You're Thinking About Design All Wrong. Here's What Architects Know That You Don't.
- Yaniv Corem

- 4 days ago
- 9 min read
Imagine stepping into a room designed by an architect and stepping into a room designed by an engineer or a product manager. You might not immediately know the difference. But you'd feel it. The way light comes through. The way the space makes you move. The way it shapes how you think and what becomes possible.
That's not an accident. It's intentional design.
Most people—including most successful people in business—think of design as decoration. You design something after you've figured out what it's supposed to do. You make it pretty. You add some colors. You're done.
But that's not what designers, especially architects, actually do. They design the constraints that shape behavior. They design the environment that makes certain things easy and other things hard. They think about how space, light, materials, and structure shape human experience.
And here's what's wild: The exact same thinking applies to innovation, entrepreneurship, and how organizations actually work.
I recently talked with Daniel Rosenberg, who studied architecture in Chile, got a PhD in design and computation at MIT, ran a design studio that worked with companies like Google and Target on exploratory projects, taught at MIT, and now works on everything from location-based entertainment to building entrepreneurship programs for architects. Watching his career trajectory is like watching someone decode the actual structure of how creative work gets done in the world.
What stuck with me most was how he kept returning to one insight: Architects are trained differently than almost anyone else. And that training—the way architects think about space, constraints, iteration, and uncertainty—actually makes them better at innovation than people who explicitly studied innovation.
The Discomfort You Experience Is Actually The Work
Here's what architecture school does to you that most other disciplines don't: It teaches you to be comfortable with uncertainty and iteration in a very specific way.
You walk into an architecture studio and your professor—or "critic" as they call them, which tells you something about the culture—gives you a problem that's deliberately vague. Design a public space. Create a building that responds to its context. Solve this problem that has no clear solution.
You don't get specifics. You don't get a template. You don't get a linear process you can follow. You get ambiguity.
Then you spend weeks—sometimes months—exploring that ambiguity. You make sketches. You throw them away. You make models. You critique them. You get feedback from your professor. That feedback is brutal. Not mean-spirited. But thorough. They'll tear apart your work, not because you're bad, but because good design requires you to get comfortable hearing hard feedback.
The model that emerges from this process—called the "studio model"—is actually the model that MIT's Media Lab uses. Instead of teaching design thinking to engineers and business people, Nicholas Negroponte took the architecture studio model and applied it to technology. You get a general problem. A lot of freedom in how you solve it. Regular critical feedback. And the expectation that you'll iterate your way to something better.
Daniel pointed out something that sounds obvious once he says it: Architects are trained to deal with uncertainty in a way that most other professionals aren't. Engineers want a problem statement and a specification. They'll solve it efficiently. Business people want clear objectives and success metrics. They'll optimize for those. But architects are trained to live in ambiguity, to iterate, to present unfinished work and get comfortable with critique.
That's almost the exact opposite of how most organizations operate. We want certainty. We want to minimize ambiguity. We want to get everyone aligned before we start executing. We treat iteration as a failure mode instead of a fundamental part of the work.
And that's why most organizations are bad at actual innovation. Not because they lack resources or smart people. But because they've trained people to be uncomfortable with the exact conditions that real innovation requires.
What The Studio Model Actually Teaches
Here's what I didn't understand until Daniel explained it: In architecture school, you're not really learning how to design buildings. That's almost beside the point. What you're actually learning is how to deal with open-ended problems, how to gather feedback, how to iterate, and how to present your thinking to skeptical audiences.
The building is just the vehicle.
If you replaced buildings with products, services, business models, or organizational changes, the exact same thinking applies. You're learning a process. A way of thinking. A set of skills that transfer to almost any creative domain.
That's why architects who move into tech, business, product design, or innovation often do better than people who studied those disciplines directly. The architects aren't as attached to specific tools or methodologies. They've learned to think about the problem first, then figure out what tools and approaches will work.
In the studio, your professor doesn't care that you used a certain software or followed a particular methodology. They care that your thinking is clear. That you understood the problem. That your solution responds to the constraints. That you can defend your choices.
This is very different from what most design thinking frameworks teach. Design thinking teaches a process: empathize, define, ideate, prototype, test. It's linear. It's supposed to make you feel in control. You go from step 1 to step 2 to step 3.
But real design—the kind architects do—isn't linear. You circle back. You discover something in the prototyping phase that sends you back to the problem definition phase. You get feedback that changes your entire approach. Your job isn't to follow the process. Your job is to think clearly about what you're trying to solve.
The process is just scaffolding to help you think better.
The Spatial Thinking Nobody Talks About
One of the most interesting parts of my conversation with Daniel was when we started talking about why architects are actually better designers than people who studied design or interaction design directly.
The answer has to do with how architects think about space.
When you study architecture, you're not just thinking in two dimensions. You're thinking about how people will move through a space. How light changes throughout the day. How materials age. How sound travels. How temperature distribution works. How the space affects mood and behavior.
This is incredibly rich, holistic thinking. You're optimizing for human experience across multiple dimensions at once. And the constraints are real—gravity works, materials have properties, people have bodies with specific dimensions.
