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#48baoyu.io宝玉 · 2026-03-02 · baoyu.io

Design Process Is Dead: Anthropic's Design Lead Jenny Wen on the AI-Era Design Shift设计流程已死:Anthropic 设计负责人 Jenny Wen 谈 AI 时代的设计变革

Design process is dead — killed by engineering speed, not designers设计流程之死:不是自杀,是被工程速度逼死的

01

Concise Summary简洁概述

Anthropic's Claude design lead argues the classic double-diamond design process has collapsed under AI-speed engineering: designers' mockup time fell from 60-70% to 30-40%, replaced by pairing with engineers and writing code directly.

Because AI outputs are non-deterministic, static mockups can't simulate real use, forcing teams to ship fast and observe real users instead of over-planning.

Anthropic Claude 设计负责人指出,经典的双钻石设计流程已在 AI 速度的工程节奏下崩塌:设计师画稿时间从 60-70% 降到 30-40%,多出的时间用于和工程师配对、甚至直接写代码。

由于 AI 输出具有非确定性,静态设计稿无法模拟真实使用场景,团队被迫快速发布、观察真实用户,而不是过度规划。

02

Infographic信息图

60-70%→30-40%
share of time spent on mockups, before vs. now
画设计稿时间占比,从前 vs 现在
2-5年→3-6个月
vision-planning time horizon, before vs. now
愿景规划的时间窗口,从前 vs 现在
3种
designer archetypes Anthropic prioritizes hiring
Anthropic 最想招的设计师原型数量
🌀

The double diamond is dead

双钻石模型已死

When engineers can spin up 7 parallel Claude instances to build features, the diverge-converge-diverge-converge research cycle can't keep pace. Designers shifted from producing mockups first to advising on rough builds engineers or AI already made — their mockup time dropped from 60-70% to 30-40%.

当工程师能同时开 7 个 Claude 实例造功能时,发散-收敛-发散-收敛的经典调研流程根本跟不上节奏。设计师的角色从先出稿变成对已有的粗糙成品提建议,画设计稿的时间从 60-70% 压缩到 30-40%。

🧩

Non-determinism forces real-world testing

非确定性逼出真实测试

AI outputs are non-deterministic, so a static mockup can't simulate every model response, and clickable prototypes lose meaning. The only way to find real use cases is to ship a working model to real users and observe — which is why fast iteration is structurally necessary for AI products, not just a culture choice.

AI 的输出是非确定性的,静态设计稿模拟不了所有模型状态,可点击原型也失去意义。唯一办法是把真实模型交给真实用户去用、去观察,这让快速迭代成为 AI 产品的结构性必需,而不只是文化偏好。

🤝

The hard part of software was never the building

软件最难的部分从来不是构建

Echoing Boris Cherny's claim that Claude Code now suggests what to build, Wen argues AI's growing taste and judgment doesn't erase the human role: the hardest moments in shipping software are interpersonal disagreements over what to build and who's accountable when it's wrong — a responsibility AI can't absorb.

呼应 Boris Cherny「Claude Code 已经开始建议做什么」的说法,Wen 认为 AI 品味变好并不会消解人的角色:构建软件最难的时刻往往是人与人之间关于「该不该做」的分歧,以及出错时谁来负责——这份责任 AI 无法承担。

🎯

Legibility as a talent-scouting filter

用「可读性」筛选信号

Borrowing Evan Tana's legibility framework, Wen scans Anthropic's internal Slack for prototypes that are hard to understand at first glance but generate disproportionate excitement — like the messy 'Claude Studio' prototype whose Skills concept and to-do UI later became core parts of Co-work.

借用 Evan Tana 的「可读性矩阵」,Wen 在 Anthropic 内部 Slack 里专门找那些一眼看不懂、却让人异常兴奋的原型——比如混乱的「Claude Studio」原型,其 Skills 概念和待办 UI 后来被提炼进了 Co-work 的核心设计。

The argument, step by step
论证推进链条
1
Diagnose the collapse: the double-diamond design process can't survive engineers running parallel AI instances to build features on the fly.
诊断崩塌:当工程师能同时开多个 AI 实例即时造功能时,双钻石设计流程无法存活。
2
Split current design work into two modes: advisory execution support and compressed, prototype-based vision-setting (3-6 months instead of 2-5 years).
把当下设计工作分成两类:顾问式的执行支持,以及压缩到 3-6 个月、以原型呈现的愿景设定。
3
Ground the urgency in a technical fact: AI's non-determinism makes static mockups useless, so real testing with real users becomes structurally necessary.
用一个技术事实为紧迫性奠基:AI 的非确定性让静态设计稿失效,真实用户测试成为结构性必需。
4
Push back on the 'AI replaces judgment' narrative: the hardest parts of software are interpersonal decisions and accountability, not building itself.
反驳「AI 取代判断力」的叙事:软件中最难的部分是人与人的决策和责任,而不是构建本身。
5
Correct the Co-work origin myth: the celebrated '10 days' was a launch sprint after a long prior exploration phase, and trust comes from responding fast post-launch.
纠正 Co-work 起源的传言:广为流传的「10 天」只是长期探索后的发布冲刺,信任来自发布后的快速响应。
6
Extend the thesis into hiring and management: seek generalist 'squares,' deep-T specialists, and craft-driven new grads; lead by doing low-leverage work and using legibility signals to spot early value.
把论点延伸到招聘和管理:寻找方块型通才、深 T 型专家、有匠心的应届生;通过亲自做「低杠杆」的事和可读性信号捕捉早期价值。
03

Detailed Summary详细解读

The interview opens with a diagnosis: the double-diamond process — research/diverge, converge, diverge again, converge again — was already strained before AI, but became unworkable once engineers could spin up multiple parallel Claude instances to build features on the fly. Wen's own September 2025 talk 'Don't Trust the Design Process' felt outdated within months, especially after Opus 4.6 and holiday-season Claude Code adoption accelerated the shift faster than she predicted. This sets up the core tension the rest of the conversation resolves: design work didn't disappear, it split into two different modes.

Wen splits current design work into execution support (advising on rough builds engineers or AI already produced, rather than delivering mockups first) and vision-setting (compressed from 2-5 year storytelling decks to 3-6 month direction-pointing prototypes). The quantified time shift — from 60-70% mockup time and 20% engineering collaboration a few years ago, to 30-40% mockup, 30-40% engineering collaboration, plus a new bucket of writing code directly — is the piece's most concrete evidence for the claim.

A structural argument follows for why AI products specifically demand speed: model outputs are non-deterministic, so a mockup can't enumerate every state, and even clickable prototypes lose meaning. Real use cases only surface when real models meet real users. This reframes 'ship fast, don't over-polish' from a cultural preference into a technical necessity unique to probabilistic systems — a distinction the piece is careful to make rather than treating speed as a universal virtue.

On the human-value question, Wen pushes back on the Lex Fridman/Boris Cherny framing that AI is starting to decide what to build. She concedes AI taste and judgment will keep improving, but locates the irreducible human contribution not in taste but in accountability: interpersonal disagreement over what should be built, and who signs off when it's wrong — the radiology-diagnosis analogy Lenny offers (AI may out-diagnose a radiologist, but someone still has to sign the report) makes the accountability argument concrete rather than abstract.

The Co-work origin story corrects a widely-circulated myth: the '10 days' Boris Cherny cited was the sprint from internal build to public launch, not the whole development timeline, which included a long prior period of prototyping across different agent frameworks. Wen's trust-building framing — 'you lose trust when you ship early and then do nothing' — reframes speed-to-market as inseparable from a visible feedback-response loop, not a standalone virtue.

