USM chrome ball joint held in a palm

Just Build It

Nike swoosh

Wentao Zhong

01

The circle grows up. It becomes a node.

The Joint

Chapter 01

Anyone can make a panel. The patent is the ball — one node that lets any unit connect, come apart, and recompose.

USM Haller chrome ball joint
USM Haller patent drawing
USM Haller furniture in an office
USM Haller modules composed into a green wall

The atomic unit · Patent drawing · An open system · With enough imagination, it becomes a wall.

08

The Original

One Circle.

Chapter 02

Every design I make starts the same way: find the smallest unit that still holds the whole idea.

Circular ceiling opening washing a concrete wall with light
Concept model of San Francisco — the circle broken into arcs
Dragline movement fan — boom positions swept around the center pin
Design model giving the traced motion a body
Spiral tower model, elevation — the circle stacked

Tadao Ando · UNESCO Meditation Space — then broken (On Goldness, SF) · traced (Page 625 walking dragline) · stacked (Tower model)

02

Same circle, read as an atom — then built.

So I Built It.

Chapter 03

I stopped designing the object and designed the forces between the players — one person's weight is another person's lift.

Toy! concept model
Exploded axonometric of the toy's parts
Fabricated toy parts

Toy! · Fun / Danger / Gravity · Fabricated parts · Played — four players

07

Same grammar, city scale.

The Unit Changes. The Joints Don't.

Chapter 04

One park at the center of three cut-off communities, after Hurricane María. I didn't design the city — I designed the node.

Wetland mechanism diagrams
City-scale maps of the intervention

Toa Baja Central Park · Modify topography / Improve ecosystems / Revitalize & protect communities

09

Four chapters. One designer.

As a designer, I design mechanisms, not objects.

Organism, software, hardware — everything runs on something. My instinct is to find that something, abstract it into a node, then go find the problem it was waiting for. The connection between them is the design. It always has been — that’s what the last four chapters were.

But before I abstract anything, I live with it. I organize, I watch — how people gather, work, waste time, fall in love with objects. A mechanism you haven't lived through is just a diagram. Beauty comes from the difference.

So I watched how my designer friends spend their weeks — and how I spent mine.

Where does a designer's week actually go?

What gets drawn twice, translated three times, rebuilt from scratch?

And how much of it is actually design?

A composite scene — public designer interviews plus my own production years. I went looking for the mechanism, wrote it as my brief, and built everything after this page to answer it. Validation belongs with real Nike designers — week one.

# design-floor 2 members · Composite scene
D

Designer

Honestly, most of my week isn't design. It's production.

W

Wentao

What does that look like?

D

Designer

One direction gets approved — then thirty colorway variants by Friday. Same shoe, redrawn again and again.

Feedback comes from everywhere — Slack, email, meeting notes. Half my time is translating comments into what to actually change.

And when we go 3D, I rebuild the concept from scratch.

W

Wentao

If those disappeared, what would you do with the time?

D

Designer

Design. Explore more directions earlier. The thinking part.

Message # design-floor
10

Need → Output

“redrawn again and again”Sketch → six-view. One sketch, six angles. “thirty colorways by Friday”SAM3 part layers + region lock → one controlled batch. “rebuild in 3D from scratch”Six-view → concept mesh branch. “explore more directions earlier”Pick a view → white render / scene poster.
BriefSketchExploreReview3DHandoff

Remove the mechanical.
Expand the possible.
Keep the judgment.

11

The Missing Layer.

City, building, landscape, furniture, interface — I ran one grammar at five scales. When I looked at AI, I didn't see a tool. I saw the sixth: a layer nobody sells, between the models anyone can buy and the way designers actually work.

intent · constraints · state · evaluation · handoff — models change; this layer is the durable system.

  • Track 01Model
  • Track 02Orchestration — the missing layer
  • Track 03Interface
03 · Interface — Chat Surface — Streaming Output — Tool-Call Status — Canvas / Artifacts — Voice — Upload — the face of the system —  02 · Orchestration — Agent Loop — Memory — Tools · MCP · RAG — Guardrails — API —  Model 01 · LLM — Embedding Image / Speech — Routing
12

Working now

So I built it — again.

