Chatbots Aren't the Final Interface: OpenAI's Ian Silber on Designers, AI, and What Comes After the Chat Box

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Overview

Ian Silber has led product design at OpenAI for three years, covering ChatGPT, Codex, and the company's broader product experience. Before that he worked at Artifact, the news app from Instagram's founders, and spent eight years at Instagram. In this conversation with Lenny Rachitsky, the central question is why designers feel so uneasy about AI right now, and what that unease misses. Silber's position is that the anxiety is rational but the moment is an unusually good one for designers. He also describes how OpenAI actually designs its products, and where he thinks ChatGPT and Codex are going as they move beyond a plain chat window.

28 min read
2:24

Why designers are the unhappiest group in tech

Lenny opens with results from his ongoing sentiment survey of the tech workforce, which he describes as the largest survey of its kind. Designers and user researchers came out as the most unhappy group on every dimension he measured. They reported being the most overwhelmed, the most anxious, the least optimistic, the most worried, and the most tired. They were also the least likely to recommend their role to people entering the workforce.

Silber says he sees a mix. Many designers he talks to are optimistic, but he understands the uncertainty. People are asking whether the role is changing, whether expectations are different, and whether they now need to ship code every day. For someone "classically trained in a certain way of working," he says, the pressure can feel like "Oh my gosh, I need to really change everything." Engineers have already gone through their shift and are visibly working in a completely different way. For designers, he says, "we're unclear right now what is expected of a designer," and that lack of clarity breeds fear.

He points to a specific frustration that came up in OpenAI's own internal surveys. Engineers have seen "10 or sometimes like 100x" gains in productivity, but the design team hasn't. His explanation is about the nature of the work. With a coding agent, a request is fairly binary: you ask for something and it usually gets it right. The design process is still "very messy and fluid." You have an idea, try it, and it's bad. You try again and it's still bad. Then users or internal reviewers tell you it's wrong. AI has compressed part of this because you can generate far more ideas quickly, but the feedback loop remains, and so does the overhead of aligning many people in a large company.

6:04

How OpenAI tries to lower the pressure

Silber contrasts that general unease with what he sees in his own team, and he ties the difference partly to OpenAI's culture. The company started as a research lab and still treats itself as one. He calls that DNA "deeply embedded in everything we do," and says it is something he has come to love. When hiring, OpenAI looks for designers who don't necessarily have an AI background but are genuinely curious about the tools.

The team has found that supporting exploration, instead of demanding that people change how they work, reduces the pressure. Before the interview, Silber asked both very senior and early-career designers at OpenAI how they felt. He reports they were excited: they feel more able to be creative, to express themselves, and to try bad ideas and throw them out quickly. He says the bar on his team is rising and the thinking is getting stronger the more people use these tools. People who embrace this, he says, find they have much more agency and can have much higher impact as designers.

Lenny notes that his survey found a similar split. About half of respondents are having the best time of their careers and half are struggling. The strongest correlate of the positive group was feeling "amplified" by AI. Asked what else distinguishes designers who are thriving, Silber says they use AI at every step of the process. For example, instead of starting a new idea the usual way, they might drop it straight into Codex, Claude, or another agent to help think it through or prototype it. He suggests the broader design community could do more to help each other learn these new ways of working.

He puts heavy weight on adaptability, which he acknowledges has become a cliché but calls "so true." What didn't work yesterday may work today. He gives a personal example. On paternity leave toward the end of the previous year, he tried coding agents on side projects and kept hitting hiccups. About a month later Codex came out, he tried again, and "it just works." That kind of shift, he says, changes the design process, because now you can drop an idea in and simply try it.

12:00

"Nobody should feel behind right now"

A recurring theme is that everyone is early. Silber says it may feel as though the industry is already far into this transition, but "we're all figuring this out as we go," and nobody has a settled answer for how the design process should work. Whatever works today will probably change again. So, he argues, no one should feel behind: "if you literally started today, you're going to have a leg up on pretty much most people."

He illustrates how fast things move with his own time at OpenAI. When he joined three years ago, he got demos of an early voice mode that hadn't shipped and a computer-use feature that "barely worked." Both have now become part of how OpenAI designs and builds software. What looks cutting-edge today, he says, will look archaic in a year, "let alone a month."

