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The Gap Between Idea and Execution Is Where the Real Work Lives

  • Writer: Prem Sundaram
    Prem Sundaram
  • Jul 13
  • 6 min read

Updated: Jul 13

A discarded notepad surrounded by crumpled paper balls on a wooden desk — the gap between ideas and execution.

I almost didn't ship NoteDex.


Not once. Many times. The very first version lived on my laptop for six months before I let anyone see it. The second version, I built for three months and threw away. The third version, the one that people actually pay for, started as a weekend hack I expected to abandon by Tuesday. Made even more complicated since we were building on and migrating from our original Windows only version.


Looking at the scrap bin next to me — three notebooks, two of them half-finished, one with a single page torn out and taped back in wrong — I keep thinking about a sentence from a piece I read recently: “the essential art is making mistakes.” The author was James Bareham, writing about why so many ideas never become anything. The piece isn't just about creativity or inspiration. It's about the gap between having an idea and shipping it. About why almost nobody crosses that gap, even when the idea is good.


I've been thinking about that gap for the better part of two years, because I almost lived in it in our NoteDex journey. Of course not exactly the same but some key similarities and take aways. Here's what I learned from the side that did cross.


The asymmetry no one warns you about

Everyone has ideas. Almost nobody ships them. That sentence sounds glib until you actually count. Look at your Notes app. Look at the folder of half-written drafts. Look at the projects you described to a friend six months ago, excitedly, and have not mentioned since.


Bareham calls this the asymmetry between creative ambition and execution. Ambition is high. Execution is low. Most people, he argues, will have ten ideas for every one they ever finish. The math isn't because the ideas are bad. It's because the distance from idea to shipped thing is longer than it looks, and the early parts of that distance can feel pointless.


The early parts do feel pointless - but they are actually where the real work happens. You're typing words nobody will read. You're drawing boxes nobody will use. You're making choices that feel arbitrary. The temptation is to skip ahead — to assume the good part starts later, once the idea is “really” ready. The good part does not start later. The good part is the part you're skipping.


Mistakes that lead somewhere vs. mistakes that are just mistakes

Bareham makes a distinction I now think about constantly: there are mistakes that teach you about the idea, and there are mistakes that are just mistakes. The first kind is the work. The second kind is a tax.


When we built the very first NoteDex card layout, we put a save button in the top right. It looked right. It tested badly. We moved it. The card got shorter. We moved it back. We tested again. We changed the icon. We changed the icon again. None of those decisions were “good design” in any clean sense. They were a series of small wrong answers, each one narrowing the search space until something close to right showed up.


That's what Bareham means by mistakes that lead somewhere. They feel like failure. They are not failure. They are the only way to learn what the idea actually wants to be, because the idea is not finished when you have it. The idea finishes during the making.

Mistakes that are just mistakes look similar in the moment. You can't always tell which is which. But the difference is real, and the only way to find out is to keep going long enough for one to surface.


The 100 mediocre pieces problem

Taste, Bareham writes, comes from making a hundred mediocre pieces. Not ten. Not twenty. A hundred. The number is large because the early pieces are bad in ways you cannot predict and cannot shortcut.


I think he's right. The first ten things I made in NoteDex had a wrongness to them I couldn't see while I was making them. By the twentieth thing, I could see some of it. By the fiftieth, I could see most of it. The hundredth piece was the first one I would call “close.”


This is not a comforting number. A hundred is a lot of mediocrity to sit with. But the alternative — making one perfect thing — is a fantasy. You cannot edit your way to a first draft. The first draft has to be made, and it will be bad, and the only fix is the second draft, and the only fix for the second is the third, and so on until the work teaches you what the work is.


If you stop too early, you never get there. The good news is that nobody can see the first ninety. The other good news is that you don't have to be talented enough to skip them. You just have to be stubborn enough to finish them.


The scrap bin is research

One thing Bareham says that I want to underline: the scrap bin is not failure. It is research. The three notebooks next to me are not a record of wasted time. They are the data set that made the next notebook possible.


For a long time I treated the scrap bin as evidence that I wasn't good enough. I would finish a draft, hate it, and shove it in a drawer. The drawer got full. I assumed the drawer was a confession. It was actually a curriculum.


NoteDex has a feature that came almost entirely from a scrapped idea. We tried to build a timeline view of cards. We tried for two months. It never worked. While trying, we learned something about how cards are connected, and that something became the Canvas board. Canvas is one of the most loved features we have. It would not exist without the failed timeline!


Your scrap bin is the same. Every wrong answer is narrowing the search. Every abandoned project is a constraint you'd otherwise have to discover the hard way. The mistake is treating the bin as evidence of failure. The bin is the work.


Starting badly is the skill

Bareham's most useful claim, I think, is that the missing piece is not skill and not taste. The missing piece is the willingness to start badly and keep going. Most people, he argues, will not start badly. They will not start at all, because starting badly is uncomfortable in a way that starting not-at-all avoids.


I have watched a lot of people almost start things. The pattern is consistent. There is an idea. There is excitement. There is a draft of a plan. Then there is a long pause. Then there is a “maybe later”. The later never comes, not because the idea wasn't good, but because the first draft would have been embarrassing, and the embarrassment was expensive enough to stop them.


I don't have a fix for this. I have a number. The number matters because it reframes embarrassment as a normal part of the process. I have made roughly two hundred small things in the last three years. Maybe ten of them are any good. The other one hundred and ninety exist, and most of them are bad, and I am glad they exist. They are how I learned that the bad ones don't kill you. They sit in a folder. You move on.


NoteDex is one of the ten. So was the first version of NoteDex. The first version is in the scrap bin, and the scrap bin taught me what the second version needed to be. In software this is the art of iteration and continuous development. At the time of writing we are at version 44.93 so that is pretty much 4493 iterations since we started 10 years ago.


The art of almost

Here's the thing about the worst ideas. They aren't the bad ones. The bad ones fail fast and you move on. The worst ideas are the ones you almost made. The ones you described to a friend and got excited about. The ones that lived in a notebook for a year, unfinished. The ones that were “almost” something.


Those are the worst because they leave a residue. They take up the same space in your head as a real project, but they never give you anything back. They are ideas that consumed your time without ever becoming a thing.


Bareham is right that the gap between idea and execution is where the art lives. But the gap also has a trap. The trap is staying in the gap forever, in the warm space where the idea is still possible, where it hasn't yet failed, where it's still “almost” good. That space is comfortable. It is also where most ideas go to die.


The fix is small. The fix is to start the thing badly this week. Not next month. Not when the idea is ready. The idea will never be ready. The first draft will be wrong. That's the deal. The deal is the work.


If you've been almost starting something, my unsolicited advice is to make a version of it that you're willing to throw away. Note it down in a card, draw it on a canvas, get it out of your head. The good version is somewhere downstream of the bad one, and the bad one has to exist first.


That's the essential art. It's not making perfect things. It's making the bad ones until they teach you what the good one is. If the gap is where the work lives, the fastest way across is to make something — anything — today.


If you have a hundred ideas and no place to put them, use NoteDex! Start (perhaps badly). Keep going!

 
 

NOTEDEX (TM) COPYRIGHT 2026 SUNDARAM APPLIED TECHNOLOGIES INC.

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