Premise

Ever seen a toddler discover a new toy? Their first instinct is to test the limits of what they can do. They’re not asking

What was the intention of the designer

They’re testing how the item can satisfy their needs, whatever they may be. In this case they chew it, throw it, paint with it, push it down a slide… a toddler can’t access the designer’s intention. The only prompts they have are those built into the product itself.

It’s easy to think about our products as though they’ll only be used in the way we want them to be used. In reality, though, technology design and usage is more like a two-way conversation than a set of instructions. Given this, it’s worth asking: if the user had no instructions on how to use this product, what would they infer purely from the design?

Problem

“people find it hard to ‘think like an a**hole’,”

Solution

Help them think like an a**hole

Provide intentional design prompts with ahole personas with afuckery goals

Figjam here

Logo

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What we need to get started