The things that you’re meant to do A Quote by Josh Wardle slate.com I used to work in Silicon Valley, and I’m aware of the things that, especially with games, you’re meant to do with people’s attention. You’re trying to capture as much of people’s attention as you can. So that involves things like endless play, or sending them push notifications, or asking them for sign-up information. And philosophically, I enjoy doing the opposite of all those things, doing all the things that you are not meant to do, which I think has bizarrely had this effect where the game feels really human and just enjoyable. And that really resonates with where we’re at right now in the world and with COVID, and then also we’re trying to figure out, what is tech? What has tech become? I think that really resonates with people, and no ads—well, no monetization. People ask me a lot about these things, and it was like, I was literally just making a game for my partner, and I made some decisions that we would like. attentiongamessoftwaredesign
One Of Us That’s the primary difference between an axiom like “Curiosity Killed The Cat” and an axiom like “You Are Not Your User. ” The former rings true in common experience. It’s test-able, like striking a tuning fork or dangling a bit of yarn in front of a kitten. The latter is just some stuff that somebody said. Sometimes, axiomatic sayings like “You Are Not Your User” no longer have a who that’s saying them. They cease being an actual instruction, and instead serve as a kind of identity, to identify the person who’s repeating the axiom as One Of Us. The technical term for when an axiom devolves into an ID card is shibboleth: a custom, principle, or belief distinguishing a particular class or group of people, especially a long-standing one regarded as outmoded or no longer important. Dan Klyn, Sermon for WIAD Bristol 2021 understandinggroup.com The Nature of Product identity