Andrea Buran 5.0

  • Disagree and commit is a management technique for handling conflict. There are two parts to it. First, expecting and demanding teammates to voice their disgreement. Second, no matter their point of view, once a decision has been made, everyone commits to its success.

    159 jotted on 18 Jul 2018, 01:35.
  • Artifacts can force clarity of the complexities of the wicked problem space.

    Margaret Kelsey, The Wicked Craft of Enterprise UX, Invision Blog.
    158 jotted on 13 Jul 2018, 13:45.
  • Continually look for opportunities to test the direction you are going in. If people disagree, test. If you aren’t sure about your approach, check it.

    157 jotted on 12 Jul 2018, 17:10.
  • Always having at least two people look over the code also curtails ideas of “my” code and “your” code. It’s our code.

    156 jotted on 12 Jul 2018, 11:50.
  • Remember that there is an appropriate time for different types of feedback. Cheerlead early, and critique more thoroughly later.

    155 jotted on 11 Jul 2018, 01:40.
  • Be comfortable letting things go, and remember that your teammates are smart people with expertise.

    154 jotted on 11 Jul 2018, 01:40.
  • Underlying these concerns is the predominant business model for platforms on the Web—user-targeted advertising. Advertising based business models encourage the consolidation and the hoarding of user views and data, driving platforms to become ever larger.

    Chelsea Barabas, Neha Narula, the decentralized web, Digital Currency Initiative.
    153 jotted on 9 Jul 2018, 11:40.
  • “One of the things we’ve realized is that it’s hard to separate motivation from sustained attention,” he says. “If we’re not looking at motivation, then we’re really missing the boat in terms of attention.”

    152 jotted on 3 Jul 2018, 12:00.
  • “There are no right or wrong answers. Since I didn’t design this, you won’t hurt my feelings or flatter me. In fact, frank, candid feedback is the most helpful.”

    Jake Knapp, Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days, p. 207, Simon & Schuster, 2016.
    151 jotted on 1 Jul 2018, 02:20.
  • In the React era, we have embraced the extremely useful approach of modular, component-based development […]. But I think it’s equally important to acknowledge that CSS is not 100% modular, nor should it be.

    Keith J. Grant, Resilient, Declarative, Contextual, Keith J. Grant’s Site.
    150 jotted on 26 Jun 2018, 12:00.
  • You can think of willpower like a battery that starts the morning charged but loses a sip with every decision (a phenomenon called “decision fatigue”). As Facilitator, you’ve got to make sure that charge lasts till 5 p.m.

    Jake Knapp, Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days, p. 159, Simon & Schuster, 2016.
    149 jotted on 25 Jun 2018, 12:20.
  • Building a façade may be uncomfortable for you and your team. To prototype your solution, you’ll need a temporary change of philosophy: from perfect to just enough, from long-term quality to temporary simulation.

    Jake Knapp, Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days, p. 168, Simon & Schuster, 2016.
    148 jotted on 25 Jun 2018, 12:10.
  • Indeed, many designers and developers I speak with would rather dance naked in public than admit to posting a site built with hand-coded, progressively enhanced HTML, CSS, and JavaScript they understand and wrote themselves.

    Jeffrey Zeldman, The Cult of the Complex, A List Apart.
    147 jotted on 20 Jun 2018, 12:10.
  • How about we just call “dark patterns” what they truly are—bad design and bad ethics. It’s dishonest and it’s short sighted.

    Anton Stén, Designer Ethics & The Moral Implications of our Apps, Anton Stén’s Site.
    146 jotted on 19 Jun 2018, 11:55.
  • Protect the talents of your team by making firm agreements in advance about approach, method, and ideas. Ground rules help others to play the game and help guard against foul play.

    145 jotted on 15 Jun 2018, 14:40.
  • If your company is at the hostility stage, you can forget about promoting user experience. People have to want to change before there’s any chance of helping them do so. Once the company’s been sufficiently hurt by its Neanderthal attitudes, management will be ready to consider usability and enter the next stage.

    Jakob Nielsen, Corporate UX Maturity: Stages 1-4, Nielsen Norman Group’s Site.
    144 jotted on 30 May 2018, 11:45.
  • I’m not confident that average people could have so little time in their schedule to spare that a minute to call for an appointment. Instead Google could actually be aiming this product at people that simply don’t want to talk to another person […].