From design intent to controlled exploration, review, and handoff — a working prototype built in days, not a speculative vision of AI for footwear. I wanted to build enough of it to make the conversation real.

Nike Project Amplify motorized footwear
Nike Project Amplify — official Nike imagery, shown as context. What I built is the software studio, not this hardware.
13

Designers are the center

The designer is the athlete.

AI is the training system.

At Nike, the athlete is the hero and the product is equipment. Same rule here: I'm not building an autonomous designer. Each tool removes one bounded mechanical step — and the designer decides when to use it.

Autonomous super-agent

  • Chooses and executes the full path
  • Hides intermediate decisions
  • Generalizes taste
  • Optimizes for completion

Specialist studio tools

  • Supports one bounded design task
  • Produces reviewable artifacts
  • Preserves each designer's taste and intent
  • Optimizes for authorship and control

One big agent optimizes for automation. Specialist agents preserve authorship.

14

The shoe is already a USM.

One silhouette, hundreds of colorways — the AJ1 has been recomposed for four decades, and Nike By You hands the panels to the customer. Structure fixed, panels open. I'm not importing a system. I'm making the one you already have computable.

Nike By You customizer — part stepper and color swatches
Nike By You — the customer holds the panels
Wall of Air Jordan 1 colorways — one silhouette, recomposed

Locked regions = structure. Flexible regions = panels.

15

Working proof

Does it actually work?

Sketch → Six-view → SAM3 layers → Colorway batch → Human review

1 Hand sketch input
Sketch — the designer's hand, untouched
2 Generated six-view sheet
Six-view sheet — one sketch, six angles
3 SAM3 part mask
SAM3 part layers — silhouette locks One documented run: 12/15 parts ok, three failed — the two large structural panels went to human review.
4 Controlled colorway batch
Colorway batch — one controlled set
5 Approve and revise controls
Human review — approve or revise
Try the lock — keep this Open the demo

Live region lock on real masks · scripted walkthrough from real pipeline outputs — no live calls on stage.

Where a decision got better

The concept mesh made the heel read bulky within thirty seconds of the proportion gate. Twelve minutes of SubD cage editing fixed the volume the same morning — a direction call made at concept speed, before a week of remodeling got spent on the wrong heel.

One documented run — the 3D fork page, two ahead, carries the detail.

One connected studio, led by the designer

Working now — 2D pipeline: sketch → six-view → part layers → controlled batches → review → render. 3D branch: approved views → concept mesh.

Supporting — Design Intent structures the brief and locks regions before generation.

Roadmap — Feedback-to-Action and Project Graph carry review decisions forward.

17

New capability — for the Nike Archives

The archive has no source files.

The Department of Nike Archives keeps hundreds of thousands of artifacts — catalog pages, ads, product photographs. The film and the PSDs are long gone; every artifact is one flat image. When a team mines the archive for a re-release, reusing heritage means re-shooting or repainting. Layers turns the flat artifact back into named, editable layers — the archive becomes workable design material again.

Department of Nike Archives · hundreds of thousands of artifacts · collection from the 1970s · department est. 2006

1

Image

One approved hero frame on the canvas.

2

Layerize

Seedream · RGBA cutouts + z-order.

3

Layer nodes + panel

Each layer lands as a node; the Layer Panel holds the stack.

4

Per-layer verbs

Remove BG · Draw-to-Edit · Gen-Fill — one layer at a time.

5

Recompose

The stack flattens back only on approval.

Edit the part, not the picture.

Decomposition is automatic; every layer is a real node on the canvas with its own name, z-order and bounds. Nothing is merged until the designer says so.

Open the Layers walkthrough

Offline scripted demo · pre-baked outputs

The 3D fork

3D is not one thing.

Each representation is only useful for a specific design decision. The fork carries an approved 2D design state through four of them.

