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d_rwin

Re:Beware of Developers Who Do Negative Work on Friday December 23, 2016 @10:04AM (#13245029)
Thanks Jason.

It is a little vague, I admit. The team strength in any scope or structure, well defined is 'A Win'.

Ask HN: The asynchronous communication lead in teams

Conversation pre-tweet ° https://twitter.com/mjUX/status/799817762126241794Team dynamics in a small member setup is very effective over a longer period. However the structure of quick groups is a challenge to keep the parties interested.I would like to enjoy the setups employed by some veterans in this industry. OPEN to suggestion?

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Re:Beware of Developers Who Do Negative Work on Sunday December 18, 2016 @10:48PM (#13209395)
I have seen the type always conform to a style or structure. The designers like to talk to design bent leads on devevelopment and manage only a subset of issues that could materialise. A dev team for three or more years brings a better structure to code and developement. Just the fact, the leisure time well spent in code and banter bring enough structure to the team. I guess you have to know your team better than your desk-jockeys.
Re:Branch on Monday January 14, 2013 @04:02PM (#5056648)
any early users here? Interface has definitely changed since the beta invites. How have this changed for all?

Can't place a single definition to the interface, but I like it. Others?

Re:Ask HN: I net you on Tuesday January 31, 2012 @12:42AM (#3532037)
an insiping tale - http://zerodistraction.com/blog/2012/1/26/thinking-bigger-ab... and the chrome-ui alertbox - http://useit.com/alertbox/ui-chrome.html A serious problem with the controls and intent.

Ask HN: I net you

I need an app to look out for me. Its a ridiculous hour (6:00 in the monday morning) and an idea.An ideation and strategy works, particularly effective with my previous works. Helps me to prepare my mondays. And less eye strain to start the day. I don't think podcast and video blog collection will help me in my commute. I am an heavy instapaper user but definetly its not enough to pull any...

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Dan, couldn't agree more. Everybody got to take a dip in the same pool.
Re:I am done with the freemium business model on Tuesday January 03, 2012 @08:55AM (#3419611)
Paul, the notes from the developer is very much relevant and reflect on the model we expect. The values in the freemium model has depreciated. If only you can derive any significant value over time. Dropbox, evernote has already given out the rewards system (towards all). But the one we would like to model is Rovio mobiles Angry birds.

Expecting to get paid on a depreciating model is lunatic. Without any metric over such - this model works, but expecting to get paid on a depreciated value, never does.

Re:In Open Source, Learn to Decide on Monday December 19, 2011 @10:19AM (#3369836)
Open source segments need the design considerations - Even with its size and limits with scope.

An important read but not very relevant to open source whitneyhess.com/blog/2011/04/23/youre-not-a-user-experience-designer-if/

The user perspective is the most important gain for any designer/team. Build a team to challenge each other in user perception and details. Settings and preferences are the most valid arguements for such choices. Clutter is unacceptable.

Iterate on much focused segment of your problem.

Re:"How much does a website cost?" – a survey of web designers on Tuesday September 27, 2011 @01:41PM (#3044361)
the worst anyone can do is approaching this as easy.
Re:What Does It Take To Be a Social Media Strategist? on Sunday September 25, 2011 @09:10AM (#3035736)
good to see the requirements, excellent illustration. That's why its imperative that founders learn the effective strategies themselves. The content is important as any product strategy.
Re:Instapaper’s (anti-)social network on Thursday September 15, 2011 @07:06AM (#2999729)
http://marco.org/2011/09/14/instapapers-antisocial-network gives a clear account of instapaper's alignment with curating. Traditional curation topics doesn't work with instapaper; personal curation. Pulling others steams does not serve any purpose, at all.

Breaking away from the convention social structure seems very appropriate, http://twitter.com/radar_tty/status/114214633656692737

Re:Gabe Newell on monetization before game design on Tuesday August 30, 2011 @02:42AM (#2940401)
Nobody falls for the monetization, its the products. Gabe's approach without trying duplicity messages is great design.

The product is the only selling point in Valve design.

Re:Jig, the first product from Tasty Labs on Friday August 26, 2011 @11:28AM (#2928763)
joshua, the product gives a presentation of a listing category like craiglist + job listing. A good business model and viable but not scalable towards, anything you are trying to detail.
Re:Jig, the first product from Tasty Labs on Friday August 26, 2011 @11:04AM (#2928684)
joshua, what business model are you considering without curation topics?

relevance engines and lateral developments around this space is just exhausted.

Good to know about interests. Congratulations on the release.

Re:Why HN Got Slow on Wednesday August 10, 2011 @02:32AM (#2867027)
true to the word. " What would you believe , maximus?"

community tagging could not be the solution here- what do you think?

--Stackoverflow blog offers some explanation.

A relative perspective on print design publishing to internet platform: www.psfk.com/2011/07/cory-doctorow-in-connected-age-what-role-for-a-publisher-today.html

platform agnostic content is losing the relevance. The question- Content platform will bring the change? Does projects like percolate.com prevail against social interaction platforms? Up against: blog.comscore.com/2011/06/facebook_linkedin_twitter_tumblr.html

Re:Kyle Bragger on Redesigns on Tuesday May 24, 2011 @06:24AM (#2579328)
a very apt note » @globalmoxie: In data viz (& design in general), decoration is fine as long as it doesn't get in the way. Decoration = good, noise = bad. @noahi #uiewamt
Re:Kyle Bragger on Redesigns on Monday May 23, 2011 @09:21AM (#2575813)
Informed design decision towards the aesthetics or usability greatly inspires the experience. Design and redesign is subjective to the process. Redesign is a process to undo the mistakes of past and create a better experience. Relative focus on present designs is greatly influenced. And for a community, has its subjective sense too. Design standards another plus.