13:43

Why he calls this the best time in history to be a designer

Lenny recalls that before the interview Silber told him this is the best time in history to be a designer. Silber stands by it. He describes learning design and code as a teenager by viewing the source of HTML pages and using tools like Dreamweaver. Compared with that, you can now go from idea to working version "in a matter of minutes," learn extremely fast, and be very expressive. "Anybody can be a designer," he says.

His deeper argument is about differentiation. As more software and products get made, he believes the human element of design becomes more important. Companies with great design have always been able to stand out, but when "anybody can make anything," products that fully understand their users and create something delightful will be judged on exactly that. That, he says, is the designer's core job.

He also sees designers becoming more empowered. He describes friends thinking about starting a company who were rethinking the designer-to-engineer ratio. Startups he has seen might have had one designer to about 15 engineers. These friends were instead considering two designers and one very strong engineer: the engineer to make sure the product is solid, and two creative people to shape what gets built. Inside OpenAI, he says, designers are "completely empowered" to take an idea or an early research concept and work out how to package it into something people want to use or that meets an unmet need. He suggests more people may start thinking of themselves as designers.

Lenny pushes back a little. If design is such a differentiator, why hasn't there been a visible surge in design hiring, like the two-to-one ratio? Silber doesn't claim it has happened. He says it may start to happen, or engineers may become more design-focused. He adds that designers are getting more productive, though not in the same direct way engineers have been.

18:44

PM, design, and engineering: blurring but not merging

Lenny brings up Marc Andreessen's description of the current moment as a three-way standoff. PMs, engineers, and designers each think the other roles will disappear and theirs will win, like the Spider-Man pointing meme. Silber's view is that the roles are definitely blurring, but that they always overlapped. He has seen designers who are really PM archetypes and designers who are essentially polish engineers. In his view, single siloed role definitions have never really matched reality. Big companies need career ladders to organize people, but real teams are made of people with different strengths playing different roles.

Still, he argues, especially from a larger-company perspective, distinct responsibilities remain valuable. It is hard to find one person who can design, rally a team, align the company, do all of a PM's work, and also engineer the product. He still values an excellent PM who can bring multiple teams together, sharpen the problem a team is focused on, and handle resourcing. He likewise values an engineer who makes sure the output is sound and fits the broader system. There may be more movement between roles, but he thinks of them as "different hats that you need to wear to build great software."

He qualifies this as not a blanket statement. If he were starting a company today, he would hire the best generalists he could find, people who can move fluidly between roles. He adds that this may always have been true for startups.

22:26

Is AI already a good product designer?

Asked whether AI will ever be an extremely good product designer, Silber answers that "it already is an incredible product designer," and he means it. What he finds notable is that it's accessible to everyone. But he immediately separates that from being the best at any one discipline. It isn't necessarily the best visual designer, or the best at information hierarchy, typography, user experience, or interaction design. He says it's impossible to predict where things go, though the models will certainly keep improving. He frames OpenAI's aim as building tools that let people be more creative and do and build more. The model is already a great designer, but it's up to the user to figure out how to get the best out of it.

On where human judgment will stay most valuable, he lists three things. The first is truly understanding what people need, including the feedback loop of watching people use something. The second is inventing something new. The third is the distinctly human point of view, the sense that someone made this and had a take on it. He believes that last quality will stand out more and more, and that designers should work on answering "what is my point of view? Who am I building this for and why?"

Lenny relays points from an earlier conversation with the PM of Codex about why AI hasn't been great at design, noting it has improved since then. One point was that great design often means doing something new, while a model trained on today's most interesting websites reproduces what is already no longer novel. The other was that AI researchers aren't necessarily strong designers, so they may not know what it takes to train a model to be good at design.

Silber picks up the novelty point. He argues that the most important products of the past 10 to 20 years involved designing for things with no precedent. The iPhone meant designing for multi-touch, which opened a new interaction paradigm, and "there's no training data for that." Instagram embraced the fact that everyone suddenly had a phone. Snapchat used interaction design some people considered strange but "flipped on its head" how people might want to communicate. For him, that is great design: truly understanding an unmet need and addressing it in a unique way. AI products are in the same situation now. How do you talk to an AI with your voice, or use an agent to carry out tasks? There isn't much precedent. Humans, he says, are good at judging what good looks like, or at least at trying many things and learning alongside users. He adds that this could change quickly, but sees many reasons why a human in the loop will be important.

