Do I Think Your App is Good? I Think You’re Asking the Wrong Person

Courtesy of Guaraná I’ve worked with countless app developers, startups, marketing managers?—?you name it. But the one question I receive from each and every one of them is the same. “So what do you think?” What do I think of your app? I think I’m the wrong person to ask. No matter who the client is, I can tell if they did or did not talk to their target customer five minutes into their spiel. “Our users will love this feature!” “We worked so long on this. You have no clue.” “We know our app will be a hit!” That’s great and all, but did you get it in the hands of people who will actually be using it? Their feedback is way more important. Almost 98% of the time, asking for my opinion (or another freelancers/work for hire) won’t be any help at all. Because: You’re paying me for work so I’m not gonna say it sucks. Read the full article…

Why The Blurr Co-Founders Interviewed 700 People Before Developing Their App

https://medium.com/media/dd1f009cea9660775826b394ec1e2928/href “We were living and breathing the target market every single day” Photosharing App Blurr Co-Founder Daniel Arvidsson: It what definitely a long process in terms of developing an app. I mean, it is no easy task, especially since the 3 original founders all come from a business background. So the first thing is you need to have an end-goal in mind. What is the end goal? And for us the product changed a lot but it has always been that we wanted to give people instant access to all the memorable photos taken around them. So I think having that end-goal set us on a path where we said everything we do needs to be related to that end-goal. So we need to be giving people instant and easy access to all the photos taken around them. And so having that was the first step. But then we need to Read the full article…

Capcom’s Monster Hunter series is coming to Nintendo Switch

The Nintendo Switch just got a significant third-party boost: Capcom has announced that it’ll be bringing Monster Hunter XX to the new system. Monster Hunter isn’t the most popular series in the West, but it’s been huge in Japan since the days of the PSP, and it was seen as a major coup for Nintendo when the games eschewed Sony’s PS Vita for the 3DS. Monster Hunter XX — pronounced “double cross” — is the latest entry in the action RPG series; an expanded version of Monster Hunter X, which was released in the US in 2015 as Monster Hunter Generations. XX came out in Japan in March, and hasn’t yet been announced for the West. ????????????????????? Nintendo Switch Ver.????????????????????????Nintendo Switch??????????????h… Read the full article…

This picture was taken in September of 2016, in the capital city of Cambodia, Phnom Penh.

This picture was taken in September of 2016, in the capital city of Cambodia, Phnom Penh. Technically, this would probably qualify as the very first edition/prototype of what I’ve now come to call Frenemies. It has grown much since this picture was taken, and what used to look like a grade school, arts and crafts project, has fully evolved to become more than anything I ever could have conceived in the beginning. Frenemies is a system. Rather than a predefined objective or set of victory conditions, Frenemies prescribes a set of rules, provides an environment, and unleashes you to do as you will. The rules remain a work in progress, that myself and my team constantly debate, review, revise, and have committed to optimizing. In a nutshell, Frenemies is intended to reflect a satirical interpretation of real world political and economic systems. I make this point specifically to address those who Read the full article…

Swordigo: o melhor RPG mobile que ninguém nunca ouviu falar

“Leva o casaco, filho, está frio lá fora” Eu sempre pensei sobre o porquê de jogos para celulares serem tão ignorados pela mídia produtora de cultura pop. Alguns games são realmente excelentes?—?lembrando de toda a limitação da plataforma mobile, claro?—?e realmente não entendo como não ganham certo espaço. Por isso hoje eu vou… Opa, peraí. Agora que eu lembrei que não me apresentei ainda. Esse é meu primeiro texto nessa plataforma e acho que seria importante uma breve prévia sobre a minha pessoa. Me chamo Carlos Palmeira (como você deve ter visto), sou jornalista formado pela Universidade Federal de Mato Grosso?—?Estado em que moro atualmente, apesar de ser paulistano?—?e escrevo na editoria de agronegócio e economia de um site de notícias local. Exato. Agronegócio. Cê manja o que é uma ferrugem asiática? Vazio sanitário? Ou então o que é um rebanho de bubalinos? Não? Então, são sobre essas coisas que eu Read the full article…

My Thoughts On Energy Systems In Game Design

We’ve seen a trend for the past few years, particularly in the dreaded world of social games, towards “energy systems”, namely systems which restrict one’s playtime. Generally, this will be done through either an “energy bar” or a timer and, perhaps more nefariously, there is usually the option to bypass these restrictions by paying a fee. These systems, if not abused, can be highly effective in ensuring that a player returns again and again, compulsively and almost inexplicably, to a game. But when implemented incorrectly, as they so often are, they serve no practical purpose other than to alienate and annoy the player. Let’s examine a few examples of excellent and poor implementation of the “energy system”, and see whether or not, as a designer or player, you should embrace them. Energy systems have three main goals in mind, which are, in informal order of significance: habituation, content restriction and monetization. Read the full article…