The closing sections on hiring (generalist 'squares,' deep-T specialists, and craft-driven new grads) and management (deliberately doing 'low-leverage' work, mutual-roasting culture paired with high standards, Evan Tana's legibility framework for spotting early signal) extend the core thesis into organizational practice: as role boundaries blur, both individual careers and management style need to absorb ambiguity rather than resist it.

访谈开篇就给出诊断:调研发散、收敛、再发散、再收敛的双钻石流程在 AI 出现前就已经吃力,而当工程师能同时开多个 Claude 实例即时造功能后,这套流程彻底失效。Wen 自己 2025 年 9 月的演讲「别信设计流程」几个月内就显得过时,尤其是 Opus 4.6 发布和假期期间 Claude Code 的普及,让变化比她预期更快。这为后续讨论定下基调:设计工作没有消失,而是分裂成了两种不同的模式。

Wen 把当下的设计工作分为两类:支持执行(对工程师或 AI 已经做出的粗糙版本提建议,而非先交付设计稿),以及愿景设定(从 2-5 年的故事化演示文稿压缩为 3-6 个月的指方向原型)。文章最实的证据是量化的时间分配变化:几年前 60-70% 画稿、20% 配合工程师,现在是 30-40% 画稿、30-40% 直接配合工程师,外加一块全新的自己写代码时间。

接下来给出一个结构性论证,解释为何 AI 产品尤其需要速度:模型输出是非确定性的,设计稿无法穷举所有状态,连可点击原型都失去意义。真实的使用场景只有在真实模型遇上真实用户时才会浮现。这把「快发布、别过度打磨」从一种文化偏好重新定义为概率性系统特有的技术必然——文章刻意做了这个区分,而不是把速度当成放之四海皆准的美德。

在人类价值的问题上,Wen 反驳了 Lex Fridman/Boris Cherny 那种「AI 开始决定该做什么」的框架。她承认 AI 的品味和判断会持续变好,但把不可替代的人类贡献定位在责任而非品味上:人与人之间关于该不该做的分歧,以及出错时谁来签字负责——Lenny 提出的放射科类比(AI 诊断可能比医生更准,但报告仍需人签字)把这个责任论证从抽象变得具体。

Co-work 的起源故事纠正了一个广泛流传的误解:Boris Cherny 说的「10 天」只是从内部版本到对外发布的冲刺期,而不是整个开发周期——在此之前团队已经在多个 Agent 框架上做了长期原型探索。Wen 关于建立信任的表述——「真正损害信任的是发布早期版本后什么都不做」——把上市速度和可见的反馈响应循环绑定在一起,而不是把速度本身当成独立的美德。

结尾关于招聘(方块型通才、深 T 型专家、有匠心的应届生)和管理(主动做「低杠杆」的事、互相吐槽文化与高标准并存、用 Evan Tana 的可读性矩阵捕捉早期信号)的部分,把核心论点延伸到组织实践层面:当角色边界日益模糊,个人职业路径和管理风格都需要主动拥抱不确定性,而不是抗拒它。

04

FAQ常见问答

Does Wen think the double-diamond design process is gone for every company, or just AI labs?Wen 认为双钻石设计流程是所有公司都在经历,还是只有 AI 实验室才这样?

She says the reaction to her Berlin talk suggests it's spreading broadly — PMs prototyping with Claude Code, designers coding with v0 — but notes real resistance from designers who built careers on the old process and reject skipping research.

她说柏林演讲的反响表明这在广泛蔓延——产品经理在用 Claude Code 做原型,设计师在用 v0 写代码——但也有职业生涯建立在旧流程上的设计师明确抵触跳过调研阶段。

Is Figma still relevant if code tools can generate interfaces directly?如果代码工具能直接生成界面,Figma 还有存在的价值吗?

Yes — Wen argues code tools like Claude Code are too linear, locking you into one direction once you start, while Figma's canvas remains best for diverging into 8-10 different approaches and for fine visual comparison side by side.

有价值——Wen 认为 Claude Code 这类代码工具太线性,一旦开始就会在同一方向深挖,而 Figma 画布仍然最适合发散出 8-10 种不同方案,也最适合并排做精细的视觉比较。

How good is Claude itself as a designer right now, according to Wen?按 Wen 的说法,Claude 目前作为设计师水平如何?

Not good enough to hire yet — it can produce initial drafts and show a few variations but nothing that signals distinctive judgment, though she notes it has improved substantially over the past year.

目前还不够格被雇佣——它能出初稿、展示几种方案,但拿不出让人觉得「特别、值得雇」的判断力,不过她也承认过去一年进步显著。

What concretely changed in how Wen splits her time as a designer at Anthropic?Wen 在 Anthropic 具体的时间分配发生了什么变化?

Mockup/prototype time dropped from 60-70% a few years ago to 30-40% now; engineering collaboration rose from 20% to 30-40%; and a wholly new category — writing code directly — was added, replacing most coordination-meeting time.

画稿/原型时间从几年前的 60-70% 降到现在的 30-40%;和工程师配合的时间从 20% 升到 30-40%;并新增了一个此前不存在的类别——直接写代码,取代了大部分协调会议时间。

Why does Wen think junior designers can be advantaged right now, contrary to the usual seniority premium?为什么 Wen 认为应届设计师现在反而可能占优势,而不是通常更看重资深经验?

Because most companies compete for senior talent, but rules are changing fast — a blank-slate fast learner without entrenched process habits can adapt quicker than a senior mind full of now-obsolete workflows.

因为大多数公司都在争抢资深人才,但规则变化太快——一个没有固化流程思维、学习速度快的应届生,可能比满脑子过时工作方式的资深人适应得更快。

05

In-depth Analysis · Pros & Cons深入解读 · 优缺点

Anthropic's design lead for Claude, Jenny Wen, sat down with Lenny's Podcast to explain why the classic double-diamond design process no longer survives contact with AI-speed engineering. The conversation reconstructs how Co-work actually got built, what Anthropic now looks for in designers, and where human judgment still matters when AI can generate interfaces on demand.

Anthropic Claude 设计负责人 Jenny Wen 在 Lenny's Podcast 上解释了经典的双钻石设计流程为何在 AI 速度的工程节奏下彻底失效。访谈还原了 Co-work 真实的诞生过程、Anthropic 现在的招聘标准,以及当 AI 能随时生成界面时,人类判断力仍然不可替代的地方。

