Speakers in the public record
Claim mix
evaluation 4commitment 3belief 2recommendation 2preference 1
Evidence policy
Every row below preserves an exact excerpt. Identified speakers are linked; unresolved voices are labeled and excluded from people counts.
Claim ledger
The useful parts, with receipts.
12 published records
“What I would say is for folks who have listened to this, maybe they're excited to try Superhuman or they have an email problem and they really wish that they could through their inbox twice as fast as before—sustainably hit inbox zero, head to superhuman.”
- Publisher
- Acquired
“What you want your players to feel, what is the emotional path for them to get there, and how does your software—your business product, if that's what you're building—take them along the path? That's why one of the key principles that we think about at Superhuman isn't just goals, it isn't just toys, it isn't just flow, but it's also emotions.”
- Publisher
- Acquired
“We dove into the Chrome source code, reverse-engineered the font layout engine, and then built our own layout framework actually entirely in CSS because we wanted this thing to be super fast as well.”
- Publisher
- Acquired
“Those seven principles, we think of them across roughly five different factors—things like goals, emotions, controls, toys, and flow.”
- Publisher
- Acquired
“Because we're trying to do real-time graphics in the browser, I'm going to create my own object model in Java.”
- Publisher
- Acquired
“That's the problem with rewards, they massively undermine intrinsic motivation. That's why gamification does not work, and when gamification does work, it is because the underlying experience was already a game.”
- Publisher
- Acquired
“We do use Electron. Electron by itself doesn't solve the problem. Electron by itself doesn't give you an easy way to do a full text search locally.”
- Publisher
- Acquired
“I like to use a definition that I came across in a book that is, by the way, the best on the topic—The Art of Game Design by Jesse Schell.”
- Publisher
- Acquired
“We actually use the emotion wheel by The Junto Institute for Entrepreneurial Leadership because this emotion wheel has all of the nuance that a game designer needs in order to actually practice emotional design.”
- Publisher
- Acquired
“Let's take the things that we take for granted—hundred milliseconds response times, instantaneous search, command palette, keyboard shortcuts, beautiful layouts, typography as a first-class citizen, design that reports separately and is a thing unto itself.”
- Publisher
- Acquired
“A speed where you stop thinking in words, because words are too slow because by the time you've had that thought, you're already around the corner and through the next valley.”
- Publisher
- Acquired
“The point is that you can take all of these little tools that we have as game designers and apply them to any experience that you're trying to design.”
- Publisher
- Acquired