I went to Unity Vision Summit 2017

I went to the Unity Vision Summit this year for Part Time Evil. If you haven’t heard of it, it’s a VR/AR summit. Basically, it’s the Unity VR equivalent of something like WWDC for Apple. What I did there Awkwardly Standing Around: I did this a lot between sessions. Marveling at all the Hollywood Landmarks: As a theatre person, I can feel the magic any time I’m near these places. And the Vision summit was in the Hollywood and Highland center (see the 360 image below), which is basically at the location of the Chinese Theatre and the Dolby Theatre. Pretty cool. If you’re like me, these places send you on endless Wikipedia searches until you end up at the silent film era and Sid Grauman. Going to talks: I tried to go to everything relevant to what we do at PTE. So at Vision, that was Story in VR, Cinema and VR, Read the full article…

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Very true, though you may be misunderstanding the terminology.

Very true, though you may be misunderstanding the terminology. Virtual reality is the over arching medium. Mixed reality is a subset of VR. A large chunk of the population is already spending the majority of their hours in a “virtual” reality via computers, social media, and gaming. Think of Japan as an example of a population of adolescents spending most of their free hours gaming. Mixed (virtual) reality will be the use case that replaces our current HCI technologies such as smartphones. Additionally a large piece of the population will opt to live in virtual reality on a daily basis. When it comes to full immersion vs enhanced reality (mixed), mixed is most likely to be the big money maker for the coming decade. Technorati Tags: immersive, mixed reality, mr, virtual reality, vr Read the full article…

Analysis blog entry 3 — Reflecting on the reflection

Michael — From reflecting further parts of our process in alignment with Goc’s practice, I had some interesting thoughts, particularly in regards to the way the media is recorded on a smartphone (or maybe webcam). It could be contended that a further reason these videos are so successful and applicable in the Facebook sphere is that not only are they recorded on a smartphone, they are also largely consumed on a smartphone device. This is because not only is the resolution and format of the videos most naturally suited to these devices, but the forms, angles and perspectives most easily created with smartphone cameras lend themselves to the same techniques and appearances the everyday smartphone videographer achieves. Perhaps the subtle capture techniques specific to using a smartphone create a sense of familiarity between consumers and bridge a gap often created by more polished, highly produced media. These filming motifs could Read the full article…

5 essential ways to use design constraints

Image (and gifs below) created for Figma by Chris Hamamoto, Johan Prag and Rasmus Andersson Remember the good ‘ol era of tech design, when you had to create interfaces?—?at most?—?for a PC and a Mac? Me neither. That universe seems light years away in today’s screen-addicted world. Designers’ jobs have grown exponentially harder with the introduction of mobile phones and tablets. You’re designing for endless adaptations and contexts, a never-ending Sisyphean task. We feel your pain at Figma, which is why we built our tool with a powerful constraints feature. It allows you to fix elements of your design to different sides of their parent frame. If you set your constraints correctly, your design will scale to fit any screen size. You can find them here, in the righthand properties panel when you select a frame: Different constraint options Constraints are amazing, but they take a little getting used to. In Figma, Read the full article…

From couch to chatbot

This post is about the talk I gave @Mobile UX London meetup under the theme “Designing for Chatbots – Part II”. It comes from my recent experience working with chatbots. As a ux designer when you are creating a chatbot, you are essentially being asked to convert all the information you collect into conversations. And this is because language is the main tool you will be using to create value for your users. This is the key difference in terms of process, outputs and tools. The process is led by copy and logic and this changes things for UX. Context This talk is the product of a goal I set to myself late last year: to have a practical toolkit for UX designers working with chatbots. It all started with a secret project that I can’t talk about, but that I did talk about at @LadiesThatUX London meetup and that became a Read the full article…

Ranking the best of ParadoxCon

FEATURE: When I first started covering Paradox games six years ago, they were a developer of complicated strategy games with much love in their niche (and nowhere else), and a publisher of games of varying genre, tone, and unfortunately, quality. In that time, on the backs of games like Crusader Kings 2, Cities: Skylines, Pillars of Eternity, and Stellaris, Paradox has become an increasingly influential player in the games industry — indeed, arguably one of the most important below the triple-A line of Activision, EA, and Ubisoft. At their recent PDXCon in Sweden, Paradox unveiled several games and expansions as well as discussing the state of the company. The press in attendance had a whole day to talk about and test most of the games involved — here’s a ranking of the big announcements and games of the show, from best to, well, least best. 1. Paradox the Publisher At Read the full article…

