Dustin Senos - Designing Dia (the AI-native web browser)
By Dive Club 🤿
Summary
## Key takeaways - **DIA prioritizes familiarity over novelty**: The team realized that while novelty in ARC appealed to early adopters, it was a barrier for many. DIA was designed to be more familiar, making it easier for a broader audience to adopt and find value quickly. [02:03], [06:01] - **Innovation should feel familiar**: Dustin believes that truly innovative features should strive to feel familiar, making them seem obvious in retrospect. This approach avoids alienating users and allows innovation to be more accessible. [07:02], [07:10] - **The 'novelty budget' guides feature development**: The team consciously allocated a 'novelty budget' to invest in features that make DIA uniquely different, ensuring these innovations don't hinder user adoption or learning. Less critical features, like bookmarks, were kept familiar to avoid overwhelming users. [06:30], [07:20] - **Unified input box simplifies AI interaction**: Early prototypes explored multiple input methods for AI, including a chat bar at the bottom. However, to reduce user cognitive load and leverage muscle memory, DIA consolidates all input into a single, smart box that can handle both URL navigation and AI queries. [09:38], [10:10] - **AI-native design requires a new approach**: Designing for AI means moving beyond pixel-level considerations to focus on understanding what's possible with new tools. Dustin encourages designers to view this as 'vibe designing' rather than 'vibe coding,' embracing the potential of AI-first product development. [00:13], [25:22] - **Problem-solving is key for designers**: Dustin emphasizes that the most valuable skill for designers is the ability to identify and solve real problems for people. He advises focusing on building a portfolio that demonstrates this capability, rather than just showcasing micro-interactions. [35:36], [49:01]
Topics Covered
- AI Browsers: From Novelty to Necessity
- Novelty Budget: Where to Spend Innovation Points
- The Single Input Box: Simplifying AI Interaction
- AI Design: Beyond Vibe Coding to Vibe Designing
- Solving Real Problems Over Micro Interactions
Full Transcript
Our software can be very different now
and it's like we finally as designers
have this new putty that lets us build
very very different tools. It's cool
because so much of the design process in
that world of personalization is
completely removed from the pixels.
Don't look at as like vibe coding. Look
at it as like vibe designing. We all
have the tools to express ourselves at a
high level of fidelity. The only thing
that matters then is having an
understanding of what is possible. Your
motivation shouldn't be like likes and
stuff on the Twitter. It should be
understanding how rewarding it is to see
a problem, a unique problem that no one
has solved before and solving it. It's
like it's it's the dream. No one is
going to give you a curriculum of the
things you need to learn, especially if
you're in a role. You got to figure out
how to do that. Welcome to Dive Club. My
name is Rid and this is where designers
never stop learning. This week's episode
is with Dustin Cenos, who's the head of
design at the browser company. So, we're
going to do a deep dive into how design
operates, what collaboration looks like,
and get a little behind the scenes of
what it's like designing and creating
the strategy for the all-new DIA
browser. So, let's dive right in and
learn the origin story for DIA. We as a
design team are really, really heavy on
prototyping and exploring, especially
early things, and we don't have like a
separate product team from design team,
at least not at that point. So when we
kind of realized ARC wasn't going to get
us to kind of the bigger dream we had
that we realized we wanted to pursue, we
just immediately started prototyping and
we kind of checked the boxes on the
obvious things first. It's like, okay,
what if we had a horizontal tab bar that
could switch into a vertical tab bar?
What if we could do that? What if uh
rather than having all the profiles or
spaces in one window, we made them uh
separate windows to be more familiar
like other browsers? And we just spun up
so many prototypes and tried so many
different approaches to that because
what we had realized with ARC, a lot of
the feedback we were seeing is people
who love Arc love Arc and they're
committed to it and they're like, "This
has changed how I work. This has changed
like the internet for me. This is
fantastic. Thank you." But for those
people who never crossed that bridge and
got that far, they just felt like Arc
was too hard to pick up and they
couldn't find value soon enough. So we
were really as a design team trying to
like deconstruct that and help ourselves
and the you know future users find value
earlier and I think that was that was
our primary role was just like really
really chasing down that value for
folks. Talk to me a little bit about the
early prototyping like how wide did you
go on that spectrum? What were some of
the things that you were exploring? We
we tried so many different things. I
think a lot of folks even almost had
their own browsers running. I have like
a Swift browser that I just hack on all
the time. Nate Parrot had an Archia
browser that he hacked on all the time.
Just like whatever code base and like
setup felt appropriate for us. A lot of
the crew also were like heavy in
origami. So we're pro prototyping many
things in origami. And the shape of some
of those prototypes looked like you
clicked the maximize button and now you
were actually just looking at like a
desktop inside of a browser that you can
like doubleclick on and open up like the
GitHub uh window inside of that to this
browser is just a chat thread. That's
all it is. Like we really tried all
kinds of different things and let our
minds really wander quite far. Real
quick message and then we can jump back
into it. So you know how I've been
talking about how I use Genway to do
research with AI? Well, something
surprising is happening. And just for
context, I use Genway in two different
ways. One is contextual interviews. So,
I prompt the AI with what I'm hoping to
learn and it has a dynamic conversation
with each person. And the second is
usability testing. So, I upload a Figma
prototype and their AI agent helps me
test them with people all over the
world. I mean, you should see the
quality of the follow-up questions. It's
pretty crazy. But here's the surprising
part. At the end of the interview, most
people say they're more comfortable
opening up to an AI agent than a real
human. And it's just another reason why
I'm hooked on the product. If you want
to try it out, there's even a secret
landing page just for dive club
listeners, which gets you 2 months free
and 10 credits to recruit people. Just
head to dive.club/genway.
That's gnw a y. For a long time now,
raycast has been my portal to AI. I
mean, all it takes is a quick keyboard
shortcut and all of the models are
instantly available at my fingertips.
But the problem was you had to be on a
pro account. But that ends today because
they just announced that Raycast AI is
available to everyone. No subscription,
no account needed. You get 50 messages
to try and you even get access to all of
their extensions. I mean, I'll put it
this way. If I'm going to get a new
computer tomorrow, the very first thing
that I'm going to install is Raycast. It
is that good. And you can try Raycast AI
for free today. Just head to
dive.club/racast.
