Come up with something to build

This page gets you one idea, small enough to finish, written down in a few lines you can hand straight to your agent — about ten minutes reading, then twenty or thirty deciding, most of it in conversation rather than in a text editor.

You've got an agent installed and signed in (Get an AI coding agent) and an empty folder. This is the part nobody warns you about.


The blank folder is the hardest part of this guide#

Everything after this page is mechanical. Domains, certificates, deploys — they look intimidating and they are, at worst, fiddly. There is a right answer and this guide has it.

This page has no right answer, which is why it's harder.

Here's the thing worth knowing before you start: when people say "I can't think of anything to build", they almost never mean it literally. They mean "I can't think of anything impressive." Every idea that arrives gets measured against a product built by forty people over three years, found wanting, and quietly binned. Then the folder stays empty and the conclusion is "I'm not creative", which is the wrong conclusion drawn from the wrong test.

So change the test. The goal of a first project is not to impress anyone. It is to finish and ship. You are learning a pipeline — idea, code, repo, domain, live URL — and you learn it exactly as well with a small thing as with a large one. The difference is that you actually finish the small thing.

A tide clock that exists beats a social network that doesn't. It isn't close.

The failure mode here isn't an error message. It's a folder you stop opening, and a slow drift back to thinking this stuff isn't for you. That's what we're avoiding, and small is how.


Where ideas actually come from#

Not from staring at the ceiling. From five places, all of which are already in your life.

1. Something you do repeatedly, by hand#

The strongest signal there is. If you've done a thing three times with a calculator, a scrap of paper, or a search engine, you've found a tool that should exist.

Look for: a recurring calculation, a checklist you rebuild from memory, a conversion you get wrong, something you keep re-googling because it never sticks.

2. Something living in a spreadsheet or the notes app#

A spreadsheet is a tool that hasn't been built yet. So is a note that has grown a structure — a list where every line has the same three parts.

If you find yourself maintaining a format by hand, that format is a design document someone already wrote for you.

3. A thing you wanted and couldn't find — or found, and it was bloated#

You went looking for a small tool. What you found wanted an account, showed you adverts, and buried the one number you came for under a newsletter prompt.

That gap is a real product. "Same thing, one screen, no sign-up" is a legitimate reason for software to exist and always has been.

4. Something for one specific person#

This is a genuinely excellent first project and it gets dismissed because it feels too small. It is the opposite of too small — it's the only category where you start with something most professional teams spend months buying: a real user, in the room, who will tell you the truth within the hour.

You don't have to guess what's useful. You can ask. And "it's for one person" is permission to leave out everything a general audience would need.

Ship it, watch them use it, fix the thing they stumbled on. That loop is the entire craft, learned in one evening.

5. Learning something by building the smallest version of it#

If there's a technique you want to understand — how maps work, how a calendar handles time zones, how audio gets into a browser — the smallest working version teaches you more than a fortnight of reading, and leaves you with a URL.

The trick is to keep "smallest" honest. Not "a mapping app". One map, one pin, one thing the pin tells you.

Still empty? Skip to the interview prompt below. Your agent is much better at spotting the repetitive bits of your week than you are, because you stopped noticing them years ago.


What makes a good first project#

Not "a good idea" — a good first one. These are constraints, and constraints are what make finishing likely. Each one removes an entire category of work you would otherwise discover halfway through.

One screen. Every extra screen adds navigation, state to keep in step, and a decision about what someone sees if they land on the third screen directly. One screen is a thing you can hold in your head and therefore finish.

No login. Accounts mean passwords, resets, email that has to arrive, and you personally becoming responsible for other people's personal data. It also drags you off the cheap hosting path immediately. Ship one thing first. Have accounts be your second project, deliberately, not your first one by accident.

No payments. Taking money means identity checks, a merchant account, refunds, tax, and a plan for fraud. All of that is learnable. None of it belongs in evening one.