Strengths亮点 / 优点
  • Concrete, quantified evidence
    证据具体且量化
    The piece anchors its central claim in specific numbers (60-70%→30-40% mockup time, 2-5 years→3-6 months planning horizon) rather than vague impressions, giving readers a falsifiable benchmark for the shift.
    文章用具体数字(画稿时间从 60-70% 降到 30-40%,规划窗口从 2-5 年缩到 3-6 个月)支撑核心论点,而非停留在模糊印象,给读者一个可验证的基准。
  • Corrects a viral misconception
    纠正了一个广泛流传的误解
    By clarifying that Co-work's '10 days' was a launch sprint after months of prior prototyping, the interview pushes back on a simplified narrative that had spread unchecked, adding real nuance to a widely cited claim.
    访谈澄清 Co-work 的「10 天」只是长期原型探索后的发布冲刺,纠正了一个未经核实就广泛传播的简化叙事,为一个被频繁引用的说法补上了应有的细节。
  • Distinguishes necessity from preference
    区分了必然性与偏好
    The non-determinism argument for fast iteration is a genuine technical insight, not just startup-culture boosterism — it explains specifically why AI products can't be fully prototyped statically, unlike most software.
    用非确定性论证快速迭代的必要性是一个真正的技术洞察,而不只是创业文化的口号——它具体解释了为何 AI 产品无法像大多数软件那样靠静态原型完全验证。
  • Frames organizational implications, not just individual craft
    不止谈个人手艺,也谈组织影响
    The hiring and management sections extend the thesis beyond 'how designers work day to day' into concrete organizational practices (rotational IC stints for managers, legibility-based signal scouting), broadening the piece's applicability.
    招聘和管理部分把论点从「设计师日常怎么工作」延伸到具体的组织实践(管理者轮岗做 IC、用可读性信号捕捉机会),扩大了文章的适用范围。
Limits & Critiques局限 / 批评
  • Single-source, self-reported evidence
    证据单一,均为自述
    All claims — including the striking time-allocation percentages — come from Wen's personal recollection in a podcast interview, with no data from surveys, other Anthropic designers, or comparable teams at other AI labs to corroborate the magnitude of the shift.
    包括那组醒目的时间分配百分比在内,所有说法都来自 Wen 在播客中的个人回忆,没有调查数据、其他 Anthropic 设计师或同行 AI 实验室的佐证来核实这种变化的幅度。
  • Survivorship bias in the narrative
    叙事存在幸存者偏差
    The piece centers on Anthropic's own success story (Co-work) and doesn't examine failed AI-speed launches or designers who left the industry unable to adapt — a one-sided sample for a claim about industry-wide transformation.
    文章聚焦于 Anthropic 自身的成功案例(Co-work),没有考察那些 AI 速度下失败的发布,或因无法适应而离开行业的设计师——用来支撑「行业性变革」这一论断的样本明显单侧。
  • AI-lab context may not generalize
    AI 实验室的语境未必能推广
    Anthropic building AI products with AI tooling is close to a best-case scenario for this transformation; the piece doesn't address whether the same speed and role-blurring apply to designers at non-AI companies with different engineering velocities.
    Anthropic 用 AI 工具打造 AI 产品,本身就是这种变革最理想的场景;文章没有讨论工程速度不同的非 AI 公司中,设计师是否也面临同样的速度和角色模糊化。
  • Time-sensitive claims with a short shelf life
    时效性强,很快会过时
    Wen herself notes her own talk from months earlier already felt outdated; given the piece's own thesis that change is accelerating, its specific percentages and tool references (Claude Co-work, Opus 4.6) are likely to be superseded quickly.
    Wen 自己都说几个月前的演讲已经过时;按照文章自身「变化在加速」的论点,其中具体的百分比和工具指代(Claude Co-work、Opus 4.6)很可能很快就会被取代。
Bottom line
总评

Read this if you're a designer, PM, or manager trying to figure out how role boundaries shift when AI compresses build time to near-zero — the concrete time-allocation numbers and the Co-work origin correction are worth the read. Treat it as one insider's snapshot from inside an AI lab in early 2026, not a validated industry trend; the claims are self-reported, un-benchmarked against other companies, and likely to age fast given the piece's own argument about acceleration.

如果你是设计师、产品经理,或想搞清楚 AI 把构建时间压到接近零后角色边界如何重组的管理者,这篇值得一读——具体的时间分配数字和 Co-work 起源的纠正尤其有价值。但请把它当作 2026 年初一位 AI 实验室内部人士的个人快照,而非经过验证的行业趋势:所有说法都是自述、未与其他公司做基准对比,按文章自身「变化在加速」的论点,这些说法也很可能很快过时。

06

Original Text原文

The English text on this side is an AI translation provided for convenience; the authoritative version is the source in the other language.

Jenny Wen is Anthropic's Head of Design for Claude, currently leading design for Claude Co-work. Before joining Anthropic, she was a Design Director at Figma, leading FigJam and Slides from concept to launch. Earlier still, she worked in design at Dropbox, Square, and Shopify.

This episode of Lenny's Podcast covers five big topics: why the traditional design process has reached its end, what it feels like to do design at an AI lab, whether AI will replace human taste and judgment, how Co-work actually got built, and what kind of designers are being hired now.

Source: Lenny's Podcast, March 1, 2026. Original video: https://www.youtube.com/watch?v=eh8bcBIAAFo

Key takeaways

The traditional design process is "dead": the classic diverge-converge-diverge-converge process has been forced out by engineering speed — the time designers spend making mockups has shrunk from 60-70% to 30-40%, with the freed-up time spent pairing with engineers or even writing code themselves

Vision planning has shrunk dramatically: the time horizon has gone from 2-5 years down to 3-6 months, and the format has shifted from polished slide decks to prototypes that simply point a direction

Human value lies in decisions and accountability: AI will keep getting better at taste and judgment, but the hardest part of building software isn't the building itself

The real story behind Co-work: the "10 days" of development was actually the final sprint after a long period of exploration, and brand trust doesn't come from a perfect launch but from responding quickly to feedback

Three types of designers most worth hiring: strong generalist "squares," deep T-shaped specialists, and craft-minded new grads — the third type is the most overlooked but the most valuable during a period of transformation

The design process didn't die on its own — it was killed off by engineering speed

Lenny's opening question: how has the design process changed in the AI era?

Jenny's answer was direct:

The design process designers were taught — we used to treat it almost like gospel — is basically dead now. ("This design process that designers have been taught—we sort of treat it as gospel—that's basically dead.")

She's referring to the classic double-diamond model: research and diverge, then converge, then diverge again, then converge again.

This methodology was already struggling to hold up even before AI, but once engineers could run seven Claude instances at once to build features, designers simply couldn't keep working with the old process at all.

Jenny gave a talk called "Don't Trust the Design Process" at the Hatch Conference in Berlin in September 2025, and it got a huge response. But barely three or four months later, she already feels the content is out of date. Especially after the release of Opus 4.6 and the wave of people discovering Claude Code over the holidays, the design process has changed even faster than she expected.

She now splits design work into two categories. The first is supporting execution: engineers are shipping at high speed, and anyone can pitch an idea and have an engineer (or an AI) knock out a rough version to try, with the designer acting more as an advisor than someone who draws mockups first and hands them off. The second is setting vision and direction, but its form has changed too: in the past you could produce a 2-year or even 10-year design vision as a beautifully told slide deck; now the vision usually only extends 3-6 months out, and sometimes takes the form of just a prototype that points a direction.

You're better off not blocking that, letting them cook. ("You're better off not blocking that, letting them cook.")

Lenny followed up: is this shift happening across all companies, or only at AI labs?

Jenny said the response to her Berlin talk was stronger than she expected. Product managers are prototyping with Claude Code, and designers are developing with v0. But there's also plenty of pushback: some designers have built their entire careers around this process, and they're not willing to accept the idea that "we can skip discovery research."

On "ship fast versus polish carefully," Jenny thinks it depends on the situation. But there's a fundamental reason why rapid iteration matters especially for AI products: AI models are non-deterministic — you can't simulate every state in a mockup, and you can't even build a meaningfully clickable prototype. You have to use the real model and watch real users to discover the actual use cases.

[Note: Non-deterministic means the same input can produce different outputs. The traditional approach of "mocking up every screen state" breaks down for AI products, because the AI's responses themselves are unpredictable.]

