It’s Not Working For Me: #crit | Mark Boulton
15 days ago by infovore
"Design critique is not a place to be mean, but it’s also not the place to be kind. You’re not critiquing to make friends. Kind designers don’t say what they mean. ‘Kind’ is not about the work, and design critique exists to make us better, but mostly, it’s to make the work better." Mark Boulton talks about the value of crits. I was introduced to the vocabulary and tone of the design/art-school crit at Berg, and find it useful, though I daren't think what 18-year-old me would have made of it. Stressing that it's not personal, it's about the work, and that that is contained within a magic circle, is really difficult, and it's really important.
art
design
process
crit
criticism
education
15 days ago by infovore
stamen design | Watercolor Textures
8 weeks ago by infovore
"The process of going back and forth from painting to the computer became a continuous cycle. Midway through as I became more and more familiar with the outcome of how the actual texture would appear on the screen when tiled, my painting process became more specific to achieve the desired texture, color, darkness, stroke, range of value that I wanted for each feature on the map." Lovely stuff from Geraldine on painting, textures, and process.
painting
texture
design
maps
process
stamen
watercolour
8 weeks ago by infovore
Grain & Gram — The New Gentlemans Journal / The Exchange / A Conversation With Roy Slaper
may 2011 by infovore
"Skateboarding, metal work, solitude, machining, precision, and practicality. That's where Roy began." Lovely interview with a chap who makes custom jeans, on his own, simply because he decided one day he wanted to - and then he got good at it. The photographs of his workshop at the end are lovely.
clothes
manufacturing
learning
jeans
process
may 2011 by infovore
Code Standards | Isobar
october 2010 by infovore
Not a bad list, especially for sites needing hardcore, tight, front-end work, and that are going to face load.
development
frontend
markup
standards
process
css
html
javascript
october 2010 by infovore
Readme Driven Development
august 2010 by infovore
"Consider the process of writing the Readme for your project as the true act of creation. This is where all your brilliant ideas should be expressed. This document should stand on its own as a testament to your creativity and expressiveness. The Readme should be the single most important document in your codebase; writing it first is the proper thing to do." I like this: after all, a README is basically the story you tell about your software. Why not write it before the software exists?
documentation
development
readme
process
august 2010 by infovore
freerange's manifesto at master - GitHub
may 2010 by infovore
"This information describes how Free Range operates, both as a business and as a culture.
We're open-sourcing our business, from the site to the contracts to the philosopy. Value does not come from these things, but from putting these ideas into practice. These ideas are not assets - we, the people, are.
Fork this." Free Range have put their manifesto and operating principles onto Github.
github
freerange
business
software
development
process
opensource
We're open-sourcing our business, from the site to the contracts to the philosopy. Value does not come from these things, but from putting these ideas into practice. These ideas are not assets - we, the people, are.
Fork this." Free Range have put their manifesto and operating principles onto Github.
may 2010 by infovore
David Byrne's Journal: 03.18.10: Collaborations [updated]
april 2010 by infovore
"Is writing ever NOT collaboration? Doesn’t one collaborate with oneself, in a sense? Don’t we access different aspects of ourselves, different characters and attitudes and then, when they’ve had their say, switch hats and take a more distanced and critical view — editing and structuring our other half’s outpourings? Isn’t the end product sort of the result of two sides collaborating? Surely I’m not the only one who does this?" Something else that's been on the pile (to link) for a while now.
davidbyrne
music
writing
creativity
collaboration
process
april 2010 by infovore
Above 49: Poor Tools Make Us Shoddy Craftsmen
march 2010 by infovore
"By decoupling their data to minimize exporting, they said their polish actually became fun, not to mention efficient. I think many projects would benefit from finding a way to similarly decouple their tunable data." Yup.
tools
games
design
iteration
process
micro
march 2010 by infovore
Ten rules for writing fiction | Books | guardian.co.uk
february 2010 by infovore
"Get an accountant, abstain from sex and similes, cut, rewrite, then cut and rewrite again – if all else fails, pray. Inspired by Elmore Leonard's 10 Rules of Writing, we asked authors for their personal dos and don'ts." Huge, two-part article (presumably from Saturday's Review) with a great deal of advice - some sensible, some common sense, some insightful, some entertaining - on writing. And: much of it applies to other creative disciplines, too.
