Design at the Speed of Adjectives — Paul Bakaus, Renaissance Geek, Inc.

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Design at the Speed of Adjectives

Paul Bakaus explains why Impeccable gives coding agents a context-specific design vocabulary instead of trying to automate taste—and why words such as “bolder,” “quieter,” and “harden” work only when they encode real decisions.

From a talk by Paul Bakaus

At a glance

Ideas worth remembering

  • The useful control layer for AI-assisted design sits above pixel manipulation and below full delegation: humans choose direction, while agents translate that direction into implementation.

  • A design adjective works only when it carries project-specific meaning. In Impeccable, “bolder” means hierarchy, scale, and decisive typography rather than generic gradients, glass, or neon.

  • Good design remains context-rich and iterative. Audience, emotional territory, references, stakeholder opinions, and visible review cannot be replaced by a single competent-looking generation.

  • Commands should enter at specific workflow stages—shaping, crafting, iteration, hardening, polishing, and design-system cleanup—rather than pretending to automate the entire process.

  • Impeccable deliberately rejects auto mode because choosing how to steer is the human contribution the tool is designed to preserve.

The same prompt, with and without design guidance

Paul Bakaus, founder of Renaissance Geek, opens with an intentionally bland website and one small request: make its workflow section bolder. Impeccable is a design skill that runs inside coding harnesses including Claude Code, GitHub Copilot, Cursor, and Codex. With the skill installed, the section gains a more forceful visual hierarchy. The result still carries an unwanted generated-design tell—decorative section numbers—so the claim is improvement, not perfection.

Captures the output from the same project and prompt without Impeccable, completing the opening visual comparison.
Captures the output from the same project and prompt without Impeccable, completing the opening visual comparison.

The comparison then repeats the same prompt on the same project without Impeccable. The visible difference motivates the rest of the talk: a vague adjective leaves a general model to choose its own interpretation, while a loaded design command constrains what the adjective should mean. This is a qualitative demonstration judged from two outputs; the recording supplies no measured evaluation establishing the size or consistency of the improvement.

0:120:42
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0:12 · section reference included

Finding the control level between pixels and autonomy

The old product handoff is already collapsing. Designers increasingly work in code, engineers make design decisions, and design engineers span both. That weakens the familiar waterfall in which product defines the work, design produces an artifact, critique follows, and engineering eventually implements it. Impeccable’s shared vocabulary matters in this environment because design intent must survive continuous cross-functional iteration rather than one formal handoff.

Shows the newer beige, serif, and italic visual convergence that Bakaus labels “Claude Beige” and “Algorithmic Uniqlo.”
Shows the newer beige, serif, and italic visual convergence that Bakaus labels “Claude Beige” and “Algorithmic Uniqlo.”

Current tools often pull people toward one of two extremes. Direct manipulation in Figma, Webflow, or another visual editor gives precise control over margins, padding, and the final appearance, but keeps the user at a low level of abstraction. Fully agentic delegation raises the level too far: “design this for me” leaves the agent responsible for choices the user never made. Using a powerful model merely to center a diff is comically excessive, yet handing it the whole design problem creates a different failure. The missing layer is steering at the level of intent.

Generated-design clichés also move. Purple gradients once made AI-produced pages easy to identify. Newer outputs may instead converge on beige palettes, serif display type, and italics—what Bakaus calls “Claude Beige” and “Algorithmic Uniqlo.” Any single page may be competent. The problem is sameness: when a model repeatedly draws from its median design reference, the output contains style without a project-specific reason for that style.

Compare the ideasWhere should human control enter AI-assisted design?

Humans adjust margins, padding, and visual output directly.

Pixel editing supplies precise but low-level control; full delegation supplies speed but leaves the model to invent design decisions. Impeccable targets the middle layer: human intent expressed through project-specific design language.

2:503:20
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2:50 · section reference included

Design cannot be one-shotted without decisions

Effective design is context-rich and iterative. It depends on what the product is trying to accomplish, who will use it, and how several interested people respond to successive versions. Even a solo builder must inspect and revise the result; within a team, users and stakeholders add more opinions. A single agent call cannot wish that process away.

Shows the competent-looking but intentionally empty one-shot page used to argue that nobody made project-specific decisions.
Shows the competent-looking but intentionally empty one-shot page used to argue that nobody made project-specific decisions.