That's r a y c a s t. Okay, now on to
the episode. You talked about this idea
of making sure that dia was easier to
pick up. Can we go a little bit deeper
there? like how did this north star of
what good design looks like evolve as
you made this shift from art to Dia? I
think one thing to touch on is like art
kind of came from from nothing. We
looked at all the existing browsers and
we're like what if there's like a
different way of doing this and we just
kind of let our curiosity lead us and
our minds wander and out came Arc which
was a realization that you know you
don't actually switch between that many
apps and you don't actually go to that
many websites potentially if you're
working there's a few places that you
could anchor and build a product around
a few different contexts which we pulled
up in spaces for DIA the realization was
that novelty inside of ARC was great for
some people who are like early adopters
are willing to pay the price of novelty
and was actually a detriment to many
many other people and that the future of
LMS and AI is actually less about
helping someone say organize their tabs
in their spaces and more about just
helping people get more things done
easier faster so then they can just get
off their computers and like go live
their life. Building a browser that is
more familiar means that we are more
interesting to more people and easier to
pick up for more people. I like when
people use this phrase of like a novelty
budget and you know you're now catering
towards pretty kind of a different set
of audience. You know you have to make
something that can break out of the tech
proficient bubble. So then given a
smaller budget, how did you think about
the right places to spend it with India?
We spoke a lot about um as you say the
novelty budget and we spoke a lot about
the balance of innovation or familiarity
and I kind of I kind of like to stretch
it further where anything innovative I
really think should strive to feel
familiar so that it doesn't it doesn't
have to feel totally different to be
innovative. I think the most innovative
things once you see them you're they
just look obvious. you're like, "Oh,
yeah, that that should have existed from
the beginning or why did this not exist
before?" So, we really really chose to
invest in our like innovation budget or
our novelty budget in the things that we
wanted to be uniquely different about
DIA so that they didn't get in the way
of someone learning or just like waking
up on Tuesday and deciding to switch to
DIA. And you know, we get a lot of
feedback online from I just want chat
inside of Arc. It's like, yeah, I
understand that. But that is the
audience of folks who have already
committed to ARC, have already brought
everything over to Arc, already have
invested everything in ARC, and then of
course they want ARC to let them go
further. But what we realized is the
novelty of Arc without chat was too
much. It was too much. It was a
detractor for so many people that if we
were just to add chat to Arc, it's like
we're we've just added even more things
to Arc that people would feel like they
have to learn. So it didn't feel
appropriate to say peacemeal things out
of ARC to whittle it down into something
we felt was was more approachable or
like brought people value sooner. It
felt like we did really need to start
start from scratch and really really pay
the novelty budget in places where we
thought it could make the biggest
difference. When you open up DIA and you
open up the AI chat, especially when
it's in like the sidebar, it feels
obvious, you know, it's like, well, of
course it's there. Yeah, I would imagine
it probably wasn't immediately obvious.
Like what was that process like to even
arrive at something where we can open it
and be like, "Well, well, yeah, of
course it's there." You know, it's
funny. We we spent so much time thinking
about where the chat button goes and
what that chat button looks like because
it can be at the what we call scrim,
like the platter level of DIA, or it can
be at the tab level. It can be treated
as like a sidebar button to be native to
Mac OS where it's like, oh yeah, just
show or hide the sidebar or it could be
like we have it now is labeled and we
had early prototypes that kind of pushed
the URL bar to the background and
brought the always present chat bar to
the surface more closer to the person.
It was at the bottom of the web browser.
So if you imagine like Dia looks like
this and at the very bottom there's just
like a big chat. Hey, how can I help
you? And what we thought was like it's
such a natural place to have chat at the
bottom of that screen because then you
could just chat the web page would just
zoom up and I would just be inside of a
chat thread. But then we realized well
now as soon as someone's looking at this
browser they go okay which input do I
type into if I want to go to you know my
my cooking website. Do I click in that
chat one and say hey cookooking.com or
do I click on the URL bar? Even simple
things like that. And we tried that for
a long time and we're like this this
makes it really clear you can chat with
the website. It makes it really clear
it's a browser. But even that like the
thought that someone would ever have to
think and stop and think about which URL
bar or what input they're going to type
into in a web browser was just like no
that's just going to uh encourage too
much tax on someone. So we we pushed
ourselves to be like it has to be one
box and it has to be smart enough to
route to where the person wants to go.
And that's hard because like muscle
memory from other browsers is so so
strong. You can type in Chrome and never
look down at any of the autocompletes,
press enter, and it's going to take you
where you expect it to go. So then we
had to figure out a way to insert. You
could could be going to the website or
you could be asking a question to our
LLM. And we had to figure out how to how
to do that. It's interesting because
like one of the first things that I
noticed when I was playing with the beta
was the fact that you're still making
floating and sidebar available. Maybe
you could talk a little bit about that
decision. Totally. We had three. We had
actually we have so we have full
response page, we have sidebar. Uh full
response page is if it's you're never
starting from a website. You're just
starting straight from chat. So but if
I'm on a website and I chat, we had
sidebar. We have the floating window
which we had now. And then we actually
had one that never brought you anywhere.
So if you clicked at the URL bar at the
top and asked a question, you know, who
won the last baseball game, it would
just answer right there. So that it
would actually never take you anywhere
cuz we're like, well, that why would you
have to open a tab for that if we could
just answer you in line and then you
could optionally expand that into a full
page or a sidebar. And we left that one
at the drawing at the cutting board um
pretty quickly, but we we we built it
out for the sidebar or what we call like
kind of the pip modality.