But here's what's weird: Most of that thinking transfers directly to product design, service design, experience design, and organizational design. When you're designing a user interface or a business process or an organizational structure, you're still thinking about how people move through it, what's visible and what's hidden, how different elements relate to each other spatially, how to guide attention.
Architects have trained themselves to think that way. They've built mental models for how space and constraints and human experience interact. So when they move into other domains, they bring that sophisticated thinking with them.
Most digital product designers think mostly in two dimensions. Interface, user flow, information architecture. Important stuff. But architects think in three or four dimensions. They think about temporal aspects. They think about how a system evolves over time. They think about how different elements relate to each other.
And that more sophisticated spatial thinking often produces better solutions.
The Dangerous Fantasy of Knowing What You're Building Before You Start
One thing that kept coming up in my conversation with Daniel was the difference between how architects approach problems and how engineers or businesspeople approach problems.
An engineer comes in and wants to know: What do you want me to build? Give me a specification. I'll build it efficiently.
A businessperson comes in and wants to know: What's the problem? What's the market? What's the business model? Tell me the rules and I'll optimize within them.
But an architect comes in and says: I don't know yet. Let me explore. Let me make some sketches. Let me build some models. Let me get feedback. And through that process of making and iterating, I'll discover what we're actually building.
This is deeply uncomfortable for most people. It's especially uncomfortable for executives. They want to know what we're building before we spend the money. They want a plan. They want confidence that this will work.
But that comfort comes at a cost. Because the things worth building are usually things that you don't fully understand until you've started building them. If you fully understand it before you start, everyone else probably understands it too. And they're probably already building it.
Real innovation requires you to be willing to start building without knowing exactly what you're building. To iterate. To change direction based on what you learn. To let the thing you're building teach you what it wants to be.
Architects are trained for this. Engineers and businesspeople are trained to avoid it.
Why This Matters For How You Build Organizations
Here's where this gets practical. If you want to build an organization that's actually good at innovation, you have to think about the architecture of that organization the way an architect thinks about a building.
What constraints are you creating? How are you shaping the way people move and interact? What's visible and what's hidden? How does your organizational structure affect what becomes possible?
Most organizations are designed for operational efficiency. We create silos. We create clear hierarchies. We create approval processes. We create metrics that align everyone around quarterly objectives. All of this is designed to make known work happen efficiently.
But it makes unknown work nearly impossible. If you want people to actually innovate, you have to design a different organizational structure. One that creates space for exploration. One that tolerates ambiguity. One where people can present unfinished ideas and get feedback without fear of being destroyed for it.
Google figured this out with Google X. They created a completely different organizational space. Different rules. Different incentives. Different culture. Not by accident, but by deliberate architectural design.
Most organizations try to have one organizational structure and then wonder why they can't get both operational efficiency and bold innovation. You can't. You have to architect differently depending on what you're trying to achieve.
The Career Path Nobody Planned But Actually Makes Sense
What struck me about Daniel's career is that it doesn't follow a conventional path. He started as an architect. Got bored with designing buildings. Moved to MIT to study design and computation. Went deep into meditation and Eastern philosophy as a way to understand human experience. Started a design studio that did experimental projects for large companies. Closed the studio. Went back to academia. Started consulting on entertainment experiences. Started teaching architecture students about entrepreneurship.
His career looks like a series of random moves. But listening to him talk, it's actually completely coherent. He kept following his genuine curiosity. He kept moving toward work that felt intellectually alive. He kept learning from people and domains he didn't expect to learn from.
And what emerged was someone who understands design in a remarkably deep way. Not just how to make things look good. But how to architect systems that help people think and create and innovate better.
That's the career path I don't think we talk about enough. Not the conventional path where you pick a discipline and go deep. But the path where you follow your curiosity across multiple domains, and what emerges is a unique perspective that nobody else has.
What This Actually Means
You probably aren't going to go back to architecture school. Most people won't. But the thinking that architecture teaches you—how to deal with ambiguity, how to iterate, how to think about constraints and spatial relationships, how to present unfinished work and get comfortable with critique—is actually useful for anyone trying to build something real.
If you're starting a startup, you need to be able to design a business model architecture that makes sense. If you're leading a team, you need to architect an organizational space that enables the kind of work you actually want to happen. If you're building a product, you need to think spatially about how people will move through it and experience it, not just what information you're presenting.
The architects have figured something out that the rest of us are still struggling with: How to be creative in the face of real constraints. How to iterate your way to something better instead of trying to plan your way to perfection. How to deal with the fundamental uncertainty that comes with building something new.
We'd all be better off learning how to think like architects.
Want the Full Story?
If this resonates, listen to Yaniv Corem's full conversation with Daniel Rosenberg on The School of Innovation podcast. They dig deep into architecture school, the design process, why architects make better entrepreneurs than most people, and what organizations can learn from how architects approach problems.
Because here's the thing: Most innovation advice teaches you a process. Most leadership advice tells you how to be decisive and certain. But real innovation requires the opposite. It requires comfort with ambiguity, skill at iteration, and the ability to present unfinished work for feedback.
The architects have been training people to do this for centuries. We're just now figuring out how valuable that training actually is.



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