The first useful questions define the design territory: What emotional response should the product create? What must it never feel like? Which references are relevant? Who is the audience? A human design director could not responsibly accept “design my brand” and walk away without these answers. An agent needs the same missing context, even if it can produce a plausible page without asking for it.

This explains why a polished one-shot page can still feel empty. The model has rendered an image, but nobody chose what the hierarchy should communicate, what emotion belongs to the product, or why this visual language fits the audience. Competence is not the same as intention.

5:566:26
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5:56 · section reference included

Turning light words into project-specific commands

Impeccable places control in adjectives and verbs used during real design work. Each command names a direction rather than a pixel operation: bolder raises emphasis, quieter reduces it, distill simplifies, polish prepares the work for finishing, denser changes information density, and harden checks whether the design works across devices and conditions. Hardening may expose weak responsiveness or poor performance rather than merely changing appearance.

Highlights the memorable quality check: if someone believes AI made it bolder, the agent failed.
Highlights the memorable quality check: if someone believes AI made it bolder, the agent failed.

Designers and engineers can use the same model yet receive different results because their language carries different distinctions. Impeccable compresses some of that design vocabulary into a reusable skill, giving a less design-fluent user a way to express a direction the agent can translate into concrete work. The command does not replace the user’s decision; it makes the decision legible to the agent.

The “bolder” example shows the causal chain. Without added guidance, the model can interpret boldness as new colors, gradients, glass effects, or neon. Impeccable instead defines it through hierarchy, scale, and decisive typography. The observable change should be stronger attention and clearer emphasis without breaking the existing design system. The adjective remains easy to say, but its implementation is no longer unconstrained.

The command also carries a quality check: show the result to someone, say AI made it bolder, and “if they believe you, you failed.” The memorable phrasing pushes the agent away from conspicuous AI decoration and toward changes that look like a deliberate extension of the project. In practice, this asks the model to critique whether its own additions have become generic tells.

Borrowing a framing he credits to Matt Pocock, Bakaus describes an adjective as a light word that can be infused with domain meaning. A model already has many associations for “bolder”; the skill narrows those associations for this design task and project. That level of abstraction still has limits. It can help between the first exploration and the finishing pass, but Bakaus does not expect AI to replace human work in the final five, ten, or perhaps twenty percent needed to move from good to great.

How it fits togetherHow “bolder” becomes a bounded design operation

The user chooses the desired movement rather than individual pixel changes.

The adjective works because project context and command guidance translate an ambiguous word into specific visual mechanisms, followed by human judgment and another iteration.

8:118:40
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8:11 · section reference included

Place commands throughout the real workflow

A useful tool starts with the target user’s actual workflow. Design does not move through one clean line, so Impeccable identifies intervention points across shaping, crafting, iterating, hardening, and polishing. The work eventually returns to the design system, where reusable decisions are extracted and technical or design debt is cleaned up. Commands belong at different stages rather than being treated as interchangeable prompt decorations.

Supports the key caveat that an adjective with nothing behind it is merely a nicer prompt.
Supports the key caveat that an adjective with nothing behind it is merely a nicer prompt.

The stages support distinct jobs: shaping determines what should be built; crafting and iteration use directional words to explore and revise; hardening and polishing address edge cases and finish; design-system cleanup folds useful choices back into shared components and removes debt. Mapping these jobs prevents one command from pretending to solve the whole process.

overdrive is the playful exception that proves the mechanism. The command deliberately pushes a design over the top. Bakaus used it on an already developed event-horizon shader from Radiant Shaders to make the effect even more extravagant; it did not generate the shader in one shot. Community enthusiasm persuaded him to keep a command he had initially treated as half a joke. This is command design by observed usefulness and joy, not by completing an abstract taxonomy.

The caveat is simple: an adjective with nothing behind it is only a nicer prompt. Because the model has encountered many meanings for the word, the skill must define which meaning applies, which changes fit the project, and which familiar shortcuts to avoid.

How it fits togetherWhere Impeccable enters the design workflow

Establish the product direction and initial design territory.

Commands assist at several points in a messy process; no single adjective replaces shaping, iteration, finishing, and cleanup.

11:5712:27
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11:57 · section reference included

No auto mode, because steering is the product

The most requested feature is also the one Impeccable will not add: automatic operation. An auto mode that chooses every command and completes the design alone would recreate the one-shot workflow the tool was built to avoid. Bakaus is explicit enough to close an open pull request proposing it: “There is no auto, and there will be no auto.”

