Can we get another microphone? I think it's over there. Yeah. And I think totally plus one to what's been said already. I think there's also an aspect of the surface area of building web apps even, let alone the infinity of other products that we could be building and developing and designing is getting so huge that there's no way that any one person can kind of hold all of the skills in themselves that are necessary to take into account when building these complex systems.
So I think the other thing that we can really try to do better, and perhaps like has sort of been hinted at already, is to really be able to collaborate with people who are taking a totally different approach or have a totally different perspective on the same thing that we're all trying to build. And so being able to work together in multi-disciplinary teams and really making sure that we all value those differences in each other's backgrounds, in each other's perspectives, in each other's areas of focus and skill sets, and not falsely prioritize some over others and kind of think that the skills that we have are the only skills necessary to build a really great thing.
To build software, I think, you know, there are some natural constraints. If you're a team of one, you must do everything yourself. If you're a team of many, you can specialize a little bit. So maybe to this question of collaboration versus like synchronously being able to make these product decisions in one head, where does the difference really become? What type of design tasks or what kind of product tasks require that one person or that tight synchronous collaboration? And when can we be more sort of split responsibilities among the team? Well, I feel like Steve's going to be the expert on this one. I'll maybe quickly say my own initial take on it would be when products are early, I mean that really early phase when you're trying to describe the shape of something or define the shape of something, to have someone who can understand the technical requirements on a very deep level, in a way that I think most designers just don't. If you haven't coded, you don't understand all the tiny things that are going to get tripped up in databases and front-end code, you just can't. And that's where having someone who intimately knows how to code and has been trained in design thinking or UX, it just makes an incredible difference to the quality of the product and being able to conceive of what is possible and the shape of what is possible. I think when you have a larger established product, maybe you can split up into teams, maybe you get into specialization and you're just maintaining or building out an existing thing may be not as important, but early product definition, if you're in any kind of agency or company that does that, that's where those hybrid thinkers are critical.
Yeah. I would say that, well, most of design, like most of development is following conventions. You're not starting from scratch every time. And that's especially true if you're designing for a very opinionated platform, like iOS or something. You're kind of following the hag. You're copying other apps. And that's totally normal. I think the parts where you have to come up with an actual, like, original design can be really, really tricky for designers as well as, like, development teams, where it's like, well, how should this very custom part of our app feel? Not necessarily like look, but how should this interaction be? What should our pricing calculator look like, feel like? Very hard to do just from, like, Figma and just from Box. It's a place where you want to iterate with a developer or have a developer own that and do the whole hybrid thing. But, yeah, the further you get away from, like, conventions and the tracks, like the more the kind of hybrid design developer collaboration is important. If it's just a button and if it's just a button in iOS, you don't need a designer who codes to make that. You might not even need a designer. And which would probably be a good talk name or something. But, yeah, once you start getting into weird stuff, then that's where it matters.
So, Steve, I wanted to ask your personal take on this because I feel like you embody this kind of, like, synchronous designer developer sort of, like, workflow, right? Like, how many hours have you spent perfecting the arrows? Oh, many hours. And what does that process look like? Is there pure intuition and taste or is there an element of sort of user research and sort of more methodical design process? Like I said earlier, design is a lot of processes.
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