A goal
What is the person actually trying to protect? For Fluxy, that is arriving on time — not simply finding a route.
FLUXY / BUILDING IN PUBLIC
I didn’t start by designing an agent. I started by asking whether the product needed one at all. Fluxy became a way to test that question in public: what can a commuting system do usefully without making the passenger supervise every step?
01 / THE QUESTION
Some problems need a clearer screen, a better default or one less decision. I used Fluxy to look for the point where a system can prepare useful work on its own — without quietly taking over the journey.
What is the person actually trying to protect? For Fluxy, that is arriving on time — not simply finding a route.
The agent watches the things that can change the plan: delays, connections, time and the passenger’s constraints.
It chooses whether to stay quiet, prepare an option or ask the person to decide. That boundary is the product.
Every intervention explains what changed, what Fluxy recommends and what remains under human control.
02 / THE FIRST VERSION
I initially treated autonomy as a feature: detect a disruption, suggest a better route, move on. That looked efficient on the whiteboard. In practice, it made the system feel like it was making decisions before it had understood the passenger’s goal.
So I stopped asking “what can the agent automate?” and started asking “what is the smallest useful intervention?” That change gave the prototype a much clearer shape.
03 / THE RULES
These are the decisions that keep an autonomous system useful without making it opaque or overbearing.
The system optimises for the passenger’s arrival goal, not for a route in isolation.
Fluxy watches the context and prepares the next useful option before asking for attention.
It can explain and recommend. Consequential changes stay behind a clear, human confirmation.
05 / BUILD NOTES
Short, technical notes from the parts that usually disappear behind the interface: policy, APIs, tooling and failure.
Not every hard workflow needs autonomy. I look for a goal that persists, context that keeps changing and decisions that are expensive to repeat.
The useful part of an agent is not the prompt. It is the boundary around the prompt: when the system acts, waits or asks.
A prototype becomes more believable when its interface has a contract. I model the goal, constraints, permissions and proposed action before drawing the final surface.
If I cannot run the same scenario twice, inspect the trace and replay the failure, I do not really understand what I designed.
Agents operate with stale context, uncertain tools and incomplete permissions. The interface has to make uncertainty legible before it becomes a surprise.