What Founders Can Do To Improve Their Design Game

What Founders Can Do To Improve Their Design Game

Released Friday, 28th March 2025
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What Founders Can Do To Improve Their Design Game

What Founders Can Do To Improve Their Design Game

What Founders Can Do To Improve Their Design Game

What Founders Can Do To Improve Their Design Game

Friday, 28th March 2025
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0:00

Raphael Shad is a unique figure

0:02

in the startup world. He's both

0:04

a designer and the successful founder

0:06

of Kran, a next-gen calendar for

0:08

professionals, which was acquired by Notion

0:10

and has gone on to become

0:12

Notion Calendar, which is used by

0:14

millions of people all around the

0:16

world. Design is not just how

0:18

it looks, but design is famously

0:20

how it works. You see another

0:22

dimension to the world when you

0:24

start kind of understanding design. So

0:26

today, we'll be chatting with Raphael

0:28

to learn more about his... design

0:30

process and find out how

0:32

founders can level up their

0:34

design game. So one of the

0:37

things that I care a lot

0:39

about is encouraging more

0:41

designers to become founders

0:43

and encouraging more founders

0:45

to care about design

0:48

in the earliest days

0:50

of starting their company.

0:52

So who better to

0:54

have on than Raphael?

0:56

Thank you for joining

0:58

us. the jump from

1:00

designer to founder. Why

1:02

do you think that there aren't more

1:04

designers out there making that same leap?

1:06

Well, first of all, I kind of

1:09

think, you know, there should just be

1:11

more talented people building companies in general,

1:13

not just designers. But designers actually have

1:15

something really valuable to bring to the

1:17

table when it comes to starting companies.

1:20

To build a product that people, you

1:22

know, really, really want. I think you

1:24

need kind of like three things to

1:26

build a successful product in the company.

1:28

You need to have something that, you

1:31

know, desirable, you can build a business

1:33

out of it and you need it

1:35

to be feasible. You need to be

1:37

uniquely positioned to actually build it, you

1:40

and your team, right? And if you

1:42

think about these three things, desirability, feasibility,

1:44

and viability can ask three overlapping circles,

1:46

and you can map them to more

1:49

traditional disciplines. It's actually design and

1:51

business and technology. And design is really

1:53

kind of like, you know, back to

1:55

the YCE thoughts, make something people want.

1:58

Design is essentially figuring that out. It's

2:00

that mentality that I think a lot

2:02

of designers think about. What do you

2:04

think is holding designers back from starting

2:07

more companies if they're so well suited

2:09

because it's how they spend a lot

2:11

of their days and hone their craft?

2:13

Yeah, it maybe kind of goes back

2:16

almost historically, kind of the context. Maybe

2:18

back in the day, design was much

2:20

closer kind of to an artistic pursuit,

2:22

right, where art is more about kind

2:25

of like asking questions, whereas design these

2:27

days is more actually about kind of

2:29

problem solving and answering questions, they're learning

2:31

solutions basically. And so that probably happened

2:34

sometimes during the industrialization is my guess,

2:36

where design could have moved closer to

2:38

be part of sort of like the

2:40

problem solving. you know, engineering kind of

2:43

apparatus. But back then in the industrialization,

2:45

designers didn't necessarily control the means of

2:47

production, right? And so that is really

2:49

changing now, where designers can essentially, through

2:52

software, through code, can actually be really

2:54

close to building the object, right? Versus

2:56

kind of like, you know, back in

2:58

the day, maybe it's furniture or like,

3:01

like, like, other objects. And so I

3:03

think that's what makes this moment in

3:05

time so interesting for designers to build

3:07

companies and build products. Yeah. And tell

3:10

us a little bit about. your journey

3:12

going from designer to founder of your

3:14

company to ultimately selling it to notion?

3:16

So I actually have a technical background

3:19

where I have haven't loved a kind

3:21

of like CS degree from back in

3:23

the day that really allowed me to

3:26

to to build things. I never kind

3:28

of studied CS because I wanted to

3:30

go extra deep on on that aspect

3:32

but really I wanted it to be

3:35

a tool for me to build my

3:37

own designs and so very much like

3:39

maker at heart. always had kind of

3:41

like, you know, dreamed up things, designed

3:44

things, and then wanted to be able

3:46

to build in the medium. So I

3:48

spent my graduate studies at the MIT

3:50

Media Lab where I built a lot

3:53

of physical things. So again, kind of

3:55

designing things and then building it in

3:57

the medium that the ultimate sort of

3:59

like object is in. That's really important.

