Discover how video game design principles—such as intuitive visual cues and user-driven feedback cycles—translate directly into physical product development to create more accessible, desirable, and user-centered engineering designs.
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Discover how video game design principles—such as intuitive visual cues and user-driven feedback cycles—translate directly into physical product development to create more accessible, desirable, and user-centered engineering designs.
It can be extremely difficult to know how much time to spend on a particular design task. Do it too quickly and you might waste time and money. Do it too slowly and stakeholders will conclude that progress has stopped. This article gives eight things to practice as you learn to strike a good balance between spending too much versus too little time reaching development milestones.
While the book, The Art of Innovation by Tom Kelly, is full of useful anecdotes, principles, and tips, there is one timeless principle that I wish more creative people knew and practiced – especially engineers. It’s related to seeking feedback.
Wildly different ideas, like those coming from Vermont (in the form of Senator Sanders), can be beneficial in designing anything from policies to products even if none of those ideas are ever implemented.
Everyone needs a mentor and maybe more than one. One of your mentors might be called Mary, Bob, or Jim. But at least one of your mentors should be called “Failure.”
Without ambiguity, there is no design freedom, no decision-making, and no design. Therefore, we should embrace ambiguity and consider it our job as designers to thrive in that environment.