Applications don't pop into existence, fully formed.
They are objects that emerge out of iterative cycles of creation and refinement.
Crucially, those iterative cycles require motivation from the creator to keep slogging through, pushing forward to try to make something interesting happen.
When the creator is a human, they can get impatient and discouraged.
When the creator is an LLM, they are more likely to continue pushing forward patiently, indefatigably.
In the process of creating, when you get an intermediate result that clearly does something valuable, it's a "click," a feeling of micro-viability, a boost of confidence that encourages you to keep going.
Engineers have an intuitive sense of how to break down large problems into a series of small changes that each have that encouraging "click", propelling them through the problem.
This same ability is important in a world of LLMs too, where the hard part now is to sequence the incremental extensions of work in the same way a human programmer would, but have an LLM turn the execution crank.
But if you don't have experience doing programming this will be totally foreign to you.
A key determiner of if people are willing to stick with the system is how quickly and how commonly they experience that "click" of encouraging micro-viability.
The quickness of that click is one of the things that makes working in a system fun… or intimidating.
The ideal is a tool that "gets" what you're trying to do, and contorts itself to make that outcome easier and easier for you to accomplish with less and less effort.
Copilot, Cursor, et al have a bit of this feeling for programmers.
But you could imagine it showing up more quickly in less programmer-focused ways, e.g. dragging two bits of data together and having the system figure out interesting ways to combine them into one experience.
Vibes-based emergence.
When you have such a system it feels like flying.
It's possible to imagine two systems that produce similar-looking and -behaving outputs, but have radically different processes of creation.
The one that is an intimidating, unforgiving slog will have way less usage than the one that is fun and encouraging throughout.