However, what is meaningful is whether something is able to create usefully adjacent output, like "let's make Minecraft, but with marching cubes, subdivision surfaces, and global illumination... and behaviorally accurate pandas..." (or something like that).
I have an 11 year old, and most of his game ideas are adjacent to other games he's played. He can make those now, or, at least, enough that he can see where it works and where it doesn't.
Codex is fabulous at work, where token use is near limitless and ultra-thorough tool use is welcome. Go ahead and fire off searches for look-alike terms on my 96-core cloud instance.
By contrast, Claude Code's bias to make assumptions of reasonableness about underlying systems has proven to be immensely frustrating over the last month or two, both personally and at work. I've wasted days on "that was my mistake. I've been reporting numbers on the old architecture because I hadn't enabled the new one in the config" both at work and home. It's immensely frustrating.
But here we are. Wrestling with energetic idiots in model form, wrangled by over-specific harnesses that struggle to stay off of deranged side-quests.
Arguably this is already happening: the whole state of the model gets fed through from token to token, and even just shoving a bunch of dashes in between the input tokens and the model's output can improve performance (thinking tokens from the model help a little bit more, but the difference is not as large as you mught expect).
You are building to solve their problems or open up their capabilities, and if they knew how to do it, they would have already. So listen to your customers for the "why", but use your own judgment for the "what" and the "how" of it all.
And be honest about being differentially valuable. I once had a prospective consultancy customer ask me for a very specific and elaborate piece of software to be built. He'd been thinking about it for years. I dug in on what he was actually trying to achieve, and I realized that small modifications to an existing in-market product would be able to satisfy his actual needs. I connected him with that company, he ended up with exactly what he needed, and they ended up with a high-end expert user as a resource.
Of course, I ended up putting myself out of a lucrative consultancy job, but I don't regret the decision at all. I suspect that most folks on HN feel the same way. Find a way to make a difference, and be honest with your customers (and leads) about what you're bringing to the table. That kind of integrity pays dividends in the long run if you have something truly valuable.
I have heard so many of my co-workers use "load-bearing" over the last couple of months. It's truly comical. Maybe this is a way that we can make "fetch" happen.
The thing is that some people start to adopt certain "mannerisms" from their LLM of choice. It's not funny in and by itself, but it tends to be unnecessarily pompous words/expressions as well. Relevant: https://www.vice.com/en/article/youre-not-imagining-it-peopl...
I've seen this too and I get it. However, we should not assume that certain phrases are AI tells. And that was my point. There are all kinds of things I see described here as "AI slop" that are things I just do, and have done, for decades.
I've renovated houses (and I have a bad habit of buying 100 year old hacked up chaos-boxes - my current house was moved from one hill in San Francisco to another 80 years ago, so it's a puzzle box), so yes, I've been using "load-bearing" as a shorthand for decades, reduced to be less jargon-y by adopting "structurally essential" for increasingly international team composition, where English is a second or third language.
However, I've been hearing "load-bearing" at least two orders of magnitude more often over the last few months, particularly after uncorking Claude Code for the team.
I don't think it's a dead give-away of AI usage, and I don't think AI usage is a problem. I just think we can introduce phrases into common use by having them be used by common tools. So let's train the models on obscure/archaic terms and see what happens. Heck, we can just prompt it...
I made the decision to always talk to AI in English, in order to reduce the otherwise inevitable seep-in of AI terminology into my actual speaking and writing patterns. Czech and English are far apart enough that formulations like "load-bearing" don't cross the barrier easily.
I don't think it is. It's really easy to get a persistent, clever, hacky model to dial that down a bit and just come back to chat before stomping off into the woods.
If a model couldn't ever do that in the first place, it'll just get stuck.
I work in the "ZeroOne" space, working on concepts and prototypes for things that don't exist in market yet. Sometimes these models crank hard and immolate tokens while grounding themselves on expensive-to-ingest self-developed frameworks. If the results are well judged and the crank-turn latency is low, I'm okay with the cost as long as the model isn't wasting my time.
But when I want to do more boilerplate work, I turn down the model and thinking level and get more traditional about restraining action. For the really hard stuff, I reach for the models that will start a token bonfire in the back yard.
(Edit: BTW, if you haven't, read Nudge by Thaler and Sunstein. It's a somewhat long-winded exploration on choice architectures, but you're neck deep in that space now. I'll give you my copy if you're in SF.)
Thanks for the openness. I got bit by this one and was, frankly, pretty surprised.
The funny thing about user-facing interaction mechanics is that everyone is part of some minority, and everyone comes with their own sense of what "natural" or "obvious" is. With something this impactful, communicated clarity of behavior will important. Your feature is also doing double-duty, serving as a last net against prompt-injection attacks by giving the user the final say.
(Also, BTW, folks outside of Anthropic are unlikely to be as tooled-up for long-running unsupervised Claude jaunts as you guys. The cost of wild success is wide adoption.)
One thing I'll suggest is that the mechanics of permissions and asking are presently pretty hacker/nerd friendly but simultaneously too-scary and not-scary-enough for non-coders.
Examples:
- Wild-cards on always approve is awesome, but, with prefixes like timeout and nohup, the "thing" that is getting done is buried and largely unexplained to the user.
- Auto is actually kind of a sweet spot (sometimes goes off into the weeds), but the designers and PM's I've been working with might as well YOLO. They have no idea if they're breaking things, but they gravitate between plan and auto mode.
- Fewer permission prompts is great, but it comes after a user has slogged through generation of a data-set to work against, like battle scars for paper cuts. It's the thermostat problem. The signal comes when the user is uncomfortable. And it's a way to learn me, but not me now.
I've had good fortune with Opus 4.8 and Fable just telling the system what phase of my life it's in. Things like "I'm going to go make dinner... Go profile the matrix or configurations and build the dataset for the next two hours while I'm away" have a pretty good hit rate. On the flip side "keep me in the loop and bring me your results before making structural changes" also articulates well with Fable. It will tread more carefully.
And these approaches are the ones we'd use with someone transitioning from SDE1 to SDE2. A little more autonomy, and the grounding in the bigger picture. Can we eventually translate to perfectly judging what the user wants in the moment based on incomplete signal?
No, but I'm glad you're trying. Keep the interaction model clear to your broad set of users, and we'll come along for the ride.
Goodhart's law strikes again.
https://en.wikipedia.org/wiki/Goodhart%27s_law
However, what is meaningful is whether something is able to create usefully adjacent output, like "let's make Minecraft, but with marching cubes, subdivision surfaces, and global illumination... and behaviorally accurate pandas..." (or something like that).
I have an 11 year old, and most of his game ideas are adjacent to other games he's played. He can make those now, or, at least, enough that he can see where it works and where it doesn't.
Compared to a few years ago, that's pretty cool.
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