SEE

Visual 3D · multi-view · turntable

Does the design identity survive rotation?

Working — F06 probe · F09 sweep

JUDGE

Concept mesh · rough AI geometry

Does the volume work? A confident reject in thirty seconds is a success.

Working — approved views → mesh, double human gate

EDIT

SubD / NURBS · Rhino

Can the designer correct the spatial hypothesis — and what does that labor cost, in minutes?

One documented run — heel region, QuadRemesh → SubD → designer edit

ENGINEER

Last · patterns · tooling

Real footwear CAD takes over. My tool stops here — deliberately.

Handoff package, not a claim

MAKE

Physical sample

The loop closes in the designer's hands.

The point of all of it

A mesh you cannot edit is disposable. Price it that way.

The decision from the proof page, priced in labor: 121k triangles → editable SubD in 5 seconds of compute; the designer's twelve minutes were all judgment, zero mesh repair. The labor did not disappear at conversion — it moved to where it belongs.

Heel region flagged on the AI mesh; the coarse SubD cage under edit with control points and gumball; the designer-edited SubD shell
AI mesh → quad cage (531 quads) → designer-edited SubD · Rhino 8

Before I trusted any of it —

Where does a generative system stop being useful to a designer?

The whole pipeline, run

Nine workflows. I ran all of them.

This is one system, run end to end — model × workflow × task × controls × reference policy. The instrument on the next page is what puts a system like this one beside another and refuses to tell the designer which is which.

F01 Six-view industrial-design sketch sheet generated from the brief
Brief → sketchOne FLUX sheet, six views, one product.
F02 White clay model derived from the approved sketch
Sketch → clayVolume first, no CMF decisions yet.
F03 Approved direction converted to a 45-degree view
Direction expansionThe approved direction, held through a 45° turn.
F04 Ten separated semantic component layers of the shoe
Layer separation10 component layers + 10 masks from one flat view.
F05 Three CMF variants: racing, dark performance, natural
CMF developmentThree colorways, geometry unchanged.
F06 Six-view probe of the dark performance colorway
Multi-view probeDoes the design survive a new viewpoint?
F07 Portfolio-quality hero render of the approved design
Final renderPortfolio hero from the approved CMF.
F08 Exploded component view composited from the layer manifest
Exploded componentsComposited from the F04 manifest, not re-imagined.
F09 Light sweep — playing

The approved design suspended and turned while one light sweeps up from the floor — outsole, then sidewall, then upper. Five seconds, generated from the F07 hero and the F06 view set.

The last stage of the pipeline is the only one a still cannot argue. Either the identity survives the rotation or it does not, and you can see which within a second.

Open the workflow battery Download the workflows

34 portable .api.json / .workflow.json files — drag any one straight into ComfyUI.

Five frames from the five-second light sweep, 0 to 5 seconds

Repeatable, or it doesn't count.

Deterministic seeded ComfyUI workflows. Every run records prompt, seed, model, workflow id and source-asset ids to a LogRun sidecar, and only a designer-approved asset is allowed to feed the next stage — F08 composites the exploded view straight from the F04 layer manifest rather than re-imagining it. The local 8 GB-class GPU develops and validates the workflows; approved cloud and API backends carry the heavy runs.

The instrument

Where it stops being useful.

  1. Color
  2. Material
  3. Component
  4. Form
  5. Cross-view consistency
  6. Downstream handoff

↑ useful exploration breaks here

The first output is a capability boundary, not a universal score. A system can be strong on colorways, useful for material, and already unstable once a named component has to hold.
Hunyuan3D 2, Tripo 3.1 and Rodin Gen-2 reconstructions of the same shoe from the same six-view input
Same six views in. Three boundaries out.
  • EEffective breadth — effective number of idea groups occupied.
  • UUseful breadth — distinct groups holding at least one concept the designer would continue developing.
  • RRedundancy — concentration of a system's outputs in already repeated idea groups.
  • OOntology overflow — outputs that need a new category, or that the current ontology cannot explain.

