Words
Things I've learned, mostly the hard way. UX, strategy, facilitation and games.
Building a game with a team of AI agents
I'm making a game on the side, and my team is nine characters: me, and eight AI agents with one job each. Here's how the work gets planned, built, tested and remembered.
Facilitation is design work
A workshop is a product with a very short lifespan and a very demanding user group. Here's how I design them, with a little help from psychology.
Strategy is a diagnosis
Most strategies are goal lists in a nice font. Richard Rumelt's kernel is a better place to start, and it turns out problem framing is design work.
What games teach us about onboarding
I've beaten over a thousand games, and now I'm building one. Games have spent decades learning how to teach people without boring them. Products should steal more.
The problem with designer portfolios
Portfolios are great at selling stories and bad at showing the hardest parts of design. A slightly ranty post from 2022, tidied up and still true.
Why you need a map
Maps take what's in our heads and put it on the wall where a team can point at it. A practical guide to choosing, making and using experience maps.