We built the pip modality for people
that would have smaller screens so that
if you don't want content reflowing or
you're used to seeing your website or
say you're working on an Excel
spreadsheet and you want all of that
content all the time, the pip works
really well to kind of live on top of
that whereas the sidebar does take up a
lot of real estate. What are some of the
other interaction patterns that you all
were trying to figure out or maybe where
there were a lot of different types of
prototypes when you were figuring out
like how the user should interface with
AI inside of the product? I think some
of the more curious ones we tried were
so let's say I'm on a website and I open
up the chat sidebar and then I ask for
like related things or things to
question like maybe the stance on this
article and then you show links inside
of that. We tried some prototypes where
it's like, well, what if we just let you
click on that link, the chat pushes
over, the website pushes over, and now a
whole new web view opens to the right of
that, and then you can just keep
following down this rabbit hole. So
rather than just constantly opening new
tabs, we just kind of let you thread
down in the conversation. I feel like
that navigation is always compelling cuz
it's like of course it's like this like
tree you can traverse down and then
always in practice you just end up just
getting lost in it. So it makes for a
really good Twitter demo though. It
makes Yeah, it makes and you when you
see it you're like of course of course
that's how these things should work. My
browsing is rabbit holes. Why don't we
just let the person like make a physical
rabbit hole? But at least for us we
landed on something that was like we
were just incurring novelty tax. It's
like, is this the problem we're trying
to solve right now? Or if you click on
something that looks like a link, should
it either open a new tab or navigate in
place? And then the decision was, well,
which one do we handle when? And then
had to kind of work through that problem
versus the other problems. I want to
keep coming at these early explorations
from different angles. And there's
another tension that my assumption is
you are probably dealing with, which is
okay, we want to have something that is
much easier to pick up. There's a
simplicity that doesn't exist in Arc
that we have to achieve and yet you're
also laying the foundation for this new
type of AI native browser that has to
support functionality and use cases and
even modalities potentially that are
almost impossible to predict. You know,
this thing has to be just as valuable
today as it is 3 years from now. And at
the rate of change, who freaking knows
what that's going to need to account
for? So, how did you think at like a
system level in terms of where does the
right levels of flexibility to exist so
that we can grow into these potential
futures? Totally. So I think that goes
back to like where the chat button gets
placed because the things we realized
were the spatial metaphors that we pull
on like it's very intentional that Dia
has a scrim has a kind of a tab wrapper
that sits on top of that platter. The
chat button is inside is on top of that
platter attached to the web contents and
that our URL bar and tab actually match
the color of the web contents. So then
at that level that gives us a container
that we can play with as far as we want
to explore things with bringing context
to the person assuming that the if we've
done our job right they realize that the
context of the LLM's bringing them is
using that container and everything they
see inside of that container. So that
kind of gives us flexibility to play
play with inside of that. And then at
the grim level, things like bookmarks in
DIA are very similar to other browsers
and other browsers that people are
familiar with and very different than
Arc. You know, we tried many different
explorations on like, well, how could
bookmarks be different inside of DIA and
well, what if they're, you know,
autocategorized or what if all these
things that LLM let us now do and make
we had all these little stacks of, okay,
you're looking at sim racing stuff,
here's a stack of that. We intentionally
didn't chase some of that stuff down
solely to prove out the pitch of Dia
that like having this chat or this
assistant living with you is going to be
valuable. If we don't make everything
else novel, it gives us future runway to
then introduce novelty in different
places. Things like bookmarks, things
like tab organization without
introducing novelty everywhere. And
then, you know, LLMs get better. we
identify usage patterns that we want to
chase down, we'd have to back out of
this novel system like we did with ARC
and have to start over again. So by
choosing the novelty and choosing to
keep it simple in specific places or
familiar in specific places, I think
gives us the best runway for, you know,
the shifting sands of what AI is right
now. I really like that reframing
because you're right, there's a lot of
lowhanging fruit that AI would be pretty
good at and ARC incorporates a lot of
that, but you were kind of saying either
we can make this horizontal rapper layer
of AI work or nothing really matters.
Yeah, totally. You know, if we if we
can't get people to find value out of
the core pitch of Dia right now, we've
either buried it or the value is not
there yet. So everything else novel
would just be like a detraction from
that. And we really look at this launch
of DIA as like the starting line for us
is kind of how we look at it internally.
It's like cool, we're at the starting
line now. We have a product back out.
It's in public. We're iterating on this
thing in public again. Where are we
going to take it? Versus like this is a
complete product. It's like no one
thinks this thing is complete. Like
there are so many rough edges in it that
like you know we still stress about as a
design team. So I think that's that's
exciting to me. It's like cool. We're
back in the race. Where are we going to
go? How'd you think about the release
line then? like when was this ready to
go out the door? I think that that adage
of like if you're not embarrassed about
a couple things when you release you've
waited too long is really true. We
picked a date and we're like okay this
is this this is the date and we're like
sometimes that's the best way to do it.
Exactly. picked the date and then some
things came in and I think this is a a
testament to the team at browser co
which like poundforpound are the most
hands down talented across the board
engineers designers everyone people I've
worked with like the skills inside of
dia the right skill code skill the
custom skills we we've we built all of
that in like less than a couple months
from design to code to production to out
and it was just like came the idea
appeared and we're like, "Yeah, that
makes sense. That's a good way of
framing it." In like less than two
months, more closer to one month, we
built that whole thing. So, we were like
very very close to the edge when we were
when we actually released this thing.
Let's talk about skills then a little
bit because I think the way that I
interpret skills is kind of going back
to the earlier question where you have
to lay the right foundation for where
the heck this is going to go. It was
very important that you picked the right
building blocks that can create a
pathway towards potentially even a more
agentic future. So how did you think
about that opportunity and ultimately
why did you land where you did? I and
and this includes DIA. So I'm not
throwing any other products under the
bus. I'm throwing Dia under the bus with
this as well. I feel like a chat input
with like an attach icon and a send
button and some like, "Hey, do you want
to do this or that that turns into a
chat stream is like the best we've got
right now and not the end state or not
the ideal way of communicating with like
LLMs. I feel like if I hand you a piece
of paper and say, "Draw me something."
You're like, "Uh, I don't know." But if
I hand you a piece of paper like draw me
a cat, you can just like immediately
pick it up and start doing something. So
you see as all these different companies
chipping at that same problem of like an
empty text box is terrifying unless you
know the power of LLMs. You're not going
to know what to put in that. So circling
back on that skills are hopefully
intended as a way of showing you some of
the things that DIA can do. DIA is
particularly good at helping you write
or particularly good at helping you
code. And by kind of branding those
things, making them feel like a tangible
unit, we hope that that helps people
understand the output of what DIA can
help you with. It still is not an ideal
entry point. The UI of just this like
chat input is like I think that's the
sweet spot that I'm still really really
intrigued to iterate on more of like how
do you clearly show someone what they
could type in this thing at the same
time without making them feel like they
have to make a decision? But which one
of these seven skills am I trying to do
right now is is kind of like the big
boss I think across the industry for
design and like AI and LLMs. I know it's
one of the hardest questions in the
industry, but like pull on that a little
bit more like where do you at least want
to point the ship and start exploring
and maybe any ideas rattling around in
your brain for what what could this look
like in the future? D is in an
interesting place because as a browser
striving for familiarity, I don't want
anyone to hit command T and have to stop
and think about what they should be
clicking on or typing in that box. Yeah.
