
Metamuse
Tools for thought, product design, and how to have good ideas.
Latest episodes

22 snips
Sep 15, 2022 • 1h 2min
64 // Hiring
Your company exists to build a product, but the meta-project is to build a team. Adam and Mark discuss hiring managers and job descriptions; the benefit of pilot projects over lengthy interviews; and the “dream candidate” exercise. Plus: hiring lessons we can learn from Zappos and Ghostbusters.
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Show notes
Linda Ma
Ghostbusters steady paycheck scene
hiring manager
Local-first engineer JD
8 Simple Rules for Dating My Business
Zappos pays employees to quit

7 snips
Sep 1, 2022 • 1h 17min
63 // Platforms with Joe Wadcan
Building your business on a platform like iOS, Wordpress, or Shopify gives you access to that platform’s customers, but comes with many tradeoffs. Joe helped to create the GitHub Marketplace and built his most recent startup as a Slack bot, so he knows both sides of this experience. He joins Adam and Wulf to discuss the power asymmetry between platforms and their developers; best-of-breed vs unified suites; and how Slack seeded their early ecosystem. Plus: timezones, definitely the easiest problem in programming.
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Show notes
Joe Wadcan (@joewadcan)
Ballotshare
Business Development
Abstract
Fantastical
Evenbot shutdown posts
GitHub Boards
GitHub Marketplace, Heroku Add-ons, Slack Apps
Slack’s 5 years as a platform post
Travis CI, CircleCI
New Relic, Sendgrid
Zynga
Twitter acquires Tweetie (2010)
Sherlock app

Aug 18, 2022 • 1h 15min
62 // Community with Ramses Oudt
A renaissance is happening in productivity tools—and that goes beyond the software itself and into online gathering places for users passionate about those tools. Ramses is the community manager for Logseq, and he joins Mark and Adam to discuss language learning communities and the great flashcard debate; platform options like Discord, Discourse, and Circle; why people join communities in the first place, and why they stick around in the longer term. Plus: why community is not a moat.
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Show notes
Ramses Oudt (@rroudt)
Think Stack Club
Spaced repetition
Flashcard
Duolingo, Anki
Outliner
Logseq, Emacs, Workflowy, Dynalist, Roam Research, Obsidian
Knowledge graph
Readwise
r/puppy101
Logseq’s forum, Craft’s community
Discourse, Circle
Loom
Logseq’s Github

Aug 4, 2022 • 1h 20min
61 // Listener questions 2
All your questions about Muse, answered! Mark, Adam, and Wulf discuss the purposes of search in knowledge tools; the need for an infinite canvas file format; the many facets of board archival; and how to fund a research lab. Plus: the dangers of iPad use in a darkened plane cabin.
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Show notes
Prison Entrepreneurship Program
national recidivism
quasimode
Storytelling episode of Metamuse
Zoho Mail
Yahoo’s web directory in the 1990s
The Science of Managing Our Digital Stuff
Kinopio
Hick’s Law
origin of “hyperlink”
Linked cards sneak peek in Muse
Paulo Pereira episode in Metamuse
Sofware Longevity episode of Metamuse
DevonThink, Craft, Notion, Roam, Obsidian, Logseq, Evernote
mind palace
Deeplinks in Muse
FigJam, Miro, Freeform, tldraw, Goodnotes
Zettelkasten, GTD
Hillary Maloney episode of Metamuse
text blocks in Muse
Ink & Switch
Automerge
Panic
definite optimism

6 snips
Jul 12, 2022 • 60min
60 // Real materials with Dan LaCivita
Designers use general-purpose vector editors like Sketch and Figma to mock up mobile UIs. Play is a design tool that offer a different approach: designing directly on an iPhone or iPad. Dan from Play joins Mark and Adam to talk about the problem with mirror apps; how much time you should spend on sketching before “getting your hands on the clay”; and why developer handoff should be a collaboration, not a handoff. Plus: the correlation between the loudness of your mechanical keyboard and your coding skills.
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Show notes
Dan LaCivita
Play @createwithplay
Karate Kid
UI pattern
Play’s Slider
Figma Mirror, Sketch Mirror
WYSIWYG
Spatial Interfaces
Play’s spatial UI
Honor the Material
Metamuse episode with David Hoang
Play’s UIButton, Apple’s UIButton
Textfield, UICollectionView
iOS Design System for Figma
Metamuse episode with Paulo Pereira
Higher Fidelity Prototype
Origami, Protopie
iOS 15 Modals & Haptics
Bezier Curves
Waterfall Methodologies
Principles of Product Development
Picker in Play
Ken Adam: The Art of Production Design
Early Ideation
Play’s Launch article on Medium
User Testing
No-Code, Low-Code
Variables in Play
Glide, Adalo
HyperCard
Gradual Enhancement
Low Floor, High Ceiling
SwiftUI Charts

