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Valve and GitHub: the beginning of true user-centered organizations

Two articles on company culture caught my eye last week, both about what it’s like to work in organizations with no formal structure and communication. First, from the always excellent Design Staff, Design at Valve: collaborating and innovating in a flat organization is an interview with one of the designers at Valve:

It’s everyon’s job at Valve to recruit peers to help ship an idea. If I’m unable to recruit an engineer to help me ship an idea, it probably means either the idea isn’t solving an important problem, or it’s just not timely given our current priorities and ongoing projects. As individual contributors, w’re each constantly asking ourselves “Where is my time best spent?” The answer changes as projects ship and as new opportunities emerge.

For these self-selecting project teams to work, it’s important that we keep up on the various efforts happening around the company. Ther’s no top-down communication, so this typically happens by chatting with one another over lunch, or checking in with people to learn what’s happening.

Second, Brandon Keepers wrote about what it’s like to work at GitHub, and it struck me as remarkably similar to Valve’s culture:

Anarchy works wonderfully in a small group of individuals with a high level of trust. Everyone at GitHub has full access and permission to do whatever they want. Do great things and you earn respect. Abuse that freedom and you violate everyon’s trust.

Each person at GitHub has the responsibility to sell their ideas to the rest of the company. I quickly learned that if I can’t get anyone else interested in the project that I want to work on, then either I poorly articulated my vision, or more likely, it does not benefit the company. You can still work on it, but you will likely be working alone.

Both posts are worth reading, because they also explore some of the challenges of working in such environments. The teams seem well aware of the downsides of the cultures they’ve created, and they’re working hard to address those because the upsides vastly overshadow the downsides for them. And I guess that’s the key phrase — for them. I don’t think this type of environment will work in every company, but it’s encouraging to see how systems based solely on trust and self-governance can create productive environments and (extremely) happy employees.

For both companies, the measure of success is the quality and value of the products they ship to customers. That is fantastic, and could be the beginnings of a new era of true user-centered organizations. We need more experimentation that does away with conventional hierarchies and corporate structures so that we can find new ways to create value for our users.

Foursquare’s bright future

Dan Frommer in Exploring The New Foursquare:

Foursquare has been evolving to a company that no longer simply answers “where are my friends?” but instead “where should I go right now?” This is smart: Everyon’s gotta eat. That’s why Explore is rapidly becoming Foursquar’s most important feature. This has always been part of the plan, I think. But it’s certainly carrying more emphasis in this new version of the app than ever before.

I think Dan hits the nail on the head here. Foursquare strikes me as a company with vision that is slowly but deliberately evolving to become the Facebook competitor everyone has been looking for. They listen to customer feedback, they’re ambitious, and they’re still having fun. That’s a killer combination.

Android fragmentation: hunting for silver linings

Towards the end of Android Fragmentation Visualized, an article by OpenSignalMaps that analyzes 3,997 (!) distinct Android devices across different dimensions, comes this attempt at setting the world record for Silver-Lining Hunting:

One of the joys of developing for Android is you have no idea who’ll end up using your app.

Pardon my lack of eloquence, but, LOL! First, there’s the obvious logical fallacy: no-one knows who will end up using their apps, no matter what phone/platform they develop for1. Second, not knowing who will end up using your app is a bad thing. Most apps fail because they are unable to reach product/market fit. And one of the major reasons for not reaching product/market fit is not understanding your market — the people who will end up using your app.

The variety of resolutions visualized in the OpenSignalMaps post is staggering, and trying to spin it as anything but a nightmare for developers is commendable but misguided.

 


  1. User and market research can help you make educated guesses, but will only take you so far until you have a real product in the wild. 

Make things that help others spend their time wisely

Paul Ford gave the closing keynote at the 2012 MFA Interaction Design Festival, and published the text in a fantastic piece called 10 Timeframes. He spends most of the talk discussing units of time, using rich and provocative stories like this:

I can never remember if we are supposed to live each day as it were our last, or if it’s the first day of the rest of our lives. It’s hard to tell sometimes. We make movies about it over and over again. The Bucket List and Terms of Endearment and so on. Or even zombie movies. And the core assumption of those movies is usually that your life is kind of inconsequential up until that moment, that now you’re going to learn what really matters. Of course these movies are made by people who are totally dedicated to making films. They give up their lives and neglect their children to make movies about the value of family.

He ends up reframing the way we view our time to think more about how the things that we do affect other people’s time:

If we are going to ask people, in the form of our products, in the form of the things we make, to spend their heartbeats on us, on our ideas, how can we be sure, far more sure than we are now, that they spend those heartbeats wisely?

We have a responsibility to make sure that we create things that help others spend their time wisely. It’s a sobering thought. This is my favorite article of the week — so well written.

Design Patterns: When Breaking The Rules Is OK

I wrote a new article for Smashing Magazine called Design Patterns: When Breaking The Rules Is OK:

W’d like to believe that we use established design patterns for common elements on the Web. We know what buttons should look like, how they should behave and how to design the Web forms that rely on those buttons. And yet, broken forms, buttons that look nothing like buttons, confusing navigation elements and more are rampant on the Web. It’s a boulevard of broken patterns out there.

