infovore + process   57

9 Things You Need To Write A Novel | tobylitt
This is a good list, from Toby Litt, and clearly one earned many times through fire.
books  writing  process  discipline 
4 weeks ago by infovore
THREES - A tiny puzzle that grows on you.
"It took awhile to climb this mountain, 14 months actually. So to “show our work”, we’re posting around 45,000 words that mark the trail we took. It’s not every text, skype call or even every email in our big 500+ email thread. But it’s the important stuff, and a lot of it was important to getting Threes out in the world." I'd pay for this as a book, to be honest. Really excellent stuff.
threes  design  process  games 
march 2014 by infovore
stamen design | Two Talks in Austin
Both of these are great, and express some of what I've been trying to say in recent talks far better than I've expressed myself.
stamen  georgeoates  design  datavisualisation  materials  exploration  process 
october 2013 by infovore
russell davies: activities not audiences
"If we forget the needs bit then we're just talking about users, which easily elides into audiences, which everyone takes to mean target audiences - which is a whole different kettle of ball games." Yeah, sometimes I forget about that when we - the wider we - talk about users.
russelldavies  users  userneeds  design  gds  process 
october 2013 by infovore
CP's Projects: Small Build, Big Execuition
"A rats nest of wires on a breadboard is not a finished project, it is an easily damaged mess." So true. Some good examples about designing your hobby projects for maintenance and simplicity.
electronics  making  process  practice  tidyness 
july 2013 by infovore
Boil Up
"Instead of using a dolphin model, we would, for example, use a colored rectangular solid or some tapered low-polygon basic shape. This plan would save us all a lot of headaches. Or it would have had I stuck to the plan. More on this later." This is a great post from Robert Hodgin about process, showing-everything, and how sometimes ambition leads to way more work, and is probably the right thing to do. Also: I'm still jealous of people who can think in 3D. That's part of my work for this year.
roberthodgin  cinder  simulation  animation  installation  flocking  process  showeverything 
june 2013 by infovore
a necessary stage | the m john harrison blog
"As I understand it, B says, the cliche “writer’s block” actually describes the inability to write anything at all. If you have a problem with a plot, she says, you’re not blocked, you are in fact writing; because the maddeningly slow solution of difficult problems in the context of specific pieces of work is part of the process of writing. In B’s opinion, you aren’t blocked in the cliche sense unless you’ve written nothing for several years and can be played by Mickey Rourke." Yes, that.
writersblock  writing  process  mjohnharrison 
june 2013 by infovore
AIGA | Video: Jonathan Hoefler & Tobias Frere-Jones
Some amazing quotations in this interview with Hoefler and Frere-Jones; highlights include "most of our projects take about a decade" and "how do you embody Steve McQueen in a typeface?"
design  type  typography  process 
may 2013 by infovore
climbers: the journal | the m john harrison blog
"Though I lost the original notebooks, I still have the journal. It stood in a complex relationship with, and served as a feeder for, the actual writing of Climbers, which went on concurrently elsewhere; also as a record of one of happiest and most productive times of my life. The pages were carefully numbered. The photographs, especially polaroids, have become faint and dark-looking at the same time, tinged with purples and greens not present in the lived scene." Beautiful documentation of work in progress.
books  climbers  mjohnharrison  process  writing 
april 2013 by infovore
How the Guardian Soulmates development team took a lesson from rugby league | Info | guardian.co.uk
"...if any one of the participants at the meeting starts to deviate away from the subject, repeat themselves or get a little carried away with their topic, the "Scrum master" presents them with the baseball cap to wear – the idea being to "cap" the conversation at source! This indicates that the person presented with the cap is now prohibited to speak until asked to contribute again, or until the cap is passed to someone else during the course of the meeting." Iiinteresting.
scrum  process  agile  shutupshutup 
december 2012 by infovore
BERG Little Printer Hackday
"What was quite nice is seeing the piles of paper at the end of the day. It’s very visible that Work Has Been Done Here. The sawdust, as Bridle points out, that’s missing from software development. You get to see the failed experiments and the changing versions printed throughout the day which would normally be hidden away in git." It was a fun day, and this is a nice thought from Dan. I kept all my sawdust, which I'll be writing about when I get a minute.
berg  littleprinter  hackday  printing  working  process 
july 2012 by infovore
It’s Not Working For Me: #crit | Mark Boulton
"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 
may 2012 by infovore
stamen design | Watercolor Textures
"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 
march 2012 by infovore
Grain & Gram — The New Gentlemans Journal / The Exchange / A Conversation With Roy Slaper
"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
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
"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
"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 
may 2010 by infovore
David Byrne's Journal: 03.18.10: Collaborations [updated]
"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
"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
"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)
"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
"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
"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
"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
"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
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
"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
"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
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
Diego Goldberg :: The Arrow of Time
"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
"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
"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?
"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.
"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
"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
"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
"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
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
"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
"...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
"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
"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
"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
"...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)
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
"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
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
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)
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
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
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)
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.
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
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
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
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
Building companies from the ground. Really good writing.
business  startup  development  process  management 
april 2006 by infovore

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