Stephen Anderson interviewed at Web 2.0 Expo San Francisco 2011
summary
Argues that constraints drive creativity—use minimum viable product or “what can you build on a weekend” to force decisions—and that play (he cites doing 100 thumbnail sketches) trains divergent thinking. Emphasizes thought process over wireframing tools: create or adapt tools from first principles. Warns gamification often boosts short bursts of activity but rarely sustains long‑term behavior; cites MailChimp’s tone and MailChimp’s Freddie as an example of emotional engagement that helps products keep users for years.
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