No user-generated content you'd have to moderate. The moment strangers can post, you own a moderation job — unpaid, permanent, and beginning with spam not long after anyone finds it. If people need to enter data, let it stay on their own machine rather than arriving in your inbox.

Data that fits in the page, or in local storage. Local storage is a small box the browser keeps for your site, on that one device — no server, no database, nothing to back up. Be honest about the trade in the interface: clearing browsing data or opening it on a different device loses what's there. One line of text ("saved on this device only") turns a bug report into an understood limitation.

Useful on the first visit, with nothing set up. This one is quietly the most important. A tracker with nothing in it is a blank box that asks the visitor to do work before they get anything. Ship with sensible defaults, or example data, or a result that appears the instant the page loads. Otherwise the honest description of your project is "it works, once you've spent five minutes typing".

Why these particular rules#

Because together they keep you in Shape 1 — a static site: files that a browser can open, with nothing of yours left running anywhere. Start here explains the shapes properly, but the short version is that Shape 1 is the fastest thing to deploy, the cheapest to keep up, and the only one with nothing that can fall over at three in the morning. On Track A that's roughly twenty minutes from folder to live URL, with the domain as the only standing cost you'd normally notice — Start here has the figures for both tracks, and it's worth checking them against the hosts' own pricing pages, because free tiers move.

Every constraint you break above moves you toward something with a server in it, which is fine — later, on purpose, once you've been round the loop once.


What makes a bad first project#

Said plainly, because the kind thing here is to be direct rather than encouraging.

"A social network for X." On day one it is an empty room, and an empty room is not usable, so you can't test it, so you can't tell whether it's any good. It also bundles every hard problem at once: accounts, feeds, notifications, moderation, abuse.

Anything needing accounts and passwords. See above. You become the custodian of other people's credentials before you've deployed anything once.

Anything needing a continuously running server or a real database on day one. That's Shape 3 in Start here, and it's the one where free tiers stop fitting. Something that must stay running is something that can be down, and now you're on call for it, alone, for a project nobody is using yet.

Anything whose value only appears at scale. Marketplaces, dating apps, ride-sharing, "the network effect kicks in at a thousand users". These are genuinely hard businesses, not hard software, and no amount of evening coding solves the empty-side-of-the-market problem.

Clones of large products. "Notion but simpler", "Spotify for podcasts", "Photoshop in the browser". From outside, mature products look like a weekend's work — that smoothness is years of work by a large team, and it's invisible on purpose. Building against that comparison means measuring one evening's output against a company, which is a reliable way to finish nothing.

What to do instead#

Don't abandon the idea. Find the one screen of it that is useful on its own, to one person, today — and build only that.

The big idea The one screen worth building
A social network for runners A page that turns your last run into a shareable image
A recipe site with accounts and saving A recipe scaler with three recipes hardcoded
A project manager for small teams A stand-up timer that goes round the names
A marketplace for second-hand gear A "what's this worth" calculator for one category

That screen is a finished thing you can show people. If it turns out to have legs, the big version is still available to you, and you'll build it far better having shipped something first.


Using your agent to find and sharpen the idea#

Your agent — the coding assistant you installed in Get an AI coding agent — is genuinely useful here, but only if you use it the right way round.

The technique: an agent is far better at cutting than at inventing. Ask it cold for app ideas and you get a plausible, forgettable list — a to-do app, a habit tracker, a recipe site — because with nothing to go on it returns the average of everything ever written about side projects. That list is why people conclude this doesn't work.

Give it raw material instead — your week, your annoyance, your spreadsheet — and ask it to reduce. Editing is where it's strong. Every prompt below is a different flavour of "here's something rough, make it smaller".

Run these inside your project folder, in a conversation, before any code exists.

Prompt 1 — Find the repeated work you can't see#

For when the folder is empty and nothing has occurred to you. It works because you've stopped noticing your own routines, and it hasn't.

I want to build a small web tool, but I can't think of what.

