Hey, welcome to the Hustle. A podcast about crafting meaningful products, the people that make them in the cultures that allow great products to come to life. I'm Anthony Armand Iris. I'm joined with my co host, Rick Messer. You and our special guest today has been Klein CEO, Rally Interactive. Very excited to have been on today. We've been talking about this for a long time. I've always looked up to Ben. I think we all do. Ben, Thanks for joining us.
Thanks for having me. It's ah, great to be here. Um, it's Ah, it's flattering that you guys look up to me because I think everybody at rally looks up to fund size. Um, it's pretty cool community of small studios that are doing great work. So I'm I'm happy to be here.
Well, you guys have been doing it longer than we have. So, you know, that's another reason why I'm excited to have you here today too, because I think some of the things that you have figured out, you figure it out over time. And some of these things were just starting to dip our toes into before we get into the show. Why Don't you take a couple minutes to just introduce yourself, um, in rally and just go into much detail. Some of I'm sure most of our listeners know who you are, but there might be a lot of people out there. That dough?
Yes. Oh, um, my name's Ben. Um, and I'm a co founder and designer at Rally, and, uh, rally started in 2011. Um, and it really sort of materialized out of thin air a bit. Um, my cofounder Wes, who's, um, sort of my equal on the deaf team. Um, rock star like engineer, and I can't believe I
said rock star. All right, anyways, moving asleep. She didn't say unicorn. Yeah.
Uh uh.
But we you know,
we we ended up working together in a previous studio,
and we just we had a good working relationship.
And so we branched out.
And,
um,
the first year,
it really was just us working remotely.
We didn't hire first employee until after a little more than one full fiscal year after we had started,
um,
which I think actually had its own drawbacks.
Looking back on it now,
um,
waiting that long to hire first employee But ah,
we came from sort of the the flash world of like working at digital agencies that were production houses for advertising agencies.
And so is a lot of campaign based work.
And a lot of a lot of stuff was,
was designed and developed in flash.
And,
uh,
that was sort of our world.
And,
you know,
in 2011 there was the iPhone,
obviously had already started mature.
The APP market was already starting to get sacked saturated honestly,
but we still hadn't done in in an app before.
And so that first year we we got on an APP project and we just gave it a shot and we built it on a framer called Corona.
I'm not even sure if it's around anymore.
Um and we launched it for a local Utah client and it got picked up by Apple in the iTunes store.
And then it got,
like,
best end of or best of 2011 iPad app.
So the year for the travel category Uhm And so I guess we sort of fell into building products like building things that people use beyond,
like a campaign,
sort of my like a timeframe or mindset.
Um,
it was just sort of this thing where we built something and lots of people were using it,
and they they found value in it.
And that was a really new thing for us.
Um,
and and we're and we're hooked after that.
Honestly,
it's sort of hooked us into not thinking about doing advertising work and thinking more about trying to build things that people use beyond just,
you know,
fluffy industry stuff.
Um,
and so that's That's where it all got started.
And ah,
it's funny,
Anthony,
You said that we have it all figured out,
and I think it's funny because it's so just I feel like in a lot of ways,
the same as I did five years ago,
where it's like every year there are new challenges.
Technology has changed.
Um,
you know,
process just is constantly evolving amongst the team,
and so it's I think the only thing that that I guess I have is just I've been through the ebbs and flows and like the really highs and the really low lows enough before to sort of have a bit of experience there.
But it's there's no there's no silver bullet,
if you will.
You know,
it's a It's a constant,
like,
uh,
evolving process.
I was probably more time than I should have taken intro.
No,
that's that's great.
Also,
when I just call out Snowbird.
Yeah,
I think that was the first thing that I saw that you guys did.
And I remember my reaction to it was like whole Lee shit the wind.
Why?
Because I think a lot of the stuff on the web had become really homogenized and everything looked the same.
And all of a sudden there is,
like,
this company that was like pushing the limits of of what they could do with it And because this is very interesting at is inspirational is interesting to hear that you're like,
um,
doing you come from like,
that flash background?
