• x.com
    Re @KettlebellDan
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  • x.com
    Global Government Affairs:Case Update: A German regional court granted X's request to remove a judge from the case after the judge had ordered X to turn over its data to certain activist organizations.The court found the judge was not impartial because he had previously been employed by one of the
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  • Fortnite Downtime: When Will Fortnite Servers Be Back Up For Chapter 6 Season 2?
    www.gamespot.com
    Fortnite is offline right now, but fortunately it's not because anything is wrong. Quite the opposite, in fact--Fortnite is down because of routine scheduled maintenance that Epic does with every update. In this case, the update is a big one: the launch of Fortnite battle royale Chapter 6 Season 2, featuring major changes to the island, piles of new weapons and gadgets, and the arrival of Sub-Zero from Mortal Kombat.Chapter 6 got off to quite a bang during Season 1, as Fortnite introduced the permanent OG mode with its own separate battle pass, and also the Counter-Strike-esque Ballistic mode. In January, the season ramped up once more with the addition of the player-controlled Godzilla boss and the arrival of Hatsune Miku in Festival. But all things must come to an end--we had our fun with the ridiculous Typhoon Blade, but now it's time to move on to less civilized weapons, like the big drill weapon we saw in the trailer.Fortnite Chapter 6 Season 2 start timeWhen the servers come back up, it'll be Lawless season, which is all about committing armed robbery. That's right, it's Fortnite's fourth heist-themed season. But where the past seasons like this had more of a classy bent, Lawless season is going to be more in the vein of Grand Theft Auto--mayhem is the name of the game here.Continue Reading at GameSpot
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  • Star Wars: KOTOR's Development Problems Can't Be for Nothing
    gamerant.com
    One of the most prominent pieces of news in the gaming industry revolves around the highly anticipated but increasingly skeptical Star Wars: Knights of the Old Republic remake. This constant news is largely due to the game's developmental issues, which are now more common knowledge than even the game's own features. Initially, Aspyr Media was heading up the development of the remake, but the project shifted to Saber Interactive in August 2022 after some significant changes were made to Aspyr's development team. Things then got even more complicated last February, when Embracer Group announced plans to sell Saber Interactive.
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  • Where to Find Bathhouses in Kingdom Come: Deliverance 2
    gamerant.com
    The semi-realism of Kingdom Come: Deliverance 2 doesn't stop at basic survival needs. Apart from eating and sleeping to avoid health-related penalties, players will also want to keep themselves clean if they don't want to give themselves away in moments that count.
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  • How to get free Incarnate Forme Go Tour research codes in Pokmon Go
    www.polygon.com
    Three Incarnate Forme research codes are available as part of 2025s Go Tour: Unova celebrations in Pokmon Go.Available from Feb. 21 as Go Tour: Unova technically starts with the New Taipei and Los Angeles in-person events, the three codes will reward the Incarnate Formes of Tornadus, Thundurus, and Landorus upon completion.Heres all three Go Tour: Unova research codes, and how to complete each one.Free Incarnate Forme Go Tour research codesNiantic is proving a way to catch Incarnate Formes of Tornadus, Thundurus, and Landorus with three Timed Research codes that expire once Go Tour: Unova Global ends on Sunday, March 2.The codes, and the URL to redeem them on the official Pokmon Go code redemption site, are as follows:The Abundance Pokmon Timed Research: 9PTA874LYDAJH (Landorus)The Bolt Strike Pokmon Timed Research: 4Q4UZLY6MUH9K (Thundurus)The Cyclone Pokmon Timed Research: 4RD3GGA4ZMEGP (Tornadus)You can and we encourage you to redeem all three codes at the same time, giving you ample time to complete their respective Timed Research.How to complete the Incarnate Forme researchAll three sets of Timed Research have the same goal catch 156 Pokmon originally discovered in the Unova region.For global players on the debut weekend of the research, this seems like a tall order with limited Unova spawns, but once the Road to Unova event begins on Monday, Feb. 24, the game will be littered with Pokmon from the region.Provided you redeem all three codes together, youll then progress all three sets of Timed Research at the same time. And, to clarify the requirement further, the aim is to catch 156 Unova Pokmon total, and not all unique Pokmon from the region.As for why these codes are being offered, its likely there will be no alternate method to catch Tornadus, Thundurus, or Landorus during Go Tour: Unova and with the aim of the event to offer players a means to catch every Unova Pokmon, it means these legendaries arent left out.