Supports the closing concept of amplified craft and the claim that tools can sharpen taste but cannot manufacture it.
Supports the closing concept of amplified craft and the claim that tools can sharpen taste but cannot manufacture it.

The refusal protects a product decision, not a missing implementation. Impeccable exists to let people steer toward an intended result. Removing the need to choose a command would also remove the moment when a person decides whether the design should become bolder, quieter, simpler, denser, or more resilient.

That leads to “amplified craft.” Tools can sharpen and extend a person’s taste, but Bakaus does not believe taste can be manufactured in a lab. Taste is contextual, cultural, and scarce; once everyone reproduces the same visual choices, those choices stop functioning as taste and become another muddy default. Impeccable therefore aims to increase the user’s ability to express judgment, not to solve judgment on the user’s behalf.

14:0914:39
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14:09 · section reference included

Resources

From the talk

  • The open-source design skill discussed in the talk. Its documentation lists the available commands, installation paths, project-context files, detector rules, and supported coding harnesses.

  • The shader collection containing the event-horizon work that Bakaus used as the already-developed foundation for an `overdrive` pass.

  • Impeccable by DesignArticle

    Bakaus’s longer written account of Impeccable and the design problem it addresses, useful for readers who want the product rationale beyond the short presentation.

  • A detailed account of the iterative shader work referenced by the `overdrive` example, including the event-horizon shader and why ambitious visual work required dozens or hundreds of passes rather than one-shot generation.

  • Don't Build Agents, Build Skills Instead

    Explains the broader skill architecture behind packaging reusable procedural expertise on top of a general-purpose agent runtime.

  • The Missing Layer: Design Taste in AI Agents

    Presents another design skill built around anti-slop guidance, visual references, persistent preferences, and iterative refinement.

  • Ending AI Slop

    Explores a complementary approach to generic generated design: decomposing subjective qualities into context-specific signals while preserving legitimate differences in taste.

Read the complete timestamped transcript
  1. 0:01

    [music]

  2. 0:12

    Cool. Uh, let's get this going. Welcome

  3. 0:15

    everyone. Thanks for coming. Um, my name

  4. 0:18

    is Paul and, uh, I'm going to try to

  5. 0:21

    save you from the midday slump. So,

  6. 0:24

    let's, uh, let's see if we can do that.

  7. 0:26

    Um, okay. So this talk, this cold open

  8. 0:29

    of this talk will make a lot more sense

  9. 0:31

    if you know uh what impeccable is. Uh

  10. 0:34

    but if you don't know what it is, it's a

  11. 0:35

    design, it's a design skill that turns

  12. 0:37

    your coding harness into a better

  13. 0:39

    designer and hopefully you into a better

  14. 0:40

    designer. Um and you can try it out. It

  15. 0:43

    works across all harnesses, cloth code,

  16. 0:45

    github, copilot, cursor, codex, etc. Um,

  17. 0:50

    and this talk is really about uh my

  18. 0:53

    approach to how to building this tool as

  19. 0:56

    opposed to the tool itself. Um, but

  20. 0:58

    let's get started with a pretty typical

  21. 1:00

    website. So, this is a intentionally

  22. 1:04

    very basic website and I want to give

  23. 1:06

    you that one as context to what I'm

  24. 1:08

    going to show you next. So, you know,

  25. 1:10

    it's it's a it's it's an okay website.

  26. 1:12

    It's not great. It's pretty bland. Um

  27. 1:15

    but it at least it has some color some

  28. 1:17

    something. Um so now here is um the

  29. 1:22

    command make it bolder make the workflow

  30. 1:25

    section bolder with impeccable.

  31. 1:28

    Um so this is with impeccable installed.

  32. 1:31

    So now there are it's not perfect. There

  33. 1:35

    are some problems with this. for

  34. 1:36

    example, the um the section numbers that

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    you have there, that's a very typical AI

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    slop tail uh that uh that GPT loves to

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    do and I mean Claude actually loves to

  38. 1:46

    do as well and

  39. 1:48

    it sometimes creeps in. So I wouldn't

  40. 1:50

    say this is perfect by any means but I

  41. 1:52

    think it's I would say bolder than

  42. 1:54

    before. Um

  43. 1:56

    now a lot of people install impeccable

  44. 1:59

    try it out uh and then they ask me well

  45. 2:02

    I don't know like maybe it could be

  46. 2:03

    placebo maybe the model is good enough

  47. 2:04

    in itself right uh not sure if it

  48. 2:06

    actually works well let's compare it to

  49. 2:10

    this is exactly the same project GPD55

  50. 2:12

    on extra high um same exact prompt

  51. 2:16

    without impeccable

  52. 2:20

    so there is a slight difference I would

  53. 2:22

    say but you be the judge of

  54. 2:25

    Um, so the before and after is pretty

  55. 2:28

    different and I'm going to talk about

  56. 2:31

    why that is and um and and what the

  57. 2:34

    approach is.