4:02

And of course, you know, these days

4:04

where so much is software and so

4:06

many of the products that have built

4:08

throughout my career are basically software being,

4:11

you know, capable to prototype, feel, but

4:13

also sometimes even like built, the real

4:15

thing, is sort of like what got

4:17

me to this technical, you know, education.

4:20

That's such a great point, actually, because

4:22

that's kind of my journey, too, is,

4:24

you know, I started learning design and

4:26

learning how to code because I wanted

4:29

to create the faith. that I envisioned

4:31

in my head and to have the

4:33

ability to execute and build it yourself

4:35

is like powerful. Yeah, exactly. It's like

4:38

the ultimate, you know, form of that.

4:40

And so do you think designers should

4:42

learn to code? you should be comfortable

4:44

in the medium that you're building in.

4:47

And if software is what you're building,

4:49

made out of code, but also, you

4:51

know, pixels, being relatively close to like

4:54

how the actual thing gets built gives

4:56

you such a huge advantage. Especially now,

4:58

kind of like in the AI age

5:00

where, you know, the thing that we

5:03

design is less kind of like the

5:05

nouns, kind of the buttons and the

5:07

text fields and the sidebars, but really

5:09

think more about kind of like the

5:12

verbs. auto complete, auto suggests, summarize, send

5:14

an agent to do something. Those are

5:16

things that are kind of hard expressed

5:18

just by drawing a rectangle within the

5:21

rectangle within the rectangle, within the rectangle,

5:23

but you really need to start to

5:25

think about time as an aspect in

5:27

your designs, etc. And static prototypes oftentimes

5:30

kind of break down, don't quite give

5:32

you the feedback that you get with

5:34

real data. And so I think whatever

5:36

gives you, so like ability to play

5:39

with the real thing. I think is

5:41

what gives designers the edge. Yeah, that's

5:43

actually a great point. I've never thought

5:45

about it like that. It'd be like

5:48

if you were a sculptor and you've

5:50

just created the plans for the sculpture

5:52

and then handed it off to somebody

5:54

else to do the thing, that would

5:57

sound crazy, right? Yeah. So why would

5:59

we think that kind of software design

6:01

and software engineering are these entirely separate

6:03

disciplines, right? Yes. What about for maybe

6:06

technical people? engineers that don't have a

6:08

good eye for design, you know, don't

6:10

know how to create something that is

6:13

user-friendly and think through all those considerations,

6:15

what would you recommend to them? you

6:17

know top three things what to do

6:19

for people to become more design-minded first

6:22

of all I would say just kind

6:24

of do learning by doing right when

6:26

you start to when you look at

6:28

designs you oftentimes kind of can tell

6:31

this is a good design or this

6:33

is not as good of a design

6:35

this design works this design doesn't work

6:37

as much but you don't really know

6:40

why when you start doing you will

6:42

probably produce bad designs at the beginning

6:44

but at least you kind of understand

6:46

the material and you start to understand

6:49

why a design works and doesn't work.

6:51

What are the constraints that a designer

6:53

that created a design that maybe doesn't

6:55

work as well? What are the constraints

6:58

that that designer had? Right? You really

7:00

start to kind of almost see the

7:02

world through sort of like a, you

7:04

know. reading the world kind of through

7:07

like matrix. You see another dimension to

7:09

the world when you start kind of

7:11

understanding design. The second thing that I

7:13

would say is to surround yourself with

7:16

beauty. Surround yourself of like really nicely

7:18

designed objects. It can be physical, but

7:20

also can be the ergonomics of software,

7:22

right? If you don't tolerate and let

7:25

in, so like just that noise of

7:27

like bad designed objects or not designed

7:29

objects and all that cheap stuff. By

7:32

the way, like... Well, good design can

7:34

also be cheap. Like that's an aspect

7:36

of kind of like good design production.

7:38

But surround yourself with well-designed objects to

7:41

sort of like absorb and sort of

7:43

like develop a taste. And the third

7:45

thing I would say is read some

7:47

design books. There's so much deep knowledge

7:50

in some of these classics. I would

7:52

say top three would be grid systems,

7:54

which is what taught me all about

7:56

text and layout. Actually a fun fact

7:59

about. grid systems is that the cron

8:01

orange F-F-4-7-0, but then a fiery orange,

8:03

was inspired by the cover of that

8:05

iconic orange book. A second grade book

8:08

is the elements of typographic design. It

8:10

kind of taught me everything about type.

