Nothing wonderful comes out fully formed. A good creator’s journey is one through the dark ravines and jungles of refinement. Conversational UIs are great at quickly getting to the first 70%, but suck at offering easy controls over narrower areas for iteration.
This is not only true at the model level but the individual level. Soon there will be such a thing as unhealthy and healthy prompting, a kind of psychological score for queries.
Before we slap a conversational interface on everything, let’s ask ourselves: what are we trying to accomplish? And what is the most obvious method of input and output to achieve that goal?
If I want to play with different titles for my game, for example, the obvious thing I’d want to do is select the title and start typing out my various ideas, or click on the raccoon character and swap out the image with different ones.
Typing instructions to my agent “Can you change the title from X to Y?” or “Can you change the raccoon to be... See more
The questions shift from what can scale to what should . This is the great work of our time: not just building what spreads, but what matters. Not just making things people want, but cultivating the desire for what’s worth wanting.