Two systems generate under one brief. The outputs are mixed, stripped of every source identifier and deterministically randomized into one blind deck of 48–60 cards. Each designer sorts alone — group the cards by what you consider the same design idea, and name the groups only afterwards. Nobody is handed axes. Comparability comes from the shared protocol, not from shared labels.

V0 is instrument validation, not a statistically powered result. A VLM may perform only verifiable classification, validated against human labels — it may not judge novelty, plausibility, quality or taste.

This is the task eval.

Evidence — F08 method comparison, one camera and light rig · The next page reads this same boundary the other way: not as a result, but as the next change to the tool that produced it.

The left loop

A boundary is a work order.

  1. Color
  2. Material
  3. Component
  4. Form
  5. Cross-view
  6. Handoff

↑ breaks here

The previous page reported this. On its own it is a finding, and a finding changes nothing. Read the other way, it names which layer of the tool to change next — and that is the only reason the measurement is worth taking.

Not evidence yet. V0 turns the right loop only. The left loop is unproven until a boundary has been converted into a shipped change and re-measured on a brief it was not tuned against — a before/after on the brief that produced the boundary would only be evidence of fitting.

  • SymptomLayerThe one change it authorizes
  • Colorway holds, material driftsControlsStrengthen the reference adapter; split CMF from geometry.
  • A named component will not stay fixedWorkflowRegion lock + masked two-pass. One graph was holding too much.
  • Silhouette survives, cross-view identity does notTaskApprove a view set first, then branch from it.
  • Every output repeats one ideaSamplingWiden the seeded strata; check the brief for over-specification.
  • Output cannot be handed downstreamModelSubstitute a backend whose outputs carry the structure.

One layer at a time. If a model swap and a workflow split ship together, the profile cannot say which one moved the boundary — and a change that cannot be attributed cannot be learned from.

The whole machine

Two loops. One hinge.

DESIGNER brief · the real question what must stay fixed references · what "worth continuing" means free sort · useful selection overflow · disagreement protocol feedback TOOL workflows · nodes · controls seeded runs · log INSTRUMENT blind deck · free sort E / U / R / O candidates capability boundary a work order, not a verdict fix the workflow · swap the model add a control · split the pass → re-enters as a NEW SYSTEM unfamiliar work → overflow rises designers re-sort → ONTOLOGY v0.2 THE TWO LOOPS ALTERNATE. THEY NEVER TURN TOGETHER. ontology frozen → the tool may change · discovery open → the tool is held still

I am building two things, and neither improves alone. The tool makes possibilities. The instrument finds where they stop being useful. Each one's output is the other's next input.

The designer is not supplying missing taste to an ignorant machine. The system is making an organization's existing judgment observable, reusable — and then spending it.

A system that measures its own tool can be tuned to its own ruler. So a revised tool re-enters as a new system rather than a new score, it is re-measured on a brief it was not tuned against, and the deck hides revision as well as source.

Buy vs build

Knowing what not to build is the job.

  • Photoreal visual directionUse — Vizcom-class tools, Krea, image models. Strong teams already build this. I should not.
  • Segmentation · geometry locks · referenceUse — SAM3. Geometry & silhouette protection — ControlNet. Reference — IPAdapter.
  • Early 3D volumeUse — Tripo / Hunyuan / Rodin, whichever passes the task eval. Spatial review, not production CAD.
  • Production shoe CADHand off — last, patterns, tooling belong to real footwear CAD. Do not trust generic image-to-3D with them.
  • Preserve design state across all of theseBuild — intent, locks, lineage, approvals. Nobody sells the layer that carries a Nike designer's decision through someone else's model.
  • Measure where a workflow stops being usefulBuild — the instrument, the boundary, the work order.
  • Translate designer feedback into system actionBuild — “too aggressive, keep the tension” → preserve / modify / degree.
Nike Ava Rover footwear product view
Nike Ava Rover — official Nike imagery

Buy the panels. Build the joints.

