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.
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.
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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.
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.
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.
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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.
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.
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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.
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.
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.
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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.
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.
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.
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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.”
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.
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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.
Further reading
- 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.
Related talks
- 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
- 0:01
[music]
- 0:12
Cool. Uh, let's get this going. Welcome
- 0:15
everyone. Thanks for coming. Um, my name
- 0:18
is Paul and, uh, I'm going to try to
- 0:21
save you from the midday slump. So,
- 0:24
let's, uh, let's see if we can do that.
- 0:26
Um, okay. So this talk, this cold open
- 0:29
of this talk will make a lot more sense
- 0:31
if you know uh what impeccable is. Uh
- 0:34
but if you don't know what it is, it's a
- 0:35
design, it's a design skill that turns
- 0:37
your coding harness into a better
- 0:39
designer and hopefully you into a better
- 0:40
designer. Um and you can try it out. It
- 0:43
works across all harnesses, cloth code,
- 0:45
github, copilot, cursor, codex, etc. Um,
- 0:50
and this talk is really about uh my
- 0:53
approach to how to building this tool as
- 0:56
opposed to the tool itself. Um, but
- 0:58
let's get started with a pretty typical
- 1:00
website. So, this is a intentionally
- 1:04
very basic website and I want to give
- 1:06
you that one as context to what I'm
- 1:08
going to show you next. So, you know,
- 1:10
it's it's a it's it's an okay website.
- 1:12
It's not great. It's pretty bland. Um
- 1:15
but it at least it has some color some
- 1:17
something. Um so now here is um the
- 1:22
command make it bolder make the workflow
- 1:25
section bolder with impeccable.
- 1:28
Um so this is with impeccable installed.
- 1:31
So now there are it's not perfect. There
- 1:35
are some problems with this. for
- 1:36
example, the um the section numbers that
- 1:39
you have there, that's a very typical AI
- 1:41
slop tail uh that uh that GPT loves to
- 1:44
do and I mean Claude actually loves to
- 1:46
do as well and
- 1:48
it sometimes creeps in. So I wouldn't
- 1:50
say this is perfect by any means but I
- 1:52
think it's I would say bolder than
- 1:54
before. Um
- 1:56
now a lot of people install impeccable
- 1:59
try it out uh and then they ask me well
- 2:02
I don't know like maybe it could be
- 2:03
placebo maybe the model is good enough
- 2:04
in itself right uh not sure if it
- 2:06
actually works well let's compare it to
- 2:10
this is exactly the same project GPD55
- 2:12
on extra high um same exact prompt
- 2:16
without impeccable
- 2:20
so there is a slight difference I would
- 2:22
say but you be the judge of
- 2:25
Um, so the before and after is pretty
- 2:28
different and I'm going to talk about
- 2:31
why that is and um and and what the
- 2:34
approach is.
- 2:36
So designing at the speed of adjectives
- 2:39
and um to get the elephant out of the
- 2:41
room, they are not just adjectives,
- 2:43
they're also verbs. Uh but some of them
- 2:46
are adjectives.
- 2:50
First off, the role of the engineer and
- 2:52
the design are blurring. Um, I've seen
- 2:54
more people become design engineers than
- 2:57
ever. Designers are moving into code,
- 2:59
engineers are moving into design and
- 3:01
vice versa. Some of the best comments I
- 3:03
get from people who walk up to me and
- 3:05
say like, well, impeccable gives me this
- 3:07
shared language of design that everybody
- 3:09
can communicate now in. But really,
- 3:12
these worlds are all colliding in my
- 3:14
opinion and the typical handoff is kind
- 3:17
of broken. like the the waterfall
- 3:19
process of I start with design, maybe I
- 3:22
start with like the what on the PM side,
- 3:24
then it goes into design and then
- 3:25
there's like this handoff and this
- 3:27
critique process and then ultimately the
- 3:29
engineer builds it. That thing is just
- 3:31
not real anymore. I don't know about
- 3:32
you, but um I think that's starting to
- 3:35
collapse very quickly in small and large
- 3:38
companies.
- 3:41
And when it comes to the actual work of
- 3:43
design,
- 3:45
I feel like there's right now kind of
- 3:46
like two worlds that you can play in.
