Tomorrow, and Tomorrow, and Tomorrow – Gabrielle Zevin

A story about friendship, creativity, ambition, and the many lives we live through love and art.

Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin becomes especially meaningful when viewed through the lens of product management and design. At its core, this is not just a novel about friendship or games. To me, it is a novel about building products, working with creative partners, navigating vision, and turning ideas into experiences that matter to people.

Sam and Sadie are creators. They do what product managers and designers do every day: imagine worlds that do not yet exist, then bring them to life through collaboration. They balance creativity with constraints, user experience with technical reality, emotion with execution. Their games are not simply products; they are systems designed to make people feel something. That is the highest form of product thinking.

For me, a product manager/designer, the book highlights an important truth: great products rarely come from a solo genius. They come from tension, iteration, disagreement, feedback, and shared ambition. Sam and Sadie often clash, misunderstand one another, and struggle with ownership; yet those very frictions are what sharpen their work. In product teams, conflict is not always failure; unmanaged conflict is. Healthy friction often creates stronger outcomes!

The novel also reflects the emotional side of creation. Product work can feel deeply personal. When you build something, criticism can feel like criticism of you. Delays feel heavier. User rejection stings. Wins feel euphoric. Zevin captures that vulnerability; the reality that making things requires exposing part of yourself to judgment.

Another key lesson is that products are experiences, not features. Sam and Sadie succeed because they understand how people feel while using what they create. They care about immersion, delight, challenge, surprise, story, and memory. That mirrors modern design thinking: users rarely remember your roadmap; they remember how your product made their life easier, clearer, more joyful, or more empowered.

The title’s idea of “tomorrow, and tomorrow, and tomorrow” also mirrors product life. There is always another version to ship. Another bug to fix. Another release. Another chance to improve. Product building is iterative by nature. Nothing is ever truly finished, only launched in its current form.

As a reflection, this book is a reminder that your career in product/design is not just about tickets, metrics, and wireframes. It is about creating worlds people enter. Solving problems elegantly. Translating human needs into something usable and meaningful. And doing it with others, imperfectly, repeatedly, over time.

In short: product management is building the future with people; design is making that future worth entering!

Highlights

  1. What is a game? An opportunity to focus our energy, with relentless optimism, at something we’re good at.
  2. To allow for dreaming.
  3. A good game is a series of interesting choices.
  4. There is no perfect life, only life.
  5. What matters in a relationship is not whether it lasts, but whether it was good while it was happening.
  6. You can love someone and not understand them.
  7. Games are meant to be played.
  8. To play requires trust, freedom, and joy.
  9. Tomorrow, and tomorrow, and tomorrow.
  10. People can love each other without ever belonging to each other.
  11. Work was sometimes the only place where life made sense.
  12. Some partnerships are built on friction, not harmony.
  13. The unfinished version is often the one closest to truth.
  14. Success does not cure loneliness.
  15. Ambition can build worlds and burn bridges.
  16. We keep trying to make meaning out of what hurts us.
  17. Sometimes the game changes because the players do.
  18. Art lets us live more than one life.
  19. The hardest thing to design is another human being.
Creating something with another person can be as intimate as falling in love.
*I take no credit for any of these points.

Recommend me a book

No horror books, please!!