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𤿠chipping and carving
5 keys to craft

Over the last few months one product has risen to the top of my inspiration list: ćSupercut.
So I interviewed the founders David and Neil to learn what it takes to hit this level of craft while preserving the speed required when going 0 -> 1 on a new product.
We're going deep into how they work, how they think about product, and all of the little decisions they make that together create a truly excellent user experience. š
When design works in Figma vs. in code
How AI + small teams changes the design process
Supercutās playbook for achieving design excellence
Strategies for weaving AI into the fabric of a product
Specific examples of how they sweat the details with animations
+ a lot more
š¤ WITH GRANOLA
So Granola just launched a new featured called Recipes and I already canāt imagine life without it.

Itās a simple way to run advanced prompts across all of the context of your Granola notes. And they have some pretty great defaults out of the box too!
You can even use the prompt that I made for Inflight called āGather product feedbackā which looks at all of my user interviews and pulls out product-related feedback with clear, actionable themes and even direct quotes.
I use it all the time and itās another reason why Iām completely obsessed with Granola. If you havenāt tried it yet theyāre offering 3 months free for you and anyone on your team š
š KEY TAKEAWAYS
5 Keys to craft
In many ways Supercut has created the playbook that I intend to follow for Inflight. So I took notes on their playbook. Hereās what stood out to me:
1 ā Small, senior teams
Back when I was working on my first startup, I fantasized about huge rounds, big offices, and headcount. Now itās flipped. Iām asking the same question as Neil and David: āWhatās the smallest possible team we can build?ā.
2 ā Carving your way to craft
Most teams Iāve worked on follow some version of this:
Ship new features in cycles
Toss polish tickets into a backlog
Once the pile gets big enough, fix what you can in a cooldown week
But Supercutās approach to product development is pretty different.
It feels more like āchipping away and carving somethingā. Theyāre not afraid to iterate on the same surface area obsessively and admit theyāre mostly āallergic to processā.
3 ā Dogfooding
To effectively sand down the UX, you have to feel it. And to feel it, you have to use it every single day so you spot the bumpy parts.
Neil says most of the time they find bugs before their users do.
Because if you want to play in the upper echelon of craft, then you have to live in your product (not just the upcoming feature work).
4 ā Fix things immediately
When you find a rough edge, fix it. Donāt backlog it with a P3 label.
The key is that designers canāt be reliant on others for polish.
When he was a co-founder of Typeform, David was stuck in Figma and frustrated with handoff. But now at Supercut he owns both design and frontend. And you can feel the difference.
5 ā Use restraint
Small teams ship fast. And AI is accelerating this trend as good engineers are highly leveraged with AI.
But speed without restraint just leads to clutter and bloat.
What I admire about Supercut is that theyāve built something truly simple. They create value by removing just as often as they add new features. That discipline is going to matter even more as shipping velocity accelerates.
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Framerā ā How I build my websites
Genway ā How I do research
Granola ā How I take notes during CRIT
Jitterā ā How I animate my designs
Lovable ā How I build my ideas in code
Mobbin ā How I find design inspiration
Paper ā How I design like a creative
Raycast ā ā How I stay in flow while I work
Thanks for reading! I'm working hard to bring you the best design resources on the planet š«¶
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