When a Snake Came Out of the Wall

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Yesterday I sat on the living room floor with my four-year-old nephew.

He had just watched a movie where the main character eats a mysterious mushroom and shrinks to ten centimeters tall. Small enough to climb furniture. Small enough to see the world from the level of dust and carpet fibers.

We started asking the obvious question: What if that happened here?

He looked at the ceramic sculpture on my wall โ€” a piece he’s always been slightly fascinated by. It has a spiral form. Almost animal-like. Almost alive.

“What if that was a snake?” he asked.



Not a sculpture of a snake. A real one. And what if its body was inside the wall, only the head visible? And what if you could ride it?

Within minutes, the room had changed. The blue carpet became ocean. The yellow table became a dock. We built a submarine from Lego. He imagined riding the snake around the room, disappearing behind the bookshelf, diving under the sofa.

The sculpture was no longer a static object. It was a portal.


At some point I took a photo of the sculpture and ran it through an AI image tool. We experimented. What would it look like if the snake came alive? What if he was tiny? What if the room became water?



Each visual sparked new “what ifs.”

Not because the tool replaced imagination โ€” but because it extended it. AI did not invent the story. He did. The technology simply gave his questions new surfaces to play on.


This is where I think we need to be careful.

There is a difference between stimulation and imagination.

Overstimulation floods the senses with finished worlds. Pre-rendered universes. Fast, frictionless spectacle.

Imagination needs space. Unfinished objects. Ambiguous shapes. Walls that might contain snakes.

When my nephew stared at the sculpture, nothing was moving. It was simply there โ€” slightly mysterious. That small gap between object and explanation is where imagination lives.

The role of technology, if we are thoughtful, is not to fill that gap. It is to widen it.


In product design we talk about user centricity as empathy, validation, usability. But perhaps we should also talk about imagination centricity.

How do we design tools that amplify the user’s “what if” instead of replacing it? How do we build AI systems that strengthen creative sensitivity rather than dull it?

Children do not need more content. They need permission โ€” to ask absurd questions, to turn carpets into oceans, to believe the snake’s body is inside the wall.


As adults โ€” especially as parents, designers, and technologists โ€” we carry a responsibility. Not to protect children from imagination, but to protect imagination from us.

From our urge to explain too quickly. From our urge to optimize play. From our tendency to turn every curiosity into a lesson.

The goal is not to accelerate consumption. It is to accelerate fantasy without overwhelming it. To help children practice the muscle of possibility.


We live in a time where AI can generate almost any image in seconds. That power can either narrow imagination by offering finished answers โ€” or expand it by making children’s inner stories visible and shareable.

The difference lies in how we use it.

If we treat AI as an entertainment engine, we risk raising passive spectators. If we treat it as a co-creative instrument, we can help raise nuanced, sensitive, imaginative human beings.

And those are the humans we will need. Not just clever ones, but creative ones. Not just efficient ones, but ones capable of seeing the snake inside the wall and asking what might happen next.

Sometimes the most responsible thing we can do in the age of AI is to leave space.

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