Be nice. Or else.
NY, NY UXD @ Nickelodeon Joined almost 5 years ago
Megan hasn't posted any stories yet.
This has actual use cases - for example, depressed individuals. It can be difficult for people with mental illness to remember - or motivate themselves enough - to do basic life things.
Seconding. I have the first version of this bag (with one strap instead of two) that I bought in 2015 - it's been to several countries and on a lot of commutes and is still holding up wonderfully.
Yep, I picked up on this because I'm also type 1 (high five!) Which is a shame because I actually WOULD use their products to help me manage my condition (perhaps not in the way they advertise, but a customer is a customer.) But this poor presentation of their understanding of diabetes completely turned me off the idea.
This is a nice way to sell products. The writing is a bit repetitive at times but they weave the three separate products together well, with a smooth layout.
But they lost credibility when they failed to identify what type of diabetes they are addressing. Different types have very different causes and anyone who walks in and starts proclaiming that they can prevent diabetes - all diabetes, as a whole - makes themselves look unknowledgeable. So, could be better.
"CSS and HTML (the languages themselves) are too unwieldy to be able to actually design with (is this a flexbox? what align-self? or is it a float?... )"
This comes closest to my reasoning. I learned how to code in HTML 5/CSS 3 years ago and have fully coded client's websites in the past. But I'm not good at languages in general (trying to learn Spanish did not go well for me) so being fluent in code is extremely difficult. Even the basic stuff. When I'm coding, I have to fully immerse myself in it (it's not like riding a bike, not at ALL) and that ends up overtaking my time as a designer - which is really the priority here.
Like others in this thread, I understand the concepts behind coding enough to work well with developers and understand how they are building my designs, and that feels like a better way of working.
+1 on retros. They are HUGELY important. If one decides to do a retro, make sure you keep them focused on a topic, if possible, and do them regularly - our first retro clocked in at nearly 2 hours long because it was a free-for-all from 8 people who had been working together for a few months at that point. Things built UP.
Retros are best when everyone speaks openly and safely, but if one finds they have a team that is still too reluctant to speak up - for fear of retribution or just out of shyness - one can run retros anonymously using Google Docs.
Set up the document ahead of time and send the link to the team the day before your meeting to fill out (keep it public to keep contributors anonymous.) 30 mins before your retro, ask participants to review the doc to add their +1's to the comments that have been added, to help you judge later how important these issues are. When y'all review the doc together in your retro, the lead can read each comment out loud and then pause and ask if anyone wants to elaborate or add onto the comment. If no one volunteers, jump right into brainstorming the solution together instead (that part will need active participants). After a few of these retros - and after charting the improvements that come out of them - team members will see the safety that has been established and be more willing to put themselves out there.
I played fully through and learned something about malls AND myself. Amaaaazing work.
Hey Alen! This interview looks fantastic. Any plans to provide an accompanying transcript?
Be nice. Or else.
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