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  • A framework for better UX capacity planning
    uxdesign.cc
    Many companies struggle with aligning on level of UX Effort a project needs. This framework canhelp.If theres one pain point Ive seen designers and researchers at every company Ive ever worked at, consulted with, or advised struggle with, its lack of alignment on the capacity & priority of UX Design & Researchwork.Some of the struggles come from designers who expect to do the full UX process (whatever that means) on every project. Other designers have anxiety letting developers implement anything theyve designed without first usability testing theirwork.Even more common is a lack of alignment with Product Management on the level of research & design effort a particular project should justify. Often, this is because no actual capacity planning for UX work takes place. Effort, Estimates, Roadmaps, and Capacity are all terms most commonly assigned to engineering work. Commitments are made, and planning is done for the delivery phaseonly.To be fair, Ive also observed that its not so much that teams dont want to include UX in their estimates. They often just dont know how. Theres no standard framework for level setting across the board around Design & Research Effort. Untilnow.Problems tosolveThere were 4 main problems I set out tosolve:Improve UX Capacity planning and improve alignment between UX, Product, & Engineering on level of UX effort needed in varied circumstances.Set realistic expectations on the kind of UX activities that can realistically be expected in the timeframeHelp UX team determine level of discovery, iteration, and executionEmpower UX team to spend more time on projects where they can add the mostvalue.Pendo Research Effort FrameworkOthers have taken a stab at similar problems. In August of 2021, Jeanette Fuccella published a research prioritization framework on the Pendo blog attempting to solve the problem of determining how much research todo.She created a quadrant across two dimensions: Problem Clarity &Risk.Credit: Jeanette Fuccella 2021 https://www.pendo.io/pendo-blog/blog-authors/jeanette-fuccella/Problem Clarity: High and Risk: Low was Ship it and Measure.Problem Clarity: High and Risk: High was DesignHeavy.Problem Clarity: Low and Risk: Low was Research Light.Problem Clarity: Low and Risk: High was Research: Heavy.While very useful at a conceptual level, there were some practical obstacles to overcome:It provided little context on what Research Light vs Research Heavy meant. It illustrated when to do which level of research, but not what that research entailed.Most companies dont have the luxury of having a big enough research team to do all the project-level research. So the question came up of when should a designer do the research and when should it be left to a full time researcher?Attempting to combine both research and design into 1 matrix was overly simplistic. It helped some with determining research effort, but I saw a big opportunity to do a similar thing for Designeffort.UX Effort Framework 2.0My new framework splits out research effort from design effort, included t-shirt level effort guides, a description on what each level of effort is (and when to use it), as well as common activities or attributes perlevel.For Research Effort, I stayed with Problem Clarity vs Risk. Risk also makes sense for Design work, but I replaced Problem Clarity with Complexity (as complexity is often what determines how much iteration we need for designwork).PROBLEM CLARITY:HIGHThis is a problem weve worked on before, have extensive existing qualitative & quantitative research we can leverage, and/or shared understanding of across theteam.PROBLEM CLARITY:LOWThis is a largely new or unknown problem. Lots of assumptions exist. The problem is not well defined and significant alignment needs to happen. This work is likely at the strategic / initiative level.RISK: HIGHWork that is not easily undoable, affects a large % of users key workflows, and/or has a large amount of risk to the business or user experience.RISK: LOWWork that is easily undoable, affects a small % of users, does not affect mission-critical workflows, and where getting it wrong would have only a small impact to the business or user experience.COMPLEXITY: HIGHInvolves many systems/APIs, external dependencies, stakeholders across multiple teams, or is technically complex (in ways that affect design decisions).This is a problem space with many questions or in which the designer has little existing knowledge.COMPLEXITY: LOWIs mostly self-contained in terms of systems and stakeholders, has few if any dependencies, and is straight-forward.Often