Limited Edition Jonathan · essay
Essay · On how we work now

The Gate Is in the Wrong Place

We decide whether ideas are worth doing before we build them — a habit we learned from a world where building was expensive. That world ended. Here's where the gate goes now.

Fig 01 · Two eras of the same craft · three options, pick one:

Film camera and digital burst side by side, an orange grease pencil between them.
Option Adownload
A photographer weighing a film camera and a digital camera, one in each hand.
Option Bdownload
Flat lay: film era on the left, digital era on the right, divided by a grease pencil.
Option Cdownload

I had an epiphany last week and I've started leaning into it hard. It's starting to change the way I work. When and where do we decide whether an idea is worth doing or not?

Short version is that I think we're gating our ideas in the wrong place, which used to work… but the world that made us do that doesn't exist anymore.

Film vs Digital

I'm thinking an example might help illustrate where I'm going with this. If you were like me and you shot on film in the past (because you're old as hell,) you gated before the shutter. You had about 24 exposures and each one costs real money, real time.

Every single frame got considered before you took it: the lighting, the framing, and whether or not it was something even worth taking a photo of. The judgment you used to decide on the photo that you were going to take happened before you clicked the shutter, because that's the only place you could afford to put it.

Fig 01 · Two eras of the same craft · three options, pick one:

Film camera and digital burst side by side, an orange grease pencil between them.
Option Adownload
A photographer weighing a film camera and a digital camera, one in each hand.
Option Bdownload
Flat lay: film era on the left, digital era on the right, divided by a grease pencil.
Option Cdownload

I had an epiphany last week, and I've been leaning into it hard enough that it's starting to change how I work. It's about where we decide whether an idea is worth doing.

Short version: we gate our ideas in the wrong place. And we learned to do it from a world that doesn't exist anymore.

Film taught us where to put the gate

If you shot film, you gated before the shutter. You had twenty-four exposures and each one cost real money, so every frame got considered — light, framing, is this even worth a shot. The judgment happened before the click, because that was the only place you could afford to put it.

Fig 02 · Three rolls, one evening of deliberation · three options, pick one:

A film-era desk: SLR, light meter, three rolls, a shot list mostly crossed out.
Option Adownload
A photographer deliberating at night over a crossed-out shot list beside three rolls of film.
Option Bdownload
Close-up of a film camera's exposure counter near its end.
Option Cdownload

Then digital came along and gave us effectively unlimited exposures, unlimited chances to grab that shot, and photographers moved the gate without a second thought. It opened up a whole new world of photography (and it honestly made it more accessible to a lot more people - but that's related to, but besides the point.)

Now you can take 20, 50, 100, 500, or 1,000 shots of the same thing. Try out new angles, try out new ideas, shoot in high-speed bursts, and go nuts. You can experiment and test out new techniques, lighting, composition and more.

The gate is still there, but it's moved. It used to be before you click the shutter and now it's after it. And in my opinion, and in the opinion of everyone I've ever met, it got better because now we get to judge the actual photographs instead of the predictions about the photographs. Our ideas don't have to die before they're realized.

We're still shooting film

If you can't tell by now let me spoon feed it a bit: this post is about ideas. Photography is just the analogy.

Ideas used to be like film. Getting an idea off the ground was expensive in time, energy, and money so we built our entire way of working around gating before the click. We pitch before we build. We spec before we prototype. We debate the features before anyone's seen it. We hold meetings to decide whether or not something is worth trying. Which, if I'm to be honest, is kind of strange to say out loud once you notice it: a room full of people judging a description of a thing that doesn't exist.

And this is also honestly how creating has always worked underneath. You ideate, try things, and keep what's good. We're always iterating, but historically the entry fee is brutal and the process is just so slow and expensive that most of our ideas died in committee before they ever got off the ground.

Fig 01 · Two eras of the same craft · three options, pick one:

Film camera and digital burst side by side, an orange grease pencil between them.
Option Adownload
A photographer weighing a film camera and a digital camera, one in each hand.
Option Bdownload
Flat lay: film era on the left, digital era on the right, divided by a grease pencil.
Option Cdownload

I had an epiphany last week, and I've been leaning into it hard enough that it's starting to change how I work. It's about where we decide whether an idea is worth doing.

Short version: we gate our ideas in the wrong place. And we learned to do it from a world that doesn't exist anymore.

Film taught us where to put the gate

If you shot film, you gated before the shutter. You had twenty-four exposures and each one cost real money, so every frame got considered — light, framing, is this even worth a shot. The judgment happened before the click, because that was the only place you could afford to put it.

