Extending this principle beyond art, modern design teams begin with low‑fidelity sketches that invite critique before polishing. Bill Buxton’s Sketching User Experiences (2007) argues that early sketches widen the field of possibilities, helping teams choose the right direction before perfecting details. Similarly, IDEO and Stanford’s d.school champion rapid, messy prototypes—an approach echoed by Creativity, Inc. (Ed Catmull, 2014), which protects “ugly babies” so fragile ideas can mature rather than be prematurely judged. [...]