writing
process
work
working
tips
advice
february 2010 by infovore
the hose drawer (tecznotes)
february 2010 by infovore
"The pattern we see here is to keep crises small and frequent, as Ed Catmull of Pixar says in an excellent recent talk. When describing the difficulty Pixar's artists had with reviews ("it's not ready for you to look at"), he realized that the only way to break through resistance to reviews was to increase the frequency until no one could reasonably expect to be finished in time for theirs. The point was to gauge work in motion, not work at rest." I liked this quotation, but as usual, the rest of Mike's post is great.
measurement
reviews
process
progress
mikemigurski
streams
hoses
february 2010 by infovore
bitquabit - The One in Which I Call Out Hacker News
july 2009 by infovore
"The next time you see an application you like, think very long and hard about all the user-oriented details that went into making it a pleasure to use, before decrying how you could trivially reimplement the entire damn thing in a weekend. Nine times out of ten, when you think an application was ridiculously easy to implement, you’re completely missing the user side of the story." Yes. Similarly: what you don't see is the decision-making, everything that was thrown away.
programming
design
opensource
process
architecture
development
interaction
july 2009 by infovore
Corner Office - On Will Wright’s Team, Would You Be a Solvent, or the Glue? - Interview - NYTimes.com
june 2009 by infovore
"There was a point a few years ago whenever somebody called a meeting that I had to attend, then whoever called the meeting had to pay me a dollar. And I got a lot of dollars that way. It did make them think twice about calling the meeting, even though it was only a dollar." Will Wright has a good point.
management
meetings
willwright
maxis
games
productivity
process
interview
nyt
june 2009 by infovore
Six Questions from Kicker: Jack Schulze
may 2009 by infovore
"Design is about risk. We all fear authentic public response to our work, but we have to be brave enough to overcome." Jack gets interviewed by Jennifer over on the Kicker blog. And: "Always have nice pens".
jackschulze
schulzeandwebb
design
interview
process
may 2009 by infovore
Maniacal Rage: Reading post
april 2009 by infovore
"Apple is creating an ecosystem of the kind of customers I don’t want. With the ridiculous approval process leaving bugfixes to take over a week to show up, with prices being driven down to nothing by farting apps… it just feels hostile to me. While I have plenty of great customers who have been raving about the app, all it takes is one little issue and it all comes crashing down." Sad, really.
iphone
application
development
feedback
customersatisfaction
process
apple
april 2009 by infovore
Game Prototype: Crane Wars
march 2009 by infovore
This is great: a 25-minute video from Blurst looking at a short prototype they built. During the retrospective, other members of the team question the designers/developers about their intentions, their goals, and examine ways to make the prototype into a better game. There's some good questioning, some nice explanation, and it's a great insight into a process built around rapid prototyping and execution on top of Unity. Interesting to see how another company work on rapid prototypes and then try to "find the fun". Also: making the prototype public is another great piece of explanatory work.
design
games
video
process
mechanics
prototyping
critique
unity
blurst
retrospective
march 2009 by infovore
TMI: Waterfall, Agile, Teen Sex and Category Errors
march 2009 by infovore
"Agile is like teen sex: Everyone wants to do it, many say they're doing it, only some actually are, and very few are doing it right." Yup.
programming
development
software
practice
process
agile
march 2009 by infovore
2D Boy: I love you, 2D Boy! » Blog Archive » the world (of goo) wasn’t built in a day — part 1 of 7
march 2009 by infovore
"for a while now we’ve been meaning to post some early childhood snapshots of world of goo, to dig deep into our code repository and remember the good ol’ days. the early part of a game’s development is often very enjoyable because things evolve rapidly and there’s a great sense of accomplishment. it’s also a lot of fun to look back at those early days and laugh at what the game use to look and feel like." First in a seven part series, in which 2D Boy walk us through the - playable - origins of World of Goo. Game devs: more like this, please.
games
development
process
prototyping
worldofgoo
evolution
2dboy
march 2009 by infovore
Lift conferences, webcams & interviews
february 2009 by infovore
Matt's talk (in English) from Lift 09 is on this page , on scientific fiction, stories, and the design process. Good stuff - not too long - and wonderfully filmed: the cameraman focuses on his hands as much as his face, which is just perfect. Unfortunately, you can't link directly to videos which is, frankly, rubbish.