So if we were say working on a writing
tool, the input could be very very
whittleled down to just before writing.
And maybe it's not even an input. Maybe
it's, you know, buttons or, you know,
like a fig gem like toolbar at the
bottom of some canvas helping you like
get started that like an AI assistant is
like holding your hand and guiding yours
like another cursor on the interface.
For DIA, we need to still strike that
balance of the input should still work
like a URL bar on a typical web browser,
but it should feel like you can do more
with it. Things we've done in Dia right
now is like when you switch to a
different tool, we colorize the input.
kind of poof it and you could see like
now I'm in a different mode. I think we
could pull on that thread further where
it could feel even more like you're
asking the assistant to do something
different for you. I think we could do a
better job that when we detect that what
you're typing in is likely going to be a
coding question. We could do a better
job flipping that to show you that we're
asking coding questions. Maybe there's
not one input, maybe there's multiple
inputs when you switch into those
different kind of uh forks in the road
you're going down. I think there's a lot
of a lot of different opportunities to
explore in that. Maybe we can go a
little bit deeper on the skills piece
specifically then like when you imagine
what this might unlock in the future,
what are some of the things that you
think about? Very curious about like the
agentic stuff like can I send one of
these agents off one day to like, you
know, do my grocery shopping for me
based on the things I've bought in the
past? Like it seems like that would make
sense. I'm very deep in the like MCP
server land of like how those do now let
these LLM speak speak to each other kind
of in in human language which is really
really powerful. I can see skills
continuing to get deeper and deeper
based on DIA knowing more about you. So
you can imagine if I am writing and it
sees that I am using DIA all the time to
write and I write on this website in
this way or that website in this way DIA
could continue to like learn that
context and understand that about you.
So it's given you very turnkey but very
contextually appropriate suggestions to
you and hopefully the skills stay at the
surface level pretty familiar easy to
pick up easy to like wrap your arms
around but the depth of what we can do
continues to deepen and deepen and
deepen. To me, the depth is kind of tied
to this idea of personalization. And at
the end of the day, whatever you can do
uniquely is almost always tied to like
what context can you give these models.
So, you're really deep in that rabbit
hole compared to probably the majority
of people that are listening. So, what
are some of the design considerations
that you have to start thinking through
when so much of a product's value
proposition is tied to this depth of
personalization? The memory stuff is off
by default because we want to make sure
people know that that they can opt into
this and that DIA will uh learn from
their history if they opt into that. We
also from the get-go we do not store
anything from like banking websites or
sensitive pages like we from the very
beginning we were like security
security. How do we make this give
people more power but not open up a lot
of security or open up hopefully as few
security issues as possible. So like the
data is stored locally, it's encrypted,
it's per your browser profile. So like
having that foundation then kind of put
a lot of us at ease being like okay if
it's secure, it's private by default,
that is the stance this company is
taking. Then the things you can go
really deep on in how you design for are
not overfitting I think is one thing
where it's like if I tell Dia once to
not use M dashes then I don't want Dia
every single time it responds to me to
be like because you told me to not use M
dashes. It's like it doesn't always need
to remember things forever and like it
can I think memories can fade I think is
an interesting thing and really thinking
about it as like do you should feel like
a friend that knows you really well and
a friend that knows you really well
doesn't always bring up like oh yeah
that's cuz we went to high school
together in every conversation so like
that that level interesting thinking
about which memory should fade is a very
interesting concept that I hadn't spent
a lot of time considering before and it
it's cool because so much of the design
process in that world of personalization
is completely removed from the pixels
call vibe coding what you will but it's
like we're in a very different place now
of how to build and think about products
and I think designing very much from
like an AI first lens is I think the
correct a correct path to be at least
curious about and going down because our
software can be very different now and
it's like we finally as designers have
this new putty that lets us build very
very different tools, which is really
fun. Let's pull on that a little bit
then. And hypothetically, let's say that
you were to hire somebody listening to
this who is not working at a product
that's making a lot of use of AI.
They're a little bit more green. What
are some of the AI first practices or
mental models or ways of even
approaching the craft that you would
expect them to learn on the job while
working at browser co across the board
with designers I really value just
curiosity and I think our company
browser exists because we just
repeatedly ask like what could be what
could we do and like is this possible so
I think approaching all of this towards
curiosity and also understanding that
you don't need to know everything about
AI to be able to make use of it. Like
don't get too caught up if you're just
dipping your toes in like don't get
super caught up in like all the models
and all of this and rag and all that
stuff. Like just learn it enough so that
you can know which tool to reach for
when and kind of know the bounds of what
you can do with AI from a design place.
So I'm going to make you get super
specific there for a second. Yeah. Help
someone think about where that line of
enough is. If I were to talk to someone
getting into the industry right now, I
would suggest that they through just the
pure design lens, don't look at as like
Vibe coding. Look at it as like Vibe
designing and very quickly go install
clawed code or your Vibe coding tool of
choice. Think about a problem that maybe
already exists like go redesign
Instacart. do it with AI as like your
co-pilot and see where it goes and just
stay curious with the process and ask
the AI questions while it's doing it
because I think people really really
quickly realize that the future of how
to design products I think is already
here. I think it's just not evenly
distributed yet. I think it probably is
still in the terminal for many many
people. But I think that is very very
much the right thread for people to be
pulling on. Like I spend more time in
claude code now than I do in Figma
building things and I I'm building
prototypes natively in Swift. I am an
engine I was previously an engineer by
trade. So I think I am able to like coax
it further in the directions I want. But
the time for idea to actually like be
having something to click on with the
support of AI is like compressed to
almost zero now a few minutes for many
many things. What are the types of
things that you're personally exploring
then as the design leader is spending
more time by coding? I have always been
like a very hands-on design leader where
I am I like staying close to the metal.