I go on to the discuss the history of design patterns, and under what circumstances it’s ok to go off the beaten track and try something new. Enjoy!

About this curation thing

This is not a good week to be calling yourself a curator. (Um, please don’t read the description of this site in the left column.) I’m fully aware of the irony of posting a pull quote from Mitch Goldstein’s Formally Concerned, but here goes anyway:

The result of this are blogs full of nothing but other people’s stuff. Pages and pages of other peoples photographs, designs, videos, etc. This is not inherently bad, but what I get curious about is how this affects how people go about making their own work — is there room to think about something new if your mind is filled with everything else? Probably, but I would not discount the distraction of seeing an endless stream of externalized, decontextualized imagery.

I imagine the natural reaction to my opinion of this is that these Tumblr blogs act as inspiration, as a scrapbook of ideas. I question this as well, since I think true inspiration comes from the questions you ask yourself, not from constantly looking at how other people answered their own questions. I hope that the reblogging and reposting of other peoples’ work — and reblogging other peoples’ rebloggings, ad infinitum — does not take the place of actual creativity. I mean, finding cool stuff and posting it sort of feels like you are making something, right? Tumblr can provide an illusion of creation — I wonder what people would make if they were not busy making this illusion?

I’ve actually written about this before as well in the context of the “post-literate society”:

I believe [sites like Pinterest and Instagram] give users the illusion that they’re creating something without the necessary work that is required to make something good. Sharing pictures is effortless. And if we know anything about online behavior, it’s that people hate doing actual work when they can just click a button instead.

This, of course, comes off the back of Choire Sicha’s rant against people who use the word ‘curation’:

You are no different from some teen in Indiana with a LiveJournal about cutting. Sorry folks! You’re in this nasty fray with the rest of us. And your metaphor is all wrong. More likely you’re a low-grade collector, not a curator. You’re buying (in the attention economy at least! If not in the actual advertising economy of websites!) what someone else is selling””and you’re then reselling it on your blog. You’re nothing but a secondary market for someone els’s work.

I’m obviously conflicted about this, because a lot of what I do on this site is what’s considered link-blogging, adding a little bit of context and additional thought when needed. I certainly won’t call that “creating”, but I also don’t understand why there’s such a big backlash against this type of activity.

The first advice writers always give other writers is, read more. So I am comfortable with my approximately 70/30 split between posting links and writing longer, original pieces. I don’t think I’d be able to write the 30% if I didn’t spend the other 70% finding and reading great content — and why shouldn’t I share that with you? As long as the 70/30 split doesn’t become a 100/0 split, I’ll keep doing this.

On this particular issue I’m much more in agreement with Erin Kissane’s viewpoint in Bloggers and Bowerbirds:

We should stop treating the web like it’s zero-sum and start treating each other like colleagues. When people like Popova and Roth-Eisenberg show up and offer a standard, our response should not be to freak out about them wanting in on “our” cultural capital. Respecting the work of discovery doesn’t detract from respect for the work of creators. There is not a limited supply of civility and respect, so let’s stop being dicks about this stuff.

Preach it, Erin.

Sharing books and music: not as similar as we might think

Nicholas Carr looks at the differences between customers who buy/share books vs those who buy/share music, specifically within the context of piracy. In Books ain’t music he notes:

The unauthorized copying of songs and albums did not begin with the arrival of the web or of MP3s or of Napster. It has been a part of the culture of pop music since the 1960s. There has been no such tradition with books. Xeroxing a book was not an easy task, and it was fairly expensive, too. Nobody did it, except, maybe, for the occasional oddball. So, even though the large-scale trading of bootlegged songs made possible by the net had radically different implications for the music business than the small-scale trading that had taken place previously, digital copying and trading didn’t feel particularly different from making and exchanging tapes. It seemed like a new variation on an old practice.

His observations are fascinating. It shows that even though record labels certainly deserve their share of the blame when it comes to the dismal state of the commercial music industry, the history and context of music sharing has an enormous part to play in the rise of modern-day music piracy. The publishing industry has a very different historical context, so we can’t just apply the “lessons” from the music industry to the challenges introduced by digital books.

Generosity and empathy as opportunities to disrupt

Very true words from Peter Rojas in Generosity, empathy, and disruption:

I just don’t think it’s possible to build an amazing product or app or whatever without being able to empathize with and understand the person who is supposed to be using it. On some fundamental level great design is able to get into the mindset of a user and anticipate, guide, and delight. None of that is possible without empathy.

He also sums up why companies who make complex, ugly, and bloated enterprise software should be very scared — their competitors are going to come out of nowhere:

Generosity and empathy are becoming the big blind spots not only for many big companies, but often for entire industries (like financial services) which have drifted so far from any human-centric principles that they feel ripe for real competition from companies that decide to play the game differently. You can see it in the basic lack of respect in the way customers are often treated, and you can see it in so many of the sub-par products that are being produced because no one cares enough about the end user to make them better.

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