16 snips
Jul 7, 2022 • 1h 19min
59 // Infinite canvases with Steve Ruiz
A new foundational document type is on the rise: the so-called infinite canvas. Steve is the creator of tldraw, an open-source canvas toolkit. He joins Mark and Adam to discuss why the canvas might be the ultimate fully-generalized form of all digital documents; why “infinite” refers to openness and possibility rather than just available space; and why canvases create a sense of place that is suited to multiuser collaboration. Plus: smash that fork button and own this thing forever.
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Show notes
Steve Ruiz @steveruizok
tldraw
MacPaint scene in Steve Jobs Movie
perfect-freehand
excalidraw
direct manipulation
Mural, Miro, FigJam
Codemirror, Prosemirror
AceEditor
Github Sponsors
Framer
Model View Controller
Framer Classic
Play
Illustrator
Hypercard
LegendKeeper, WorldAnvil
HTML Canvas
Desktop Metaphor

Jun 23, 2022 • 59min
58 // Product decisions with Paulo Pereira
If you’re on a team responsible for a mature and beloved product, how do you decide what to build next? Paulo is a product manager at Sketch, and he joins Mark and Adam to talk about managing the ever-growing backlog of feature requests and how to balance that against long-term product vision. They also explore the evolution in the design tools market over the last ten years; Sketch’s company culture which values sustainable growth over KPIs and dark patterns; and the privilege and responsibility of working on a beloved tool.
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Show notes
Paulo Pereira @paulozoom
Sketch
meditative YouTube: Primitive Technology, Ishitani Furniture
XOXO, Build
Sketch’s editor on Mac and viewer on web
corner radius controls
Foresight
Artboard Templates
Sketch pricing page
KPIs
dark patterns
Sketch series A fundraise
Sketch 3 (2014)
Metamuse on calm companies
ramen profitability
GitHub’s pivot to venture funding (2012)

May 26, 2022 • 1h 12min
57 // Messaging with Hilary Maloney
Messaging is how your company talks about its product strategically and systematically. Hilary recently worked with the Muse team to create a new message for Muse 2.0, and she joins Mark and Adam to talk about her creative process. Topics include why product messaging exists to solve a problem at a particular point in time; how Apple builds its brand message into product marketing; work idealists; and the importance of creative trust on teams. Plus: some cliché phrases to avoid when marketing your productivity software.
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Show notes
Hilary Maloney @HilaryMaloney
Bishop, bouldering, Free Solo
brand strategy
photojournalism
Parlore
Muse 2.0 launch memo
messaging
Notion’s “source of truth” message
Metamuse episode on brand
Dropbox, WeTransfer
above the fold
Apple’s “Think different” campaign
challenger brand strategy
Apple’s “Behind the Mac” campaign
Muse memos
knowledge management, second brain
the four Cs
Always Sunny pinboard meme
Deep Work
brand persona
Maker’s Schedule, Manager’s Schedule
trope
Crossing the Chasm
Metamuse episode on collaboration with Nikolas Klein

May 12, 2022 • 1h 23min
56 // Sync
The foundational technology for Muse 2 is local-first sync, which draws from over a decade of computer science research on CRDTs. Mark, Adam Wiggins, and Adam Wulf get technical to describe the Muse sync technology architecture in detail. Topics include the difference between transactional, blob, and ephemeral data; the “atoms” concept inspired by Datomic; Protocol Buffers; and the user’s data as a bag of edits. Plus: why sync is a powerful substrate for end-user programming.
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Show notes
Adam Wulf @adamwulf
Fantastical
Loose Leaf
Wulf’s iOS ink libraries
OpenGL
Bézier curves
Houston
Muse 2.0 launches May 24
Metamuse episode on local-first software
Core Data
Pocket
Clue, Wunderlist
CouchDB, Firebase
Adam’s writeup on sync technologies from 2014
Evernote
Pixelpusher
Slow Software
CRDTs, operational transform
Automerge
Actual Budget
last write wins
Actual open source
hybrid logical clock, vector clock
CloudKit
lazy loading
API versioning
Protocol Buffers
Wulf’s article on atoms
Datomic
“put a UUID and a version number on everything”
Swift property wrappers
functional reactive programming
Sourcery
Sentry
HDD indicator light
Muse job post for a local-first engineer
Local-first day at ECOOP 2022

Apr 28, 2022 • 1h 18min
55 // Mac app design
Pro apps on macOS have a look and feel unlike apps on any other platform. Julia and Lennart join Adam to get into the details of designing and implementing Muse for Mac. Topics include the pros and cons of building with Catalyst, how the Muse canvas mixes with system conventions and UI chrome, and our experimental approach to developing the keyboard+mouse command vocabulary. Plus: how Julia rediscovered her love of right-click context menus.
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Show notes
Muse for Mac
Metamuse episode on native apps
Mac Catalyst
80-20 rule
Apple HIG
macOS Finder
Craft and their guide to Catalyst
Metamuse episode on career
Audacity labels
macOS help menu search
Transmit, OptImage, Forecast
TestFlight
AppKit
React Native
“medium for thought”
What’s a computer?
iPadOS morphing cursor