Fig 02 · Three rolls, one evening of deliberation · three options, pick one:

A film-era desk: SLR, light meter, three rolls, a shot list mostly crossed out.
Option Adownload
A photographer deliberating at night over a crossed-out shot list beside three rolls of film.
Option Bdownload
Close-up of a film camera's exposure counter near its end.
Option Cdownload

Then digital came along and gave you effectively unlimited exposures, and photographers moved the gate without a second thought. Now you shoot five hundred frames and pick the ones that work. Nobody calls that undisciplined. Nobody stands next to a sports photographer running high-speed burst and says "you should really be more considered about your shutter presses."

Here's the part that took me a while to see: the gate didn't disappear. It moved — from before the click to after it. And in moving, it got better, because now it judges actual photographs instead of predictions about photographs.

We're still shooting film

Ideas used to cost like film. Getting one off the ground was expensive in time, energy, and money — so we built our whole way of working around gating before the click. We pitch before we build. We spec before we prototype. We debate the feature before anyone's seen it. We hold meetings to decide whether something is worth trying, which is a strange sentence to say out loud once you notice it: a room full of people judging a description of a thing that doesn't exist.

And I want to be fair to that habit, because it wasn't stupid. It was correct. When an idea takes weeks to try, you'd better be protective of which ideas get the weeks. We were rightfully careful with the time and energy we had. Most ideas never got past the gate, and that was the gate doing its job.

This is also, honestly, how creating has always worked underneath — ideate, try things, keep what's good. We've always been iterating. The process was just so slow and expensive that most ideas died in committee before they ever entered the loop. The iteration was real; the entry fee was brutal.

Fig 03 · Unlimited exposures remaining · three options, pick one:

A camera LCD showing dozens of nearly identical burst frames.
Option Adownload
A sports photographer laughing as she fires a burst at golden hour.
Option Bdownload
A monitor showing hundreds of nearly identical photo thumbnails.
Option Cdownload

You know what I've noticed lately? After spending time agonizing over what something's going to look like, ideating, going to committee, and going back and forth and figuring it out, the execution of those ideas takes almost no time at all anymore.

What changed is the entry fee. Building software, pages, demos, and designs now costs next to nothing. Most of us are still working like film shooters but now we're holding our digital camera and carefully controlling and limiting our shutter presses because we're so conditioned to a scarcity that no longer exists.

Build first. Decide if it's good later.

What this unlocks

There's a couple of places I'm testing this right now.

How many times have you struggled to convey an idea to somebody and you couldn't for the life of you figure out a way for them to see or have the same vision that you have? What do you do about it?

1. Don't pitch. Demo.

Let's say you have a potential client. Don't pitch them. Build a demo and show it to them. You see, a pitch asks somebody to imagine your idea working and then judge their own imagination. A demo asks them to react to the real thing. Those are completely different conversations to have.

The first conversation requires you to be a damn good storyteller. Sometimes we are, sometimes we're not. It requires the person to imagine what you're talking about, which, as I mentioned before, is a struggle (Especially when it's a unique concept or something legitimately great)

The second one involves them already using it and telling you what they would change. That means the meeting where you normally ask for permission to build becomes the meeting where they help you finish. In 2026 it costs you next to nothing to walk in with a working demo.

Fig 01 · Two eras of the same craft · three options, pick one:

Film camera and digital burst side by side, an orange grease pencil between them.
Option Adownload
A photographer weighing a film camera and a digital camera, one in each hand.
Option Bdownload
Flat lay: film era on the left, digital era on the right, divided by a grease pencil.
Option Cdownload

I had an epiphany last week, and I've been leaning into it hard enough that it's starting to change how I work. It's about where we decide whether an idea is worth doing.

Short version: we gate our ideas in the wrong place. And we learned to do it from a world that doesn't exist anymore.

Film taught us where to put the gate

If you shot film, you gated before the shutter. You had twenty-four exposures and each one cost real money, so every frame got considered — light, framing, is this even worth a shot. The judgment happened before the click, because that was the only place you could afford to put it.

Fig 02 · Three rolls, one evening of deliberation · three options, pick one:

A film-era desk: SLR, light meter, three rolls, a shot list mostly crossed out.
Option Adownload
A photographer deliberating at night over a crossed-out shot list beside three rolls of film.
Option Bdownload
Close-up of a film camera's exposure counter near its end.
Option Cdownload

Then digital came along and gave you effectively unlimited exposures, and photographers moved the gate without a second thought. Now you shoot five hundred frames and pick the ones that work. Nobody calls that undisciplined. Nobody stands next to a sports photographer running high-speed burst and says "you should really be more considered about your shutter presses."

Here's the part that took me a while to see: the gate didn't disappear. It moved — from before the click to after it. And in moving, it got better, because now it judges actual photographs instead of predictions about photographs.

