Blast from the Past: Counter-Strike →
As the final days of Placescore’s development approach, I more and more discover one interesting behaviour: It’s hard to be content. It’s the first time I compare all those “The most important thing is to ship!” articles with our current situation and I finally understand what they’re talking about.
We have a version 1.0. It is good enough. I would even go as far as to say it’s pretty great. The problem is that we grew accustomed to what we’ve built. The trick is to try to see the product as something you look at for the first time and that’s easier said than done.
Of course, there are many features we want to see implemented and everything only takes a few more days but we wouldn’t ship anything anytime soon if we’d add everything that’s planned.
To solve that problem (at least for me) I made several .sketch files that define which features are bundled to which new version and I try to keep Florian and Philipp on track by reminding them that we don’t have to implement everything and should focus on shipping our 1.0 ASAP.
And we’re going to do so soon. Exciting times.
Als Fabu mich fragte, ob ich nicht etwas zur “Blast from the Past”-Serie beizutragen hätte, wusste er vermutlich nicht, dass er eine Rolle in der folgenden Geschichte spielen würde, die ihren Ursprung vor elf Jahren fand.
Ich schrieb einen Gastbeitrag für Superlevel. Es geht ein bisschen um Counter-Strike, aber letztendlich erzähle ich eigentlich wie ich zu Design und nach Hamburg kam.
That Turtleneck is Choking You →
Let’s get something out of the way, this article isn’t about Steve Jobs. Steve Jobs was a mastermind, visionary, or, in the words of Cards Against Humanity, a “Mother Fucking Sorcerer.” No one would dare call Jobs a fake. This article is about YOU and the ways you’re killing your career by pretending to be a designer.
Whoa. This one hurt by being so true.
Principles of User Interface Design →
Nice and comprehensive list of important areas in user interface design. Works well as a reminder of what we’re doing here and what our goal should be. It is a good start for people who try to understand what user interface design is, too.
Why Designers Leave →
You know the truth, though. No matter what people say, you’ll always know the truth. It doesn’t matter if each decision along the way felt logical at the time. Whenever you gaze upon Capybara Sunset, you will see that the concept feels rushed, the composition is off, and the subject matter makes no sense.
The work did not represent what you valued. The work, ultimately, was not something you are proud of.
The urge to let a project become as good as possible in an enviroment that is highly likely to mess things up is the exact reason why I love this job, though. Compromises are a fun problem to deal with.