In Design, we often strive for minimalism—using as little as needed to get a job done or a message across. A key tactic in that aim is to avoid redundancy. [...] But adding game feel requires just the opposite. Our digital products are trapped behind a hard pane of glass. We use the term “touch”, but we never really touch them. To truly Feel a... See more
A technologist makes reason out of the messiness of the world, leverages their understanding to envision a different reality, and builds a pathway to make their vision happen. All three of these endeavors—to try to understand the world, to imagine something different, and to build something that fulfills that vision—are deeply human.
First, narratives tend to be too simple. The point of a narrative is to strip it way, not just into 18 minutes, but most narratives you could present in a sentence or two. So when you strip away detail, you tend to tell stories in terms of good vs. evil, whether it's a story about your own life or a story about politics. Now, some things actually... See more
Why is it that most changes are marginal, but a few, like the Great Oxidation Event, are deeply disruptive? The answer is in asymmetry.When we think of competition, we usually picture symmetric competition. Trees compete on height for sunlight, businesses on price for customers. But you can only grow so tall, or lower prices so much. Competition... See more
In the words of MIT sociologist Sherry Turkle: computers empowered their users, making them feel smart[er], “in control”, and “more fully participant in the future”.
Someday there's going to be a product, or two products, that are competing with each other, with similar features, and the thing that they're not going to be competing over is like how well the eraser works or how well the select tool works. They are going to be competing at that higher level — of the features that they built that are unique to... See more