    Anton Stén, AI Ethics—A New Skill for UX-Designers, Anton Stén’s Site.
    143 jotted on 29 May 2018, 12:00.
  • I always find it helps to do some exploratory research prior to running stakeholder workshops. This ensures you go into the room with a baseline understanding of the organization its users and some common pain points.

    Kyle Cassid, More Than Pixels: Selling Design Discovery, Smashing Magazine.
    142 jotted on 28 May 2018, 11:40.
  • A salesperson with little understanding of technical implementation, or of the teams delivering the work, sells the client a fantastic vision, on a knowingly impossible timeline, scope and budget. In doing so, they not only sell the project but also sell their own people, upon whose shoulders the problem will sit, down the river in the process.

    141 jotted on 23 May 2018, 10:30.
  • Remember that users rarely need “features.” What they need is to attain some kind of goal.

    Jeff Gothelf, Josh Seiden, Lean UX: Designing Great Products with Agile Teams, p. 881/3889, O’Reilly Media, 2017.
    140 jotted on 16 May 2018, 11:45.
  • […] we’ve managed to improve the performance for those stuck on old technology while also opening the possibility of using the latest standards on browsers that support them.

    139 jotted on 16 May 2018, 11:30.
  • The biggest lie in software is Phase Two.

    Jeff Gothelf, Josh Seiden, Lean UX: Designing Great Products with Agile Teams, p. 144/3889, O’Reilly Media, 2017.
    138 jotted on 14 May 2018, 11:55.
  • Sprints on the other hand are a lot better for making major pivots which really require you to go broad before you converge to a few ideas worth trying out.

    137 jotted on 14 May 2018, 11:50.
  • In a sprint, decisions are made by one person: the Decider. […] With the Decider in the room making all the calls, the winning solutions stay opinionated.

    136 jotted on 14 May 2018, 11:45.
  • Not a single new idea generated in the brainstorms had been built or launched. The best ideas — the solutions that teams actually executed — came from individual work.

    135 jotted on 14 May 2018, 11:40.
  • […] duration means something. But video game audiences haven’t incorporated it into their reading of video games, in the same way that we all have a cultural understanding of what time means in a film, even though pacing can carry every bit as much meaning.

    134 jotted on 12 May 2018, 21:10.
  • The smallest thing you can build to test each hypothesis is your MVP. The MVP doesn’t need to be made of code: it can be an approximation of the end experience […].

    Josh Seiden, Jeff Gothelf, The 3 foundations of Lean UX, O’Reilly.
    133 jotted on 11 May 2018, 16:10.
  • The assumption in Lean UX is that the initial product designs will be wrong, so the team’s goal should be to find out what they got wrong as soon as possible.

    Josh Seiden, Jeff Gothelf, The 3 foundations of Lean UX, O’Reilly.
    132 jotted on 11 May 2018, 15:55.
  • […] the MVP strategy has a clear objective prior to engaging with customers and seeks reassurance on that strategy […].

    Interaction Design Foundation, Minimum Viable Product (MVP) and Design—Balancing Risk to Gain Reward, Interaction Design Foundation.
    131 jotted on 11 May 2018, 12:15.
  • It’s only through having surplus demand that you can let go of mismatched clients without hesitating. And the ability to let go is critical to keeping your team happy.

    Julian Shapiro, Running an Agency, Julian Shapiro’s Blog.
    130 jotted on 8 May 2018, 11:35.
  • But once an interaction designer has created a wireframe, it’s hard for many (we’re not saying all) visual designers to think outside the boundaries set by that wireframe and challenge the ideas it contains.

    Heleen van Nues, Lennart Overkamp, Priority Guides: A Content-First Alternative to Wireframes, A List Apart.
    129 jotted on 7 May 2018, 12:00.
  • Human language is messy, littered with vagueness and ambiguity. With time, usage and meaning drifts. Humans misunderstand and re-interpret […] but a computer program will never puzzle over how to interpret a particularly complex line of code.

    Dan Roth, Subjects and Predicates in Language and Logic, Grammar Pedagogy for Writing Teachers.
    128 jotted on 7 May 2018, 11:00.
  • Design is an iterative process. The necessary number of iterations is one more than the number you have currently done. This is true at any point in time.

    Dave Akin, Akin’s Laws of Spacecraft Design, Dave Akin’s Site.
    127 jotted on 5 May 2018, 02:40.
  • Too few connections and complex ideas can’t spread. Too many connections and complex ideas get crushed by groupthink.

