What I Learned From Shipping Faster Than I Could Verify

Emilie Mazurek

June 4, 2026

She was the fast one. Then AI made everyone fast.

I spent years building a career on the logic that speed always wins. I wore "solo designer" like a badge of honor for three roles in a row. It meant I was hireable: one person who could handle everything so the company didn't have to build out a whole team. I could take a vague problem and have something in front of engineers in a few days. Success was measured by meeting deadlines. We'd ship, move on, start the next thing. That's how startups work, right?

Except in my last role. I was the only designer, hit every deadline, and yet, a year in, I got laid off.

While I can't trace the outcome to a single cause (startups are complicated, and so is failure), I do think there's something in this: I was doing a lot of work, but most of it never shipped.

I’d get what seemed like a clear ask, dig in, and find it was messier than anyone thought. Then something new and urgent would come up, priorities would shift, and… it just wouldn't go anywhere. Almost every sprint.

I still think about one feature I worked on off and on for almost my entire tenure. The company helped retail sellers list excess inventory across platforms automatically. Sellers needed a way to pause their memberships while on vacation. Seems straightforward. But the more we looked into it, the more complicated it got. What happens to inventory when a seller pauses? What if they're one of our largest? Do we cap how long a pause can last? What if they're not ready to relist when they come back? Every stakeholder meeting grew the scope. It never shipped.

Work that doesn't ship doesn't create value, no matter how many deadlines you hit. Had we talked to users early and mapped the business implications, we might have found the real shape of the problem sooner, and made a clearer call on whether it was worth building at all.

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The shift: AI made the problem impossible to ignore

But AI tools arrived, and the same dynamic got harder to ignore. When I joined my current company, the team was already experimenting with AI tools. I was scared. Everyone and their dog was talking about what they'd built in Claude Code, meanwhile I hadn't even downloaded it yet. Suddenly I wasn't the fast one anymore. That was supposed to be my thing.

So I raced to catch up. And once I got the hang of it, I could spin up ideas faster than ever, producing prototypes in a fraction of the time. More ideas, more variations, more to show in every review.

The problem became clear the first time I put one of those prototypes in front of an actual user. I watched them struggle with something I thought was obvious. Then struggle with the next thing.

The prototype wasn't bad because it was quick. It was bad because I'd never verified any of my assumptions. I was moving faster, but I was building in the wrong direction. Fast didn't mean good. It just meant more wrong things, sooner. I was drifting, confidently and efficiently, in the wrong direction.

The data backs this up. A 2025 randomised controlled trial by METR found that experienced developers using AI tools actually took 19% longer to complete tasks than those working without them — despite believing they were significantly faster. The study focused on developers, not designers, but the pattern felt familiar: the speed was in the feeling, not always the output.

That's when my thinking about AI shifted. Instead of doing more with the time I got back, I wanted to use it to get things in front of real people before anyone committed to building them. To make sure what shipped was right, not just fast.

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What evidence velocity actually looks like in practice

If the argument is that speed without evidence leads you the wrong way, the practical question is: what does evidence velocity actually look like in a fast-moving design workflow?

Getting a real person to try a real task before anyone commits to building it doesn't need to be a formal study. Even a quick session with a research panel will surface things that seemed obvious in the design but fall apart as soon as someone actually uses it.

Every single time I run a session, something comes up. Not most of the time. Every. Time. 

Recently I was designing a folder structure with drag and drop, a feature I thought was a no-brainer. But users were worried it would be too easy to accidentally drag things into the wrong folder. They were right. For the report they were building, that could mess up the whole structure. So I added guardrails before we built it. Easy fix, caught early.

It also changes how you handle stakeholder pressure. When someone insists a feature is critical, you can test it with a few users. If it doesn't even come up, you have traceable evidence to push back. That's conviction grounded in observation, not opinion.

The method matters too. Prototype testing surfaces what people actually do. Surveys and AI moderated research surfaces what they think they'd do. Both are useful, but they're not interchangeable, and the distinction matters when you're making a case for a decision. Many times, you need to include multimodal evidence capture in your research.

At my current job, talking to customers is actually a priority. I'm in feedback sessions sometimes twice a week. The value is learning fast. That shapes what gets built next.

After each session, an AI notetaker scans the call and automatically updates a doc with session notes. Those notes link to a main ideas and opportunities doc, which consolidates insights across sessions. From there, it links to tickets so nothing gets lost between research and build.