27:37

What OpenAI looks for when hiring designers

Silber starts with a team-level principle. He believes in building a well-rounded team with different strengths, acknowledging this may be a luxury of scale but thinking it also applies to smaller companies. That means the right proportion of generalists who can do everything, alongside specialists. He names excellent visual designers, a brand team that shapes the brand's expression inside and outside the product, strong prototypers, more strategic product thinkers, and people obsessed with the cutting edge. He hasn't found a single designer who checks every box, and he thinks it's valuable to embrace what each person is naturally drawn to.

For individual candidates, he names several qualities:

  • Curiosity rather than an AI background. He tells candidates OpenAI doesn't expect AI experience, because the field is moving too fast. It does expect strong curiosity and aptitude for learning how the technology works and how to use it in their process. At OpenAI especially, it also expects them to think about how to build tools that let more people use it.
  • Prototyping. He has always valued it, and it has become far more accessible, so it tends to stand out in candidates.
  • A point of view and strategic thinking about where these tools are going.
  • Systems thinking, which he says is becoming more and more important.
30:22

Systems thinking and "just do less"

Silber explains why systems thinking matters in OpenAI's specific context. The company is building what he calls "the super intelligence that has all these different capabilities," so designers need to think about underlying primitives that build on each other. He cites Notion as a product that did this well early on, with composable building blocks. OpenAI doesn't want to build one-off, siloed experiences. It wants to ship systems that stack, so that the product feels like "one cohesive simple thing" and the model can reason about how to combine its parts. Given how complex the range of possible actions is, he says, understanding the system becomes even more important.

Lenny notes this is the fifth podcast in a row where systems thinking came up, and connects it to designers' stress. There is less time for the traditional process when engineers are shipping huge numbers of PRs. Silber responds with counterintuitive advice he has been giving his team: "just do less." Don't design something if you don't have to. There may already be a component or system to build on. The feature may not be needed at all, and extending an existing one might be enough. Part of this is thinking beyond the bounds of your own project and across the whole product, which he says matters more now because of the speed.

33:06

Balancing speed and craft

Lenny cites his conversation with Jenny Wen, head of design at Claude. She argued that the traditional sequence of prototype, mock, test, research, iterate, and hand off to engineering no longer has time to happen, and that the role is shifting toward big-picture direction and steering. Silber says OpenAI "100%" works that way sometimes, but it depends on the stage of the work and how mature the product is.

Some ChatGPT features get obsessive attention: "we try 100 things, we throw out 99, we finally ship one." He gives the composer as an example of something that changes daily, with many attempts thrown away. For those features the team sweats the details, runs A/B tests, does user research, and iterates heavily. Other work, such as Codex and the super-app effort, involves trying things very quickly and "building in public." He says that is a different way of working, but once you get comfortable with it, the instant feedback from inside and outside the company is satisfying.

The main discipline, he says, is accepting that the technology may change within a month. An interaction or setting may no longer be needed, a new one may become necessary, the latency profile may change, or the intelligence may improve. So designers shouldn't be too precious about something until it has "hardened" to the point where it probably won't change tomorrow because of the technology. At that point, they make it the best it can possibly be.

As an example of the slow path, he describes work on how ChatGPT should feel as it becomes deeply embedded in people's personal lives. That won't be designed and shipped overnight. The team is trying many ideas on whiteboards and in Figma, prototyping, and dogfooding different versions long before shipping. At the other extreme, some things go "idea to ship in like, you know, 4 hours." Lenny summarizes this as picking your battles and focusing design effort on what will be durable. Silber agrees and adds, laughing, that "it's hard to know what that is."

