Archive: September, 2013

Nintendo in crisis

John Siracusa:

If the time of the game console is not yet at an end (handheld or otherwise), then Nintendo has a lot of work to do. It needs to get better at all of the game-related things that iOS is good at. It needs to produce software that clearly demonstrates the value of its hardware—or, if that’s not possible, then it needs to make new hardware…

…Nintendo needs to do what Nintendo does best: create amazing combinations of hardware and software. That’s what has saved the company in the past, and it’s the only thing that will ensure its future.

I agree with Siracusa; Daring Fireball’s John Gruber and others that disagree I think are missing the potential of the current market. We may be clearly moving in the direction of multi functional platforms that can do more than play games. But, as Siracusa points out, as long as there’s a strong market for dedicated gaming devices that offer a richer, more immersive experience (I think next-gen console sales will reflect this), Nintendo still has a shot with its hardware and software combination.

Why talented creatives are leaving your shitty agency

Keeping the trend from yesterday on bad work practices, designer Murat Mutlu:

Ahhh working til 9pm several days a week, it’s just the agency way of life right? Wrong, it’s bad management.

Tell your account managers (or yourself) to stop selling things that can’t be completed unless we work ourselves to death. I’ve seen people strain their health, relationships and family lives for what? So a deodorant can get more brand awareness? So that we can meet the unrealistic deadline you promised whilst trying to win a pitch? Or so a client can get dozens of mockups before they go on holiday?

This is advertising we’re talking about, not some higher calling. Everything we make is forgotten about in 6 months. Who gives a shit?

This is a mantra that could be extended to a lot of other industries as well, especially web and tech agencies.

Five tools for analyzing dysfunction in engineering culture

Author “Shanley” on Medium:

What about when we reward acts of heroism — recovering from severe outages, working unreasonable hours, emerging triumphant from a death march? When such acts of heroism are very visible and rewarded, do we end up with a situation where people are incentivized to manifest the very conditions of catastrophe that allow them to be heroes? At what point are we actually incentivized to create unrealistic deadlines, work at an unsustainable cadence, even cause production issues?

Great responsive web design is a matter of process

I have read far too many posts in recent months on how to incorporate responsive web design into a design workflow. Most cover what I already know, but leave it to designer Jacey Gulden to shake things up:

By nature, a mobile device is narrow, and it forces the content to be presented in a single column. The linear display caused by this narrowness forces the designer to give priority and hierarchy to certain pieces of content that is much less apparent when a site is viewed on a wider screen.

Because of this, many designers have started experimenting with a new kind of mockup that involves content hierarchy rather than design layout. Designers give numerical values to elements of content that correlate to where those items might appear in a stacked column layout. This way, design is less constrained, but the content is always presented in the best way possible.

I’ve heard the “content hierarchy first” advice before but rarely in such a clear manner.

‘I Am Street Fighter’

Capcom just released this documentary free on YouTube. It’s gotten a lot of praise online with its extremely high production values (as expected from the production studio Area 5.) Anyone who’s into gaming, especially Street Fighter fans, should watch this.

The once-controversial Rising Sun

Nathan Rabin over at The Dissolve is just on fire with his “Forgotbusters” column, an examination of high grossing films that now look dated culturally. This review of the movie adaptation of Michael Crichton’s Rising Sun is especially biting. For instance:

In a sequence that plays unmistakably like a clueless middle-aged white person’s conception of what a culture clash between the Japanese and denizens of the ghetto might entail, [main protagonist] Smith has his inner-city friends menace the Asian thugs that are after them in a manner that would feel more appropriate in a wacky comedy than the stirring wake-up call Crichton intended.

Blind

I’ve seen a lot of tech buzz about this app and deservedly so: it’s a hell of a lot easier for developers that have HDPI to open up a special “non HDPI browser” via this app vs. trying to switch resolutions repeatedly. Well worth a look.

A thought on Amazon’s new product page design

UI designer Joshua Porter:

The reality is that Amazon has designed themselves into a Local Maximum. They’ve tested and tweaked the same product page over and over and they’ve optimized it as much as possible. They can’t improve it significantly at this point without making a big change. But they can’t make a big change because the only changes they can make must increase revenue (or some closely related KPI). So any big change is a very, very scary thing when that page is driving billions of dollars in revenue. So it makes sense that Amazon only makes small changes to their product page design.

Early in my web career, like many others I was fascinated by Amazon’s web design and leveraged it occasionally to fuel e-commerce decisions. But when you fast forward to where we are today, it’s positively shocking how little Amazon’s design has evolved. Joshua really nails why.

My multiplayer problem

Longtime video game journalist and designer Jeff Green, discussing his issues with more complex multiplayer games like DOTA 2:

The problem of course, was and still is the barrier to entry. If all the players in a particular game are skilled and experienced, then it just makes it that much harder for a new player to find his or her footing, to gain any experience or confidence. And there is little to no tolerance by a lot (but not all) experienced players to put up with noobs on the team. Especially in games where everyone takes it totally seriously and winning is everything.

Gaming has changed for me in two ways over the past few years. First, as work and other life commitments take more time, there’s just less time for gaming. And as part of that, I’ve got far less patience for complex or twitch based multiplayer. I want to have fun and relax, not get stressed out every time I start a match of Call of Duty.

How to work with engineers

Designer Julie Zhuo:

If you give an engineer a design to build but you’re not confident how well it’ll work out until you get to play with the implementation, make sure you let them know that there’s a good chance things will change. Nothing is more annoying to engineers than staying up all night to finish an implementation only to get a memo in the morning that Whoops! The whole design has been transformed! And now they’ll have to throw away all that production-quality code they put painstaking attention into.

A thousand times this. Having worked on projects on both design and development, this point has come back to bite me personally quite a few times. If you’re a developer, make sure you’re clear on what stage the design is at.