- 3:48
Either it's direct manipulation sort of
- 3:51
like in the pixel space, right? So
- 3:53
you're in Figma and you're manipulating
- 3:55
margins, paddings, whatever it is. Um or
- 3:58
you're in web flow or you're in some
- 3:59
other tool where you directly
- 4:01
manipulating the final output uh or the
- 4:04
design. Now that's fine, but then you
- 4:07
feel like you're getting behind because
- 4:08
everybody else is like agentic and going
- 4:11
crazy with loops and loop maxing, right?
- 4:13
And now you're going on the other
- 4:14
extreme, which is simply telling your
- 4:16
agent, please design this for me or
- 4:18
please build this. But it feels like to
- 4:20
me at least there's this there's this
- 4:22
middle ground that we haven't explored
- 4:24
enough like what is the exact level of
- 4:26
control? How can we insert the human in
- 4:28
the loop at the exact right time?
- 4:32
Uh and so this this came to mind then
- 4:35
it's pretty popular tweet a while ago.
- 4:37
Um so centering a diff with opus. Yes.
- 4:42
Uh not a great use of opus. Uh but you
- 4:46
know it kind of speaks to that problem.
- 4:48
It's like okay well when do we use which
- 4:51
tool? When is which tool adequate to do
- 4:53
what job?
- 4:56
In my opinion right now for most work
- 5:00
the direct manipulation of padding,
- 5:02
margins, spacing and so on is actually
- 5:04
at a elevation that's too low.
- 5:08
And on the other hand um if you go fully
- 5:12
agentic you get web pages like this now
- 5:15
that you would you would get this in
- 5:16
like 2022 I would say. So everybody here
- 5:19
can point out the typical AI slot
- 5:20
patterns. Um but the purple gradients
- 5:23
were actually way beyond that. there are
- 5:25
no purple gradients anymore uh in most
- 5:27
frontier models. Um now we just get this
- 5:31
and it's kind of wears a different suit
- 5:32
as Claude would say. Um but uh but it
- 5:36
really is slop as well. It's just a
- 5:38
moving target. So now we have I call
- 5:40
this claude beige. We have these
- 5:42
instrument serif fonts. We have italics.
- 5:44
And it's not necessarily a bad design.
- 5:46
It's just everything that comes out of
- 5:48
claw design looks that way. And when
- 5:51
everything looks the same, you kind of
- 5:52
get algorithmic unilo as I call it. Uh
- 5:56
so also not great.
- 5:58
Now here's my first hot take of today's
- 6:01
session. You cannot oneshot design.
- 6:05
Um now many people want to and maybe
- 6:07
we'll get there eventually. I just don't
- 6:09
think it's possible at the current
- 6:11
moment. Uh maybe not ever. Um, I think
- 6:14
in order to build something that really
- 6:17
looks and feels great and is effective
- 6:19
design, you need to have something
- 6:22
that's context context rich which has
- 6:24
been informed by what you're trying to
- 6:26
do, what your audience is, what you're
- 6:28
trying to build. And also it will have
- 6:30
to be multi-shot. You will have to
- 6:32
iterate on your design. Uh, and you I
- 6:35
mean even if you're a soloreneur, but if
- 6:37
you're not a soloreneur, you might have
- 6:39
different people who have different
- 6:40
opinions. Users have opinions. I mean
- 6:42
design is messy. it's process and
- 6:45
wishing it away and just saying like
- 6:47
solve this problem for me agent will not
- 6:49
unfortunately solve your problem. Um
- 6:54
now the other problem is if you don't
- 6:56
know the language of design or if your
- 6:58
stakeholders don't know the language of
- 7:00
design gets really frustrating really
- 7:01
quickly too. So if you've ever designed
- 7:03
something um you kind of know like this
- 7:05
kind of experience um and then you know
- 7:08
the inner feeling builds up of like
- 7:11
and at some point you're like
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uh
- 7:16
so really what you have to ask first is
- 7:18
what's the emotional territory? What
- 7:20
should this never feel like? What's
- 7:22
what's the reference? What's the
- 7:24
audience? These are all really important
- 7:26
questions to figure out. Like you can't
- 7:27
go to a human design studio even if it's
- 7:31
the best design studio in the world. You
- 7:33
go to design director and you say like
- 7:35
you know what I want to design for my
- 7:37
brand and a design dire not nods. It's
- 7:40
like got it and then walks away. That
- 7:43
doesn't make any sense. Like they
- 7:45
obviously have to figure out what it is
- 7:46
that you're trying to build and what
- 7:47
you're trying to get out of it.