We're still shooting film

Ideas used to cost like film. Getting one off the ground was expensive in time, energy, and money — so we built our whole way of working around gating before the click. We pitch before we build. We spec before we prototype. We debate the feature before anyone's seen it. We hold meetings to decide whether something is worth trying, which is a strange sentence to say out loud once you notice it: a room full of people judging a description of a thing that doesn't exist.

And I want to be fair to that habit, because it wasn't stupid. It was correct. When an idea takes weeks to try, you'd better be protective of which ideas get the weeks. We were rightfully careful with the time and energy we had. Most ideas never got past the gate, and that was the gate doing its job.

This is also, honestly, how creating has always worked underneath — ideate, try things, keep what's good. We've always been iterating. The process was just so slow and expensive that most ideas died in committee before they ever entered the loop. The iteration was real; the entry fee was brutal.

Fig 03 · Unlimited exposures remaining · three options, pick one:

A camera LCD showing dozens of nearly identical burst frames.
Option Adownload
A sports photographer laughing as she fires a burst at golden hour.
Option Bdownload
A monitor showing hundreds of nearly identical photo thumbnails.
Option Cdownload

The entry fee is what changed. Building — software, pages, demos, drafts, designs — now costs next to nothing. And most of us are still working like film shooters holding a digital camera, carefully gating our shutter presses out of a scarcity that ended.

Build first. Decide if it's good later.

What this unlocks

Two places I'm using this right now.

Don't pitch. Demo. If you have a potential client, don't pitch them — build a demo and show it to them. A pitch asks somebody to imagine your idea working, and then judge their own imagination. A demo asks them to react to a real thing. Those are completely different conversations. One is you selling; the other is them already using it and telling you what they'd change — which means the meeting where you'd normally ask for permission to build becomes the meeting where they help you finish. And it cost you next to nothing to walk in with it. That sentence — it costs next to nothing — is the fact your workflow hasn't absorbed yet.

Fig 04 · The demo does the talking · three options, pick one:

A laptop with a working interface facing an empty chair across a table.
Option Adownload
An entrepreneur sliding an open laptop across a cafe table to a client.
Option Bdownload
A client's hands using a laptop just handed across the table.
Option Cdownload

Think about that for a second. Just the sentence "it costs next to nothing" is a fact that our workflows haven't really absorbed yet. Without even realizing it photographers have been setting an example for software developers since the early 2000's.

Quick aside: What's REALLY funny is that in the early days of digital photography they were having the same debates that we're having now. "do real photographers shoot digital?", "would a real photographer use photoshop?" Humans go through some real fun cycles don't we?

2. Generate choices. Pick. Combine.

App ideas, workflows, front-end design. Anywhere I used to carefully craft one version, I now generate 10 and choose.

A friend of mine needed a loading animation from his logo so he had forty variants generated and picked one from the pile. I find myself doing that constantly. In fact I do that for the images for every post that I write. (I mean shit, look at the bottom of half my posts where I post a gallery of at least ten photos that didn't make the cut!)

Here's what actually happens when you do generate a lot of choices: Most of what you get will be passable. None of them are likely to be perfect and you'll find yourself saying number 12 but with parts of number 22. That's the whole method. You don't just pick a winner. You learn something about what you wanted that you couldn't have written down or visualized beforehand.

And something we've all known is that experience helps you develop taste. Essentially volume develops taste. It helps you articulate what you want because you're seeing options. Experience used to take a lot longer because it was more expensive. We've never had cheap options before. We've never been able to take this many reps this quickly. Every slate of ten versions is a rep. Judging real artifacts over and over again trains the exact skill that the new gate runs on.

Working in the world of film rationed your reps. This new world gives you unlimited free reps, and we need to take advantage of that.

The gate still exists, and that's the point.

I'm not arguing quantity over quality and I'm not telling you to stop thinking (fucking… duh). When you take 500 photos, you still cull that down to 3. The 10 demos that you made still get judged and judging them is the real work.

Fig 01 · Two eras of the same craft · three options, pick one:

Film camera and digital burst side by side, an orange grease pencil between them.
Option Adownload
A photographer weighing a film camera and a digital camera, one in each hand.
Option Bdownload
Flat lay: film era on the left, digital era on the right, divided by a grease pencil.
Option Cdownload

I had an epiphany last week, and I've been leaning into it hard enough that it's starting to change how I work. It's about where we decide whether an idea is worth doing.

Short version: we gate our ideas in the wrong place. And we learned to do it from a world that doesn't exist anymore.

Film taught us where to put the gate

If you shot film, you gated before the shutter. You had twenty-four exposures and each one cost real money, so every frame got considered — light, framing, is this even worth a shot. The judgment happened before the click, because that was the only place you could afford to put it.