So I've always typically have an IC
project on the go. Right now I got
brought up to speed when Cloud Code came
up with just like an idea I had rattling
in the back of my head for a long time
to build an app to help me find a park
to go to with my kid. Uh, just because
Vancouver has open data, the data is
great, the apps are bad, Google Maps is
like this universal tool for finding
whatever you need. I just needed parks
with playgrounds and washrooms that were
close to me. So, I just chased that down
in like the evenings to figure that out.
At work, I use a lot of AI to help me
spin up interfaces that either just have
like a lot of data managing that needs
to be done, like handling streaming or
handling MCP tools. and that sort of
work which is like the code I'm getting
out of claude I would never expect to
ship to production because I'm not I'm
literally not even looking at it but
it's good enough to let me actually have
a chat stream come in that's streaming
using tools and doing that that is
streaming so I like use it to again ask
like what if what if this happened what
if when tools showed up they looked like
this but not anything going into
production right now you talked about
MCP a couple times and I'm going to
assume that probably 80 to 90% of the
people listening have an understanding
of MCP to the point of it's how LLM talk
to each other. Yeah. But it keeps coming
up and they keep seeing it when they
scroll on Twitter. So then where does
your brain go when you start thinking
about MCP and what it unlocks and what
does the nature of these explorations
with MCP even look like? I think MCP
unlocks the ability for these different
tools to talk to each other through
natural language. What I think is very
cool about that is it lets some of the
more interesting things is when like two
services can talk to each other versus
it just feels like you're talking
one-on-one with a website. It's like
well what if I can talk oneonone with
that website but that website can
actually talk to this other website in
the background. What is possible now
across these two products you use? We
don't we don't see that in many products
right now. We see a lot of that
happening at the server level, but
that's not hasn't been brought to the
client level in a really approachable or
human way yet, which I think is really
really powerful. And I think that is
obviously the agentic world loves
thinking about that. But I think it
doesn't even have to be taking actions
on your behalf. I think it could be
bringing content to you uh through this
network of connected LLMs. I'm taking a
little running tally of how many times
you're saying what is possible in this
conversation. And I think it's really
cool because it speaks to the
irrelevance of the lines between design
and code. When we all have the tools to
express ourselves at a high level of
fidelity, the only thing that matters
then is having an understanding of what
is possible. And the fact is a lot of
that is dictated by more technical
topics that do require a little bit of
an appetite for more of a traditional
designer. Yeah. I don't know what to do
with that yet. It's just like a theme
that I'm kind of noticing from this
conversation. Yeah. It's it's funny. A
few years ago, we were constantly having
that conversation on Twitter about like
should designers code etc. And like
personally speaking of from my own
personal take, I can't imagine doing
what I do if I wasn't able to at least
understand the code a bit. And like I
did work full-time as an engineer in the
past. So it's like I'm coming at this
initially as an engineer who got into
design, but there's almost no excuse now
as a designer to not code because the
tools have made the code irrelevant. So
it's like if you can't like if you're
showing wireframes nowadays, it's like
you're kind of working at the wrong
fidelity because it's so much quicker to
actually build a working prototype than
like show a wireframe and get feedback
on it. Mhm. I've been thinking a lot
about where does the line of required
technical proficiency live nowadays and
trying to get ultra specific because the
question should designers code is not
relevant anymore. No, here's my working
hypothesis and you can tell me where you
think it needs to evolve and I think it
goes back to something that you said
earlier where you talked about the
importance of asking questions while you
were trying to accomplish some kind of a
goal or outcome using you know your code
prototype tool of choice. I think it's
can you ask good enough questions to
something like cursor and then
understand the response. You don't have
to be able to read all the syntax but
you have to be able to at least at a
high level understand what is being
accomplished and how does it roughly
work and if you can do that I think you
can build almost anything that's not you
know deep on the back end 100%. And
cursor and these other tools will like
help you understand the errors that come
out of it. So even if it's spitting out
compile errors or whatnot, just have
sidecar another LLM to help you
understand the errors that are coming
out of it. So at browser co I would say
all of the designers are proficient with
prototyping. I think that goes to
different depths. Some can write native
swift and have shipped swift apps. Some
can do incredible work in origami. Some
some can do clickable prototypes in
Figma. But across the board, everyone is
always prototyping and always showing
prototypes. We are very rarely are
working in static mocks aside from brand
work. Brand work it's very different but
then as soon as you put together a
website like our deal website is like
that will that's hard to express how
that footer comes up unless
stuff. So it's like everything happens
in motion. I'm I'm very bullish on
designers learning more about coding. I
think vibe coding is a fantastic new
world for to be a designer. It's like
such a fun fun world now where you can
build anything you think of. And now the
bar is what can you think of? I'm
definitely having more fun right now as
a designer than at any point in my
career by far. 100% 100%. All right, so
let's talk about the culture a little
bit. You talked about this idea of like,
okay, design in motion, lots of
prototyping. How do those prototypes get
shared? How do you all collaborate? How
do you all even figure out which of the
many prototypes to prioritize and
explore further and ship? Can you just
share a bit about how design operates in
practice at the browser company? I think
we're around 90 people as a company.
There's seven designers included myself.
We have more recently more of a PM
function as well. And I think that has
really been a good unlock for us. A lot
of the team is remote. So we have kind
of like a gravity in New York, but like
Slack is our Slack and Notion are like
our central kind of central hub. Slack
notion in linear the culture inside of
browser co is to be always dog fooding
things. So like the dia version of dia
we have is very different than the
version of dia that is out in public
because we are always we always have
experiments running inside of that thing
through our feature flags. We've built a
culture where it's very very natural for
everyone at the company regardless of
their role to give any type of feedback.
So we have people that are not trained
designers giving feedback at a pixel
level on things just based on what they
feel about their subjective take or
their objective takes on designs and
that's happening all day long. You
scroll through dog food and it's like
you can almost like not keep up with it.
It can be kind of stressful as a
designer. I think when you first drop
into that environment because I I have
never seen or worked anywhere in my
career that gives so much constant
feedback from all kind of all angles.
And as a designer, you just need to
learn are these personal preferences?