  58. 2:36

    So designing at the speed of adjectives

  59. 2:39

    and um to get the elephant out of the

  60. 2:41

    room, they are not just adjectives,

  61. 2:43

    they're also verbs. Uh but some of them

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    are adjectives.

  63. 2:50

    First off, the role of the engineer and

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    the design are blurring. Um, I've seen

  65. 2:54

    more people become design engineers than

  66. 2:57

    ever. Designers are moving into code,

  67. 2:59

    engineers are moving into design and

  68. 3:01

    vice versa. Some of the best comments I

  69. 3:03

    get from people who walk up to me and

  70. 3:05

    say like, well, impeccable gives me this

  71. 3:07

    shared language of design that everybody

  72. 3:09

    can communicate now in. But really,

  73. 3:12

    these worlds are all colliding in my

  74. 3:14

    opinion and the typical handoff is kind

  75. 3:17

    of broken. like the the waterfall

  76. 3:19

    process of I start with design, maybe I

  77. 3:22

    start with like the what on the PM side,

  78. 3:24

    then it goes into design and then

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    there's like this handoff and this

  80. 3:27

    critique process and then ultimately the

  81. 3:29

    engineer builds it. That thing is just

  82. 3:31

    not real anymore. I don't know about

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    you, but um I think that's starting to

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    collapse very quickly in small and large

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    companies.

  86. 3:41

    And when it comes to the actual work of

  87. 3:43

    design,

  88. 3:45

    I feel like there's right now kind of

  89. 3:46

    like two worlds that you can play in.

  90. 3:48

    Either it's direct manipulation sort of

  91. 3:51

    like in the pixel space, right? So

  92. 3:53

    you're in Figma and you're manipulating

  93. 3:55

    margins, paddings, whatever it is. Um or

  94. 3:58

    you're in web flow or you're in some

  95. 3:59

    other tool where you directly

  96. 4:01

    manipulating the final output uh or the

  97. 4:04

    design. Now that's fine, but then you

  98. 4:07

    feel like you're getting behind because

  99. 4:08

    everybody else is like agentic and going

  100. 4:11

    crazy with loops and loop maxing, right?

  101. 4:13

    And now you're going on the other

  102. 4:14

    extreme, which is simply telling your

  103. 4:16

    agent, please design this for me or

  104. 4:18

    please build this. But it feels like to

  105. 4:20

    me at least there's this there's this

  106. 4:22

    middle ground that we haven't explored

  107. 4:24

    enough like what is the exact level of

  108. 4:26

    control? How can we insert the human in

  109. 4:28

    the loop at the exact right time?

  110. 4:32

    Uh and so this this came to mind then

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    it's pretty popular tweet a while ago.

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    Um so centering a diff with opus. Yes.

  113. 4:42

    Uh not a great use of opus. Uh but you

  114. 4:46

    know it kind of speaks to that problem.

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    It's like okay well when do we use which

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    tool? When is which tool adequate to do

  117. 4:53

    what job?

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    In my opinion right now for most work

  119. 5:00

    the direct manipulation of padding,

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    margins, spacing and so on is actually

  121. 5:04

    at a elevation that's too low.

  122. 5:08

    And on the other hand um if you go fully

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    agentic you get web pages like this now

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    that you would you would get this in

  125. 5:16

    like 2022 I would say. So everybody here

  126. 5:19

    can point out the typical AI slot

  127. 5:20

    patterns. Um but the purple gradients

  128. 5:23

    were actually way beyond that. there are

  129. 5:25

    no purple gradients anymore uh in most

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    frontier models. Um now we just get this

  131. 5:31

    and it's kind of wears a different suit

  132. 5:32

    as Claude would say. Um but uh but it

  133. 5:36

    really is slop as well. It's just a

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    moving target. So now we have I call

  135. 5:40

    this claude beige. We have these

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    instrument serif fonts. We have italics.