A day in the life of a designer at Anthropic

Lenny asked a very practical question: what does a designer at an AI lab actually do day to day?

Jenny said she spends a fair amount of time just "keeping up." At Anthropic, at any given moment, many teams are prototyping, testing new ideas, and pushing forward various codenamed projects.

Our Slack is a gold mine. ("Our Slack is a gold mine.")

From progress on model capabilities to internal debates about where the industry is headed, she tries to keep up with all of it. This information is directly useful to her work: she needs to anticipate what might come next so she can prepare for it design-wise ahead of time.

Beyond staying informed, Jenny's day roughly breaks down like this: some time reserved for traditional design thinking; a large amount of time spent bouncing ideas off engineers — talking, whiteboarding, looking at what they've built, giving feedback; and some time spent directly polishing things in code.

On how her time allocation has shifted, she gave clear numbers:

A few years ago: 60-70% on mockups and prototypes, 20% collaborating with engineers, 10% in coordination meetings

Now: 30-40% on mockups and prototypes, 30-40% working directly with engineers, plus a new chunk — writing implementation code herself

When working with engineers, her focus is on explaining "why." Instead of saying "the button shouldn't go here," she'll say "I think there should be a button here, because user research shows not everyone knows this feature can be triggered with a prompt." She also tries to steer engineers toward using existing components from the design system, since Claude doesn't always automatically use the design system when writing code.

Her AI toolkit: Claude Chat has basically been replaced by Claude Co-work, since most of her use cases are long-running tasks. Claude Code is mainly used inside VS Code, since polishing the front end requires looking at code and talking to Claude at the same time. One workflow she finds especially fun: someone in Slack says "this icon looks off," tags Claude, Claude automatically fixes the code and commits it, and she just merges it — done.

[Note: Claude Co-work is a desktop AI agent product Anthropic launched in January 2026 that can operate on files on a user's computer, handling non-coding knowledge work like document generation and data organization.]

Is Figma still useful?

Given Jenny's Figma background, Lenny asked directly the question a lot of people care about.

Jenny said she still uses it, and believes Figma remains important — but for different reasons than before.

The problem with code-based tools is that they're too linear. If you use Claude Code to pursue one direction, you end up iterating deeper and deeper along that same direction. But good design requires first coming up with 8-10 different approaches, throwing a bunch of ideas at the wall, then filtering and pushing yourself to explore further possibilities. For this kind of divergent exploration, Figma's canvas is still the best tool available.

Another value is fine-grained visual tuning. Comparing different layouts, fonts, and style directions side by side on a canvas is far more efficient than repeatedly switching back and forth in code.

Lenny pointed out an interesting phenomenon: in engineering, the IDE is being displaced by the command line and agents, and engineers no longer think IDEs are "cool." But for designers, the IDE has actually become a useful tool, because sometimes directly tweaking a CSS style is faster than describing it to Claude. Perhaps the IDE is becoming a tool for designers and product managers, while engineers have already moved on.

The hardest part of building software isn't building it

Citing something Lex Fridman said, Lenny asked Jenny: as AI gets smarter, where does the human brain still add value?

He brought up something Claude Code lead Boris Cherny recently said on the show: Claude Code is no longer just writing code — it's starting to help him come up with ideas and decide what to work on. That made Lenny reconsider the assumption that "AI will never make judgment calls the way a good product manager or designer does."

[Note: Boris Cherny is the creator and lead of Claude Code. On Lenny's Podcast in February 2026, he said "coding is basically already solved," and that Claude Code is now starting to scan feedback, bug reports, and telemetry data to proactively suggest improvements.]

Jenny believes AI will keep getting better at taste and judgment — "we may be too fixated on that point." But she pointed to a more fundamental issue:

A lot of the hard parts of building software are actually, like, not building it. ("A lot of the hard parts of building software are actually, like, not building it.")

Think back to the hardest moments in your work — they're usually not about technical implementation, but about arguing with another person over "should this feature even exist" or "what should it actually look like." AI can offer input on these interpersonal decision disputes, but it can't resolve them for you.

Just as Claude can now help engineers write code, engineers are still accountable for whether that code is correct and whether it belongs in the product. The same goes for design and product decisions — the decisions and the accountability still rest with people.

Lenny added an analogy from radiology: AI might be better at diagnosis than a radiologist, but you still need a human to sign off, because someone has to be accountable if something goes wrong.

Jenny also admitted that we may be underestimating how fast AI is improving at these things.

Chat or graphical interface

Lenny noted that nobody expected chatbots and terminals to become AI's lasting interface, yet not only have they not disappeared, they've become even more dominant.

Jenny thinks the future will combine both: clickable graphical interfaces plus conversation. Claude recently released a series of widgets (weather, stocks, multiple-choice questions, etc.) that have gotten a great response, because people still like seeing a UI, clicking on it, and interacting with it — that's far more efficient than typing.

But chat as a paradigm opened a huge door: it gives you countless ways to communicate with a computer. So chat won't disappear, but for specific tasks, a UI is still more direct. The likely trend going forward is that more and more UI will be dynamically generated by the model itself, rather than hand-built one piece at a time by engineers.

Lenny brought up a point from Kevin Weil: language is an interface that works across every level of intelligence — you can chat with someone with an IQ of 200, and you can chat with someone less sharp, and language works for both. So as models get smarter, conversation will keep working.

[Note: Kevin Weil is OpenAI's Chief Product Officer, and previously held executive roles at Instagram and Twitter.]

From director back to IC: what this year taught me

At Figma, Jenny managed a design team of 12-15 people plus a few design managers — a proper design director role. But when she joined Anthropic, she chose to become an IC (Individual Contributor).

On one hand, she wanted to personally feel the changes in tools and process firsthand during the AI era. On the other, she has real anxiety about the future of middle management — as AI reshapes how work gets done, will management roles even continue to exist?

Over this year at Anthropic (starting as an IC, briefly managing a team for a few months, then returning to being an IC), she feels she's gained enormously. The design process has changed so fast over the past year that if she'd stayed purely in management, she simply wouldn't have had time to pick up these new hard skills. If she manages a team again in the future, this experience will let her genuinely understand the challenges her team faces, rather than just guessing from the outside.

She recommends that design managers should also do something like the "hands-on rotation" that engineering managers do — spend a few months as an IC to understand the technical shifts firsthand, then go back to managing.

Lenny asked what she found hardest to readjust to after going back to being an IC. Jenny laughed and said: taking criticism. As a designer, presenting your work to the team and receiving critical feedback is a fairly vulnerable process, and you get rusty at it after spending a long time in management.

On the future of management, Jenny believes that as long as there are teams, there will need to be managers. But future managers will need to both set direction for the team and do a share of IC work themselves — pure "people management" as a standalone role may no longer be enough.

The real story behind Co-work

Boris Cherny said on Lenny's show that Co-work was built in 10 days, and that figure spread widely online. Lenny asked Jenny what actually happened.

Jenny corrected the impression: the 10 days was the sprint from internal version to external launch. Before that, the team had done extensive prototyping and exploration across different agent frameworks — testing many different approaches for how to display the to-do list, what format to use for multiple-choice questions, and how to teach users to understand the use cases.

This idea kept resurfacing, and then suddenly, the timing was right, and it felt like it had always been obvious. But the journey to get there was long, very long.

("The idea kept coming back, and then all of a sudden, it's the right moment, and it feels like it was so obvious all along. But there was a long, long journey to get there.")

