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Design · 6 min read
Interfaces for foresight
A forecast nobody acts on is trivia. Designing surfaces that turn probability into a decision.
A forecast nobody acts on is trivia. The gap between a model's output and an organization's behaviour is an interface problem, not a modelling problem.
Probability is not a UI
"73% likely" tells a team nothing about what to do on Monday. Useful surfaces translate probability into a decision boundary: at what threshold does this change our roadmap, our hiring, or our pricing?
Design rules we keep returning to
| Rule | Why it matters |
|---|---|
| Evidence one click away | Trust collapses without provenance |
| Show the change, not the state | Deltas drive action; totals drive comfort |
| Name the decision | Every view should answer "so what?" |
Restraint as a feature
The temptation is to show everything the pipeline produces. The discipline is to show the three things that would change a mind, and to make the rest reachable but quiet.