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
Systems, Mistakes, and the Sea An Article by Robin Rendle www.robinrendle.com Every paper cut is felt The design systems between us
Every paper cut is felt My point here is that in a design system every paper cut is felt. Every collapse leads to another, every new modal or unnecessary checkbox component hinders the collective refactoring that’s required to make a codebase consistent and easy to understand. When it comes to hyperobjects and design systems everything matters (although, frustratingly, it is impossible to measure success) and the smallest problem is just a signal in the dark—a premonition of a monster; organizational dysfunction writ large. systemsmistakes