I care less about how something looks on day one and more about whether anyone still wants it around on day thirty.
A static mock hides the thing you need to feel. I build the interaction to find out whether it's actually any good.
The best brief usually comes from watching someone struggle, not from a roadmap document.
Clay doesn't let you undo. Working in slow materials makes me more decisive in fast ones.
Most of my process is sketchy sticky notes, far too many iterations, and asking real people what's actually getting in their way. I'd rather ship something narrow that gets used than something broad that gets demoed.
Working across design and engineering means I can test an idea in the medium it will live in, which usually kills the bad ones faster.