Interview me. Ask me one question at a time — no more than eight in total —
about my week: what I do repeatedly by hand, what I keep in a spreadsheet or
a note, what I re-google, what I've complained about recently, and anything
I've wanted to exist and couldn't find.

Don't suggest anything until you've finished asking. Then give me five
candidates drawn only from my actual answers, each in one sentence, and say
for each one why you think it's a real repeated task rather than a nice idea.

Answer briefly and honestly, including the boring answers. The boring answers are where the repeated work hides.

Prompt 2 — Cut a vague idea down to its smallest useful version#

For when you have something, but it's a cloud rather than a thing. Note the last line: making it state what it dropped stops it quietly agreeing with you and handing back the same large idea in tidier language.

Here's my rough idea: <describe it in two or three sentences>.

Cut it down to the smallest version that is still genuinely useful to one
person on their first visit. Constraints: one screen, no login, no payments,
no user accounts, no server — data lives in the page or in browser local
storage.

Give me: (a) the cut-down version in three sentences, (b) an explicit list of
what you dropped, and (c) anything you dropped that you think I'll regret
dropping, and why.

Prompt 3 — Stress-test the scope before you commit#

Run this even when you're sure. It's the cheapest twenty seconds in the whole guide, and it catches the "innocuous feature that is secretly three days" — which is a thing every one of these ideas has exactly one of.

This is what I'm planning to build: <paste the cut-down version>.

I have two evenings. What would make this take a week instead of an evening?
List the specific things in this plan that look small and aren't, with the
reason each one grows. Then tell me exactly what to cut to fit two evenings,
and what the thing still does after the cuts.

Watch for the usual suspects: dates and time zones, uploading files, anything "real-time", anything that needs data from somebody else's website, and printing.

Prompt 4 — Turn the agreed idea into a short brief#

Do this last, and keep the output. A brief written while you're thinking clearly is worth a great deal at the point where you're deep in the build and rediscovering what you meant.

We've agreed on this idea: <the final version>.

Write it to BRIEF.md in this folder. Keep it under 200 words, plain English,
no code. Include: what it does in one sentence, who it's for, the three things
it must do, an explicit "not doing" list, and what "finished" means so I can
tell when I've got there.

BRIEF.md is a plain text file in your project folder. When you start building — and again when you reach Let Claude drive — point the agent at it. It's also the thing you reread when you catch yourself adding a settings screen at eleven at night.


The two-evening rule#

If you can't get a usable version in two evenings, the idea is too big.

"Usable" has a specific meaning here: you would genuinely use it yourself, once, for real, without apologising for it first. Not finished. Not pretty. Usable.

When the rule bites, cutting is the correct response, and it's worth saying out loud that cutting is a skill rather than a defeat. Deciding what a thing isn't is most of what experienced people do, and it's the part that never appears in tutorials. Practising it on something with no stakes is a good use of an evening.

A worked example. Here's the idea as it first arrives:

Before: An app for planning group holidays. Everyone signs in, votes on dates, adds destinations, splits the costs, chats about it, and there's a shared itinerary and a packing list.

Weeks of work, most of it accounts, invitations and permissions, none of which is the interesting part. Now cut it to the one screen that was doing the real work:

After: One page. You paste in everyone's available dates, it shows the weekends that work for the most people, and highlights who's missing from each. No accounts — the state lives in the URL, so you share the link.

That's an evening, possibly two. It solves the actual painful bit — the bit that currently takes forty messages in a group chat. And it's usable by one person on first visit, which means you can find out tonight whether it's any good.

The costs, the chat and the packing list can follow if the date-picker turns out to be something people want. Usually you discover they were never the point.


Now pick one#

You do not need the best idea. You need an idea, chosen in the next ten minutes, that fits the constraints above.

If two are still tied, take the one with a real person attached — the friend, the colleague, the team. Feedback beats cleverness, and you'll get it the same week.

Then open the folder and start. When it's live, add it to the showcase: a line, a URL, what it does. Everything on that list was somebody's small idea that got finished, and none of them looked like much in the folder either. Yours belongs there too.


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