these are simple usability improvements or additional use cases in well-understood workflows.Research Effort QuadrantsTo help understand each effort level better, lets take a closer look at each of the Research Effortlevels.SHIP &MEASURESometimes we need to prioritize speed over research rigor. This is best done when the problem clarity is high and risk is low. Often this step entails partnering on a post-release strategy and can be done by a designer.RESEARCH LIGHTEven when risk is low, if we have low clarity around the problem were trying to solve it is wise to do some research. Yet, we dont need to spend weeks starting from scratch. Research Light also usually focuses on follow up discovery research. Since the risk is low, usability testing is not usually needed at thislevel.Research Light is most often appropriate when we have prior quantitative or qualitative research we can leverage but still have unanswered questions. This research is typically done by the design team. Freeing dedicated research teams up from doing Research Light projects is a key element of improving the value created by researchteams.RESEARCH MEDIUMWhen risk is high, even if problem clarity is high it is important to invest in research. The key difference between Research Medium and Research Light is that since the risk is high we do need to invest in evaluative testing since its not easily undoable or the cost to the business if we get it wrong ishigh.It is also worth noting that this is the most common level of research that a designer will conduct if a dedicated research team is established.RESEARCH HEAVYFor larger projects spanning multiple projects, teams, or journeys, more rigorous research is needed. Often these projects will require multiple research methods spanning generative & evaluative, qualitative & quantitative, and attitudinal & behavioral.This kind of research typically is more strategic in nature and should be completed by a trained and experienced researcher. It often requires more time than a designer often has to run on theirown.Design EffortLevelsThe level of design effort needed between quadrants detemines:Level of fidelityneededLeveraging existing patterns vs creating newpatternsAmount of iteration requiredWhat stages of UX work are needed (modeling/mapping, wireframes, mockups, prototypes, etc)The intention here isnt to restrict the designer to a particular deliverable, but instead to communicate to partners the type and amount of work needed depending on risk vs complexity.CONSULT ONLYNot every project needs direct UX hands-on work. When the risk and complexity are low, it is 100% acceptable for UX to be consulted rather than assigned work (mockups) to do. This will enable the design team to spend their time on work where they can have the mostimpact.Doing more consultations when risk is low, complexity is low, and we are leveraging existing design patterns is a key to unlocking UXs potential to contribute more strategically to building the business. Too many designers spend far too much time being mockup monkeys for pre-determined solutions.In those cases, it is extremely helpful to set the expectation with your product team that youd love to just have a quick connect to align on the right component to use, flow, etc but that then the engineeering team should be empowered to do that work. This is one of the biggest benefits of having a design system inplace.Ive even worked places where a front end engineer would spin something up quickly with a mocked up back end and then just show it to me. Wed discuss a minor tweak or two and then it would be ready to connect to the real back end and be released.Letting go of needing to do a mockup on every little UI change is a key tactic in being able to spend more of your time on the more complex and risky (and impactful) work for which you are uniquelysuited.DESIGN LIGHTEven if the complexity is high, if the change youre contemplating would be easy to undue if it went awry, theres often no need for a high level of iteration, low fidelity pre-work, etc. Just get it out there and test in thewild.This is work where due to the complexity, were not comfortable just consulting, but we also dont need a month of design work. Another key component here is where the cost to the business or user experience would be low if yourewrong.HINT: work related to personal info, financial transactions, government regulations, or mission critical systems should never fall within DesignLight.One of the biggest mistakes I see teams make is wanting designers to do UX Light work on every project. One of the big value-adds of using a framework like this is to help illustrate that we absolutely can do UX Light work, but