38:07

Designing for a billion users and for power users

Joel Lewenstein, head of design at Anthropic and a friend of Silber's, suggested a question for the interview. He imagined the hardest part of Silber's job is balancing the needs of ChatGPT's roughly billion monthly users against the need to keep inventing. Silber says he has never worked with such a spread of audiences. Instagram also had billions of users, but the product was fairly simple and could be used in only a few ways, with some special consideration for creators and large accounts. ChatGPT serves someone deciding on tonight's recipe or brainstorming a haircut. It also serves someone automating their farm in Japan. "It's just like the broadest spectrum ever."

OpenAI works from the idea of a "capability overhang": the vast majority of people get only a sliver of the value the model could offer. Silber says that isn't necessarily bad, since they still get a lot of value. The approach is to keep an extremely simple, streamlined experience for most people while making cutting-edge capabilities accessible to those who care. The risk is over-indexing and putting something confusing in front of a billion users. So OpenAI experiments early with enthusiasts through the desktop app and Codex, and now ChatGPT Work, which he says is stepping into a much broader audience. He believes something only truly reaches billions of users when they don't have to think about a switch or a mode. Eventually, new capabilities have to be distilled into the main experience. Designers have to hold empathy for everyone from free daily users to people paying hundreds of dollars a month, which he says adds complexity but also makes the work fun.

41:41

The blank-box problem and moving beyond pure chat

Lenny observes that few products span a range from "what's this rash on my finger" to building something as complex as Salesforce. Silber connects this to the "blank box problem" the team constantly thinks about. Critics ask whether chat is really the final frontier or just a "glorified terminal." The design challenge is making something that can "shapeshift into anything," whether someone arrives to generate images for fun or to produce a PowerPoint. OpenAI wants to help novices understand how it can add value to their lives or work, and to get out of the way of people who use it as a daily workhorse.

Lenny recalls former OpenAI CPO Kevin Weil's point that talking is a good interface for something whose intelligence keeps rising, since humans talk to each other across a wide range of intelligence. Silber agrees and describes two design directions. The first is helping users express intent better without having to become expert prompt engineers. That includes teaching them what the model can help with and making sure it understands what they want. He mentions a recently shipped feature where an open-ended question can trigger follow-up questions the user answers by tapping instead of typing.

The second is that the transcript no longer needs to be pure text. He describes "writing blocks." When you ask for a letter or email, the result appears in a block you can manipulate directly: type into it, brainstorm, edit parts of it, or copy just that portion. He says this has made that interaction much better, and similar special tools are being built for image generation. He expects the UI to keep evolving toward context-aware affordances. ChatGPT might look and behave differently for a designer, a data scientist, or someone using it to run their home life.

Where ChatGPT and Codex are heading

Asked about the long-term vision, Silber names several directions. First, ChatGPT will become more adaptive to the full context of your life. Second, proactivity, which he calls a big untapped part of the experience. He says ChatGPT Work already offers fairly good suggestions based on sources like your calendar or Slack. Third, voice: he says a recent step change in the model makes it feel much more natural, and he can only imagine what it will be like in two or three years. Fourth, a shift from answering questions to actually doing things for you.

He hopes all of this gets simpler. For the broad consumer base, the super-app vision is one universal input that knows whether to answer quickly, be chatty, or go off and do work. Users shouldn't have to think about which model or speed they're using. Those options should still be exposed to people who want them, but the default should work well for most people. He also expects richer voice input, richer and more interactive visual outputs, and durable workflows you can reuse. Right now, he says, it often feels like starting from scratch each time.

What he wishes he'd known on day one

Silber admits he was quite intimidated joining OpenAI. GPT-4 had recently come out, and while he was using the products, he didn't feel he truly understood them. He says he still has a lot to learn. The first thing he'd tell his earlier self is that it's early and everyone is figuring it out.

The second is more personal. He had managed before, but never at this scale, on a team growing this fast, at a company this different, where every day brought something new. For a long time he felt he was bad at the job and didn't know what he was doing. When he talked to friends who had led large design teams or were going through similar transitions, he found they felt the same way and his problems weren't unique. His advice is that imposter syndrome shows up at every career stage. Finding an impartial mentor or peer outside your situation who is facing similar challenges helped him a lot.

