Taste isn't how something looks. Looks are the shadow taste casts.
Rounded corners. Nice typography. The right shade of gray on the right shade of off-white. That's aesthetics. Aesthetics is downstream of taste.
Taste is knowing what to build before you build it. It's built on an almost uncomfortable understanding of what the user actually wants, not what they say they want.
Steve Jobs didn't sketch the iPod because he loved music players. He sketched it because he understood nobody wanted to manage files. They wanted a thousand songs in their pocket. The device was the answer to an intent, not a spec.
Airbnb didn't take off because the design got cleaner. It took off when Brian Chesky flew to New York and photographed hosts' apartments himself, because he understood the real product wasn't the listing. It was trust. Taste led him to the camera before the pixel.
Here's what I mean. A recording from @octolane:
1. For a meeting that just ended, the menu shows: Recap. Send follow-up. That's it. Because if the meeting is over, nobody is thinking "how do I join?" They're thinking what did we say, and what do I send?
2. For a meeting that hasn't started, the menu shows: Join Google Meet. Generate prep. Running late. Reschedule. Send pre-meeting note.
Different menu. Same button. Because the user's intent is completely different.
- Nobody opens a past meeting wanting a Join link.
- Nobody opens a future meeting wanting a recap.
And yet almost every calendar app shows the same seven options every time, because someone optimized for consistency instead of intent.
That's the gap.
Taste is building the system that notices:
1. The meeting starts in two minutes and they're still in Slack â they want "Running late."
2. The meeting was 45 minutes ago and nobody showed â they want "Reschedule."
3. The meeting is tomorrow morning â they want a prep note.
Because,
- Nobody wants to write a meeting note. They want to remember what to bring up.
- Nobody wants a "copy link" button. They want to stop being late.
- Nobody wants a CRM field. They want to close the deal.
The moment a user opens your product and thinks "this is exactly what I was thinking" - that's less about magic and more about the "Taste" compounding over a thousand small decisions about intent.
You don't get it from a Dribbble scroll. You get it from sitting with the user. Watching them work. Asking questions that feel invasive. Living inside their frustration for a week. Then removing everything that doesn't serve the goal they came in with.
Most teams can't do this. It's slower. It's lonelier. It doesn't fit a sprint.
But it's the only way to build something people actually feel.
We've spent years obsessing over intent. Every menu. Every empty state. Every micro-moment where a user almost gave up.
May 12. The world will know.
20 days from now. đïž
Kanye West said this in 2022 on @lexfridman:
Lex: "What do you hope your legacy is?"
Ye: "To be forgotten. There's ego in memory. Who designed the sidewalk? Who designed the water fountain? Who designed the stop sign? Who designed the stop light? These things are so ubiquitous that the person that designed them is forgotten. If it's a good idea, it's a God idea."
I spent too much time on this:
CLARK: My contention is that with Claudeâs new design tool, Figma has essentially been rendered obsolete, the canvas-based paradigm is most aptly characterized as a legacy artifact from the era before models could generate production-ready interfaces from intenâ
WILL: [interrupting] Of course thatâs your contention. Youâve never shipped anything and just watched the launch video twice. You just got finished reading some hot take, probably a Twitter thread or whoeverâs got a Substack this week, and youâre gonna be convinced Figmaâs dead until next month when you actually try to iterate on a flow and realize âregenerateâ isnât the same as ânudge this four pixels.â Then youâre gonna pivot to talking about how the canvas was always just a lossy interface for intent. Thatâs gonna last until next year when youâre in here regurgitating some take about how design tools are collapsing into a single agentic surface, you know, the post-craft utopia and the disintermediation of taste by foundation models.
CLARK: [taken aback] Well as a matter of fact I wonât, because generative design drastically reduces the need for a manual canvas in the first plaâ
WILL: âGenerative design drastically reduces the need for a manual canvas, especially as models get better at reasoning about layout and hierarchyâŠâ You got that from that Figma-is-dead thread, right? The one that went viral last week. Yeah, I read it too. You gonna plagiarize the whole thing for us, or you have any thoughts â of your own â on this? Or is that your thing, you come into a bar, you skim some trending tweets over lunch and you pawn it off as your own idea to impress some founders, embarrass my friend?
[Clark is stunned]
WILL: See, the sad thing about a guy like you is in about fifty product cycles youâre gonna start doing some thinking on your own and youâre gonna come up with the fact that there are two certainties in building things. One: donât pick a side in a tool war youâre not actually building in. And two: the people shipping right now are using Claude and Figma and Claude Code before youâve finished writing your LinkedIn post about which one won.
CLARK: Yeah, well Iâll have Claude build my whole product stack, and youâll still be pushing rectangles around in Figma.
WILL: [smiles] Yeah, maybe. But at least Iâll still know how to think when the modelâs wrong.
I think there is 3rd option which tries to balance this, and effectively is the right fit. Right amount of user usage with right amount of design vision. Neither 1 or 2 is correct choice.
Iâd think everyone in the trifecta is trying to optimize for different things: pm = utility, engineer = feasibility, designer = expression.
All of those things alone is not going to result to a great product, but the combination can.
But I also think the designers are too insular and by nature have the least defensible position by default. Pm owns the business need, engineering the delivery. Design is there in the middle trying to influence the shape of it.
But every now and then a great designer can influence it all, but the influence is earned not inherited.