The work that sticks

The work I'm most proud of now has something underneath it: an honest outside read. Evidence that the thing I built actually works. That's a more complete way to design, not a slower one.

You probably can't tell someone this. They have to feel it themselves — that quiet moment when a shipped feature lands flat and you can't trace it back to anything specific. But maybe naming it helps. Maybe recognising the gap is the first step to closing it.

Fast and good aren't opposites. But fast alone has never been enough.

Emilie Mazurek

𝘚𝘦𝘯𝘪𝘰𝘳 𝘗𝘳𝘰𝘥𝘶𝘤𝘵 𝘋𝘦𝘴𝘪𝘨𝘯𝘦𝘳 𝘢𝘵 ClearGov

Emilie 𝘥𝘦𝘴𝘪𝘨𝘯𝘴 𝘧𝘰𝘳 𝘭𝘰𝘤𝘢𝘭 𝘨𝘰𝘷𝘦𝘳𝘯𝘮𝘦𝘯𝘵 𝘴𝘰𝘧𝘵𝘸𝘢𝘳𝘦. 𝘚𝘩𝘦 𝘵𝘳𝘢𝘯𝘴𝘪𝘵𝘪𝘰𝘯𝘦𝘥 𝘪𝘯𝘵𝘰 𝘥𝘦𝘴𝘪𝘨𝘯 𝘧𝘳𝘰𝘮 𝘣𝘪𝘰𝘤𝘩𝘦𝘮𝘪𝘴𝘵𝘳𝘺 — 𝘢 𝘤𝘢𝘳𝘦𝘦𝘳 𝘤𝘩𝘢𝘯𝘨𝘦 𝘵𝘩𝘢𝘵 𝘴𝘩𝘢𝘱𝘦𝘥 𝘩𝘰𝘸 𝘴𝘩𝘦 𝘵𝘩𝘪𝘯𝘬𝘴 𝘢𝘣𝘰𝘶𝘵 𝘦𝘷𝘪𝘥𝘦𝘯𝘤𝘦 𝘢𝘯𝘥 𝘩𝘺𝘱𝘰𝘵𝘩𝘦𝘴𝘪𝘴 𝘪𝘯 𝘥𝘦𝘴𝘪𝘨𝘯 𝘱𝘳𝘢𝘤𝘵𝘪𝘤𝘦 — 𝘢𝘯𝘥 𝘸𝘰𝘳𝘬𝘦𝘥 𝘢𝘴 𝘢 𝘴𝘰𝘭𝘰 𝘥𝘦𝘴𝘪𝘨𝘯𝘦𝘳 𝘢𝘵 𝘮𝘶𝘭𝘵𝘪𝘱𝘭𝘦 𝘦𝘢𝘳𝘭𝘺-𝘴𝘵𝘢𝘨𝘦 𝘴𝘵𝘢𝘳𝘵𝘶𝘱𝘴 𝘣𝘦𝘧𝘰𝘳𝘦 𝘫𝘰𝘪𝘯𝘪𝘯𝘨 𝘢 𝘵𝘦𝘢𝘮 𝘵𝘩𝘢𝘵 𝘢𝘤𝘵𝘶𝘢𝘭𝘭𝘺 𝘵𝘢𝘭𝘬𝘴 𝘵𝘰 𝘶𝘴𝘦𝘳𝘴. 𝘚𝘩𝘦 𝘸𝘳𝘪𝘵𝘦𝘴 𝘢𝘣𝘰𝘶𝘵 𝘦𝘷𝘪𝘥𝘦𝘯𝘤𝘦-𝘪𝘯𝘧𝘰𝘳𝘮𝘦𝘥 𝘥𝘦𝘴𝘪𝘨𝘯 𝘱𝘳𝘢𝘤𝘵𝘪𝘤𝘦, 𝘤𝘢𝘳𝘦𝘦𝘳 𝘵𝘳𝘢𝘯𝘴𝘪𝘵𝘪𝘰𝘯𝘴 𝘪𝘯𝘵𝘰 𝘵𝘦𝘤𝘩, 𝘢𝘯𝘥 𝘸𝘩𝘢𝘵 𝘪𝘵 𝘢𝘤𝘵𝘶𝘢𝘭𝘭𝘺 𝘵𝘢𝘬𝘦𝘴 𝘵𝘰 𝘥𝘰 𝘨𝘰𝘰𝘥 𝘥𝘦𝘴𝘪𝘨𝘯 𝘸𝘰𝘳𝘬 𝘢𝘵 𝘴𝘱𝘦𝘦𝘥.

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