What is kind of the motive behind the
feedback? Is it because they are using a
giant monitor and this is not working on
their big monitor? Because they're a
mouse user and everyone has been
thinking about this with trackpads.
really really distilling that and
understanding not what to listen to and
what to ignore because I think you
should listen to everything but what to
prioritize and what to not prioritize. I
imagine you have you're a designer,
you're the design team, you have lots of
prototypes being built, lots of ideas
being explored and you have this fire
hose of feedback coming at you
internally and this fire hose of
feedback coming at you externally. I
think what we do is we try to have
really strong opinions on the decisions
we make and the less product you have,
the less surface area of the product you
have, I think the stronger opinions you
need to have because it's way easier
just to keep adding stuff. I think if
anything, art was a failure of us not
having strong enough conviction in our
decisions. So, we just kept adding
things to it where the amount of stuff
we now choose to not put in needs to be
grounded in I wouldn't say like
principles. We don't have like written
down principles per se, but very very
strong conviction in the direction we
want to go. How do you put that into
practice as a leader? When I share my
opinions internally or I share my
feedback on projects, I always try to
ground it in why I'm giving that
feedback so that at least I have
internal there's internal consistency in
my feedback. So it's not saying like I
don't like that. It's like I think this
could be better because of this and I'll
share always the thinking behind that.
So as a leader at least I'm internally
consistent and then as a design team we
will like say we have someone who spikes
higher on visual design I will always
try to pull that person into the
conversations to be like hey is this
matching the visual design direction
that you wanted to push Dia in and we'll
just kind of like naturally and
organically uh pull people into the fold
for those conversations. Same with like
motion. All designers are so different
and spike in different ways that
depending on the problem in front of us,
I'll make sure the people that we're all
talking collectively and that I will
also make sure as a leader to like make
sure the right voices are getting the
chance to speak and share their
thoughts. I'm going to come back to the
visuals piece. So, I'm going to put a
pin in that. Cool. Because I want to
pull on the external feedback strand for
a second. And given the context that I
actually remember talking to Nate about
this when you all were first working on
ARC and he he brought up like hey we dog
food the heck out of this we prototype
it we're our own end users we're
designing for ourselves you know and the
fact is for DIA you can't really do that
to the same extent I'm sure right
because you have to intentionally learn
from people who are not very techsavvy
so how did you ensure that you were
getting outside of yourselves especially
early on and were there specific things
that you were trying to learn and I'm
even thinking about how you all did a go
to market strategy with college students
for instance how much did that change
the way that you learn in the early days
of the new product I still feel like
we're designing our product for
ourselves we all everyone at the company
still uses a web browser all day long
for different differing degrees if
you're a Slack user you're in the app,
you're maybe not in DIA as much
throughout the day as someone that lives
with all of their web tools, notion,
everything inside of the product. I
think the work in front of us and the
work that we've done better in DIA than
I think we did with ARC was choosing
where to hide the complexity and then
understanding and being more intentional
about the audience that's going to seek
out that complexity and find it. I'll
give a concrete example with custom
skills. So in ARC you can make a boost,
you get a remote control and you can zap
stuff off the web pages. It's like
that's cool. That's awesome. We did
everything every time we shipped
something in Arc. We were always trying
to figure out how do we help people find
this thing? How do we always bring it to
the surface of ARC and like you saved
twitter.com for me. Exactly. And there's
like there's not that much real estate
and you can't have that many top level
buttons that make sense in a browser or
that are understandable in DIA are
custom skills which I think are like I
think they're really neat and for those
who haven't played with them before you
can give dia slash commands. You can do
slashcooking you can give that when you
type that command you can then have a
canned prompt that runs. So anytime you
type slashcooking, you can have it
search your favorite websites, convert
the recipes for a family of two versus a
family of four, just all all on the go.
That's a really specific audience that
is going to understand a slash command,
understand a prompt, and then actually
be able to get value out of that empty
text box. In Arc, we would have put a
giant button on the surface that said
like make a custom skill. In DIA, you
have to hover on a message and click
save as skill. previous Ark world, we
would have been like, well, no one will
ever find that. That is not going to
bring anyone value. And but then
understanding that the curious people
that will do that, we'll we'll seek that
out and we'll find it. Then we'll learn
how to use it is kind of we've done a
better job meeting people where they
are. Okay. Let's go back to the visual
piece for a second. Yeah. Were there
intentional ways that you wanted to
evolve the either UI or the way that you
experience the brand inside of the
product as a company and for me just as
a as a individual designer as well
because my personal design aesthetic is
like very plain no color content first
that's it and then I had worked on Ark
for a long time that is this like bright
pink and yellow with gradients and
smiley faces and Every space is a
different color and you have the noise
and Exactly. And like when you could
click a gene texture, you could add
textures to this thing which is like so
far removed from my personal aesthetic
that it was always this like level of
dissonance that I was just like working
through. And I was often surprised by
when I pushed myself out of my comfort
zone with design like I designed a lot
of the theme stuff that it would
resonate with people. I'm like that's
it's wild to me that you want your web
browser to look like this. Got it. But
I'll design a tool for you that can look
like that. With DIA, we intentionally
chose an aesthetic that would get more
out of the way in order to I think not
push people away. I think a clear
example of this is like imagine you are
some top level exec at some finance
company and you and your team have
worked on all this stuff and you're
about to present present it to your boss
and all the stakeholders and you open up
arc it's bright pink there's a winking
smiley face and you're just like uh yeah
like I promise like this is like not
juvenile like what I'm about to present
to you. It's like we by going down that
design path, we narrow the audience that
is interested in the product. With DIA,
we took a much more intentional like the
product should sit in the background,
let the content come forward and let
whatever you're looking at shape what
the what the UI looks like. So, you
know, if you're looking at a bright
yellow website, more the browser is
bright yellow because that's reflective
of what you're actually looking at. We
still let you pick a theme, but it's
much more subtle in DIA. And we will
forever play with these things. We might
ramp it up more. We might give you more
options, but out of the gate, we want it
to make it feel more appropriate and
more context. I'm a big believer in the
power of video to explain my thinking as
a designer. So, when it's time to give
feedback, I'll drop a Loom link in Slack
and another link to a Figma prototype
and then feedback will be scattered
everywhere. And I mean, it's a mess. So,
I'm building the product that I've
always wanted to exist, and it's called
Inflight. You can kind of think of it
like an Async Crit. It's an easy way to
share a video walkthrough along with an
interactive prototype or whatever you're
designing, and then AI interviews the
people on your team to get you the
feedback that you need and organizes
everything for you in a beautiful
insights page. So, right now, I'm only
giving access to Dive Club listeners.