Because,
like the first time I saw yells work,
I was That's sort of what I'm like,
man.
I haven't seen anybody do deuce like interesting animations like this since,
like the flash days,
and I definitely seemed like some weird interpretations before that of people trying to do like javascript e you know,
CSS transitions that,
you know,
had,
like,
you know,
it was pushing,
pushing it.
But it just,
like,
always felt weird and inappropriate.
And rally was like the work that I saw from you guys and your actual website to like that crazy ribbon banner thing,
the
whole story behind that. But yeah,
I would really like Thio story because I thought that was just so, so crazy. But what I'm saying is it like rallies Work was the first time I had seen somebody like push it in that way. That also felt like not over the top, like it's It's like really crazy stuff, like all over, you know, like a lot of stuff going, going kind of kind of crazy on the page, but not in a way that feels like it could. It doesn't break, like, as you know, some other attempts I've seen. Anyway,
that's my funny Yeah,
I mean,
I I totally like I think there's an interesting sort of culture here where our engineering team is so close to our design team that they're really like the Yang Tour yen,
if you will like,
the design team does tend to like way love animation for animation sake,
but we actually like at the end of the day really want to make sure that motion has intent behind it.
But of course,
as designers that all have a background in aesthetics,
we sometimes they're like,
Oh,
this would be so amazing And it's like,
Well,
what's the point of that?
And it's like because it's cool.
But it's funny because even though our design team can recognize like the difference between motion that has intent in motion,
that's just designer fluff,
toe like sort of flex your muscles are Dev team really can,
if we're still like in the realm of,
like pie in the sky,
silly animations like It's really it's really good that our depth team can kind of rain us in and be like guys like what?
Why?
Oh,
you know,
and and and our design team.
We asked the same questions.
But every once in a while there's there's,
I think it's really healthy tohave that dynamic in a company where where you have people that will want to push it,
and then you have people that,
like it will rain,
rain,
rain other people back in,
um,
it's a healthy dynamic and,
of course,
like ah,
you know to just,
you know,
stuff like Snow Bird.
I mean this.
It's a challenging thing.
I to sort of push the limits of Web,
and it's It's also very,
very frustrating.
It's it's x sure frustrating.
Um and so Ah,
I remember in in 2012 when we were working on Snowbird and Wes and I were prototyping the queue like sort of the mobile site.
And so the cube flip and you could swipe to go back because at that time it was before an IOS version that you could actually swiped back Thio to go back to a previous page.
Essentially.
So we implement that in the Snowbirds website,
which was a tiny little detail.
But then,
of course,
Iowa seven came out that became inherent in the in the in the O.
S s.
There's just there's just ah,
At that time,
though,
we're very much like we're so high on building native APS that were like,
Let's just make this website feel like a native app,
and it's just like a new exercise in futility.
It's it's it is.
It's The Web is hard facts.
They actually get sites to feel that good and feel almost native esque because inevitably,
something breaks are other people's machines.
And so the Web is a is a tough,
tough spot to death for In that way,
um,
but we enjoy it.
I mean,
it's it's it's,
but it's interesting because there's definitely a lot of pain that goes into some of those projects that is just like,
uh,
the website,
Yeah,
I mean,
and I don't mean that like the Web sucks,
but it's it's it's the Web stack is very challenging.
There's There's certainly less friction when you're working on a native up to do something that doesn't like break.
Yes,
it's a it's a it's a closed framework and you have,
like,
less variability between people's machines and how the it's on if it's on a native platform.
But,
uh,
yeah,
no,
it's it's wild.
So,
uh,
and and that was right.
One Responsive was sort of becoming a thing,
and we were very sort of like,
No,
we want desktop to be a desktop site.
And iPad to be the desktop site but enabled for touch and phone got its own site very hard stance there,
Um,
and in all honesty,
like building a great responses site is you're not really saying much time than building sort of adaptive sites,
in my opinion,
Still to this day,
uh,
it's it's there's still a lot of time that goes into just a fully responsive site are.
