3 min readmimo-v2.5-pro (rewrite)Drake — Do Not Disturblate night585 words
·tech

Trained intolerance

I've discarded products in under ten seconds because a button didn't have active feedback. Because a dropdown animated with ease-in instead of ease-out. Because something felt clunky in a way I couldn't immediately name. Then I closed the tab and never came back.

That's not hyperbole. That's the baseline. I feel something when a tooltip appears from the right direction. A small, stupid happiness. And I feel its absence when it doesn't. Craft, for me, starts right there, in the micro-interactions most people skip past without registering.

Craft earns trust. When everything is correct, users just proceed. No friction, no confusion, no invisible tax of something feeling slightly off. They don't compliment the animation curve. They just stay.

the invisible compounding

Paul Graham wrote that great software is “a thousand barely audible voices all singing in tune.” I don't remember where I first read that, but it's stayed. It's exactly right. Great software is hundreds of tiny decisions that each cost almost nothing to get right, and each cost the user almost nothing to notice. Together they produce something that feels obviously better without anyone being able to say why.

Linear. Raycast. The original iPhone. People love them because using them feels like the product was made by someone who imagined exactly what it would feel like to use it. That's the difference between tools people tolerate and tools people evangelize.

trained intolerance

You can't A/B test a press animation. You can't put a number on the goodwill you're building. The costs of craft are always visible: the time, the polish cycles, the “is this really necessary?”. The benefits are always deferred and diffuse. So the people who care about it have to hold the conviction themselves. Nobody is going to mandate it.

It has to come from somewhere internal. A trained intolerance for the experience of using something that clearly wasn't made by someone who cared. Mine started with aesthetics. Room decor, clothing, desktop arrangement. The obsession was always there: looking for “the cool thing” in everything, and feeling restless when I couldn't find it. Software just gave it somewhere to go.

My team appreciates it. I push them to strive further. They don't share the same obsession, and that's okay. The intolerance can't be transferred. It has to be earned through years of noticing what's wrong with everything you touch.

where it actually matters

It's easy to think craft is a luxury, something for design-forward products with design-forward users. Products like Linear and Raycast attract people who notice the details because the people building them notice the details.

There's a place for it everywhere. Especially in places that aren't used to it: industries where ugly, brittle software is the norm and basic care feels radical. Those users might not articulate what feels different. They just know this one doesn't suck.

taste as leverage

In a world drowning in AI slop, where anyone can ship something functional in an afternoon, taste is real leverage. Against competitors. In hiring. Against the zeitgeist of “good enough.” The products that win will be the ones that feel like someone gave a shit.

Craft is a trained intolerance. Once you have it, you can't turn it off.