Source
Lenny's Podcast: Product | Career | Growth — Why companies are becoming a series of loops | Anish Acharya (a16z) (September 6, 2026) ·
at 31:08 ▸ ·
at 34:45 ▸ ·
at 51:35 ▸
When this applies
when a builder assumes users primarily want efficiency/time-savings, when many actually want engagement/time-spend and fulfillment
The takeaway
When evaluating a new general-purpose technology's biggest opportunity, check whether current applications match actual aggregate human wants (connection, fun, progress) versus just the builder-class's own professional instincts (productivity).
Why it works
Consumer demand skews toward entertainment, connection, and fulfillment (time-spend categories) rather than pure productivity (time-saving), yet most AI capability has been pointed at productivity because that's where builders' instincts default; the gap is an unaddressed design opportunity, not a capability limit.
One level up
Technologists tend to over-apply new capability toward their own professional obsessions (productivity, intellect) and under-apply it toward the broader human needs (emotional, social, spiritual) that drive the largest markets.
Where it stops holding
This stops working for enterprise/B2B contexts where productivity genuinely is the dominant and correctly-prioritized need.
Detail
approach: Ask what consumers actually want more of (connection, fun, progress) rather than assuming they want to save time; audit whether your product targets 'intellect' problems or 'soul' problems.
signals:- Biggest existing consumer products are entertainment and social, not productivity tools
- 40 years of tech built 'better spreadsheets' but little that extends 'the soul'
rationale: 'We believe that people want to be more productive, but they don't. I think more people want to spend time than save time.'
In their words
I mean, I think that we believe that people want to be more productive, but they don't. I think more people want to spend time than save time. There's a reason the biggest products in the world are kind of entertainment and social.