So yeah,
it's the interesting,
interesting things that we've seen,
but yeah,
well, hey, been, um when we were planning this recording today, you know, we were talking about potential topics, and and one of the things that we thought was very exciting was your theory that good motion design thinking is more important to experience than visual design. Um, there is it sparks a lot of, you know, potential conversations. Like, could you explain your thinking there?
Yeah,
I think it's more of a I I come from a very like aesthetic background in design.
Well,
that's not entirely true.
I come from a deaf background that then became an s visual designer.
Um,
but I guess I think what I'm meant there is that I think good motion thinking is more important to ah ah,
user experience as a whole than visual design,
and and I It's just because I I very like passionately believed that products that feel more human,
which in my mind is well intentioned interaction,
and it's very reactive.
Ah,
is there gonna be more successful in the long run?
And right now,
I don't know that that's true because the engineering that's required to make products feel that good.
Is there still a huge gap there?
But I think that I guess what I'm saying is,
is at the end of the day,
if,
if you have to lop off time on a project,
I think that time should be lopped off,
spent noodling on the pixels,
Ah,
then then then noodling on the motion in development.
If that's my that's my opinion,
that's what I thought you meant. Actually, yeah, I agree with that, you know, because you know, the pixels are one thing, but the experience the user experiences is about how they feel once they're actually using that. And that's the personality. And like you said, Motion is a big part of the personality.
I I really believe that that motion and just interaction and gestures and that kind of stuff is is becoming more and more a huge part of the personnel.
I mean,
just look at Google's rebrand of their logo.
I mean,
it was so well done on how they incorporated motion into,
like,
the loader and the intent behind it.
I just think you know,
that sort of system thinking when it comes to motion is just gonna be more and more important.
Um,
I just think that,
you know,
present day stuff is getting turned out really super fast and super crude.
But even,
I mean,
even peach,
even though there's some crude stuff in there,
there's still little bits that they're thinking about,
um that,
you know,
I just can tell that there's it Seems like people are starting to think more about motion even more so than the pixels.
And I think that I hope and I think that that trend will continue further because I just I can't help but wonder.
You know,
young kids like that kind of grew up like the on iPads,
and they're using these things that they can tap and they can throw around and thes playful games that I'm just wondering,
you know,
10 years from now,
when they hit an interface and like a page just slaps right on top of the page.
Ah,
and it's super crude.
It's it's gonna feel weird and Yankee,
it's gonna feel it's just gonna feel dated potentially.
I don't you know,
I Who knows,
really?
You know,
at that point,
maybe tiaras in 10 years and now V.
R.
Is starting to become a thing.
Um,
but I think it's an interesting There's an interesting thing going on.
I feel like it's on one hand.
People are like build things as fast as possible.
Uh,
and and it's just just disruption that's just churning and churning.
And so it's we're still we're still getting crude interfaces,
although I think the crude interfaces for new products that are coming out are are way more polished than you know,
even 56 years ago,
Um and so I think that that that will,
that will probably continue.
And again,
I think it just comes back to us.
At the end of the day.
I feel very strongly that if you have to lop off time on a product launch,
lop it off on noodling over the static screens in the visual design and the pixels and make sure you get some of that time into the front and engineering because I think that's ultimately closer to the user experience than than the pixels and how pretty something is.
Hello?
Can
I ask how How do you guys think about motion? Like, do you have sort of like principles? Or you're like, Okay, if something comes up from the bottom, it should then be like when you swipe it away. Should go back down or, like, you know, never, you know, never just do like a fade transition from like one screen to the next. Always like having becoming from the left to the right. Like when you guys start like, Can you talk a little bit about how really thinks about it, or is it a little bit? Is it loose, or is there a set process
for that?
It's It's fairly loose,
and we're trying to rap like a bit more of a tighter process around the way that we think about motion.