    126 jotted on 4 May 2018, 00:30.
  • But, users have learned to accommodate to Google not the other way around. We know what kinds of things we can type into Google and what we can’t and we keep our searches to things that Google is likely to help with.

    Roger Schank, The fraudulent claims made by IBM about Watson and AI, Roger Schank’s Site.
    125 jotted on 2 May 2018, 11:45.
  • Start simply. Code defensively. User-test the heck out of it. Recognize the chaos. Embrace it. And build resilient web experiences that will work no matter what the internet throws at them.

    Aaron Gustafson, The Illusion of Control in Web Design, A List Apart.
    124 jotted on 27 Apr 2018, 17:40.
  • Game designer Naomi Clark suggests that this is a third type of game, a game of labor, in which players are rewarded for performing routine tasks, rather than for their skill or for their luck.

    Jesper Juul, The Art of Failure: An Essay on the Pain of Playing Video Games, p. 74, The MIT Press, 2013.
    123 jotted on 27 Apr 2018, 14:00.
  • […] My mind spills out questions like, “Is this Tuesday better than the week before?” And “Ooh looks like there’s a link to my website from smashingmagazine.com, that oughta be great for SEO right?” Those seem fair and worthwhile, right?

    …until I had a revelation

    Those all-important numbers don’t really matter at all.

    Anton Sten, Vanity Metrics, Anton Sten’s Site.
    122 jotted on 27 Apr 2018, 11:45.
  • This is what games do: they promise us that we can repair a personal inadequacy—an inadequacy that they produce in us in the first place.

    Jesper Juul, The Art of Failure: An Essay on the Pain of Playing Video Games, p. 7, The MIT Press, 2013.
    121 jotted on 24 Apr 2018, 14:00.
  • Research—broad, foundational knowledge-gaining to decide what to spike or give the ability to estimate—indicator: don’t know a potential solution.

    Chris Sterling, Research, Spikes, Tracer Bullets, Oh My!, Getting Agile.
    120 jotted on 10 Apr 2018, 11:30.
  • Never attribute to malice that which is adequately explained by stupidity.

    Wikipedians, Hanlon’s razor, Wikipedia.
    119 jotted on 27 Mar 2018, 12:25.
  • If your work is not final yet, if you are testing it, you should not convert your elements into symbols, or use nested symbols.

    118 jotted on 16 Mar 2018, 11:15.
  • There is no reason for DRY to be goal in itself. DRY is a tool, to achieve some real goal, like smaller file sizes, better maintainability, etc. But I don’t see any real benefits to use it just for the sake of it.

    117 jotted on 7 Mar 2018, 11:15.
  • […] as long as I work on a team with a lot of other remotes, everything will be fine. Working as the only remote on a team of people who are all in person seems like hard mode […].

    Julia Evans, Working Remotely, 4 Years In, Julia Evans’ Site.
    116 jotted on 20 Feb 2018, 11:15.
  • These days every Google product seems to assume that your internet connection is always on, that you’re close enough to the nearest Google server that your brain won’t notice the speed-of-light delay, and that you have practically unlimited bandwidth. These assumptions are barely true in Mountain View, let alone in most of the rest of the world.

    Jamey Sharp, How Not to Replace Email, non-O(n) musings.
    115 jotted on 19 Feb 2018, 11:15.
  • It’s a shame to see a ton of hard work go into static designs only to see all that thinking, detail, and nuance get washed away when it’s translated into code.

    Brad Frost, Your Sketch Library Is Not a Design System Redux, Brad Frost’s Blog.
    114 jotted on 18 Feb 2018, 17:40.
  • Once upon a time I opened a new tab in Firefox on my Android phone to find out that besides a list of my most visited pages to choose from, there also was a list of things “suggested by Pocket”. What the hell was Pocket, why was it suggesting me things and, more importantly, how the hell did it get into my Firefox?

    113 jotted on 16 Feb 2018, 22:20.
  • What would you do, or how should the project be run to ensure that kind of failure?

    Taylor Smith, Premortem: Prevent Failures by Recognizing Patterns, Taylor Smith’s Site.
    112 jotted on 15 Feb 2018, 11:05.

I work as a Senior Product Designer at Skippet, remotely.

If you feel like having a chat, write to me at .