Fig 02 · Three rolls, one evening of deliberation · three options, pick one:

A film-era desk: SLR, light meter, three rolls, a shot list mostly crossed out.
Option Adownload
A photographer deliberating at night over a crossed-out shot list beside three rolls of film.
Option Bdownload
Close-up of a film camera's exposure counter near its end.
Option Cdownload

Then digital came along and gave you effectively unlimited exposures, and photographers moved the gate without a second thought. Now you shoot five hundred frames and pick the ones that work. Nobody calls that undisciplined. Nobody stands next to a sports photographer running high-speed burst and says "you should really be more considered about your shutter presses."

Here's the part that took me a while to see: the gate didn't disappear. It moved — from before the click to after it. And in moving, it got better, because now it judges actual photographs instead of predictions about photographs.

We're still shooting film

Ideas used to cost like film. Getting one off the ground was expensive in time, energy, and money — so we built our whole way of working around gating before the click. We pitch before we build. We spec before we prototype. We debate the feature before anyone's seen it. We hold meetings to decide whether something is worth trying, which is a strange sentence to say out loud once you notice it: a room full of people judging a description of a thing that doesn't exist.

And I want to be fair to that habit, because it wasn't stupid. It was correct. When an idea takes weeks to try, you'd better be protective of which ideas get the weeks. We were rightfully careful with the time and energy we had. Most ideas never got past the gate, and that was the gate doing its job.

This is also, honestly, how creating has always worked underneath — ideate, try things, keep what's good. We've always been iterating. The process was just so slow and expensive that most ideas died in committee before they ever entered the loop. The iteration was real; the entry fee was brutal.

Fig 03 · Unlimited exposures remaining · three options, pick one:

A camera LCD showing dozens of nearly identical burst frames.
Option Adownload
A sports photographer laughing as she fires a burst at golden hour.
Option Bdownload
A monitor showing hundreds of nearly identical photo thumbnails.
Option Cdownload

The entry fee is what changed. Building — software, pages, demos, drafts, designs — now costs next to nothing. And most of us are still working like film shooters holding a digital camera, carefully gating our shutter presses out of a scarcity that ended.

Build first. Decide if it's good later.

What this unlocks

Two places I'm using this right now.

Don't pitch. Demo. If you have a potential client, don't pitch them — build a demo and show it to them. A pitch asks somebody to imagine your idea working, and then judge their own imagination. A demo asks them to react to a real thing. Those are completely different conversations. One is you selling; the other is them already using it and telling you what they'd change — which means the meeting where you'd normally ask for permission to build becomes the meeting where they help you finish. And it cost you next to nothing to walk in with it. That sentence — it costs next to nothing — is the fact your workflow hasn't absorbed yet.

Fig 04 · The demo does the talking · three options, pick one:

A laptop with a working interface facing an empty chair across a table.
Option Adownload
An entrepreneur sliding an open laptop across a cafe table to a client.
Option Bdownload
A client's hands using a laptop just handed across the table.
Option Cdownload

Generate choices. Pick. Combine. App ideas, workflows, front-end design — anywhere I used to carefully craft one version, I now generate ten and choose. A friend of mine needed a loading animation from his logo, so he had forty variants generated and picked from the pile. Here's what actually happens when you do that: most are passable, none are perfect, and you find yourself saying "number twelve, but with the timing of number twenty-two." That sentence is the whole method. You didn't just pick a winner — you learned something about what you wanted that you couldn't have written down beforehand.

That's the part I didn't expect: volume develops taste. You can't articulate what you want until you've seen options, and you've never had cheap options before. Every slate of ten versions is a rep. Judging real artifacts, over and over, trains the exact skill the new gate runs on. The film world rationed your reps. This one hands you unlimited free ones, and most people aren't taking them.

The gate still exists — that's the point

This isn't "quantity over quality," and it isn't "stop thinking." The five hundred frames still get culled to three. The ten demos still get judged, and judging them is real work — ask any digital photographer about culling. You still kill most of what you make. You just kill it after it exists, when you can see what it actually is, instead of before, when all you had was a guess and a meeting.

Fig 05 · The gate, in its new location · three options, pick one:

A hand circling two frames on a contact sheet with an orange grease pencil.
Option Adownload
A photo editor examining a contact sheet through a loupe, pencil behind her ear.
Option Bdownload
A culling interface with three picks flagged in orange.
Option Cdownload

Ask any digital photographer about culling. You kill most of what you make. You just kill it after it already exists, when you can see what it actually is, instead of before when all you had was a guess and a meeting full of people who felt like they were contributing by critiquing the idea. (Alright honestly I let that last jab slip in, but that's a whole other post… god I hate committees… lol)

What I AM doing is asking you one question, the same question I'm asking myself. Are you still gating before the click? Do you have a pitch that you're still polishing instead of building? Are you still holding meetings about a feature that could be three prototypes by Friday? Do you have any ideas that you killed last month because it wasn't worth the time?

Take the photo. Take 500 photos. Pick the good ones later.