But I will say that yes,
like,
absolutely,
like if if if a screen if you feel like a screen or a section of something comes in from the right,
you know it be weird if it went out from the top or the bottom right on and it comes in from the the the writer left like,
you know,
that's that's pretty good indication of,
like,
where the gesture should be a cz.
Well,
I mean,
I think there's exceptions to all of these little little rules.
But the way that are the best process that we have right now is is we try to get some semblance of motion thinking in fairly early in the product process.
Um,
so So we can actually test and try and validate,
Like how things actually feel internally.
We haven't gone as faras like doing user testing on motion and whatnot.
Um,
it's it's a Well,
yeah,
I I don't even know where to start with that,
right?
Like,
um,
but it's it's a pretty loose process right now,
but I think that the big thing I can say is is that we try to be we always.
We basically start every every project with the idea because we do so much of the Deb in house.
Almost every product that we do,
we try and do the Devon house,
Uh,
way we need to know up front,
even for engineers,
you know,
being on the same page of like.
Okay,
we know that there's gonna be some nice motion in this,
so let's make sure we're not flapping it in,
like,
you know,
two days before launch.
Um,
sometimes it's happened in previous projects,
but there's always been like our engineering team has been with us.
We've been through the through the projects enough to know that,
like we're never launching something that's just like there's absolutely no emotion whatsoever is just not something that clients come to us for.
Um,
so it's It's just that something.
I think that the design team and the engineering team,
even the engineers will will take passes at motion and stub motion in in early builds because they feel strongly about it,
too.
Um,
so it's It's an interesting thing.
Well,
on on that topic.
Thanks for bringing up the process,
because I had a very specific question for you about the process.
If we're talking about things like personality,
right,
like you mentioned Google,
another thing that you know Google has is,
you know,
the voice search,
like Syria and all these things,
and I kind of think along the lines of motion Personality is also key,
especially when you're talking about,
like invisible interfaces like the way in which you speak to an interface for the way it an interface or an aye aye speaks to you.
Or it could be even simple as you know what?
The language used on the buttons are on a flat interface.
Um,
and what I wanted to ask you is at rally when you're thinking about emotion,
design strategy,
how does the process work where you're looking at?
Okay,
here's the product.
This is the products personality.
Therefore,
this is the personality that the motion to take on and therefore the visual design and the secondary question would be Have you ever have you guys ever done a project where the visual design started with him with the motion design strategy,
and then and then had the,
you know,
the final design apply to it?
Those are those are good questions.
Um,
so,
to the first question,
um,
I think the process is is loose enough with with how we think about personality for a specific product.
I mean,
you're absolutely right.
Like it's definitely something that we think about as far as like,
what should be the tone of the motion for a certain for certain product,
but I think there's it's more like,
Well,
we'll look for good C just to step back a second.
Like when we look at like mood boards for for visual design,
for example,
you know we'll use stuff like Pinterest,
um,
sort of kind of gather inspiration around similar sorts of tones and personalities and for motion.
We'll do the same thing.
It's not necessary on Pinterest,
but it's like on motion,
ah,
gopher dot com.
Or we'll look at stuff that you know traditional,
More traditional broadcast motion graphics artists are are doing in the types of products.
And if there are,
um,
if there's tone,
you know,
behind those projects that feels similar,
we might try to extrapolates bits and pieces of that in something that we're working on.
So the I guess what I'm trying to say is they're not really this This this sort of like,
ah,
philosophical approach to our to our motion,
thinking that like I know like the I.
I think I saw the IBM team when they launched some of their design guidelines like there's this very I mean,
it's fascinating.
They were like I think I'm spitballing here,
but I feel like I remember,
like a cassette recorder in like a tape recorder.
Ah,
and and like that was like that sort of like mechanical motion was like inspiration and one of their one of their U I bets.
I don't we don't go quite that far because we just that sort of,
Ah,
I think that sort of philosophy is is awesome.
