Hi Mishti S. ! I’ve been wanting to ask you something.
Clay is actually how I first came across the term GTM, and the more I’ve learned about Clay, the more interested I’ve become in the intersection of product, GTM, and storytelling.
You’re working on narratives for a product that can get pretty technical, with things like Claygent, waterfalls, AI columns, enrichment, etc. I’m curious how you think about making something technically complex feel simple and compelling without losing what makes the product powerful.
When you’re working on a new feature or product story, how do you decide what the “aha” should be for someone who has never used Clay before?