Peter Markatos made the night’s sharpest prediction. “You’ll be able to make a product just from a prompt. We’re probably a year or two away. And they’ll look pretty good. I think it’ll be a sea of similarity.”
He compared it to the jump from skeuomorphism to flat design, when every interface suddenly looked like every other one. “All the websites looked pretty much the same. Animated. Not in a good way, by the way. I think that was a pretty shitty period.” He expects the same flattening again, faster and at a larger scale.
He was also optimistic about what comes after it. “What that enables us to do as humans, as creatives, is the weird stuff. The design that’s off-kilter, superhuman, and super unique. It’s going to be the thing that’s differentiated. I’m actually betting on a creative renaissance that will come on top of all of this.”
Kevin Funkhouser wasn’t convinced. “My fear is that because it’s business-savvy, cheaper, faster, it normalizes,” he said. “Whenever you’re opening your phone, and literally all of the experiences look the same way, that is your definition now of normal quality. And what is the reason you’re going to be able to justify for craft differentiation?”
When “good enough” is cheap, the baseline moves. People stop noticing the difference because they have never met anything better, and once they can’t perceive it, good luck putting it in a budget.
Saurabh Kakade pushed back on that fear, starting by being blunt about what the work is. “Let’s be honest about what we do. Graphic design, creative strategy, marketing, it’s applied arts. There’s a brief, and there’s a commercial outcome expected from the work. That’s exactly what automation will keep getting better at. It’s always better than we think it can be; the rest is just a matter of time.” But where Kevin saw normalization, Saurabh saw a line being drawn. “When automation covers the commercial baseline, and that work can be genuinely good, a very clear line appears around where the human adds value. Work that comes from your own thinking, with no commercial angle: that’s art. And it gets valued more than ever, precisely because the separation finally becomes visible. You stop fighting to convince a client that the human part is worth it. The work separates itself.” The task, for creatives and for the companies built on applied arts, is to keep that artistic thinking flowing into the commercial work, because that is where the human value will sit.
Markatos and Maria Springer both worried about this generationally, from different directions. Markatos: “My son, who’s 15, he’s growing up with this. The skills we learned to make things in the past, those don’t matter as much anymore.” Springer’s worry was exposure: “A lot of their exposure is content, videos, whatever. If you’ve grown up with that, your definition of quality drops significantly.”
Alex Prodaniuk put the economic question directly. “Does the human touch, the paintbrush stroke, the imperfection, does that become couture and largely inaccessible? Or does it become just high-end?” Markatos’s answer was honest: “Depends on how good people are.”
Springer drew the structural line bluntly: “Amazon doesn’t give a shit about craft. They care about optimization. They’re going to run all the A/B tests automatically. But other companies are going to care.” Someone countered: “Amazon is pure utility. Apple is a luxury brand. They’re different businesses.”
Conner Drew added a data point from a product sense course he’d just taken. The instructor had asked which brands come to mind when you think of taste. “The only company listed that’s in the top 10 most valuable companies in the world was Apple. The rest was Amazon, Microsoft, Nvidia. None of them have taste. But that’s 90% of the top 10.”
James Song wasn’t ready to grant that cheap and normalized wins by default. “The truth of capital ‘D’ Design still holds true,” he said. “Make something that clearly matters to people, and the business will grow. If a business doesn’t want to take the time to understand their users and audience and just optimizes for imperfect metrics, you’ll end up like all the other mobile game developers that use dumb, annoying and artificial ways to juice their numbers. And the people will notice and reject them, that I believe.” For him the question that mattered was simple. “Anyone can make an app now, great, who is the BEST at it?”
So the market splits. On one side, companies that treat design as optimization and will gladly hand it to AI. On the other, companies where taste and craft are the product, where what makes people care can’t be generated on demand. The gap between those two worlds is going to widen, and the people most exposed are the ones in the middle, doing competent work that a machine can now do just as competently. Knowing which side you’re on, and being able to say out loud why craft matters to the companies that need it, is most of the job.