only when Risk islow.DESIGN MEDIUMWhen Risk is high, its important to do more iteration and start problem solving at a lower fidelity. If the complexity is low not as much of this is needed, but it still makes sense to spend some time iterating to avoid costly rework and negative businessimpact.Another common reason for Design Medium rather than Design Light has to do with situations where a new pattern / component needs to be introduced. Extra validation and testing are needed and its important to allow capacity forthat.DESIGN HEAVYFinally, we arrive at Design Heavy. These are complex, risky projects where getting it right is essential. Often Design Heavy is paired with Research Medium or Heavy as well unless extensive prior research has beendone.This level is what many designers think of when they talk about the Full UX Process. Modeling, Information Architecture work, Low Fidelity, Mockups, etc. Although deep functional prototyping is not always needed, it is important here.The work needs to be more thorough because the cost of getting it wrong would be significant to the customer and/or business.How to use this frameworkThis sounds great, Jeremy, you say, but how do I actually use this? Thats a great question. Let me share anexample.1. PROJECTPLANNINGWhen a project gets prioritized (and often before), we populate the Project description with the following:Background Info (any context needed to understand theproblem)Problem to Solve (and why this is worth prioritizing now)Business Impact (orvalue)User Outcome (how will someones lifeimprove)Success Criteria (what do we need to observe to know we were successful)Usually these are populated by the Product Manager, but it definitely can and often is a jointeffort.Then, the assigned UX Designer on the team will take a stab at populating:6. Design Effort level (based on the framework criteria)7. Research Effort level (based on the framework criteria)2. PROJECTKICKOFFWe then hold a kickoff with the balanced team and any key stakeholders (such as UX, Product, and Engineering leaders). We align on on the Project Description (including UX effort) before designers start work. Tweaks or additions are oftenmade.3. DESIGNER ADDS UX STORIES TOJIRAOne thing that Ive found invaluable is to ensure UX tracks their work in a project management tool such as Jira. This helps provide clarity & transparency to partners, and allows us to hold ourselves accountable.Once were all aligned on all the above, the designer will break up the project into individual work items (stories, tasks, product backlog items whatever flavor the org prefers). Guideline for level of fidelity is that each backlog item should be tied to some sort of deliverable (research plan, wireframes, mockups v1, research readout, etc). The Effort Framework operates as a guide on what backlog items should bedone.Each backlog item gets a specific estimate and is prioritized according to PMs direction on which project should be worked on first, etc. Backlog items then get dragged into Sprints based on the designers capacity.4. PLANNINGAt this point, UX stories are reviewed with Product & Engineering and adjustments are made according to priority, business needs, etc. Our goal is to do this for all projects on the roadmap for a particular quarter. We recognize changes will happen but having something written up and prioritized for all projects in a given quarter enables UX Capacity to be taken into account when doing Quarterly Planning which results in more realistic expectations being communicated to executive leaders.NOTE: Im a firm believer in prioritizing problems & outcomes rather than features. Thats an ideal state I always work towards. I have found, however, that isnt the way most teams realistically work. So ensuring a problem and outcome is defined for projects being prioritized and letting UX Effort and capacity guide release schedules (instead of the other way around) has been a useful & realistic compromise.Im Jeremy. I help orgs build better design teams and designers build better careers. Need help? Justask.Works Cited / FurtherReading:A Tried and True Framework for Prioritizing User Research - Pendo BlogWhen to Use Which User-Experience Research MethodsA framework for better UX capacity planning was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
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  • A guide to AI prototyping for product designers
    uxdesign.cc
    AI is more than a product, its a platform that will change how and what we designand who gets involved.Continue reading on UX Collective
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  • DJI's RS4 Mini stabilizer can now track subjects automatically