design
video
creation
process
mattwebb
drawing
schulzeandwebb
evolution
lift
lift09
february 2009 by infovore
Rules of Database App Aging - Push cx
january 2009 by infovore
"I mentioned I’ve learned some rules of how database apps change over time, now that I’ve done a few dozen. They are:" Some interesting thoughts on how cruft builds up over time in database-backed web apps; I can't say I disagree entirely.
programming
development
web
process
database
cruft
aging
january 2009 by infovore
Diego Goldberg :: The Arrow of Time
january 2009 by infovore
"On June 17th, every year, the family goes through a private ritual: we photograph ourselves to stop, for a fleeting moment, the arrow of time passing by." Perfectly executed.
photography
time
process
change
passage
repetition
january 2009 by infovore
Strobist: Four Reasons to Consider Working for Free
december 2008 by infovore
"The US auto industry is on the verge of imploding. People are losing their homes to foreclosure. And, on the off chance that you had the nerve to try to buy something, credit is almost impossible to come by. It is against that backdrop that I would like to talk about working for free. Why? Because I think it is one of the fastest ways to make yourself a better photographer, whether you are a pro or an amateur."
strobist
davidhobby
photography
free
promotion
learning
process
december 2008 by infovore
Storyboard - Wired Blogs
september 2008 by infovore
"An almost-real-time, behind-the-scenes look at the assigning, writing, editing, and designing of a Wired feature."
writing
wired
journalism
documentary
blog
process
september 2008 by infovore
Pulse Laser: OFF=ON, or, Whatever happened to Availabot?
september 2008 by infovore
"So we decided to treat Availabot as a world probe: it was decided that we would take Availabot through to the position of being factory ready, and in the process learn as much as possible about the processes of manufacture, and how to develop these kind of complex products with so many moving parts." And, best news of all: Availabot will be coming to market. Excellent.
schulzeandwebb
presence
interaction
making
marketing
massproduction
availabot
toys
online
process
september 2008 by infovore
Big Contrarian → Divide.
august 2008 by infovore
"The idea of there being these two separate things has to be forced away from our thinking. They are one team, which produce one product. Stick their desks together and see what happens." Yes, yes, yes, yes, yes.
engineering
design
management
productivity
process
creativity
august 2008 by infovore
Coding Horror: Quantity Always Trumps Quality
august 2008 by infovore
"If you aren't building, you aren't learning. Rather than agonizing over whether you're building the right thing, just build it. And if that one doesn't work, keep building until you get one that does."
development
scultping
making
motivation
process
design
august 2008 by infovore
My Quest to Build the Perfect Burger: Chefs + Restaurants : gourmet.com
july 2008 by infovore
"Our challenge now is to keep a very close eye on the mise en place, because if one cook changes even a little detail of one of the key ingredients—the width of the tomato slices, the amount of mustard on the bun—the harmony of these burgers is lost."
food
preparation
construction
burger
process
july 2008 by infovore
QA Deathmatch » “Hello World” - The SlickEdit Developer Blog
july 2008 by infovore
"Too often, developers only test their features and don’t go outside that box. [...] when you are in scoring mode, you’ll take the time to check out all the new features to see what you can break to score big." Rules for turning QA into a game.
bugs
qa
development
process
software
programming
game
play
rules
july 2008 by infovore
Where Game Meets the Web
june 2008 by infovore
Raph's presentation from GDC 2007. Very good stuff.
raphkoster
gdc
games
web
web2.0
design
development
ideology
process
june 2008 by infovore
:: GIANT ROBOTS SMASHING INTO OTHER GIANT ROBOTS :: Rules made up by you
june 2008 by infovore
"I’ve reproduced the list [of rules from Lockheed’s Skunk Works] here with an identification of a modern software development rule or business practice that it corresponds to." Good stuff from Matt J. Can't wait to see his book.
software
development
management
projectmanagement
skunkworks
agile
scrum
process
practice
thoughtbot
june 2008 by infovore
Introducing Scrum at Large Animal
may 2008 by infovore
"...they need to keep thinking creatively about how they work together and continuously try to improve their process. This mindset is the key to high performing, self-organizing teams."
scrum
xp
agile
games
development
software
process
management
practice
may 2008 by infovore
Lost Garden: The Scary List
may 2008 by infovore
"Every day, we have our team meeting and on one of the walls is a white board containing the heading 'Scary List'. When someone catches whiff of a problem or rumor that could potentially sink the projects, we jot it on the list."
