00:43:53 · Dylan Field, Molly O'Shea
[00:43:53] S1: So many. How long do we have? The I mean, look. Like, there are people that have mentored me and have no idea because it's from before Figma times, maybe we didn't interact as much during the building of Figma, but, like, there are voices in my head. You know? So folks from O'Reilly, LinkedIn, you know, Microsoft Research. I think that during Figma, the folks that I've got on the board have been incredible, and I'm very thankful for them, but also our employees. Our first manager hire, Shao, director of engineering at the time, he really taught me management. I didn't know anything. Was an intern before Figma. Just in general, I mean, we've had interns that have taught me stuff. We've had folks from anywhere in the org that I think you can learn from and also the community and just the folks that have surrounded us with great feedback. I mean, I'm so grateful early on, but today as well, for the designers that have sat down with me and given me that gift of feedback. We are very lucky as a design company to have designers as users and customers because they are trained to give good feedback. Yeah. So the feedback we get is so much better than, like, your average feedback that a company gets. And I never take that for granted, and I always count it as a blessing. But, yeah, I look for mentorship everywhere, and I'm very, very grateful for it. [00:45:22] S0: Amazing. I think Michael mentioned that you really like Allen
00:45:22 · Molly O'Shea, Dylan Field
[00:45:22] S0: Amazing. I think Michael mentioned that you really like Allen [00:45:26] S1: Allen K is awesome and there's many other HCI and sort of design thinkers that I also think are incredible looking back, but also I think that we need to get back to the sort of work that was done back by of '60s through '80s timeframe in terms of just what are the fundamental ways to think about using a computer in the first place and what are the possibilities. I think the only place we're seeing it right now is kind of in VR where it's really seen in a gaming context, but there are new interaction paradigms being created there. And that can exist in software too. Like, probably the last big one that people reference, if you just gotta look for the consensus opinion, is pull the refresh. Like, we can go further. And if you look at an iPad, like, why is it a big iPhone? You know? I think that there's so much more you can do with touch technology, but also with just more pervasive computing. And also as you go beyond that into the world of AI and different devices, different form factors, I think the future of design and interactivity is really gonna be fun. [00:46:53] S0: Like Snap specs. [00:46:54] S1: We'll see. Yeah. [00:46:57] S0: Well, awesome. Thank you so much, Dylan. Thank I know you're so busy right now. There's 10,000 people waiting to come in the doors. [00:47:03] S1: This is the I'm just we'll see it, but it's a it's a lot of fun, and I'm excited for the config, I'm thankful that you're here. Thank you. [00:47:09] S0: Enjoy. Appreciate it. Hey, it's Molly.
00:47:09 · Molly O'Shea, S2
[00:47:09] S0: Enjoy. Appreciate it. Hey, it's Molly. [00:47:11] S2: If you enjoy our interviews, check out our newsletter, sorcery. Vc, where we deliver a once a week top deals and tech headlines email, and also go deeper on our podcast interviews. Subscribe to Sorcery today, and don't forget to subscribe to the podcast on YouTube, Spotify, Apple, or wherever you listen. Link in description to sign up.