Every panel is replaceable after passing the task eval — today Vizcom, tomorrow another model. The joints stay: the designer workflow, the design state, and the human decision points.

18

How it scales

From working prototype to Nike-scale practice.

  1. Working now

    Today — the prototype

    Designer-facing agents → provider adapters → cloud model APIs. This stage validates which design interventions are useful.

  2. Scale next

    Evaluate and replace

    Each specialist agent earns task-specific evaluation criteria. A provider changes only when it passes the relevant evaluation.

  3. Nike-scale proposal

    Private infrastructure

    Designer tools → specialist-agent library → shared model gateway → Nike-hosted open-source or tuned models → internal GPU infrastructure. A path forward — not shipped capability.

Same joints, new panels.

Proven on footwear first. The same contracts can carry apparel colorways, brand assets, retail, motion — the grammar doesn't care what the panel is made of.

Haller proved it in a building before it became furniture.

19

Build it with designers

Try it on real work → find where intent breaks → translate feedback into the right workflow, model, or UX layer → make the smallest useful change → test again.

Adoption is measured by repeated use and completed creative decisions — not workshop attendance.

  1. What must stay fixed?
  2. What may change?
  3. What does a useful result look like?
  4. Where must human judgment remain?

Just Build It.

I built the first working version. The next step is to build it with Nike designers — and let the grammar travel.

Independent interview concept prototype; not an official Nike product or internal system.

20
Appendix

Agent responsibility map

AgentMechanical taskDesigner retainsCurrent provider
Design IntentStructure brief and constraintsDirection, locks, approvalLLM + deterministic validation
Region ExplorerMask and batch variantsTarget, references, selectionSAM3 + Krea/ComfyUI adapter
Six-view / consistencyRepeat views and flag conflictsIdentity and revision choiceImage model + local checks
Concept MeshPackage approved views for 3D2D and 3D approvalTripo or local stub

Model replacement

Stable specialist-agent contract → provider adapter → task-specific evaluation → approved cloud, open-source, tuned, or Nike-hosted provider. The designer-facing decision points remain stable when a model changes.

Model responsibilities (current panels)

ModelDesign responsibility
Krea / ComfyUIGenerate controlled visual directions
SAM3Identify and mask footwear parts
ControlNetProtect geometry and silhouette
IPAdapterCarry material or visual reference
Tripo / Hunyuan / RodinApproved views → concept-stage mesh; spatial review, not production CAD
LLM + guardrailsTranslate feedback; preserve source, uncertainty, review requirements

The 3D fork — representation ladder

LevelVerbRepresentationQuestion it answersStatus
L0SeeMulti-view · turntableDoes the identity survive rotation?Evidence — F06 / F09
L1JudgeConcept meshDoes the volume work — or fail fast?Working — double human gate
L2EditSubD / NURBS (Rhino)Can the designer correct it, at what labor cost?One run — conversion 5 s, designer edit ~12 min
L3Engineer → MakeLast · patterns · toolingCan footwear engineering take over?Explicit non-goal — handoff package only

Full specification, ProjectionCheck (the deterministic fidelity instrument — how much approved 2D intent survives each representation change), and the honesty ledger: the 3D fork specification · ProjectionCheck report.

Evaluation evidence

SAM3 shoe-parts evaluation: one side-view run returned 12/15 parts with status ok across 22 calls at an estimated $0.11; large structural panels remained a known weakness and triggered human review.

Tripo image-to-3D evaluation: useful for concept-stage proportion, silhouette, and spatial review after consistent-view approval; not production CAD or a manufacturing input.

Prototype boundaries

  • Offline runs use deterministic local fixtures when provider keys are absent.
  • No Nike internal data, systems, or private model access were used.
  • Concept Mesh is not production CAD, last-fitting geometry, or tooling input.
  • Nike-scale infrastructure is a proposal, not a completed enterprise deployment.

Asset sources

Official Nike imagery, reference photography, and pipeline captures are documented in the asset source ledger.

Ecology / urban mechanism project — extra boards available on request.