K-Drama Product Teardowns

Each K-drama hides a product problem worth taking seriously — an app that detects feelings, an AR game that traps its players, an AI that might replace mentors. These essays use the show as a premise and product thinking as the method.

  1. Love Alarm article cover

    Measuring the Unmeasurable

    If an app could detect when someone nearby has romantic feelings for you, how do you define success? Turning emotions into metrics.

  2. Memories of the Alhambra article cover

    The Dream and Danger of Seamless AR Gaming

    The hidden costs of scaling, safety, and ethics in immersive gaming — and why blending reality and fantasy is harder than it looks.

  3. Start-Up article cover

    Navigating the Future of AI Mentorship

    Can an AI ever replace a human mentor? The real-world impact of AI-guided mentorship in startups, and why we must balance technology with ethical responsibility.

  4. My Holo Love article cover

    Designing the Future of Emotionally Intelligent AI Companions

    If I were PM for a real-world version of Holo — an AI that understands, adapts, and connects on an emotional level — how would I actually build it?

  5. Black Knight article cover

    Building for the End of the World

    Designing product systems for survival and scarcity in a collapsing world. When survival is the only KPI, everything about good product design changes.

Anime Systems Essays

Every great anime has a system at its core — one that processes people, enforces rules, and eventually breaks in ways that reveal something true about power, identity, and design. These essays write PRDs for fictional systems that shouldn't exist.

  1. Psycho-Pass article cover

    The Compression System

    What it takes to turn complex people into real-time decisions. Action requires compression. Understanding is too slow to matter.

  2. Neon Genesis Evangelion article cover

    The Identity System

    What it takes to make identity usable under pressure. A system that depends on people cannot operate on something unstable.

  3. Tower of God article cover

    The Progression System

    What it takes to survive a system that never settles. Progress is permission — not a reward for mastery.

  4. Sword Art Online article cover

    The Containment System

    What it takes to delete the alternative. Exit is a legacy feature. The ultimate goal of a containment system is the elimination of choice.