It's just that on most projects,
like one that we built recently was like a 15 day iPad app,
And it's like,
kind of gotta look for,
like,
anything you can find really fast that you feel like could be inspiration for the kind of tone or mood that you're going for with the motion.
And so it's,
it's it's it's much faster.
I love the philosophical approach,
but I will be the 1st 1 to say that like we,
we do a lot of lifting in bits and pieces.
I like straight up.
Do you think that, as you know, the audience continues to get super used to like really good motion like that gives, um, people that are spending time thinking about motion designed like more of a chance to sort of differentiate like motion designed profiles like this fits into this. This wasn't that. Maybe maybe that's something that's like more. Um, I guess consumers are more sensitive to your users into the more sensitive to like in the future.
Yeah,
I certainly hope so,
because I feel like the I mean again,
we're service is based company,
just like just like you guys and and so much sort of revolves around,
you know,
at least for us.
A lot of a lot of times timelines.
And so I hope that ah,
motion designed thinking and strategy.
There's Maur.
There's more time allotted to on products in the future where we can really do a deep dive of,
Like,
what?
What is the tone?
Um,
and you know and and really try and grasp like,
what is our specific audience and user going to want to feel in terms of motion?
And it's something that we that we think about on products.
It's just that there's not enough time to really do deep dives on it.
Um,
you know,
like,
literally do like a two week sprint where you're not really getting much ocean itself down in like prototypes but you're actually thinking about like,
what is the angle?
How do we want this to feel in terms of,
like,
you know,
the way thes parts move?
Um,
I think that that is,
you know,
that maybe that will that will become a thing,
I hope.
But for us,
it's it's still we think about it early in the project.
But it's like it's it's still more of the thinking goes down to like,
What is What is the problem that we're solving with this With this you,
I,
um,
and and and that still takes on most of the most the time,
right?
You still have. You have to have a valid product, right? Exactly.
You still have to be solving a problem. Um, and so I I hope that at one you know, someday that we'll get there where we can really be thinking that way about motion. And you know, if users do get more accustomed to the feel of certain products and the way they move in the way they react to two users inputs, Um, I I think it's It's only natural for that to become more and more important and part of a larger process
off.
So been,
um you guys have been around for a while.
You guys have a core team that's worked together for a while,
and it appears that you've instilled these values and your team are that it exists.
We have similar values,
but the difference in us is that we don't have an engineering discipline.
But we realize how important this is.
And we're now at a stage we're willing to do.
We need to do to do a better job at that.
And I'm just curious,
you know,
for if you could maybe,
you know,
talk a little bit about how teams like ours or freelancers or small agencies that also care about this.
Like how?
How can like what I need to think about in order to build the right kind of team and skill sets to to do this kind of work correctly.
And maybe you could also talk about a little bit about your team.
Like,
are your engineers designers to your designers code,
like,
you know,
what does that feel like?
Yeah,
So I think,
um,
the funny thing about our engineering design team is that we're pretty similar in a lot of ways are designed tastes in our engineering team hat like they like good design and they and they actually have good taste,
that's all.
And so I think it's actually something like,
as far as hiring like front.
And first of all,
I would say in my opinion,
because because it sounds like you guys do,
like,
integrate with a lot of larger teams you're not gonna have,
like,
full control from,
like,
front to back full stack on a product.
You know,
you're probably gonna be hooking into,
like,
an A p I or,
you know,
there's there's of course,
all this back and work that,
um,
you know,
this larger company is you know,
you're not gonna see you there even if you have a back end team.
The larger company is not gonna let you like their back and engineering team's not gonna let you touch it,
right,
And and for good reason.
And so I guess what I'm saying is like,
I think front and engineers would be a great place to really look for,
um just to look for front engineers that you can tell in their work that,
you know,
they don't need computer science degrees like it's where they got a degree is so irrelevant.
In my opinion,
it's more about how they think about,
um,
you know,
the product that they're that they're coating.
And it's about the craft of,
of what they've built and how it feels,
because I think that will make a world of difference when they are collaborating with the design team.