  137. 5:44

    And it's not necessarily a bad design.

  138. 5:46

    It's just everything that comes out of

  139. 5:48

    claw design looks that way. And when

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    everything looks the same, you kind of

  141. 5:52

    get algorithmic unilo as I call it. Uh

  142. 5:56

    so also not great.

  143. 5:58

    Now here's my first hot take of today's

  144. 6:01

    session. You cannot oneshot design.

  145. 6:05

    Um now many people want to and maybe

  146. 6:07

    we'll get there eventually. I just don't

  147. 6:09

    think it's possible at the current

  148. 6:11

    moment. Uh maybe not ever. Um, I think

  149. 6:14

    in order to build something that really

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    looks and feels great and is effective

  151. 6:19

    design, you need to have something

  152. 6:22

    that's context context rich which has

  153. 6:24

    been informed by what you're trying to

  154. 6:26

    do, what your audience is, what you're

  155. 6:28

    trying to build. And also it will have

  156. 6:30

    to be multi-shot. You will have to

  157. 6:32

    iterate on your design. Uh, and you I

  158. 6:35

    mean even if you're a soloreneur, but if

  159. 6:37

    you're not a soloreneur, you might have

  160. 6:39

    different people who have different

  161. 6:40

    opinions. Users have opinions. I mean

  162. 6:42

    design is messy. it's process and

  163. 6:45

    wishing it away and just saying like

  164. 6:47

    solve this problem for me agent will not

  165. 6:49

    unfortunately solve your problem. Um

  166. 6:54

    now the other problem is if you don't

  167. 6:56

    know the language of design or if your

  168. 6:58

    stakeholders don't know the language of

  169. 7:00

    design gets really frustrating really

  170. 7:01

    quickly too. So if you've ever designed

  171. 7:03

    something um you kind of know like this

  172. 7:05

    kind of experience um and then you know

  173. 7:08

    the inner feeling builds up of like

  174. 7:11

    and at some point you're like

  175. 7:15

    uh

  176. 7:16

    so really what you have to ask first is

  177. 7:18

    what's the emotional territory? What

  178. 7:20

    should this never feel like? What's

  179. 7:22

    what's the reference? What's the

  180. 7:24

    audience? These are all really important

  181. 7:26

    questions to figure out. Like you can't

  182. 7:27

    go to a human design studio even if it's

  183. 7:31

    the best design studio in the world. You

  184. 7:33

    go to design director and you say like

  185. 7:35

    you know what I want to design for my

  186. 7:37

    brand and a design dire not nods. It's

  187. 7:40

    like got it and then walks away. That

  188. 7:43

    doesn't make any sense. Like they

  189. 7:45

    obviously have to figure out what it is

  190. 7:46

    that you're trying to build and what

  191. 7:47

    you're trying to get out of it.

  192. 7:50

    Importantly on this example even sort of

  193. 7:52

    like the 2026 version of AI slop you

  194. 7:55

    know quickly vibe coded page nobody

  195. 7:58

    decided anything here

  196. 8:01

    like you just oneshotted this nobody

  197. 8:03

    decided anything on this page this was

  198. 8:05

    just I mean it's maybe competent but

  199. 8:08

    completely empty

  200. 8:10

    so my uh thesis that I make here and

  201. 8:15

    what I've been trying to build over the

  202. 8:16

    last couple months is a tool that gives

  203. 8:19

    you just the amount of control needed to

  204. 8:22

    steer your agent in the right direction

  205. 8:24

    with adjectives and verbs.

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    And these are the types of words I'm

  207. 8:28

    talking about. Talking about words like

  208. 8:30

    make this bolder, make this quieter, uh

  209. 8:33

    distill this. So basically

  210. 8:34

    simplification, um polish this, um make

  211. 8:37

    it denser or harden this. Um harden for

  212. 8:41

    instance would mean uh make sure that

  213. 8:43

    this design works across the board.