On launch strategy, Jenny said Co-work wasn't perfect when it launched, but the team had used it extensively internally and was confident it had real value worth letting external users experience. The key is: after launch, you have to follow through on your promises.

What really damages a brand is releasing an early version and then doing nothing. ("The way that you really lose trust around quality... is if you release it early and then nothing ever happens.")

Lenny summarized this philosophy as "building trust through speed." Jenny added that it's not just about speed, but also making users feel that "my feedback was heard and acted on." After every new release, Anthropic team members reply to user feedback on Twitter, fix issues quickly, and publicly show progress.

Lenny asked what she's proudest of about Co-work. Jenny said she's proudest that they shipped it. Because when you're the designer, you only ever see the flaws in your own work.

Lenny asked how Co-work should be described in one sentence. His own phrase was "Claude with hands." Jenny said she likes that, but her own description is more down-to-earth: what Co-work is good at is you throwing it a pile of messy stuff, and it turns that into something neat and useful.

Her current directions for iteration:

Making Co-work's homepage feel more like a shared task list between you and Claude

Thinking about whether Co-work will always live only on a screen, or whether it could extend to other work surfaces

The three types of designers she most wants to hire

Lenny asked what she looks for when hiring designers in an era when everything is changing.

Jenny said the first thing is resilience and adaptability — being willing to try new methods, learn new tools, and not cling to old processes.

More specifically, she's currently most interested in three types of people:

The first: the "square"-shaped strong generalist. Not someone who dabbles in everything without going deep, but someone who's at the 80th percentile across multiple dimensions. A traditional T-shaped person is deep in one area and shallow elsewhere; a square-shaped person is deep in several directions at once. This kind of person is especially valuable in an era when role boundaries are blurring, as design work is increasingly extending toward product management and engineering. Jenny also admits this type of person is rare.

The second: the deep T-shaped expert. The vertical stroke of the T is much longer than most people's, ranking in the top 10% of the industry in some domain. This could be a designer who's extremely technical, essentially half an engineer, or it could be someone who's a top expert in visual design or icon design. When everyone can use AI to produce something "okay," it's deep expertise that creates differentiation.

The third: a craftsmanship-minded new graduate. Early in their career, but with maturity beyond their age, quick to learn, without fixed process-oriented thinking. Most companies are competing for senior talent, but precisely because the rules are changing, a blank-slate fast learner may have an advantage over a senior person whose head is full of old processes.

Advice for young designers: make lots of things, and don't let "lack of experience" hold you back. Jenny mentioned Socratica, a community at her alma mater, the University of Waterloo — a student maker community that meets weekly to work together in person, build projects, and show them off. Someone built a Claude-powered robot; someone stuck cartoon eyes onto buses in Boston. That kind of "I'm just going to go make something" drive is what makes people stand out.

[Note: Socratica is a student community founded at the University of Waterloo in 2022, now expanded to more than 30 cities worldwide.]

On the question of "should designers learn to code," Jenny's advice is practical: you don't need to learn React from scratch, but you should bring AI coding tools into your toolkit. As models and products get better, the layer of abstraction will keep rising, and designers won't need to understand how every line of code runs.

Lenny asked a pointed question: how good is Claude as a designer? Would you hire it?

Jenny was direct: not good enough yet. Claude doesn't fit any of the three archetypes she mentioned — it's fine at drafting and showing different options, but there's nothing that makes you feel "this is special, worth hiring for." That said, she also noted that Claude has improved a lot on this front over the past year.

The counterintuitive wisdom of management

The second half of the interview turned to team management. Jenny shared several interesting perspectives.

Low-leverage time

Management training teaches you to sort work using a 2x2 matrix — "only I can do this" versus "others can do this too" — and then cut out all the "low-leverage" tasks. But Jenny has observed that the leaders she respects most often deliberately choose to do some "low-leverage" things — and precisely because it's them doing it, those things become high-leverage.

For example, executives who personally spend a lot of time testing the product, reproducing bugs, and digging into logs alongside engineers. A leader doing this personally builds deep familiarity with the product, and it also sends the team a signal that no task is beneath anyone. Mike Krieger personally submitting code is one example. Another example: a leader personally making a carefully designed keepsake card for an employee — admin staff could do this task, but a leader doing it themselves sends a completely different message.

[Note: Mike Krieger is a co-founder of Instagram. He joined Anthropic as Chief Product Officer in 2024, and moved to the Anthropic Labs team in early 2026.]

A culture of ribbing each other

When team members are willing to joke with each other — even daring to joke about their manager — it shows they aren't afraid of you and trust you. People on Jenny's former team used to imitate her catchphrase from design reviews, "OK, what's next?" — which showed they knew her and weren't afraid of her.

But this has to coexist with high standards. She uses the metaphor of "strict parents": the team knows you won't fire them on a whim, but also knows you expect the best work. With psychological safety as the foundation, it actually becomes easier to hold high standards. Lenny summarized this as the classic formula of Radical Candor: deep care combined with direct challenge.

The legibility matrix

The third topic came from Evan Tana's "Legibility Framework." The matrix has two axes: whether the founder is "legible" (easy for others to understand at a glance), and whether the idea is legible. If both the founder and the idea are highly legible, that opportunity is probably already being pursued by someone else. The most valuable quadrant is often the one where the idea is illegible — something others can't quite understand, but where energy is gathering.

[Note: Evan Tana is a partner at SPC (South Park Commons, a Silicon Valley startup community and fund).]

Jenny applies this framework in her daily work: when she browses various internal prototypes on Anthropic's Slack, she's looking for things that are "illegible" but have energy behind them.

One concrete example. Last year, someone inside Anthropic built a prototype called "Claude Studio," with an interface that was extremely dense and complex, built on some kind of agent framework. Jenny's first reaction was "I don't know what this is." But she noticed the research team and internal users were very excited about it. Instead of ignoring that signal, she chose to dig deeper. Eventually, the core concepts from that prototype — such as the Skills framework (using Markdown files to guide Claude on how to complete specific tasks), and the UI showing Claude's plans and to-do items — were extracted and incorporated into Co-work's design.

Lenny added a related finding: his research with venture capitalist Terrence Rohan shows that people who joined companies early that later became huge successes (like Palantir, Stripe, Linear, OpenAI) saw three signals: the idea sounded crazy, some people were extremely excited about it, and the founder was top-1%-caliber talent.

Jenny said this matches her own experience: when you see something you don't understand but that people are excitedly throwing themselves into, it's worth digging deeper. Early-stage creators often can't articulate why they're excited, and someone needs to help translate that vague energy into a clear product.

Lightning round

Recommended book: The Power Broker (by Robert Caro, about the life of Robert Moses), 1,100 pages. Jenny said that in an age of scarce attention, reading a biography spanning decades is especially valuable. The other is Insomniac City (by Bill Hayes), a memoir about the final period of scientist Oliver Sacks's life.

Recently enjoyed film: A Sentimental Value, a new film by Norwegian director Joachim Trier (who also directed The Worst Person in the World), about a family's relationship with the house they've lived in their whole lives. Also, The Pit season two — watching extremely capable people do what they're good at is just enjoyable to watch.

Favorite product: Retro, a small-circle photo-sharing app where you can only share photos from the current week, with none of the counting and advertising typical of social media. After using it for two years, you can look back at "what I was doing this week two years ago," which has become a way of recording life.

Life motto: "It is what it is." It sounds like resignation, but Jenny says that in a world where everything is changing, this phrase gives you the ease you need to keep moving forward.

