Silly HumansDoc. 001 / Rev. 2026

A field guide

Manifesto

for humans who build

What do we believe in?

Eighteen rules, six chapters, one idea: people make the work, and the work deserves people who care.

Exactly

00

rules

Read slowlyScroll ↓

I

Chapter 1

People

We are humans first. The code is just how we talk to each other.

  1. People are the point

    Software is a conversation between people that happens to compile. We build for the person at the other end of the screen, and together with the person sitting next to us.

  2. Nobody is a resource

    We work with curious people, not job titles. Everyone owns something from start to finish, and everyone can say I don't know out loud.

  3. Kindness scales

    Clear reviews, honest feedback, no heroes at three in the morning. Teams that respect each other write better code and keep writing it for years.

This is our face. It is a little crooked, on purpose.

One eye, one smile, twenty-five squares. Nobody is perfectly symmetric, and nobody needs to be.

II

Chapter 2

Rules

Freedom needs a frame. We agree on the boring things so our energy goes to the interesting ones.

  1. Rules set you free

    Conventions, checklists, naming, formatting. Decide once, write it down, stop arguing about it. Creativity lives inside constraints, not instead of them.

  2. Write it down

    If it is not written, it does not exist. Every decision gets a date, a reason and an owner, so the next person can disagree with it properly.

  3. Leave it better

    Every file we open is a little cleaner when we close it. Small debts, paid often, never become the reason a project dies.

Before anything ships

III

Chapter 3

Reason

Feelings start the conversation. Evidence ends it.

  1. Measure, then decide

    Opinions are welcome, numbers settle the argument. We profile, test and benchmark before we believe anything, ourselves included.

  2. Simple is hard

    The first solution is usually complicated. We keep working until it looks obvious, and then we delete what is left over.

  3. Explain it or remove it

    If we cannot say why a line of code exists, the line goes. Understanding is not optional, it is the work.

IV

Chapter 4

Exploration

Curiosity is part of the job description, not a hobby we do after hours.

  1. Play is research

    We keep a lab full of experiments with no client and no deadline. Most of our useful ideas started there, looking useless.

  2. Learn the layer below

    Use the tool, but know what it does underneath. Curiosity goes one level deeper than the task requires, every time.

  3. Change your mind

    Strong opinions, held loosely, updated with evidence. Being wrong early is cheap. Being wrong late is a product.

V

Chapter 5

Ideas

Ideas are cheap to have and expensive to finish. We respect both halves.

  1. The idea wins, not the ego

    The best idea wins, whoever had it and whatever their title. The newest person in the room often sees what we stopped seeing.

  2. Fall for problems

    We fall in love with problems, not with solutions or tools. A good problem outlives every technology we use to solve it.

  3. Make it real

    An idea is a hypothesis until it runs. Prototype on Monday, argue on Tuesday, with something in our hands.

VI

Chapter 6

Depth

Surface is easy. Anyone can make it shine for a demo. We dig.

  1. Depth over surface

    We would rather do one thing properly than ten things quickly. Shallow work looks cheap today and costs a fortune tomorrow.

  2. Details are the product

    Easing curves, empty states, error messages, loading times. Nobody notices them, everybody feels them.

  3. Finish things

    Shipping is a skill. Done, documented and maintained beats perfect and imaginary, every single time.

Move the light over the surface

Looks good. Ship it. Nobody will notice. It works on my machine. Fine for now.

Your turn

Sign it if you mean it.

Draw your signature. It stays in your browser: we keep nothing, we just like the gesture.

signatures on this device: 0

x ____________________ human