8:12

Not just kind of choosing a font,

8:14

but how to use type as a

8:17

graphic and as an interface element. And

8:19

once you sort of like, you know,

8:21

you kind of know about curling and

8:23

ligatures and microtypeography, line spacing, etc. You

8:26

see the world in a completely different

8:28

different way. a little bit of a

8:30

blessing and a curse, but extremely powerful.

8:32

A third grade book is the design

8:35

of everyday things. It's a classic, it's

8:37

the book with the cover that has

8:39

a teapot where the spout comes on

8:41

at the wrong end, kind of showing

8:44

you about usability. The main takeaway from

8:46

that one, actually, is to convey the

8:48

importance of conveying the mental model of

8:51

the apparatus or software that you built

8:53

to the user through UI, through design.

8:55

But this is a tried and true

8:57

classic. design and I have a whole

9:00

thread on Twitter about some of the

9:02

top design books that goes into more

9:04

you know graphic design and traction design

9:06

etc that we I'm sure can link

9:09

down in the description below and you

9:11

said an interesting word of their taste.

9:13

How do people do that? Is that

9:15

something that can be learned? And if

9:18

so, like how should somebody go about

9:20

getting better design taste? You can't maybe

9:22

learn taste, but you can certainly kind

9:24

of like acquire it. And again, kind

9:27

of to the earlier point, by surrounding

9:29

yourself and not tolerating kind of bad

9:31

design, is not about kind of being

9:33

snobby. It's more about separating, like even

9:36

thinking about the design dimension, and separating

9:38

something from being... well-designed and not well-designed

9:40

something that works and something that doesn't

9:42

and so going through life with this

9:45

lens and every interaction every doorknob that

9:47

you you know touch kind of thinking

9:49

of it is this a pleasant experience

9:51

is this a reliable design is this

9:54

a lasting design is it a design

9:56

that gets better with age and I

9:58

don't just mean like you know physical

10:00

patina but also in software something that

10:03

gets better over time by you you

10:05

know the the interface getting adaptive for

10:07

example making it more obvious how I

10:09

use it muscle memory keyboard shortcuts kind

10:12

of peeling the onion of sort of

10:14

like you know interfaces I think that

10:16

that is where if you study that

10:19

is where you can become a great

10:21

designer or if you're an engineer kind

10:23

of a design-minded engineer 20, 25 years ago

10:25

when you were kind of coming up, how

10:27

did you develop that taste? Did you kind

10:30

of have it early on or was it

10:32

something that you just acquired over many years

10:34

of surrounding yourself with great design? I think

10:36

it was probably more the latter. Especially early

10:38

on for me it was not software, it

10:40

was kind of more physical objects. But the

10:43

importance of surrounding yourself of good things, that

10:45

was certainly more a family thing. You know,

10:47

don't buy like a lot of things, buy

10:49

a few things that really like last and

10:51

have high quality, and have high quality. And

10:54

then evaluating kind of the object, like, hmm,

10:56

you know, like, why is it so pleasant

10:58

to hold? Why is this, you know, work

11:00

so well? How can you repair things? So

11:02

repairability is also kind of like a hallmark

11:05

of good design. That's where I developed kind

11:07

of desensibility and interest in, hey, like,

11:09

I want to shape this myself. And

11:11

once I realized, like, everything is designed,

11:13

whether it's... proactively designed or not like

11:15

everything is designed even like an accidental

11:17

design right every pen every table everything

11:19

is designed and even things that we

11:21

don't think of like a designer so

11:24

far like everything has like someone that

11:26

made it now you can kind of

11:28

consciously made it better and especially once

11:30

you understand the simple fact that everything

11:32

around us is designed there's like well

11:34

there's not I think this is a

11:36

famous Steve Jobs quote like there's people

11:38

around me are not that much smarter than

11:40

me you know so you mean like I

11:43

can actually influence all of this and that's

11:45

when I was like aha like naturally I

11:47

need to become a designer. Yeah that's actually

11:49

a really interesting point which is everything is

11:52

designed the question is whether it was intentional

11:54

or not totally whether thought went into it

11:56

or not totally and so you know if

11:58

you're a founder maybe that doesn't have experience

12:00

with focusing or really caring about design

12:03

because you just like to crank out

12:05

the code and build the thing. What

12:07

would you tell them as ways to

12:09

try to acquire more of that and

12:11

things that they should focus on for

12:14

why they should care about this and

12:16

why it matters to have really great

12:18

design and be thoughtful and intentional about

12:20

it? There was a reason. tweet by

12:22

Gary, president here at Y-combinator, and he

12:25

says, kind of like, good design, especially

12:27

in the early stage startups, is a

12:29

lost art. And I was like, interesting,

12:31

why is that? Especially now that it

12:33

feels like with AI, basically everything is

12:36

getting reimagined. design first, right? And so

12:38

I was like, now is the moment

12:40

where design can have the, have like

12:42

a huge outside, outsized impact, I feel.