And vice versa,
because the design team is gonna play off of very well with engineers that actually have,
like,
want to have a say in like,
a designer,
or they'll even be like,
Why this?
This is weird.
This button is down here,
but it's like goes to someplace weird.
And then you have,
like,
a double motile like the Bill bill.
Like,
you know,
they'll sometimes catch you on like you ex mistakes on the design team,
and I think that's extremely valuable.
They should be challenging the designers, like pushing back
absolutely because at the end of the day that they actually are gonna be the ones that are, you know, right at the you know, the tail end of numbness, a tail end. But they're they're like the rubber where the rubber hits of road on a product where they're building out your designs. And so they're gonna actually be tapping through it and hope together weigh more than then. You know, you have been over even months on the sign on a large project.
Good point. What about what about designers and coding? Like, What's your thought on that
right now?
Right?
Right.
So,
uh,
if you were to ask me six months ago,
if designer should code,
I would have brushed you off and said atthe naff Whatever it's,
it's not important.
Um,
I I've realized in our engineering team,
has been harping on our design team for quite some time that it's not that hard to jump in into some CSS and do media careers if its sight to really,
like,
nudge the break points and get them to look just how you want them.
And it took me having to help code the occurrence three sites because we just didn't have injuring.
We didn't have enough bandwidth to put on that site,
um,
on our engineering team,
and so I ultimately had to jump in and just trial by fire on that thing,
and I realized like after a week or so that this is something that is pretty valuable.
Um,
because it just saves breakpoint work.
For example,
on websites just saves a ninja ring team a ton of busywork time.
Just it's crazy and you don't even need Thio.
As a designer,
you don't need to necessarily comp out all of the different break points.
This is if you're actually doing the break points and you got the desktop structure down and and a way of its scaling down and that structures in place,
then all the in between break points.
The designer can do all of that.
There's no need for for a developer to do that stuff on this iPad app that we built recently over the holidays,
we had Jeff and I.
Ah,
on the design team.
We were building Nibs and X Code,
an interface builder.
I mean,
there was no coating involved.
It's essentially just laying stuff out,
laying views out,
and then west could just connect them on on the in code.
Jeff is good enough now,
with with objectives.
Well,
swift,
an objective.
See that you know he's working.
He's about to launch a second IOS app just him personally of designing and building all himself.
But,
I mean,
I think like it was amazing how quickly that project came together on the death side,
when designers were just willing to roll up their sleeves,
get out of sketch and aftereffects and photo shop and principal,
and rolled their sleeves and be a part of the production.
Things get built really fast,
Um,
and to get built well,
honestly.
And it allows the engineers to focus on harder challenges like I have this open G l like data visualization on a globe that I got to get all this lighting and shading right,
and they can spend their time doing that because that is a lot of math that most designers won't be able to tackle.
So
so do you guys not really do prototypes anymore? Like just I mean, do you Do you spend time in after effects or principal or, um, was stolen?
We did. We do. We do spend time and in origami aftereffects in principle, but it's it's getting to be less and less. It really is. It's more will be like for the epic currents. Three site. I did a quick like one hour. Whatever. Quick principal prototype of like, Okay, we want the parrot with Parallax a little bit. Let the menu to drop down from the top. Let me just test to see how that looks and the and the invites screen to come in from the side. Okay, that feels right. And then all of the actual using and, like, really sort of fine tuning of the motion I just did
in CSS. So you used the principal tool to sort of validate the motion design strategy? Yeah, before you invested the time. Yeah, it is smart.
Yeah, it's, but it's very like I didn't try and make that, uh, like, for example, like for showcase purposes, I would much rather showcase the emotion that the site actually has, rather than the early principal prototype. Because it's really a principal prototype was You know, motion wise and easing wise was actually more crude. And I'm glad it was in hindsight, because time was spent where it should have been spent.