- 7:50
Importantly on this example even sort of
- 7:52
like the 2026 version of AI slop you
- 7:55
know quickly vibe coded page nobody
- 7:58
decided anything here
- 8:01
like you just oneshotted this nobody
- 8:03
decided anything on this page this was
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just I mean it's maybe competent but
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completely empty
- 8:10
so my uh thesis that I make here and
- 8:15
what I've been trying to build over the
- 8:16
last couple months is a tool that gives
- 8:19
you just the amount of control needed to
- 8:22
steer your agent in the right direction
- 8:24
with adjectives and verbs.
- 8:26
And these are the types of words I'm
- 8:28
talking about. Talking about words like
- 8:30
make this bolder, make this quieter, uh
- 8:33
distill this. So basically
- 8:34
simplification, um polish this, um make
- 8:37
it denser or harden this. Um harden for
- 8:41
instance would mean uh make sure that
- 8:43
this design works across the board.
- 8:44
Maybe the performance is bad on certain
- 8:46
devices. Maybe it's not responsive. Um,
- 8:49
and so these are these are words
- 8:51
that we use in the world of design. And
- 8:55
I noticed when seeing two people attempt
- 8:57
the exact same task and one is an
- 8:59
engineer who's never really touched
- 9:00
design at all and the other one is a
- 9:02
designer um there's a stark difference
- 9:06
even when they use the same model and
- 9:07
same harness everything in the output
- 9:09
that they're getting based on the
- 9:10
language that they use. So, I've been
- 9:14
trying to put that language basically
- 9:17
compress it into a skill uh and into a
- 9:19
system to be able to express yourselves
- 9:21
better. And so, for example, you could
- 9:24
have like a baseline um over here, but
- 9:27
then you make it bolder and the agent
- 9:30
actually knows what bolder in your
- 9:31
context means. You make it quieter, it
- 9:33
knows what it means. You distill and it
- 9:36
knows what it means.
- 9:40
Um, but then bolder how what does bolder
- 9:44
mean in the context of your project?
- 9:45
That's a really important question
- 9:47
because as you could tell at the
- 9:48
beginning of the demo uh in the cold
- 9:51
open uh when you just ask GPT or claude
- 9:55
whatever make this bolder it doesn't
- 9:56
know anything about what you mean. Uh
- 9:58
now it has its own sense of reference of
- 10:01
like what boulder could mean but it will
- 10:03
do whatever it wants right it will
- 10:05
invent new colors it will invent new
- 10:07
gradients. it will I mean it doesn't
- 10:09
matter um what it actually means in
- 10:12
impeccable
- 10:14
not gradients not glass not neon but
- 10:17
actually hierarchy scale decisive type
- 10:20
so uh things that uh don't break your
- 10:23
design system and adequately raise the
- 10:27
attention that the user would put on it
- 10:31
uh and this is an actual sentence from
- 10:33
the the file that is loaded when you say
- 10:37
bolder impeccable um show someone your
- 10:39
work and say AI make this bolder made
- 10:42
this bolder if they believe you you
- 10:44
failed this is something that we
- 10:47
actually instruct the agent to do for
- 10:49
themselves and then the agent oftent
- 10:50
times reflects and like I don't know
- 10:54
think I did some bad work here
- 10:57
an adjective is a light wart and a light
- 11:01
wart such a German term and Matt Puk
- 11:05
actually talked about this recently uh
- 11:06
who also makes some really excellent
- 11:08
skills. And so this is uh stolen by one
- 11:10
of his tweets, but I really think uh um
- 11:14
it makes a lot of sense. Um these are
- 11:16
words that h that you basically imbue
- 11:19
with meaning that you infuse with
- 11:21
meaning and they mean something. They
- 11:23
already mean something to the model, but
- 11:24
then you translate this into the area
- 11:28
that you're interested in
- 11:30
and the right altitude really shifts.