Coolest use of Co-work: Jenny fed years of her own notes — one-on-one notes, random thoughts, small memos, interview notes — all into Co-work and had it analyze what she values when assessing design craft. The output was a set of evaluation criteria that she herself hadn't consciously realized. When AI can help you discover your own implicit patterns of thinking, that in itself is valuable.

The whole podcast episode has just one central thread: change is not being initiated from within the design world itself, but rather the explosive growth in engineering efficiency is pushing designers into a position where they must change. Designers need to shift from being gatekeepers of process to being guides, from people who draw mockups to people who can do fine-tuning directly in code.

One signal worth watching is Jenny's mention of Co-work's next step: "whether it will always live only on a screen." This hints that Anthropic may be exploring ways for AI agents to reach more work surfaces, rather than cramming all interaction into a single chat window.

Another open question is how fast AI's taste and judgment will evolve. Jenny admits Claude currently isn't good enough to be hired as a designer, but she also says it has "improved a lot over the past year." That gap is narrowing, and no one knows how much it needs to narrow before it triggers another shift in the industry.

Anthropic's design team is hiring. If the idea that "the design process is dead" excites you rather than scares you, Jenny says: welcome.

Full interview video: https://www.youtube.com/watch?v=eh8bcBIAAFo

Jenny Wen 是 Anthropic 的 Claude 设计负责人,目前主导 Claude Co-work 的设计工作。加入 Anthropic 之前,她是 Figma 的设计总监,主导了 FigJam 和 Slides 两个产品从概念到发布的全过程。更早之前在 Dropbox、Square 和 Shopify 做设计。

这期 Lenny's Podcast 聊了五件大事:传统设计流程为什么走到了尽头、在 AI 实验室做设计是什么感受、AI 会不会取代人类的品味和判断力、Co-work 是怎么做出来的、以及现在招什么样的设计师。

来源:Lenny's Podcast,2026 年 3 月 1 日 原始视频:https://www.youtube.com/watch?v=eh8bcBIAAFo

要点速览

  • 传统设计流程“死亡”:发散 - 收敛 - 发散 - 收敛的经典流程被工程速度倒逼,设计师做设计稿的时间从 60-70% 压缩到 30-40%,多出来的时间用于和工程师配对、甚至自己写代码
  • 愿景规划大幅缩短:时间窗口从 2-5 年缩到 3-6 个月,形式从精美的演示文稿变成能指方向的原型
  • 人类价值在于决策和责任:AI 在品味和判断上会越来越好,但构建软件最难的部分不是构建本身
  • Co-work 的真实故事:“10 天”开发其实是长期探索后的最后冲刺,品牌信任不靠完美发布,靠快速响应反馈
  • 三种最值得招的设计师:方块型强通才、深 T 型专家、有匠心的应届生,第三种最被忽视但在变革期最有价值

设计流程已死,不是自己死的,是被工程速度“逼死”的

Lenny 开场第一个问题:AI 时代,设计流程怎么变了?

Jenny 的回答很直接:

设计师们被教导的那套设计流程,我们曾经把它当圣经一样遵循,现在基本已经死了。 (“This design process that designers have been taught—we sort of treat it as gospel—that's basically dead.”)

她指的是经典的双钻石模型,先做调研和发散,再收敛,再发散,再收敛。

这套方法论在 AI 之前就已经有点撑不住了,但当工程师可以同时开 7 个 Claude 实例去造功能时,设计师就彻底没法用老流程来工作了。

Jenny 2025 年 9 月在柏林的 Hatch Conference 做了一场叫“Don't Trust the Design Process”(别信设计流程)的演讲,引发了巨大反响。但那场演讲才过了三四个月,她自己就觉得内容过时了。尤其是 Opus 4.6 发布、大量人在假期期间发现了 Claude Code 之后,设计流程的变化比她预期的还要快。

她把现在的设计工作分成两类。第一类是支持执行,工程师在高速出活,任何人都可以提一个想法然后让工程师(或 AI)做一个粗糙版本出来试试,设计师更多是顾问角色,而不是先画设计稿再交付。第二类是做愿景和方向,但形态也变了:过去可以做 2 年甚至 10 年的设计愿景,做出精美的故事化演示文稿;现在的愿景通常只能看到 3-6 个月后,形式有时候就是一个能指方向的原型。

你最好别挡着他们,让他们放手干。 (“You're better off not blocking that, letting them cook.”)

Lenny 追问:这种变化是所有公司都在经历,还是只有 AI 实验室才这样?

Jenny 说,她柏林演讲的反响之强烈超出预期。产品经理在用 Claude Code 做原型,设计师在用 v0 做开发。但也有不少反对声音:有些设计师在这套流程上投入了整个职业生涯,他们不愿意接受“我们可以不做调研发现”这种说法。

关于“快速发布还是精心打磨”,Jenny 认为要看具体情况。但 AI 产品有一个根本性的理由让快速迭代格外重要:AI 模型是非确定性的,你无法在设计稿里模拟所有状态,甚至做不出有意义的可点击原型。你必须用真实模型、看真实用户怎么用,才能发现真正的使用场景。

【注:Non-deterministic 指同样的输入可能产生不同的输出。传统的“画好所有界面状态”的方法在 AI 产品中失效了,因为 AI 的回应本身不可预测。】

在 Anthropic 做设计师的一天

Lenny 问了一个很直观的问题:在 AI 实验室做设计,日常到底在干什么?

Jenny 说她花相当多时间在“跟上节奏”上。Anthropic 内部任何时候都有很多团队在做原型、试验新想法,各种代号项目在推进。

我们的 Slack 是一座金矿。 (“Our Slack is a gold mine.”)

从模型能力进展到行业走向的内部辩论,她都想跟上。这些信息对她的工作直接有用:她需要预判下一步可能出现什么,才能提前为设计做准备。

除了信息跟进,Jenny 的日常大致是这样的:一部分时间留给传统的设计思考;大量时间用于和工程师一起碰撞,对话、白板、看他们做出来的东西、给反馈;还有一部分时间直接在代码里做打磨。

关于时间分配的变化,她给出了清晰的数字对比:

  • 几年前:60-70% 做设计稿和原型,20% 和工程师配合,10% 开协调会
  • 现在:30-40% 做设计稿和原型,30-40% 和工程师直接配合,还多了一块——自己写代码实现

和工程师合作时,她的重点是解释“为什么”。不是说“按钮不该放这里”,而是说“我觉得应该有个按钮,因为用户研究显示不是所有人都知道可以用提示词触发这个功能”。她也会尽量引导工程师用设计系统里现成的组件,因为 Claude 写代码时并不总是会自动使用设计系统。

她的 AI 工具栈:Claude Chat 已经基本被 Claude Co-work 取代了,因为她的使用场景大多是长时间运行的任务。Claude Code 主要在 VS Code 里用,做前端打磨时需要同时看代码和跟 Claude 对话。一个她觉得特别好玩的工作方式:有人在 Slack 里说“这个图标偏了”,@ 一下 Claude,Claude 自动改好代码并提交,她直接合并就完成了。

【注:Claude Co-work 是 Anthropic 于 2026 年 1 月推出的桌面端 AI 智能体产品,可以操作用户电脑上的文件,完成文档生成、数据整理等非编码类知识工作。】

Figma 还有用吗

鉴于 Jenny 的 Figma 背景,Lenny 直接问了这个很多人关心的问题。

Jenny 说在用,而且认为 Figma 仍然重要,但原因跟以前不太一样了。

代码工具的问题是太线性了。你用 Claude Code 做一个方向,就会一直在那个方向上迭代深入。但好的设计需要先想 8-10 种不同做法,把一堆想法甩到墙上,然后筛选和推动自己探索更多可能性。这种发散式的探索,Figma 的画布仍然做得最好。

另一个价值是精细的视觉微调。不同的排版、字体、样式方向,放在画布上并排比较,比在代码里反复切换高效得多。

Lenny 观察到一个有趣的现象:在工程领域,IDE 正在被命令行和 Agent 取代,工程师觉得 IDE“不酷了”。但对设计师来说,IDE 反而变成了有用的工具,因为有时候直接改一个 CSS 样式比跟 Claude 描述快多了。也许 IDE 正在变成设计师和产品经理的工具,而工程师已经往前走了。

构建软件最难的部分,不是构建它

Lenny 引用 Lex Fridman 的说法问 Jenny:当 AI 越来越聪明,人类大脑在哪里还有价值?

