Small Wonders
July 1, 2026
Post-it notes were a failed adhesive. The chemist at 3M had been trying to build something strong and ended up with the opposite, a weak, peelable tack that held lightly and let go clean. By the project's rules, it was a dud. It sat around for years until a colleague, fed up with bookmarks falling out of his church hymnal, remembered the useless glue and put it on paper.
An entire product category emerged from a mistake nobody was allowed to want.
We come back to that story more than we probably should, because it runs counter to almost everything our industry tells you about how good work gets made. The story we prefer is the roadmap, strategy decks, the brief, milestones, and the launch. Serious outcomes from planned intentions. And some work does happen that way. But a startling amount of the work people actually love arrived sideways, as somebody's small unsanctioned experiment that was never supposed to leave the desk.
Twitter (X) was a side project within a podcasting company that was already dying. Gmail started as one engineer's pet thing that plenty of people inside the building thought was a waste of his time. Slack was the internal tool a games studio built to talk to itself after the game flopped, and the tool outlived the company that made it.
None of these were on a plan. They were the things somebody made next to the real work, half out of curiosity and half out of boredom, and then the small thing turned out to be the big thing while the big thing went nowhere.
What we think is actually going on is beyond luck. When you make something with no stakes attached, you take risks you would never sign off on for a client. You skip the approval, you don't pre-justify it. You don't water it down to survive a committee, because there is no committee, there is just a person and a Friday afternoon and an itch (what a feeling!). So the thing keeps its weird edges. And weird edges are exactly what gets sanded off in any process designed to be safe, which is to say almost every professional process there is.
The play piece keeps its strangeness because nobody important was watching closely enough to talk anyone out of it.
There is even a name for the trap on the other side. Researchers studying motivation have shown, over and over, that paying people to do something they already enjoy can make them enjoy it less and perform worse on anything requiring a spark of originality. Attach a reward, a metric, a manager's expectation, and the brain reclassifies the thing from "play" to "work," and a little of the inventiveness drains out with the reclassification. Which means the conditions that produce the most surprising ideas are, structurally, the conditions where nothing is riding on the outcome. You cannot fully schedule that. You can only protect the space where it tends to show up.
Most studios are terrible at this, and the reason is understandable rather than villainous. Every hour has a number on it. Utilization, billability, the math of whether a person's time is "productive." Under that math, the Friday experiment is the first thing to die, because it produces nothing you can put on an invoice this week. The problem is that the math is measuring the wrong horizon. The experiment isn't this week's revenue. It's the reason you'll still be interesting in three years. Cut all of it, and you get a studio that is efficient and slowly going stale, very good at delivering exactly what was asked and incapable of surprising anyone, including itself.
a small studio, creators of Ding! built a deliberate hole in the calendar for it. We call it Just Because Week. The premise is exactly as simple as the name. Anyone on the team brings an idea that has nothing to do with a client or a partner, something they just want to see exist in the world, and then we jam on it and build it together. No brief, no deliverable, no one asking what it's for. It is, honestly, one of the best things that happens here. Watching people build purely because they want to is a different kind of energy than watching them build because a deadline says so, and that energy is contagious in a way no incentive program has ever managed.
Half of what comes out of it never goes anywhere, and that's the point, because the other half teaches us something we couldn't have reached by aiming at it. Some of the visuals that ended up shaping how this newsletter looks began as exactly that kind of no-reason experiment. A Vibe Check song that nobody could stop thinking about became a whole week's creative direction. The throwaway becomes the keeper often enough that we've stopped treating "this is just for fun" as a reason to deprioritize something and started treating it as a mild signal to pay closer attention.
If you want a practical version of all this, it's smaller than it sounds. Keep a place for the work that has no destination. Not a graveyard where unfinished things go to be forgotten, an actual playground you return to.
Build the dumb thing. Learn the tool you can't yet justify. Make the joke version of the brief before you make the real one, and notice how often the joke version has more life in it than the thing you eventually ship.
Resist the urge to give every experiment a purpose before you've even made it, because the purpose, if there is one, usually announces itself afterward, and only if you let the thing exist long enough to find out.
The hymnal bookmark guy didn't know he was inventing anything. He was just annoyed that his page kept slipping. That's the whole posture. You make the small thing because it's bugging you or delighting you or you simply want to see if it works, and you hold it loosely, and every so often it turns around and becomes the reason any of it was worth doing.
Make something nobody asked for this week. See what it tells you.

