A new sequel to @SirBrante, "The Life and Suffering of Prince Jerian," has been revealed! You can hear me as the English presentation voice for the devs! Huge thanks to them for trusting me with presenting your ideas and vision to people.
https://t.co/u8PdJ4asd4
If we improve the interface’s accessibility and usability, translate it to an available language, change the website feedback form to an app or chat, it might increase the perceived value. But it does not constitute the value itself
Defining the value that a product delivers is a crucial task in product development. Various frameworks, such as JTBD, Black box, and TOC, are used to achieve this goal
These factors do impact the product’s popularity. However, ultimately, your client will return to you only to experience a change in their lives, that is, for the value
For now, 2D covers most of the needs, because we are used to thinking in texts. Texts are letters, and letters exist on paper, not in 3D. We don’t have any semiotic system for 3D yet.
I’ve visited two conferences during the last month; at both of them I had VR experience. It’s been weird for me to see that interaction in 3D environments is often created via 2D interfaces.
Then, what do most of us do at work? We interact with abstract objects. Graphs, captions, tables are legacy ways to show something that has no shape. This is how our collective thinking works; so when is 2D not enough?
And here’s the question. When does 2D fail at augmenting our thinking processes, compared to 3D? It’s obvious: when we speak about a 3D-related range of issues: architecture, atomic structures, anatomy, stereometry, real objects design.
Let’s dig deeper into this. We are used to creating abstractions in 2D interfaces; this is what paper has taught us to do. But when isolated, abstractions have no shape. If we talk about 3D experience, we need to find a form that would be native to this environment.
This is a simple way to build reflection into any activity without taking a person out of the flow. And to make results observable. It forms a habit and makes it possible to assess progress in thinking.
Here comes a micro-exercise to train the skill of drawing independent conclusions: after each completed task, write "how I can use the result of this task, which is gonna be my next step”. And then "How the next step will bring me closer to my bigger goal”
The main time in the work is spent on approvals. The team more than 1 spends effort on synchronization. Therefore, the main team skill is the ability to trust each other part of the thinking. Replacing the trust deficit with control procedures makes work more expensive.
The problems start with processing the results, and boil down to the question of "how big a piece of the problem can I give you to think about, so you can afford not to waste resources on matching results."
@Laroshe_Rpg@dyatil Yes, that's exactly what I'm thinking about. Really we don't know how to think over the whole, we have to trust our colleagues to think over the part, and I'm talking about trust in this very process.