他提到 Claude Code 负责人 Boris Cherny 最近在节目上说的话:Claude Code 已经不只是写代码了,它开始帮他想点子、决定该做什么。这让 Lenny 重新审视了“AI 永远不会像好的产品经理和设计师一样做判断”这种假设。

【注:Boris Cherny 是 Claude Code 的创建者和负责人,在 2026 年 2 月的 Lenny's Podcast 中表示“编码这件事基本已经被解决了”,Claude Code 现在开始扫描反馈、缺陷报告和遥测数据来主动提出改进建议。】

Jenny 认为 AI 在品味和判断上会越来越好,“我们可能在这一点上执念过深了”。但她指出了一个更根本的问题:

构建软件最难的部分,其实不是构建它本身。 (“A lot of the hard parts of building software are actually, like, not building it.”)

回想你工作中最难的时刻,往往不是技术实现,而是你和另一个人在争论”这个功能到底该不该做””该做成什么样”。这种人与人之间的决策分歧,AI 可以提供参考意见,但不能替你解决。

就像 Claude 现在可以帮工程师写代码,但工程师仍然要为“这段代码对不对”“放在产品里合不合适”负责。设计和产品决策也一样,决策和责任仍然落在人身上

Lenny 用放射科的类比补充:AI 可能比放射科医生更擅长诊断,但你还是需要一个人签字,因为得有人在出错时承担责任。

Jenny 也承认,我们可能低估了 AI 在这些方面变好的速度。

聊天还是图形界面

Lenny 说没人想到聊天机器人和终端会成为 AI 的持久界面,但它们不仅没有消失,反而越走越远了。

Jenny 认为未来会是两者结合:可点击的图形界面加对话。Claude 最近发布了一系列小组件(天气、股票、多选题等),用户反响很好,因为人们仍然喜欢看到 UI、点击它们、和它们互动,这比打字高效得多。

但聊天这个范式打开了一扇巨大的门,它让你有无限多种方式来和计算机交流。所以聊天不会消失,但对于特定任务,UI 仍然更直接。未来的趋势可能是:越来越多的 UI 由模型动态生成,而不是工程师逐个手写。

Lenny 提到 Kevin Weil 的一个观点:语言是一种跨越所有智能水平的界面,你可以和 IQ 200 的人聊天,也可以和不那么聪明的人聊天,语言都适用。所以随着模型越来越聪明,对话仍然有效。

【注:Kevin Weil 是 OpenAI 的首席产品官,此前在 Instagram 和 Twitter 担任高管。】

从总监回到 IC:这一年教会我什么

Jenny 在 Figma 管过 12-15 人的设计团队加上几个设计经理,是正儿八经的设计总监。但她去 Anthropic 的时候选择了做 IC(Individual Contributor,个人贡献者)。

她一方面是想在 AI 时代亲手感受工具和流程的变化。另一方面,她对中层管理的未来有真实的焦虑,在 AI 改变工作方式的背景下,管理角色是不是会持续存在?

在 Anthropic 的这一年(先做 IC,中间短暂管了几个月团队,又回到 IC),她觉得收获巨大。设计流程在过去一年变化太快,如果她一直在做纯管理,根本不会有时间去习得这些新硬技能。如果将来再管团队,这段经历会让她真正理解团队面临的挑战,而不是隔靴搔痒。

她建议设计管理者也应该做类似工程管理者的"实操轮岗",先花几个月做 IC 理解技术变化,再回去管团队。

Lenny 问她回归 IC 后最不适应什么。Jenny 笑着说:接受批评。作为设计师要在团队面前展示工作、接收批评性反馈,这是一个相当脆弱的过程,而管理岗待久了会生疏。

关于管理的未来,Jenny 认为只要有团队就需要管理者。但未来的管理者需要同时能给团队方向和做一部分 IC 工作,纯粹的“人员管理”作为独立角色可能不够了。

Co-work 背后的真实故事

Boris Cherny 在 Lenny 的节目上说 Co-work 是 10 天做出来的,这个数字在网上传得很广。Lenny 问 Jenny 实际情况是什么。

Jenny 纠正了这个印象:10 天是从内部版本到外部发布的冲刺时间。在此之前,团队在不同的 Agent 框架上做过大量原型和探索,待办列表怎么展示、多选问题用什么形式、怎么教用户理解使用场景,都试过很多种方案。

这个想法一直在反复出现,然后突然之间,时机到了,感觉就像一直都这么显而易见一样。但走到那一步的旅程很长很长。

(“The idea kept coming back, and then all of a sudden, it's the right moment, and it feels like it was so obvious all along. But there was a long, long journey to get there.”)

关于发布策略,Jenny 说 Co-work 发布时并不完美,但团队在内部用了很多,确信有真实价值,值得让外部用户也体验到。关键在于发布之后要兑现承诺

真正损害品牌的,是发布了早期版本后什么都不做。 (“The way that you really lose trust around quality... is if you release it early and then nothing ever happens.”)

Lenny 把这种理念概括为"通过速度建立信任“(building trust through speed)。Jenny 补充说不只是速度,还有让用户觉得”我的反馈被听到了、被用上了"。Anthropic 每次发布新版本后,团队成员在 Twitter 上回复用户反馈,快速修复问题,公开展示进展。

Lenny 问她最骄傲 Co-work 的什么。Jenny 说最骄傲的是他们把它发了。因为做设计的人看自己的作品,永远只看到缺陷。

Lenny 问 Co-work 该怎么用一句话描述。他自己的说法是“Claude with hands”(长了手的 Claude)。Jenny 说她喜欢这个,但她自己的描述更接地气:Co-work 擅长的是你把一堆乱七八糟的东西扔给它,它帮你变出一个整齐有用的结果

她当前的迭代方向:

  • 让 Co-work 的首页更像一个你和 Claude 之间的共享任务列表
  • 思考 Co-work 是不是永远只活在屏幕上,它能不能延伸到其他工作界面

三种最想招的设计师

Lenny 问在一切都在变的时代,招设计师看什么。

Jenny 说首先要有韧性和适应性,愿意试新方法、学新工具,不能抱着老流程不放。

更具体地说,她现在最感兴趣的是三种人:

第一种:方块型强通才。 不是那种什么都沾点但都不深的人,而是在多个维度上都达到了 80 分位水平的人。传统的 T 型人才是一深多浅,方块型是好几个方向都深。这种人在角色边界模糊的时代特别有价值,设计师的工作正在往产品经理和工程师的方向延伸。Jenny 也承认这种人很稀有。