Lenny brings up Elena Verna's post "Please Stop the AI Confidence Theater," about people pretending on social media that they've figured AI out. Silber prefers humility: admit that it's changing quickly and embrace it. He agrees with Kevin Weil's line that today's model is the worst the model will ever be. He compares the current moment to designing for early computers, when components evolved quickly and limitations disappeared in sudden step changes. What was completely broken yesterday "now actually just kind of works."

53:43

Advice for overwhelmed designers

For designers who feel anxious and uncertain, Silber first says the feeling is "totally rational." He then encourages treating this as a time to explore. Try working differently, rethink your tooling, prototype more, and have fun with it, remembering that everyone is still early. His second point is to focus on outcomes. "We're not here to build processes" or "token max." The goal is to make great software and products people love. If you focus on that, he says, you'll likely find these tools help, and you still have a large role as the person steering and directing them.

55:23

How he uses AI in his own work

Silber says he spends less time "in the pixels" now. He uses AI to think through broader ideas and to visualize early concepts. If an idea comes to him at night, he types it in, has it prototype something, and brings the result to his team. He finds ChatGPT Work and Codex useful for this early, exploratory part of the process. He also uses AI for operations: summarizing important Slack messages he needs to follow up on, preparing context before important meetings, and supporting recruiting.

Asked how he actually does this, he highlights ChatGPT Work, which he says now runs fully in the cloud. He can be anywhere, describe what he wants, and let it spend time and come back with a good artifact. The fact that he doesn't need to be near a computer is part of the appeal.

57:55

Failure: IGTV, Reels, and learning on the go

For the failure corner, Silber first admits that at OpenAI he felt like he was "kind of failing every day" early on, not fully understanding how to build a design team or how to hire, and adjusting quickly. He acknowledges this may sound like a cop-out, but says his whole career has worked that way, without much long-range planning.

His concrete example is IGTV at Instagram, which he calls "a huge flop." The team had baked in some wrong assumptions and held on to certain constraints. They learned quickly, changed those, and rebuilt, and the result was Reels, which became very successful. He says experiences like that have hardened him to critique. What matters more than any single launch, he argues, is how you react, fix forward, keep iterating, and listen to users.

In closing remarks, he says he hopes designers can stay adaptive and focus on making great things. He believes great companies are seeking great design, and that some companies will be left behind because they haven't shifted, but there is "plenty of room for amazing, great design."

Lightning round and lessons from Groupon

Silber recommends The Design of Everyday Things, calling it a classic that shapes how he thinks about design. For entertainment, he picks the Broadway show Maybe Happy Ending, which he notes hit close to home because it's about super-intelligent humanoid robots, and praises its production and set design. He also recommends the film The Invite, which he enjoyed for its simplicity: essentially four people in one apartment, with strong writing and acting. His favorite recent product is his Rivian. He appreciates how it discards old assumptions about operating a car: you walk up, it unlocks, and you don't turn it on or off. He says that if he could own a Waymo, that would be "the most magical experience in the world." He doesn't have a life motto, more a "vibe": have fun, try things, don't feel you have to fit in a box, and stay flexible.

The final question is what he learned at Groupon that helps him now. He credits then-CEO Andrew Mason with giving the product real character. Groupon had a writing team made up mostly of comedians, and in its early years the product didn't take itself seriously. People loved the email not just for 50% discounts but because it was well written and funny. The broader lesson Silber carries forward is that every company has distinct DNA and you have to adapt how you work to it. Groupon worked one way. Instagram, under Kevin Systrom, was design- and creativity-focused, with a CEO who worked with designers as a designer himself. OpenAI, under Sam Altman and rooted in research, is different again.

Lenny adds that you usually can't change a company's culture, especially a founder-driven one. Silber frames his approach as helping to "round it out" rather than change it. Instagram moved more slowly and changed the product less, which he says worked well for most of its stages but wouldn't suit OpenAI right now. He brought Instagram's motto, "do the simple thing first," to OpenAI and still uses it, while acknowledging it isn't always the right approach, since OpenAI sometimes ships things that are still experiments.

Finally, Silber asks designers, engineers, and PMs to share how their ways of working are changing. He says the design process is becoming more opaque, and showing it openly is "such a gift to the community." He can be reached on Twitter, and his personal website includes a portfolio of past work and a hidden game whose high scores, he jokes, are out of control.