  214. 8:44

    Maybe the performance is bad on certain

  215. 8:46

    devices. Maybe it's not responsive. Um,

  216. 8:49

    and so these are these are words

  217. 8:51

    that we use in the world of design. And

  218. 8:55

    I noticed when seeing two people attempt

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    the exact same task and one is an

  220. 8:59

    engineer who's never really touched

  221. 9:00

    design at all and the other one is a

  222. 9:02

    designer um there's a stark difference

  223. 9:06

    even when they use the same model and

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    same harness everything in the output

  225. 9:09

    that they're getting based on the

  226. 9:10

    language that they use. So, I've been

  227. 9:14

    trying to put that language basically

  228. 9:17

    compress it into a skill uh and into a

  229. 9:19

    system to be able to express yourselves

  230. 9:21

    better. And so, for example, you could

  231. 9:24

    have like a baseline um over here, but

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    then you make it bolder and the agent

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    actually knows what bolder in your

  234. 9:31

    context means. You make it quieter, it

  235. 9:33

    knows what it means. You distill and it

  236. 9:36

    knows what it means.

  237. 9:40

    Um, but then bolder how what does bolder

  238. 9:44

    mean in the context of your project?

  239. 9:45

    That's a really important question

  240. 9:47

    because as you could tell at the

  241. 9:48

    beginning of the demo uh in the cold

  242. 9:51

    open uh when you just ask GPT or claude

  243. 9:55

    whatever make this bolder it doesn't

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    know anything about what you mean. Uh

  245. 9:58

    now it has its own sense of reference of

  246. 10:01

    like what boulder could mean but it will

  247. 10:03

    do whatever it wants right it will

  248. 10:05

    invent new colors it will invent new

  249. 10:07

    gradients. it will I mean it doesn't

  250. 10:09

    matter um what it actually means in

  251. 10:12

    impeccable

  252. 10:14

    not gradients not glass not neon but

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    actually hierarchy scale decisive type

  254. 10:20

    so uh things that uh don't break your

  255. 10:23

    design system and adequately raise the

  256. 10:27

    attention that the user would put on it

  257. 10:31

    uh and this is an actual sentence from

  258. 10:33

    the the file that is loaded when you say

  259. 10:37

    bolder impeccable um show someone your

  260. 10:39

    work and say AI make this bolder made

  261. 10:42

    this bolder if they believe you you

  262. 10:44

    failed this is something that we

  263. 10:47

    actually instruct the agent to do for

  264. 10:49

    themselves and then the agent oftent

  265. 10:50

    times reflects and like I don't know

  266. 10:54

    think I did some bad work here

  267. 10:57

    an adjective is a light wart and a light

  268. 11:01

    wart such a German term and Matt Puk

  269. 11:05

    actually talked about this recently uh

  270. 11:06

    who also makes some really excellent

  271. 11:08

    skills. And so this is uh stolen by one

  272. 11:10

    of his tweets, but I really think uh um

  273. 11:14

    it makes a lot of sense. Um these are

  274. 11:16

    words that h that you basically imbue

  275. 11:19

    with meaning that you infuse with

  276. 11:21

    meaning and they mean something. They

  277. 11:23

    already mean something to the model, but

  278. 11:24

    then you translate this into the area

  279. 11:28

    that you're interested in

  280. 11:30

    and the right altitude really shifts.

  281. 11:34

    Um, now I don't think you can solve any

  282. 11:38

    problems at that altitude. That's super

  283. 11:40

    important too. Uh, there is still room

  284. 11:42

    for the very beginning. For instance, if

  285. 11:44

    you just want exploratory work and you

  286. 11:46

    just want to get something on the screen

  287. 11:47

    or you just want the last amount of

  288. 11:50

    polish. I don't think right now uh AI is

  289. 11:53

    good enough to replace humans for the

  290. 11:55

    last 5, 10, maybe even 20% of the work

  291. 11:57

    to get it from good to great. Uh but it

  292. 12:02

    does actually make it better. Now I've

  293. 12:05

    built tools for more than 20 years. I

  294. 12:07

    guess I'm dating myself here. Uh but

  295. 12:10

    whenever I build a tool, I actually map

  296. 12:11

    the workflow first. I think about what

  297. 12:14

    is the actual workflow of the target

  298. 12:15

    user that I'm trying to help. And the

  299. 12:18

    workflow of design is not linear. It's

  300. 12:20

    messy. Has many different stages. Uh

  301. 12:23

    there are different people involved. And

  302. 12:25

    so I kind of mapped every part of the

  303. 12:27

    process and thought about well what are

  304. 12:29

    the injection points along that route

  305. 12:32

    and how can we help along that route.