    www.engadget.com
    Shortly after introducing subject tracking with its latest smartphone gimbal, DJI has done the same with its new lightweight camera gimbal. The RS4 Mini is now available with DJI's RS Intelligent Tracking Module to keep a human subject in frame and also offers the latest features from its flagship RS4 gimbals like auto-axis locks and 4th-gen stabilization. The RS4 Mini is a major redesign from the previous RS3 Mini and is slightly heavier (2 pounds compared to 1.8 pounds) to accommodate some of the new features. It boasts the same 4.4 pound payload as before, meaning it can carry nearly every mirrorless camera on the market and many lightweight cinema cameras to boot. DJI An important new feature for ease of use is the addition of automatic axis locks absent on the previous model. And in fact, the RS4 Mini is the first of DJI's gimbals to use 2nd-Gen axis lock tech that can unlock the gimbal in just one second. It also has DJI's 3rd-Gen Native Vertical Switch that that offers the fastest switch experience to date in the RS series. Another new addition is Teflon interlayers and a fine tuning knob that allows "more precise millimeter balancing" when installing a camera. DJI also introduced a new Responsive mode (alongside the regular Smooth mode) that allows the gimbal to react better to fast hand movements. DJI For solo vloggers, the coolest new feature is the DJI RS Intelligent Tracking Module (included in the RS 4 Mini Combo), that's much like the "Multifunctional Module" on the Osmo Mobile 7P gimbal, minus the fill light. When attached to the gimbal, the tiny device enables ActiveTrack on any phone or camera, keeping a human subject in frame within 33 feet. Tracking can be enabled with a pull of the trigger or an open palm visual command. The RS 4 Mini also has DJI's latest 4th-Gen Stabilization that strikes a better balance between stabilization strength and tactile feel, promising an "enhanced user experience" and improved stability for vertical shooting. Other improvements include 30 percent better battery life (now up to 13 hours) and charging speeds, a next-gen RS Briefcase Handle and a quick-release magnetic mount. The RS4 Mini is now available for $369 by itself or $459 in the Combo package, which includes the RS Intelligent Tracking Module and RS Briefcase Handle. This article originally appeared on Engadget at https://www.engadget.com/cameras/djis-rs4-mini-stabilizer-can-now-track-subjects-automatically-134045771.html?src=rss
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  • xAI's Grok 3 is available for free to everyone 'for a short time'
    www.engadget.com
    You can now access xAI's most advanced large language model, Grok 3, even if you don't pay for a subscription on X. Grok 3 is available for free "for a short time," according to xAI founder Elon Musk, though the company didn't say until what "short time" means exactly. When you go to Grok on X or the web, and when you launch the standalone app, you'll now see new "Think" and "DeepSearch" options that are only available with xAI's latest LLM family. Just make sure you're using Grok 3 instead of Grok 2 in the chatbot interface's drop-drown menu. If you're paying for X Premium+, which now costs $40 a month, or the chatbot's standalone $30-per-month SuperGrok plan, you'll get "increased access" to Grok 3's features, as well as early access to advanced features like Voice Mode.For a short time, Grok 3 is available for free to all! https://t.co/r5iLXi2pBm Elon Musk (@elonmusk) February 20, 2025 The company launched its Grok 3 model family a couple of days ago during a livestream, wherein Musk described it as "an order of magnitude more capable than Grok 2." Some of the models in the family are capable of "human-like reasoning," which you can trigger when you choose the "Think" option. They're best used for more complex queries, like those with mathematics, science and programming questions. Meanwhile, xAI described DeepSearch as the "next generation search engine" that can generate summaries for research inquiries.I asked the free version of Grok 3 how it differs from the paid option. The chatbot replied that "free interactions might hit server limits if too many people pile in at once" and that paid users get priority. Paid users get access to "Big Brain" mode, which can answer tough math, science or coding problems that need extra processing power, and there's no limit to the number of images SuperGrok subscribers can generate.This article originally appeared on Engadget at https://www.engadget.com/ai/xais-grok-3-is-available-for-free-to-everyone-for-a-short-time-130031943.html?src=rss
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