- 11:34
Um, now I don't think you can solve any
- 11:38
problems at that altitude. That's super
- 11:40
important too. Uh, there is still room
- 11:42
for the very beginning. For instance, if
- 11:44
you just want exploratory work and you
- 11:46
just want to get something on the screen
- 11:47
or you just want the last amount of
- 11:50
polish. I don't think right now uh AI is
- 11:53
good enough to replace humans for the
- 11:55
last 5, 10, maybe even 20% of the work
- 11:57
to get it from good to great. Uh but it
- 12:02
does actually make it better. Now I've
- 12:05
built tools for more than 20 years. I
- 12:07
guess I'm dating myself here. Uh but
- 12:10
whenever I build a tool, I actually map
- 12:11
the workflow first. I think about what
- 12:14
is the actual workflow of the target
- 12:15
user that I'm trying to help. And the
- 12:18
workflow of design is not linear. It's
- 12:20
messy. Has many different stages. Uh
- 12:23
there are different people involved. And
- 12:25
so I kind of mapped every part of the
- 12:27
process and thought about well what are
- 12:29
the injection points along that route
- 12:32
and how can we help along that route.
- 12:35
And so you start with initialization
- 12:36
with the shaping process of design uh
- 12:39
you go over to uh crafting to iterating
- 12:42
uh with all these verbs and adjectives
- 12:44
and then to the actual harden and polish
- 12:46
phase and finally you kind of bring it
- 12:48
back to your design system. You do some
- 12:49
tech debt cleanup design deck cleanup.
- 12:53
Um, now here's one example of a command
- 12:56
that I wasn't actually sure about
- 12:57
shipping and it's called overdrive. Um,
- 13:01
I basically built this uh built this
- 13:03
command in Impeccable that uh tries to
- 13:06
create something completely over the top
- 13:08
and it was kind of like a a half of a
- 13:10
joke maybe. Um, but people absolutely
- 13:14
are rabbit about this about this thing.
- 13:15
Um, and they love it. Um, and so this is
- 13:18
just one example of I mean this is not
- 13:20
oneshotted. Uh this is a um sort of
- 13:22
realistic event horizon shader um that
- 13:25
I've built for my shader library radiant
- 13:27
shaders. But I did actually use the
- 13:29
overdrive command for this to uh
- 13:32
overdrive it even more uh and make it
- 13:34
more ridiculous. So sometimes I come up
- 13:36
with these uh commands I'm actually not
- 13:38
sure about and I test them with the
- 13:39
community and once it sticks uh I
- 13:42
realize okay well there are more people
- 13:44
who are getting joy out of this.
- 13:46
Um
- 13:49
oh here we go. Here we go. Okay. Um, an
- 13:52
adjective with nothing behind is just a
- 13:54
nicer prompt. So, you really have to
- 13:56
tell the agent what you mean by the word
- 13:59
that you're using. Uh, it it has so many
- 14:01
different meanings uh within its
- 14:04
training materials that you really have
- 14:05
to tell it. Um, now here's another
- 14:07
thing.
- 14:09
I've gotten so many requests
- 14:12
for an automatic way of using
- 14:13
Impeccable. So many. It's so
- 14:17
frustrating. Like so at least once a
- 14:19
week somebody tweets at me say like you
- 14:21
know what would be cool just let
- 14:22
impeccable do all the work by itself. I
- 14:24
don't have to decide on any command
- 14:25
anymore. That's not the point. The point
- 14:27
is to give you a way to steer what you
- 14:30
want to end up with. It's never going to
- 14:33
be a tool to oneshot design. That's not
- 14:35
the intent. And I'll never I mean
- 14:37
there's a pull request standing uh
- 14:39
standing out right now that I'm going to
- 14:40
close because of that.
- 14:43
There is no auto and there will be no
- 14:45
auto
- 14:47
in my opinion and uh this is a bit
- 14:49
awkward maybe for some of the next
- 14:51
speakers but I think taste cannot be
- 14:54
amplified uh sorry I think taste can be
- 14:56
amplified I think I call this amplified
- 14:58
craft uh and I think you can work with
- 15:01
tools to sharpen your taste and bring
- 15:04
out more of your taste I really do not
- 15:05
think it can be lab ground lab grown I
- 15:07
think it is uh taste by definition sort
- 15:11
of is uh contextual It's cultural. It's
- 15:15
scars. And once everybody replicates the
- 15:17
same thing, it starts to become really
- 15:20
muddy and we don't think of it as taste
- 15:23
anymore. That's my opinion. And I know
- 15:24
this is like a hotly contested topic.
- 15:26
Uh, but I'm not trying to solve taste
- 15:28
with my tools.
- 15:30
Um,
- 15:32
that's what I got. Uh, this was about
- 15:34
finding the right level of control for
- 15:36
design. Thank you very much. And, uh, I
- 15:38
think I have time for a few questions if
- 15:40
you have any. Thank you.
- 15:56
>> [music]