  306. 12:35

    And so you start with initialization

  307. 12:36

    with the shaping process of design uh

  308. 12:39

    you go over to uh crafting to iterating

  309. 12:42

    uh with all these verbs and adjectives

  310. 12:44

    and then to the actual harden and polish

  311. 12:46

    phase and finally you kind of bring it

  312. 12:48

    back to your design system. You do some

  313. 12:49

    tech debt cleanup design deck cleanup.

  314. 12:53

    Um, now here's one example of a command

  315. 12:56

    that I wasn't actually sure about

  316. 12:57

    shipping and it's called overdrive. Um,

  317. 13:01

    I basically built this uh built this

  318. 13:03

    command in Impeccable that uh tries to

  319. 13:06

    create something completely over the top

  320. 13:08

    and it was kind of like a a half of a

  321. 13:10

    joke maybe. Um, but people absolutely

  322. 13:14

    are rabbit about this about this thing.

  323. 13:15

    Um, and they love it. Um, and so this is

  324. 13:18

    just one example of I mean this is not

  325. 13:20

    oneshotted. Uh this is a um sort of

  326. 13:22

    realistic event horizon shader um that

  327. 13:25

    I've built for my shader library radiant

  328. 13:27

    shaders. But I did actually use the

  329. 13:29

    overdrive command for this to uh

  330. 13:32

    overdrive it even more uh and make it

  331. 13:34

    more ridiculous. So sometimes I come up

  332. 13:36

    with these uh commands I'm actually not

  333. 13:38

    sure about and I test them with the

  334. 13:39

    community and once it sticks uh I

  335. 13:42

    realize okay well there are more people

  336. 13:44

    who are getting joy out of this.

  337. 13:46

    Um

  338. 13:49

    oh here we go. Here we go. Okay. Um, an

  339. 13:52

    adjective with nothing behind is just a

  340. 13:54

    nicer prompt. So, you really have to

  341. 13:56

    tell the agent what you mean by the word

  342. 13:59

    that you're using. Uh, it it has so many

  343. 14:01

    different meanings uh within its

  344. 14:04

    training materials that you really have

  345. 14:05

    to tell it. Um, now here's another

  346. 14:07

    thing.

  347. 14:09

    I've gotten so many requests

  348. 14:12

    for an automatic way of using

  349. 14:13

    Impeccable. So many. It's so

  350. 14:17

    frustrating. Like so at least once a

  351. 14:19

    week somebody tweets at me say like you

  352. 14:21

    know what would be cool just let

  353. 14:22

    impeccable do all the work by itself. I

  354. 14:24

    don't have to decide on any command

  355. 14:25

    anymore. That's not the point. The point

  356. 14:27

    is to give you a way to steer what you

  357. 14:30

    want to end up with. It's never going to

  358. 14:33

    be a tool to oneshot design. That's not

  359. 14:35

    the intent. And I'll never I mean

  360. 14:37

    there's a pull request standing uh

  361. 14:39

    standing out right now that I'm going to

  362. 14:40

    close because of that.

  363. 14:43

    There is no auto and there will be no

  364. 14:45

    auto

  365. 14:47

    in my opinion and uh this is a bit

  366. 14:49

    awkward maybe for some of the next

  367. 14:51

    speakers but I think taste cannot be

  368. 14:54

    amplified uh sorry I think taste can be

  369. 14:56

    amplified I think I call this amplified

  370. 14:58

    craft uh and I think you can work with

  371. 15:01

    tools to sharpen your taste and bring

  372. 15:04

    out more of your taste I really do not

  373. 15:05

    think it can be lab ground lab grown I

  374. 15:07

    think it is uh taste by definition sort

  375. 15:11

    of is uh contextual It's cultural. It's

  376. 15:15

    scars. And once everybody replicates the

  377. 15:17

    same thing, it starts to become really

  378. 15:20

    muddy and we don't think of it as taste

  379. 15:23

    anymore. That's my opinion. And I know

  380. 15:24

    this is like a hotly contested topic.

  381. 15:26

    Uh, but I'm not trying to solve taste

  382. 15:28

    with my tools.

  383. 15:30

    Um,

  384. 15:32

    that's what I got. Uh, this was about

  385. 15:34

    finding the right level of control for

  386. 15:36

    design. Thank you very much. And, uh, I

  387. 15:38

    think I have time for a few questions if

  388. 15:40

    you have any. Thank you.

  389. 15:56

    >> [music]