12:44

I think companies that recognize the value

12:47

of design, especially right now, when everything

12:49

is shifting, have a huge edge. Yeah,

12:51

it seems like the focus has become

12:53

so much on speed, rightly so, shipping

12:55

product, building it. We don't have time

12:58

to be thoughtful about the design, so

13:00

whatever, you know, comes out is what

13:02

comes out. and those that do put

13:04

in the time to be thoughtful and

13:06

focus on the things that really matter,

13:09

it's felt, I think, by the end

13:11

users and appreciated in a different way.

13:13

Totally, and I think kind of design,

13:15

you know, is not just kind of

13:17

how it looks, but design is famously,

13:20

you know, how it works. I would

13:22

even take this step further, I would

13:24

say, design is now how it looks,

13:26

how it works, but design is how

13:28

it's built. You can feel it end

13:31

to end. What's their design involved when

13:33

it was built and what technology was

13:35

used? Were there loading sites, latencies, all

13:37

of that, is in my mind kind

13:39

of design. So the material that is

13:42

used to create an object, a piece

13:44

of software, the framework, whatever. To me,

13:46

that is part of the design. Yeah,

13:48

absolutely. What are some tactical things that

13:50

founders can do to level up their

13:53

design game? hiring for design early on

13:55

is a really important one. So first,

13:57

kind of like designers, design founders, you

13:59

know, that's one aspect. But then also

14:01

to, for more technical people or even

14:04

designer founders, to really kind of like

14:06

amplify their design, hiring talented designers relatively

14:08

early on. I think that's a huge

14:10

leverage. Tapping into, you know, networks such

14:13

as, you know, Y Combinator or the

14:15

designer fund here in Zamartis. that have

14:17

built out these networks, bringing designers more

14:19

into tech companies early on. I think

14:21

this is one way to for founders

14:24

to really level up the design of

14:26

their companies. Cool, I'd love to hear

14:28

more about your design process. Yeah, so

14:30

typically kind of for me starts sketching.

14:32

I mean, you know, you oftentimes kind

14:35

of first talk to users, right? You

14:37

may have some intuition, but you really

14:39

want to in the end solve user

14:41

problems. So that's where it really starts,

14:43

right? Intuition or kind of like user

14:46

problems. But then when you kind of

14:48

want to quickly visualize something, like very

14:50

quickly move from insight to capture that

14:52

insight, I still found it. most efficiently

14:54

to just quickly shot it down on

14:57

a piece of paper. And so that's

14:59

what I still kind of like use

15:01

my sketchbooks for. Still is just sketching

15:03

a ton of interface ideas and kind

15:05

of whatever is easiest for you to

15:08

quickly capture the idea. I think that's

15:10

most important for me at sketching. And

15:12

then moving pretty quickly from capturing that

15:14

sort of like visual insight and giving

15:16

it some form to starting to play

15:19

with it as high fidelity as possible.

15:21

For some people this may kind of

15:23

be, you know, maybe taking a photo

15:25

of the sketch and putting it in

15:27

the figma and starting to kind of

15:30

like, you know, wire framing it out

15:32

or directly kind of more pixel perfect

15:34

designs. What I sometimes really like to

15:36

do is also just kind of take

15:38

the sketch, have it on the table,

15:41

and then jump into like a code

15:43

editor and already kind of try to

15:45

start to assemble sort of like the

15:47

UI to start to feel it. But

15:49

I want to feel, whether it also

15:52

feels good, and the way we're both...

15:54

it, whether that kind of works back

15:56

to the sort of like design interests,

15:58

how it looks, but how it works,

16:00

and also, you know, how it's built.

16:03

Yeah. Talk more about that, because I've

16:05

heard other designers talk about that, like

16:07

trying to get a sense for how

16:09

it feels. And when you're trying to

16:11

get a sense for the feel of

16:14

something that you have designed, what are

16:16

the steps that you're actually going through

16:18

there to tell if it feels right?