Nintendo Switch and Pokémon bolster GameStop’s first quarter

GameStop reported $2.05 billion in sales today at the end of its first quarter of 2017, exceeding expectations due to the high sales of the Nintendo Switch hybrid home-portable console and collectibles like Pokémon cards. Sales of new software dipped by 8.2 percent in contrast to the uptick of new hardware, which increased 24.6 percent to $389.9 million. New hardware sales were led by the Nintendo Switch, the top-selling console each month in the U.S. since its debut in March. GameStop noted that the Switch outperformed all previous console sales. Collectibles — which include toys and games, apparel, accessories, and others — also grew 39.1 percent to $114.5 million thanks to Pokémon products. Now that more people are buying digital games and subscription services such as the upcoming Xbox Game Pass offer a way to download new software, physical products offer a large opportunity that the company is moving on. In 50 of their larger stores, they’ll Read the full article…

Stugan brings in 15 teams for its 2017 game accelerator class

It’s into the woods again with Stugan, a Swedish game accelerator that’s in its third year. Stugan announced its 2017 participants earlier today, which includes 15 teams of developers who will head to a cabin in the Swedish countryside. Unlike other accelerator programs, Stugan is nonprofit and doesn’t take equity from the studios that participate. The seven-week program costs about $120,000 to run. It receives financial support primarily from donations and industry sponsors, such as Oskar Burman (Fast Travel Games), Tommy Palm (Resolution Games), Alexander Ekvall (Snowprint Studios), and more. They also receive support from Falun, the municipality where the program is located. “Stugan’s format is very different from other accelerators and it allows a unique freedom to bet on more bold and different game initiatives,” says Stugan project manager Jana Palm. Stugan’s mission statement seems to have sparked the imagination of its industry supporters. Karl Magnus Troedsson, for instance, cited the program as inspiration Read the full article…

Sustained Argument Paper

Is Virtual Reality Healthier Than Other Forms of Gaming? Gaming is an activity that has only been around in the last few decades. It is a new concept for the older generations, as less children go out and play sports, less children run around in parks playing frisbee or tag, less children stepping out on their lawn only to be yelled at by the older generations. My earlier posts discussed how virtual reality has made an impact on the world in many different genres, such as the medical field, the artistic field, even the movement to stop global warming (or at least lessen it). However, as stated before in my latest post, virtual reality was intended to be a platform for gaming, before it branched out to all these other new topics of interest. http://www.wikiwand.com/en/Jefferson_Park_(Chicago) Okay So What? Well the reason I have been discussing these things, is to prove that virtual Read the full article…

S2?—?E4: Vegas Baby!

S2?—?E4: Vegas Baby! Paul’s voice over plays “Previously on Ladies of Twitter” scenes from Nate’s luncheon are shown of everyone finally getting along and we see Nate announce his engagement and inviting the ladies to a mini getaway to Las Vegas for his bachelorette party! We then cut to the scene of Tre’s game night chaos and Paul once again lashing out on Nina calling her every name in the book. We eventually see Tre blow his lid when he kicks out both Joshuaa and Nina from his home. In the last scene of the recap we see the Joshuaa, Paul, and Tyler having a nice beach front brunch and Paul apologizes to both ladies for his recent behavior. Joshuaa then blindsides Paul by letting him know Nina is stopping by for brunch as well. The 4 originals all sit down for the first time in a year and Paul also Read the full article…

Debugging Vice.com and Window scroll event in Chrome Developer Tools Part 1

Chrome Developer Tools?—?CPU is jammed! How many sites have you gone to that have jerky scrolling? It has happened enough to me in the past couple of years that it has become a serious irritant. I remember really being perturbed when I saw this on Forbes.com about a year ago. The scrolling was so jerky that the site was almost unusable. This week when it happened to me on Vice.com I couldn’t help but pop open the debugger and figure out what the heck was going on. I have had to deal with this issue recently when implementing an image search that potentially had thousands of result. After moving into UI development and learning CSS and Javascript, I now reflexively pop open Chrome Dev Tools anytime I see a page misbehaving. Cmd+Option-i is burned into my brain as 90% of my work is in the browser developing UIs with Javascript and CSS. I Read the full article…

How I Took Back Ownership as a Creative

When is it OK to fight back over your work? This whole article can be boiled down to one sentence: Get attached and arm yourself with the evidence to defend that attachment As a creative, you must be attached to your work. Your goal is not only to inspire, but to push the limits, educate your audience, and elevate the conversation. If you can’t bond with what you’ve created, how can you explain or defend it? In the absence attachment, people will chip away at what you’ve built; changes will become arbitrary, and you will lose sight of what you set out to create. However, there is a crucial lesson here–to form a healthy attachment: you must be open minded. When I am confident that I’m right and firmly attached to my work, I try to prove myself wrong–this is the best way to form an educated opinion. It opens me up to Read the full article…