management
process
project
projectmanagement
agile
may 2008 by infovore
lixo.org :: Go for a walk
april 2008 by infovore
"When faced with a roblem you want to solve, or even to find out where the real problems are in the first place, try what the native americans called the Medicine Walk." I've been doing this a lot recently, and the pairing tip is spot-on.
process
practice
productivity
walk
walking
meditiation
calm
april 2008 by infovore
The Online Photographer: Emerson on Tone
february 2008 by infovore
"When he has mastered tone, and with it exposure and development, he knows the most difficult part of his technique and practice, let him then proceed to picture-making." Emerson's Naturalistic Photography for Students of the Art, 1889.
photography
technique
exposure
development
process
learning
february 2008 by infovore
Dirty hands required, Why user experience people need to roll up their sleeves and get their hands dirty in development to get the best results
october 2007 by infovore
"...a user interface design conceived by someone without detailed understanding of the tools used to construct it often suggests good, but expensive to implement designs. There's a sweet-spot between good, and expensive to build..."
design
interaction
usability
ux
process
team
management
october 2007 by infovore
blog all dog-eared pages: sketching user experiences (tecznotes)
august 2007 by infovore
Great write-up and series of notes on Bill Buxton's book, by Michal Migurski
design
sketching
process
development
ux
product
august 2007 by infovore
Using Design Games - Boxes and Arrows: The design behind the design
july 2007 by infovore
"Games create conceptual touchstones - shared references that bridge different points of view and provide a common platform for conversation. That’s what most design deliverables try to do, with varying degrees of success."
design
games
innovation
IA
process
inspiration
july 2007 by infovore
Lost Garden: Software Development's Evolution towards Product Design
may 2007 by infovore
The best products came from those odd teams that managed to compromise. The technology was clumsy and the emotional benefits of the software shaky. But it was better than the crap that customer had to put up with before.
product
design
development
process
software
may 2007 by infovore
Writers' rooms | Special Reports | Guardian Unlimited Books
april 2007 by infovore
Photographs of the rooms writers work in, accompanied with short editorials.
writing
howwework
process
writers
work
desk
office
study
photography
april 2007 by infovore
Server move autopsy (Phil Gyford: Writing)
january 2007 by infovore
Phil kept pretty detailed notes on moving hosts. Worth bearing in mind, as I think about doing the same...
dns
server
hosting
procedure
process
web
january 2007 by infovore
Andy Budd::Blogography: User Centred Design and Agile Development
december 2006 by infovore
Andy weighs in on the UCD/Agile clash. Am really thinking about this a lot at the moment.
ucd
agile
process
development
design
december 2006 by infovore
Clash of the Titans: Agile and UCD :: UXmatters
december 2006 by infovore
Resolving the conflicts between UCD and Agile processes. It's not necessarily as hard as it might seem...
agile
ucd
xp
development
process
usability
ux
methodology
december 2006 by infovore
The Seven Core Practices of Agile Work (Agile Advice)
november 2006 by infovore
Agile Work consists of seven core practices. These practices form a solid starting point for any person, team or community that wishes to follow the Middle Way to Excellence.
agile
management
development
process
xp
scrum
november 2006 by infovore
ACM Queue - Silicon Superstitions - When we don't understand a process, we fall into magical thinking about results.
october 2006 by infovore
People love mysteries and myths so much that they create them when an explanation seems too simple or straightforward.
magic
interface
hci
raskin
design
process
october 2006 by infovore
adaptive path » blog » blog archive » A new framework
september 2006 by infovore
Todd Williams from Adaptive Path looks at a new (mental/process) framework for design. Really good article - even if you don't ascribe to it, there's loads to think on in there.
design
usability
process
interaction
ux
september 2006 by infovore
People Over Process: Dysfunctional Agile, Agile-in-the-Large
august 2006 by infovore
The team, and even the immediate layer above the team may be following Agile practices, but once it reaches out into the rest of the organization, leakage occurs in both directions: development needs frequent input from the field on what's valuable to imp
agile
management
development
process
business
august 2006 by infovore
Fast Company Now - Google, Innovation and the Web
july 2006 by infovore
What defines a project? Sometimes there are small projects. Google News took a team of 3-5 people. If you take a pool of engineers and put them in teams of three, you can actually do 100 projects.
google
innovation
development
business
process
july 2006 by infovore
Rands In Repose: 1.0
april 2006 by infovore
Building companies from the ground. Really good writing.
business
startup
development
process
management
april 2006 by infovore
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