So, if you want to be one of the first
to use Inflight, head to
dive.club/inflight
to claim your spot. It's interesting to
juxtapose the two browsers as you're
talking where I guess personalization
actually always has been at the heart of
everything. It was just for Arc it was
more visually represented whereas now
everything is kind of happening behind
the scenes. Yeah, I can give a little
story of like where themes came from in
Arc. We were getting ready to ship it
and just got a lot of push that like,
hey, it's just gray. this browser is
gray. It's like, yeah, I think it should
be gray. I want a gray browser. It's
like, no, it's like we need to make this
thing have more color. It needs to stand
out. All browsers are gray. Make this
thing stand out more. Stewed on that a
lot. It's like, yeah, we are new to the
market and we do need to stand out, but
not everyone is going to want a purple
web browser. What did we do? So, where
we landed was, can we let people pick
the colors they want, but also let the
colors serve a purpose. So, in ARC, it
was like a wayfinding exercise. We're
introducing spaces. Let person pick a
different color for every space. So then
immediately you're like, I'm in my
purple space. That's work. I'm in my
blue space. That's personal. Done. But
then let you not have to pick a theme
because we're not going to let you're
not going to find a theme that fits for
everyone. I think in DIA, we turned down
the gas from like 300% to like 10%. So
now when you pick the theme, it's less
like taking over the whole browser
because it it it likely not everyone
wants that. Okay. Okay, I want to zoom
out again and talk about the design
culture as a whole. Yeah, you mentioned
a little bit about like the prototyping,
design in motion, that kind of a thing.
I think I'm going to toss a hypothetical
your way as a way to kind of get at this
topic a little bit more, which is let's
say something happens and you realize,
you know what, I'm going to go lead a
different design or in 2026. Y how has
your almost 5 years at the browser
company influenced your goals for what
you would want to instill in that new
design culture? This is going to sound
probably obvious and trit, but I think
really even more so now than ever
before,
focusing on the problems you're trying
to solve for someone or the jobs that
person is trying to do because even more
so than ever in the past, it is easier
and easier to design and build stuff. So
then you're just going to have this
forever increasing
platter of ideas in front of you that
you're going to need to choose from. So,
I think if I were to go somewhere new, I
would very intentionally have those
conversations, interrogate the process
to be like, are we actually getting to
the crux of the problem we're trying to
solve, or are we just like building
stuff? And it's fun to build stuff, but
I like building things that people use
and that help people. So, and I think in
the future where you can immediately
build anything you can dream of, it's
really really healthy to like know what
problem you're chasing down and how
you're going to know when you've solved
that problem, what signals if we put
this into the world, we think we're
solving this problem. How are we going
to know when we actually do solve that
problem or not? And being very
intentional about that cuz I think
design will forever move up the stack
further. And I think to become better
and better at design, it's like helping
helping cast design in that at that
light. That would have been an
incredibly boring answer two years ago.
It's true. Yeah. But it's really
relevant. Like you're talking and I'm
like, man, I feel that. I feel the
intention because it's not just the ease
of software creation. It's the fact that
you can just plug any model in and it
can accomplish a million things out of
the box. And so it's so easy to be like,
oh, what if it also could do this and
this and this and then it's like
goodness gracious. I mean, I've been
working on a project for 6 months and I
already feel that temptation. You go
like movie equipment. Not that many
years ago, it was too expensive and out
of many people's hands to make a movie
that looked like a feature film. But now
for like the cost of a Honda Civic, I
can go buy enough equipment to look
exactly or very very close to a feature
film. Because that has happened, you
don't see all these feature films being
made now that are exceptional films. You
still need a good idea and you still
need to have that vision. The tools have
gotten better. the tools are widely
available now, but it's still what
you're actually trying to say and how
what story you're actually going to
tell, what in our world, what product
you're going to build is all that what
is still matters. And I think we're just
seeing that in the design world now
where the tools are how anyone can
design anything they want. Now the
robots can build it for us. The problems
people have are never going to go away.
When you kind of imagine these futures,
what are some of the ways that you see
it shifting the value prop of design
within an org and even what matters when
somebody listening to this who's maybe a
few years in their career when they're
thinking about how do I invest in
myself? I go on Reddit all the time.
It's like the number one thing on the UX
design subreddit is always like what the
heck do I do? I'm motivated. I want to
do something. What do I invest in? If I
were getting into the industry now, I
would really really focus on solving
actual problems and have a portfolio of
solving problems. And I think a clear
example of that is like it is really
easy to say focus on like fun micro
interactions and tweet them out and get
lots of likes. But like that is like
such a it's called micro. Think about it
as like you've solved a micro problem.
So, it's like if you're trying to get a
job and you're showing the world you can
sign solve little tiny problems, like
that's not that's not helpful. And it's
like a hiring person, I would much
rather see someone be like, "Hey, I went
to like the local food bank and I
interviewed them for a week and figured
what and I built this software for them
and look, they used to struggle with all
this stuff and now this software has
helped them with all of that stuff." It
it's at the end of the day, we we we
have to build things that solve problems
for humans and help humans along. So I
would chase that stuff down and fill my
portfolio with like actually solving
real problems for real people and
explore the micro interactions. That
stuff is fantastic. It's cool. I love
seeing it. We we do it in DIA as well.
But like the industry is going to shift
further and further away from that, I
believe. And I think the value is going
to be higher and higher and higher. Can
you pattern match across human problems
that people are having? Choose the right
tool and choose the right design to
solve that problem. And I'd be really
curious to see people chase that stuff
down out of school. I love that answer
because it's also the best way to learn
too. Like you talked about the
importance of just getting into the
tools and immersing yourself and it's
very very difficult to do when you don't
have something that you're pointing at
and some definition of success. But when
you have like an outcome that you want
to bring into the world, man, you're way
more motivated to push past that stupid
bug that is not going away, you know?
Totally. Totally. And like your
motivation shouldn't be like likes and
stuff on the Twitter. It should be
really really understanding how
rewarding it is to see a problem a
unique problem that no one has solved
before and solving it is like it's it's
the dream and I think that is that's a
skill I think more and more people
should be should be trying to work on.