第二种:深 T 型专家。 T 的竖杠比绝大多数人长得多,在某个领域排到行业前 10%。可能是技术极强、基本等于半个工程师的设计师,也可能是视觉设计或图标设计的顶尖高手。在所有人都能用 AI 做出“还行”的东西时,深度专长才能做出差异化

第三种:有匠心的应届生。 早期职业阶段,但成熟度超过年龄,学东西快,没有固化的流程思维。大多数公司都在抢资深人才,但恰恰因为规则在变,一个白纸状态的快速学习者可能比满脑子旧流程的资深人更有优势。

给年轻设计师的建议:多做东西,别被“经验少”限制住。Jenny 提到了母校滑铁卢大学的 Socratica 社区,一个学生造物者社区,每周线下共同工作,做项目然后展示。有人造了 Claude 驱动的机器人,有人往波士顿的公交车上贴了卡通眼睛。这种“我就是要做点什么”的行动力,是让人脱颖而出的东西。

【注:Socratica 是 2022 年在滑铁卢大学创立的学生社区,现已扩展到全球 30 多个城市。】

关于“设计师要不要学代码”,Jenny 的建议务实:不需要从零学 React,但要把 AI 编码工具纳入自己的工具箱。随着模型和产品变好,抽象层会继续上移,设计师不需要理解每一行代码怎么运行。

Lenny 问了一个尖锐的问题:Claude 作为设计师有多好?你会雇它吗?

Jenny 很直接:现在还不够格。Claude 不符合她提到的三种原型中的任何一种,它做初稿和展示不同方案还行,但没有什么让你觉得“这个很特别、值得雇佣”的东西。不过她也说,过去一年 Claude 在这方面进步了很多。

管理者的反直觉智慧

访谈后半段转向了团队管理。Jenny 分享了几个有意思的观点。

低杠杆时间

管理培训会教你用 2x2 矩阵分类工作,“只有我能做的”和“别人也能做的”,然后把“低杠杆”的事都砍掉。但 Jenny 观察到,她最尊敬的领导者往往会主动选择做一些“低杠杆”的事情,而正因为是他们在做,这些事反而变成了高杠杆

比如高管自己花大量时间测试产品、复现问题、跟工程师一起看日志抠细节。领导亲自做会建立对产品的深度熟悉感,也给团队传递了"没有什么事是掉价的"这个信号。Mike Krieger 亲自提交代码就是一个例子。再比如有领导亲手给员工做一张精心设计的纪念卡,行政可以做这件事,但领导自己做传递的信息完全不同。

【注:Mike Krieger 是 Instagram 联合创始人,2024 年加入 Anthropic 担任首席产品官,2026 年初转入 Anthropic Labs 团队。】

互相吐槽的文化

当团队成员愿意互相开玩笑,甚至敢拿管理者开玩笑时,说明他们不怕你、信任你。Jenny 之前团队的人会模仿她在设计评审会上的口头禅“OK,下一步是什么?”,这说明他们了解她、不怕她。

但这必须和高标准并存。她用“严厉的父母”来比喻:团队知道你不会随意开除他们,但也知道你要求最好的工作。有了心理安全感作为基础,提出高标准反而变得更容易。Lenny 把这总结为极度坦诚(Radical Candor)的经典公式:深深关心加直接挑战。

可读性矩阵

第三个话题来自 Evan Tana 的“可读性矩阵”(Legibility Framework)。矩阵的两个轴是:创始人是否“可读”(别人一看就懂),想法是否“可读”。如果创始人和想法都高度可读,那这个机会大概率已经有人在做了。最有价值的往往是“想法不可读”的象限,别人看不懂、但有能量在汇聚的方向。

【注:Evan Tana 是 SPC(South Park Commons,硅谷创业社区和基金)的合伙人。】

Jenny 把这个框架用在了日常工作中:她在 Anthropic 的 Slack 里浏览各种内部原型时,就是在找那些“不可读”但有能量的东西。

一个具体案例。去年 Anthropic 内部有人做了一个叫“Claude Studio”的原型,界面非常密集和复杂,建在某种 Agent 框架上。Jenny 第一眼看到时觉得“我不知道这是什么”。但她注意到研究团队和内部用户对它非常兴奋。她没有忽略这个信号,而是选择深入了解。最终,那个原型里的核心概念,比如 Skills 框架(用 Markdown 文件指导 Claude 如何完成特定任务),以及展示 Claude 的计划和待办事项的 UI,都被提取出来放进了 Co-work 的设计中。

Lenny 补充了一个相关的发现:他和风投人 Terrence Rohan 的研究显示,那些很早加入后来成为巨大成功的公司(如 Palantir、Stripe、Linear、OpenAI)的人,看到了三个信号:想法听起来疯狂、有一些人对它极度兴奋、创始人是前 1% 的人才

Jenny 说这和她的体验一致:当你看到一个你不理解但有人在兴奋地投入的东西时,值得深入了解。早期的创造者往往说不清楚自己为什么兴奋,需要有人帮他们把模糊的能量转化为清晰的产品。

闪电问答

推荐书籍:《The Power Broker》(Robert Caro 著,讲 Robert Moses 的一生),1100 页。Jenny 说在注意力稀缺的时代读一本跨越数十年的传记特别有价值。另一本是《Insomniac City》(Bill Hayes 著),关于科学家 Oliver Sacks 生命最后时光的回忆录。

最近喜欢的电影:《A Sentimental Value》,挪威导演 Joachim Trier 的新片(他也导了《世界上最糟糕的人》),讲一个家庭与他们住了一辈子的房子之间的关系。还有 The Pit 第二季,看能力极强的人做自己擅长的事,就是好看。

最爱产品: Retro,一个小圈子照片分享 App,只能分享当周的照片,没有社交媒体那套计数和广告。用了两年后可以回看“两年前这一周我在做什么”,变成了一种记录生活的方式。

人生座右铭: “It is what it is.”听起来像认命,但 Jenny 说在一切都在变的世界里,这句话能给你需要的轻松感来继续前行。

Co-work 最酷用法: Jenny 把自己多年的笔记(一对一记录、随想、小备忘录、面试笔记)全部丢给 Co-work,让它分析出她评估设计手艺时看重什么。输出是一份她自己都没意识到的评估标准。当 AI 能帮你发现自己隐含的思维模式时,这件事本身就很有价值。


Jenny 整期播客的核心线索只有一条:变化不是从设计界内部发起的,而是工程效率的暴增把设计师推到了必须改变的位置上。设计师需要从流程的门卡变成引导者,从画设计稿的人变成能在代码里做打磨的人。

一个值得关注的信号是 Jenny 提到 Co-work 的下一步:“它是不是永远只活在屏幕上”。这暗示 Anthropic 可能在探索让 AI 智能体触达更多工作界面的方式,而不是把所有交互都塞在一个聊天窗口里。

另一个未解的问题是 AI 在品味和判断上的进化速度。Jenny 承认 Claude 目前不够格被当作设计师雇佣,但她也说“过去一年进步了很多”。这个差距在缩小,没人知道缩小到什么程度就会触发行业的又一次变化。

Anthropic 设计团队正在招人。如果“设计流程已死”这件事让你感到兴奋而不是恐惧,Jenny 说 welcome。

完整访谈视频:https://www.youtube.com/watch?v=eh8bcBIAAFo


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