Search

pin it Archive for the 'Building a Design Business' Category

Zoho

Friday, December 15th, 2006

Zoho: Here’s a full suite of “100% free” MS Office-like online applications. Import/export common MS docs, create web-enable apps, build your own apps and widgets to extend the functionality… it’s amazing, really.

Am I ready to make the switch to complete web 2.0 100% free virtual desktops? Maybe… it’s pretty nifty, but would I trust my sensitive corporate data to their servers?

 And am I out of luck during those rare times that I’m not online? Nope, they have a downloadable app version.

Canadians are working more hours than they were in 2000

Tuesday, November 28th, 2006

The recent work/life balance event I put together has got me thinking (again) about the way I spend my work time and the nature of what is “work”. Stephen Beck sent along this interesting link: a story on the Stats Canada study on how much Canadians are workingIt makes me wonder who these slackers in British Columbia are — working an average of 1700 hours a year? That’s about 34 hours a week, minus two weeks vacation. Up to this point in the year, I’ve put in over 2100 hours, and I’m on my way to wrapping up with over 2200. (more…)

Shopping with Gay People

Tuesday, August 1st, 2006

Things are looking good in the new stoo-day-oh. We can finally breathe and move around without bashing our hips, and I think that’ll translate into more efficient designers, smokin’ websites and lots and lots of money.

(more…)

HTML + CSS Standard Framework

Thursday, July 20th, 2006

In this article, the author takes a stab at creating a naming convention for universal web page elements. Ambitious, if not a bit simplistic.

(more…)

Game Design With Agile Methodologies

Wednesday, June 28th, 2006

Gamasutra - Feature - “Paper Burns: Game Design With Agile Methodologies”

This article talks about the ”Agile” development method, as applied to game development. I can see this as quite applicable to interactive design. We kind of work this way already (though on a much, much smaller scale): we rapid prototype, get the client involved early and often, work flexibly, and test throughout.

The one thing this article alludes to but doesn’t answer to my satisifaction is how costs are controlled. Yes, the traditional ”Waterfall” method (akin to an assembly line) may be inefficient and lead to degraded products, but how does one plan and budget for the potentially limitless iterations of Agile? This may not be an issue in game design, but for projects with strictly fixed budgets and deadlines, I can’t see how this is “controlled” effectively.

Perhaps, I’m just not getting the point that this methodology may apply more for large teams developing really large, really complex projects.

Still, it’s nice to see our approach validated, even if not directly.