16:20

You kind of start to develop an

16:22

intuition, especially kind of just interaction design,

16:25

like what works, what does, and what's

16:27

consistent with platform norms. And this goes

16:29

down to like, when should a, when

16:31

should a, when you focus the field,

16:33

like how does it interact with text,

16:36

with the keyboard, so respecting kind of

16:38

like, you know, user expectations and standards

16:40

that they, you know, are used to

16:42

from years of computing, not reinventing the

16:44

wheel, but then also pushing the boundaries,

16:47

right? That's kind of where I think

16:49

this dance, this elegant dance, as a

16:51

designer, as a builder, kind of comes

16:53

in to really start to. build something

16:55

that just feels right, feels fun, feels

16:58

novel, but still kind of familiar. And

17:00

so that's when you really need to

17:02

build within the actual medium. Yeah, that

17:04

dance is always tricky, right? Like designing

17:06

a thing that people are familiar with

17:09

while also wanting to kind of push

17:11

the boundaries and innovate on something new

17:13

and better. But that requires education and

17:15

changing expectations around how software should work.

17:17

And obviously AI is blowing that up

17:20

in so many ways. What is that

17:22

dance? Like, is that just your own

17:24

kind of? taste and determining you know

17:26

where to draw the line on consistency

17:28

with existing norms versus trying new things?

17:31

Or how do you think about that?

17:33

Initially it's maybe kind of like a

17:35

taste where I like something or kind

17:37

of rather does it work for me?

17:39

I was going to say like like

17:42

is not a design word. It either

17:44

works or doesn't work. And so that

17:46

initial assessment might kind of lie with

17:48

the designer. But then pretty quickly because

17:50

you built the thing or at least

17:53

a prototype of it. on a laptop,

17:55

your prototype, and let them interact with

17:57

it. And ultimately, I think users are

17:59

the ultimate judge whether a design works

18:01

or doesn't work. You know, one of

18:04

the reasons why I think sketching on

18:06

paper is so powerful is because the

18:08

medium of paper affords you to do

18:10

anything. You don't have any constraints at

18:12

that point yet. Once you start to

18:15

get into like design tool or code,

18:17

you start to kind of get like

18:19

dragged down by, so like the constraints

18:21

of the medium. Paper is this super

18:23

flexible. you just enough sort of like

18:26

boundary right it kind of the page

18:28

focuses you within this sort of like

18:30

you know within the page you kind

18:32

of get an idea out of your

18:34

mind it's not this infinite thing so

18:37

the constraint there is really good but

18:39

then within the page it's completely unconstrained

18:41

like I can draw anything. You're not

18:43

limited to lines and rectangles and... 100%

18:45

exactly. And so I think, you know,

18:48

a paper is super approachable for non-designers.

18:50

Everyone can like doodle, right? It's a

18:52

super approachable, it's very flexible, it's very

18:54

flexible, and you can really imagine anything

18:56

on the page. And then you can

18:59

take it, snap the picture or whatever,

19:01

send it to an engineer, or a

19:03

designer, can like increase the fidelity of

19:05

it. sketching is like clearly we should

19:07

just start this digital first right but

19:10

what if now you know kind of

19:12

like the value of a sketch actually

19:14

becomes very important again when you can

19:16

skip that entire step you kind of

19:18

jot down an idea you quickly sketch

19:21

it out you take a picture of

19:23

it you upload it into the design

19:25

tool that then turns into the real

19:27

deal you can skip everything in between

19:29

right yeah and so it really then

19:32

comes down to what use a problem

19:34

are you solving and is it sort

19:36

like an innovative approach to solving it.

19:38

Raphael, thank you for joining us. It

19:40

was super interesting to hear about your

19:43

journey and your process here starting with

19:45

sketching. I think it's really interesting to

19:47

see how your mind works when you're

19:49

starting on a project all the way

19:51

through the completed thing, which is you

19:54

can feel the quality in the products

19:56

that you have designed and it's no

19:58

one. that there are millions of people

20:00

that are using them today. Yeah, and

20:03

my main message kind of for the

20:05

audience, which is be, you know, to

20:07

encourage more designers to become founders. It's

20:09

been an amazing journey for me, partially

20:11

also through Y-combinator, and then for existing

20:14

founders to kind of like develop sort

20:16

of like this design mind, because it's

20:18

going to be one of the most

20:20

important skill sets to build like the

20:22

huge next generation companies. Yeah, more examples

20:25

of designers that can build the product

20:27

to actually execute so much power comes

20:29

with that, and so I think you're a

20:31

great. example of that. So thank you for

20:33

joining us today. Thank you so much.

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