Pablo Stanley - Protecting your creativity in an AI world
Key insights
Media referenced
- It's Always Sunny in Philadelphia - show - Red compares Pablo's old Loom-video habit of walking people through a hand-drawn conspiracy-style map to Charlie's conspiracy board.
- Sol LeWitt's wall drawing instructions - other - Pablo cites LeWitt as 'the original prompter' - LeWitt wrote text instructions for museum staff to execute artworks he never physically touched, decades before AI prompting.
- Andy Warhol's The Factory - other - Pablo invokes Warhol's studio, where assistants produced work Warhol signed, as an early precedent for delegated creative execution.
Companies
- Vercel - Pablo's employer; he is a staff designer working on v0.
- v0 (Vzero) - Vercel's AI product-building tool; Pablo shipped its design mode and annotations feature and describes prototyping directly against its production codebase.
- Figma - Reference point Pablo repeatedly contrasts his tools against; he built agent-collaboration features into his own tool before Figma shipped similar ones.
- Framer - Episode sponsor; Pablo demos Framer's new AI agents for building production sites with CMS management.
- Paper - Episode sponsor; a design canvas tool that now supports pasting layers directly from Figma.
- TLDraw - The hand-drawing/whiteboard tool Pablo actually uses day to day for sketches, comics, and rough design direction instead of a traditional canvas tool.
- Whimsical - Diagramming/wireframe tool Pablo and Red nostalgically discuss as a possible comeback candidate for pairing rough wireframes with coding agents.
- Balsamiq - Older low-fidelity wireframing tool Red recalls using heavily before AI coding agents existed.
- Jitter - Animation tool Pablo cites as inspiration for editing shape-based animations rather than raw keyframes.
- GitHub - Where Pablo's agent-driven PRs land; his new collaboration tool connects directly to his repo.
- Claude Code - Terminal agent Pablo runs with the 'dangerously skip permissions' flag as his default daily driver.
- Ghostty - The terminal app Pablo uses to run his coding agents.
Techniques and frameworks
- Dogfooding your own tool - Pablo realized he had spent months building a design tool (Ecto) he personally never used, since his real work had moved to hand-sketching and terminal agents.
- Matching the tool substrate to what the LLM understands - After 1.5 months fighting an LLM to manipulate a 3D/shader canvas, Pablo rebuilt the tool on plain HTML/Tailwind, the LLM's native language, and it immediately worked.
- Drawing instructions as prompting - Sol LeWitt's written execution instructions for museum installers, cited as a decades-old precedent for prompt-based creation.
- Asking the agent to ask you questions - Pablo prompts agents to interrogate his own ideas back to him during ideation, surfacing gaps he hadn't considered.
- Prototyping directly against production code - Instead of Figma files, the v0 design team ships large draft PRs straight into the real Vercel codebase to surface edge cases static mockups can't.
- Guideline-not-gospel disclaimer prompting - Pablo repeats a stock instruction - don't copy the exact sketch, prioritize the real design system - roughly 500 times when handing rough wireframes to an agent.
Summary
Red opens Dive Club's conversation with Pablo Stanley, a staff designer at Vercel working on v0, by having him demo Ecto, a self-built 3D/shader-based design tool with an embedded coding agent. Pablo walks through why he built it (frustration that no canvas tool let him collaborate with AI agents directly) and how badly the underlying approach fought him: he spent a month and a half trying to get an LLM to reason about flexbox-style layout inside an actual 3D canvas space, which kept breaking because the math was too complex for the model to track. Rebuilding the same tool on plain HTML and Tailwind classes - the LLM's native vocabulary - fixed everything almost instantly. He frames the lesson less as a tooling detail and more as a discipline: sometimes the right move is not to keep pushing through a hard problem, but to recognize a wrong-direction rabbit hole and restart.
The deeper realization Pablo surfaces is that he had built a tool he wasn't dogfooding. His actual daily creative work had already shifted away from a traditional canvas toward hand-sketching in TLDraw and terminal-based agent coding with Claude Code (run with permissions skipped so it never stops to ask questions). That shift exposed a second problem: agent-driven work at Vercel is technically collaborative but socially isolating - designers and engineers each disappear into their own terminal "black void" with an agent, then only surface a finished PR to Slack for review, with no visibility into the process or into each other's in-progress thinking. This gap is what motivated Pablo's newest and most recent project: a Slack/Discord-style tool where agents participate directly in shared team channels rather than being invisible until a PR lands.
The conversation's emotional center is Pablo's account of an ongoing identity crisis about what counts as "his" creative work when so much of it is now directed rather than made by hand. He contrasts an older, fully hand-crafted webpage he's proud of against a newer AI-directed piece that, despite similar effort, "feels robotic" in comparison because he was delegating decisions rather than making them. He resolves this partly through historical precedent: Michelangelo, Rembrandt, and Diego Rivera directed workshops of painters rather than executing every brushstroke, and Andy Warhol openly called his studio "the Factory," signing work he didn't physically make. Pablo goes further back to Sol LeWitt, who wrote literal text instructions for museum staff to execute wall drawings he never touched - calling LeWitt "the original prompter," decades before AI. The throughline across all these examples is that the artist's judgment and signature, not the manual labor, was always the creative act - a framing Pablo uses to make peace with orchestration-heavy AI work, while still holding that human friction and pushback (which LLMs are bad at providing) remain essential to producing genuinely original output.
Pablo and Red also dig into concrete workflow details: how Pablo uses TLDraw sketches and rough wireframes as loose creative direction rather than literal specs (repeating a "prioritize the design system, don't copy the exact canvas" disclaimer to agents an estimated 500 times), how he prompts agents to interrogate his own half-formed ideas back to him during ideation, and how the v0 design team prototypes by shipping large, often-unshipped draft PRs directly against Vercel's production codebase rather than working in Figma - because testing against real data and real components surfaces edge cases static mockups can't. He notes he and a fellow designer wrote more code into GitHub during v0's design-mode development than many of the team's software engineers, even though most of that code never actually shipped.
The episode closes on Pablo's clearest statement of principle: the danger of these tools isn't using them, it's delegating so much thinking to them that using AI starts to feel like an addiction "because it's so good." As a countermeasure, he describes deliberately forcing himself to hand-make roughly 10,000 pixel-art characters without AI assistance, noting that at every step his brain kept trying to redirect the project into building an AI pixel-art tool instead of doing the art. He connects this to Marshall McLuhan's observation that we shape our tools and then our tools shape us, and to Socrates' historical objection to writing eroding memory - arguing that fear of new tools eroding capability is not new, and that the resolution isn't avoidance but discipline: using AI to expand and amplify an existing spark of curiosity rather than replace the thinking that produces it in the first place. Red draws a parallel between current AI skepticism and the "this isn't real music" criticism once leveled at sampling and synthesizers in hip-hop and electronic music.
Notable Quotes
"There is a danger in using these tools, I think, because if we delegate too much of it, we're not forcing ourselves to think." - Pablo Stanley
"Ideally I should have been using a factory to build a factory. I was not doing it. I was just straight up working with the agent." - Pablo Stanley
"Andy Warhol wouldn't even hide it. He would just call it the factory. It's a factory and I'm not making it, I'm just signing it at the end." - Pablo Stanley
"There has to be a moment where you say, no, this is dumb. The usual commentary is you have to keep pushing whenever things get hard - no, no, no." - Pablo Stanley
"I use this terminal Ghostty. I use Claude and then dangerously skip permissions. I'm like, don't ask me questions, just let you cook." - Pablo Stanley