comps | 最终设计稿 |
| design thinking | design thinking(设计思维) |
| design-led | design-led(设计驱动) |
| designer-led | designer-led(设计师驱动) |
| direct ascend | 直接上升 |
| Disneyland | Disneyland(迪士尼乐园) |
| Earth Orbit Rendezvous | 地球轨道交会 |
| eBay | eBay(公司名,电子商务平台) |
| Ed Catmull | Ed Catmull(人名,Pixar 联合创始人) |
| Edward Tufte | Edward Tufte(人名,数据可视化专家、学者) |
| Figma | Figma(设计工具名) |
| Fred Turner | Fred Turner(人名,斯坦福大学传播学学者) |
| Google(公司名) | |
| Guillermo Rauch | Guillermo Rauch(人名,Vercel 创始人) |
| Guy Claxton | Guy Claxton(人名,心理学家、作家) |
| Habitica | Habitica(应用名,游戏化习惯追踪工具) |
| Henry Modisett | Henry Modisett(人名,Perplexity 设计负责人) |
| Hiroki Asai | Hiroki Asai(人名,前 Apple 高管,后任 Airbnb 市场营销与产品负责人) |
| Honeywell | Honeywell(公司名) |
| IDEO | IDEO(公司名,知名设计咨询公司) |
| Instagram(社交平台名) | |
| Jerry Colona | Jerry Colona(人名,高管教练) |
| Joff Redfern | Joff Redfern(人名,Bob Baxley 的朋友/同事) |
| John Houbolt | John Houbolt(人名,NASA 工程师,月球轨道交会方案的倡导者) |
| John Lasseter | John Lasseter(人名,Pixar 导演/高管) |
| John Wick | John Wick(电影名/角色名) |
| Jony Ive | Jony Ive(人名,设计师,前 Apple 首席设计官) |
| Joseph O’Sullivan | Joseph O’Sullivan(人名,Bob Baxley 的朋友) |
| Lawrence of Arabia | 《阿拉伯的劳伦斯》(电影名,原文转录为 Lords of Arabia) |
| Lego | Lego(公司名,乐高) |
| Leica M6 | Leica M6(相机型号) |
| Lenny Rachitsky | Lenny Rachitsky(人名,播客主持人) |
| Lunar Orbit Rendezvous | 月球轨道交会 |
| Lyca | Lyca(品牌名) |
| Mark Zuckerberg | Mark Zuckerberg(人名,Meta/Facebook 创始人) |
| Meta | Meta(公司名,即 Facebook 母公司) |
| Nest | Nest(公司名,智能家居公司) |
| Nutanix | Nutanix(公司名,企业云计算公司) |
| Patagonia | Patagonia(品牌名,户外服饰公司) |
| Perplexity | Perplexity(公司名,AI 搜索引擎公司) |
| Porsche | Porsche(品牌名,保时捷) |
| primal mark | 初始之痕(Bob Baxley 借用艺术概念,指画布上落下的第一笔) |
| Project Purple | Project Purple(项目代号,初代 iPhone 开发项目) |
| Robert Bringhurst | Robert Bringhurst(人名,加拿大诗人、排版学家) |
| Robert Gruden | Robert Gruden(人名,原文转录有误,实为 Robert Grudin) |
| scenius | scenius(Brian Eno 提出的概念,指集体涌现的天才) |
| Severance | Severance(剧集名) |
| Slack | Slack(公司名/产品名,企业即时通讯工具) |
| Steve Jobs | Steve Jobs(人名,Apple 联合创始人) |
| Susan Kare | Susan Kare(人名,初代 Mac 图标设计师) |
| Target | Target(零售商名) |
| The Elements of Typographic Style | 《排版风格的要素》(书名) |
| ThoughtSpot | ThoughtSpot(公司名,数据分析平台) |
| Tim | Tim(人名,指 Apple CEO Tim Cook) |
| Time in the Art of Living | 《时间与生活的艺术》(书名) |
| Toast | Toast(公司名,餐饮科技/点餐终端公司) |
| Tony Fadell | Tony Fadell(人名,Nest 创始人,前 Apple 高管) |
| undermind | 下意识心智 |
| Vercel | Vercel(公司名,前端开发平台) |
| vibe coding | vibe coding(指利用 AI 辅助快速生成代码的开发方式) |
| Wernher von Braun | Wernher von Braun(人名,火箭科学家) |
| Williams-Sonoma | Williams-Sonoma(零售商名,家居用品品牌) |
| wire frame | 线框图 |
| Yahoo | Yahoo(公司名,互联网门户网站/公司) |
| Yuri Gagarin | Yuri Gagarin(人名,苏联宇航员) |
| Yuri Kondratyuk | Yuri Kondratyuk(人名,苏联/乌克兰火箭理论先驱) |
| Zen and the Motorcycle Maintenance | 《禅与摩托车维修艺术》(书名) |
| Zune | Zune(产品名,微软推出的便携式媒体播放器) |
此文档由 AI 分片翻译(translate_long_document)