I'm sure there's at least somebody
listening who's kind of wondering how
much that type of investment would steal
from time spent, you know, refining the
quote unquote craft and getting into the
visual design. So, do you have any take
on that balance, especially as someone
who, you know, you're evaluating inbound
requests to work at the browser company?
The unfortunate answer is I think it all
matters. I think it all matters. I think
taste matters. I think the ability to
identify and you know internalize what
to you feels good or high craft is
valuable. I think I would give myself
permission if I were younger Dustin to
like understand that there will be a gap
between what I value view as good design
and my capabilities of getting there.
And I think giving myself permission to
be okay with that and know like hey I
see this stuff I love I can't for some
reason my stuff doesn't look like that.
being okay with that and identifying
that and even being able to like
articulate that because I think
reflecting on that could help you bridge
that gap. So I think there is a world
and I have made a career and again this
is just my perspective out of being a
mashup of many things. I'm not the best
engineer. I'm not the best visual
designer. I'm not the best product
designer. I can just do a medley of a
lot of it at okay different levels which
then seems to bring value to the people
I work with and the companies I work at.
So, but I've I know that and I know that
about myself. So, when you're chasing
down jobs and looking at jobs, know
where you spike and where you don't
spike and then just show up honestly and
candidly at that level because I think
it'd be unfortunate to get into a
situation where you've sold yourself as
something that like you don't actually
think you can do or sold yourself as
something that's actually not
interesting to you. So, there's many,
many ways into the design world. And I
think just knowing where you want to go
and then giving yourself permission to
be okay with your skill level, I think
is really important. I'm going to give
you permission to brag for a second
because you're describing yourself as
this mish mash of skills. Maybe you
don't spike incredibly high on any one
skill. I think I probably would say
similar about myself. And yet, you know,
you've had a lot of success. you've been
in these premier roles and people would
look at and be like, "Okay, yeah, you
know, Dustin's got something figured
out, you know." So, when you reflect on
your journey, what do you think led to
that? Like, was there a clear inflection
point or a set of skills that you have
refined or anything that you think that
other designers listening could draw
from and use as they think about their
own career journey? I don't know. And I
think a lot of it was probably luck and
I think a lot of it was just me being in
the right place at the right time and
having the opportunities that were in
front of me. You're not doing a very
good job of bragging.
I think one thing that is true if I look
back at say like different inflection
points in my career, it is that I often
times took on things that were out of my
comfort zone but I was really curious
about.
I I'll share a couple examples. I worked
at a small web shop as a web developer
way way back when, i.e. six days. And
Club Penguin was a flash game company in
my hometown that was being worked on.
And like I had built one thing in Flash
before and I wanted to be a Flash
developer. So I applied at Club Penguin
as a graphic designer and I got the
graphic designer job and I was like
cool, I want to be a Flash developer. So
then I just like found the lead flash
developer and just like talked to him a
bunch and just like put myself in that
situation and just like tried to learn
from him and then went home and tried to
build flash stuff. I think just being
curious about how to do it and putting
yourself out there and in those
situations had led me into like good
situations. Same thing happened when I
applied at Medium. I was living in up in
Canada. I wanted to work down in the
States. I was a huge fan of Twitter and
Ev Williams. He said he was tweeted out
that he was starting Obvious Corp. I was
working as a software engineer. I assume
there are a lot of software engineers in
San Francisco and maybe not as many
designers. I applied as a designer even
though I was a software engineer cuz I
was like I'm just going to try to get
out there and it turned out he liked my
work and we we had a good chat and I
ended up working at Medium. So I put
myself out there a lot. I have had a
tremendous string of mentors in my life
that I am very very thankful for that
have like helped guide me and have given
me feedback. And I think I've tried to
not be an [Â __Â ] I've tried to just be
a good person throughout my career and
just try to realize that like it takes
many people to build all of these things
and paying it forward is really really
good. So I think you some things I think
you kind of get what you sew. So I think
if you're trying to be a good person,
trying to be curious, I hope people will
be curious about giving you
opportunities as well. Curiosity comes
up just about as much as any word on
this show right now. And it's like it
feels like we are transitioning into a
whole other era of this industry. And in
many ways, curiosity is the almost
parachute that allows you to make the
jump between eras, you know, and doesn't
really matter if you're 15 years into
your career. That's I've been designing
products for 15 years, but if I have no
curiosity towards what's coming, I'll
get dusted by people who are a couple
years in. It's true. It's just like I
lead the design team here. I have a
young daughter. I'm trying to be a good
father and partner. And it's just like,
cool, AI is here now. It's like, oh, I
guess I got to go learn AI now. And it's
just like you just have to keep doing
that or like you said, you will get
dusted. And it's like no one is going to
give you a curriculum of the things you
need to learn. Especially if you're
already in a role, you got to figure out
how to do that or else if you want to
not continue to move forward with that
stuff, that's fine. But for me, it's
like I would just want to keep getting
better at my craft. So, I will continue
to chase this stuff down. I love it.
Well, Dustin, thanks for coming on, man.
This has been really, really enjoyable.
It's cool to hear all of the little
decisions and things that you were
wrestling with while you were bringing
Dia to life. Congratulations on getting
out the door. By the way, it's been
really amazing to just see how warm the
reception has been and you all have
definitely deserved it. Incredible.
Thanks for saying that. I also wanted to
make sure this was the work of many many
hands and very a group of very very
talented people. So, I do not deserve
all the credit by any means. So, I don't
think you're going to be the last
browser co designer that we bring on.
So, we'll do a good job of spreading it
around. Perfect. Before I let you go, I
want to take just one minute to run you
through my favorite products because I'm
constantly asked what's in my stack.
Framer is how I build websites. Genway
is how I do research. Granola is how I
take notes during crit. Jitter is how I
animate my designs. Lovable is how I
build my ideas in code. Mobin is how I
find design inspiration. Paper is how I
design like a creative. and Raycast is
my shortcut every step of the way. Now,
I've hand selected these companies so
that I can do these episodes full-time.
So, by far the number one way to support
the show is to check them out. You can
find the full list at
dive.comclub/partners.
[Music]
Loading video analysis...