Well, it looks It looks great, by the way. Congratulations. I heard that you'd rally had actually won an award from that site today. I think
so. Thank you. Thank you. Yeah, it's exciting. Times don't look under the hood if
you're an angel. Eyes a a w
w w right? Yeah, he or, as we like to say in our office, the owl war. Well,
congratulations on your probable. Yeah. So, speaking of epic currents, I know you guys were gonna be at number three, but are you? Are you guys gonna be at Monty's?
I will be at Mon Tues. I am not sure whether or not anybody else from rally will be. I hope so. But, um I guess we'll just see. See what happens. But all differently there. How about you guys?
Yeah, I think there's, like, four or five of us going ice. So we were trying to plan a company trip, and the opportunity to go to Monte uses was just It seemed like the best way to like to do that. Like, do a company trip plus hangout with really talented people plus snowboard. I
mean,
I don't think it gets any better.
Yeah,
perfect.
Yeah,
it's really cool.
So I'm excited.
I'm excited for ah,
for for Montes as well.
So I'm also excited because Tahoe has actually got snow.
Whereas last year for epic currents.
One they were.
I mean,
you had to take chairlifts just to get to snow.
Oh,
um,
this year it's looking a lot better.
Good.
Yeah.
Yeah.
So hate been,
um,
howto
How did people find you? Yeah, we want to wrap up and just wanted to know if there's anything you want a plugger, maybe how people can follow you and continue to, ah, drool over. Everything really puts out.
Ah,
yes.
So I guess,
um,
me personally,
I'm just yo,
yo Klein on Twitter.
Um,
and I,
you know,
find me there.
Uh,
also,
I'll plug that we will have a podcast.
I think maybe someday What?
Yeah.
So,
um,
we're,
uh we're big fans of what you guys have done,
and and I think it's more just for ah,
lot of the team here at rally doesn't get enough,
like,
you know,
just that nobody.
It's like nobody knows about him.
And I think it be fun to just have a little just silly little podcast.
So,
um,
we'll still look to you guys for the good stuff.
I highly
recommend it. I mean, it's a forum for you guys to talk about things you're wondering about, and sometimes it kind of speeds up the decision, and I find it therapeutic. Yeah, therapeutic. It's just
I could see that
it's also one of the one of the biggest creative outlets that I have personally, because I'm not as as involved in project work as I used to be. So this is a in plus. It's easier. I don't know if you're like me been, but it's really hard for me to write.
Oh,
I'm so bad at writing so bad,
uh,
have all but given up on it.
Um,
yeah.
I mean,
we'll see eso Jim Jim on the design team and Adam Lab Tech on the engineering team.
They're sort of going to start the rally.
So far,
it's called rally banter.
Really answer on Twitter.
Um,
and,
uh,
I'm really stoked tunnel where the site design is headed.
We'll see when that launches,
and it's funny because whatever it is like a hype down like the site and everything.
And we're like super nervous because they've already been like a couple takes like the first episode,
and they're like,
we got to do it again.
Wait yet.
So it'll like total cart before the horse.
Right now,
it's like still still no solid episodes,
and we have some some dry run with that dry runs.
But,
you know,
we have some some some episodes that we tried recording,
but,
uh,
I'm super excited. Thio here. That for sure. Thanks. Yeah, thanks so much for your time in.
Thank you for having me on. It's super excited to be on this podcast. I like I said, I'm I'm like, two episodes behind right now, but I've already started listening to season two, and I think what you guys are doing great. It's
It's really cool.
It's really inspiring.
Thanks,
man.
Well,
we'll see you at on slack and then see you at Monty's.
Yeah,
mon.
Tues Truce.
Uh,
cool.
Thanks,
everybody,
uh,
we're the We are hustle cast on Twitter if you want to tweet us and stuff,
Uh,
and oh,
and if anyone is a super amazing front an engineer and wants to talk to us,
we wantto talk to you too,
so you know you can find us on Twitter.
You can also email us that hustle at fun sized.
I see.
Oh,
yeah,
it's things.
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