• Enough is enough! The so-called "Seamless Photo and PBR Texture Creation" tutorial is a perfect example of wasted potential. Why are we still confused about the PBR workflow? It’s 2023! The fact that we need a step-by-step guide to understand color, normal, roughness, metallic, and displacement is absolutely ridiculous. Can’t anyone just produce quality material without dragging us through this tedious process? This constant hand-holding is a disservice to anyone trying to improve their skills. It's time for the industry to step up and demand better resources. We deserve comprehensive, clear, and efficient tutorials that don’t treat us like toddlers!

    #PBRTextures #SeamlessPhoto #TextureCreation #Frustration
    Enough is enough! The so-called "Seamless Photo and PBR Texture Creation" tutorial is a perfect example of wasted potential. Why are we still confused about the PBR workflow? It’s 2023! The fact that we need a step-by-step guide to understand color, normal, roughness, metallic, and displacement is absolutely ridiculous. Can’t anyone just produce quality material without dragging us through this tedious process? This constant hand-holding is a disservice to anyone trying to improve their skills. It's time for the industry to step up and demand better resources. We deserve comprehensive, clear, and efficient tutorials that don’t treat us like toddlers! #PBRTextures #SeamlessPhoto #TextureCreation #Frustration
    Seamless Photo and PBR Texture Creation
    Confused about the PBR workflow? Don't be. This step by step tutorial takes you through the process of creating your own seamless PBR photo textures. It starts with how to get quality material (the photos) and then goes through the seamless texture c
    1 Kommentare 0 Anteile
  • It's absolutely infuriating to see Riot shuttering Hypixel Studios and cancelling Hytale after a decade of development! How can a company that claims to have a vision for the "future of sandbox gaming" fail so spectacularly? A decade wasted on what? Empty promises and a failed vision! This is not just a blow to the dedicated fans but a massive disappointment for the gaming community as a whole. What happened to the innovation we were promised? Are we to believe that such a talented team could not translate their ideas into reality? It’s a disgrace, and we deserve better than this slap in the face!

    #Hytale #HypixelStudios #RiotGames #SandboxGaming #GamingDisappointment
    It's absolutely infuriating to see Riot shuttering Hypixel Studios and cancelling Hytale after a decade of development! How can a company that claims to have a vision for the "future of sandbox gaming" fail so spectacularly? A decade wasted on what? Empty promises and a failed vision! This is not just a blow to the dedicated fans but a massive disappointment for the gaming community as a whole. What happened to the innovation we were promised? Are we to believe that such a talented team could not translate their ideas into reality? It’s a disgrace, and we deserve better than this slap in the face! #Hytale #HypixelStudios #RiotGames #SandboxGaming #GamingDisappointment
    Riot shutters Hypixel Studios and cancels Hytale after a decade in development
    Hypixel had been hoping to create the 'future of sandbox gaming' but struggled to turn its vision into reality.
    1 Kommentare 0 Anteile
  • Why Designers Get Stuck In The Details And How To Stop

    You’ve drawn fifty versions of the same screen — and you still hate every one of them. Begrudgingly, you pick three, show them to your product manager, and hear: “Looks cool, but the idea doesn’t work.” Sound familiar?
    In this article, I’ll unpack why designers fall into detail work at the wrong moment, examining both process pitfalls and the underlying psychological reasons, as understanding these traps is the first step to overcoming them. I’ll also share tactics I use to climb out of that trap.
    Reason #1 You’re Afraid To Show Rough Work
    We designers worship detail. We’re taught that true craft equals razor‑sharp typography, perfect grids, and pixel precision. So the minute a task arrives, we pop open Figma and start polishing long before polish is needed.
    I’ve skipped the sketch phase more times than I care to admit. I told myself it would be faster, yet I always ended up spending hours producing a tidy mock‑up when a scribbled thumbnail would have sparked a five‑minute chat with my product manager. Rough sketches felt “unprofessional,” so I hid them.
    The cost? Lost time, wasted energy — and, by the third redo, teammates were quietly wondering if I even understood the brief.
    The real problem here is the habit: we open Figma and start perfecting the UI before we’ve even solved the problem.
    So why do we hide these rough sketches? It’s not just a bad habit or plain silly. There are solid psychological reasons behind it. We often just call it perfectionism, but it’s deeper than wanting things neat. Digging into the psychologyshows there are a couple of flavors driving this:

    Socially prescribed perfectionismIt’s that nagging feeling that everyone else expects perfect work from you, which makes showing anything rough feel like walking into the lion’s den.
    Self-oriented perfectionismWhere you’re the one setting impossibly high standards for yourself, leading to brutal self-criticism if anything looks slightly off.

    Either way, the result’s the same: showing unfinished work feels wrong, and you miss out on that vital early feedback.
    Back to the design side, remember that clients rarely see architects’ first pencil sketches, but these sketches still exist; they guide structural choices before the 3D render. Treat your thumbnails the same way — artifacts meant to collapse uncertainty, not portfolio pieces. Once stakeholders see the upside, roughness becomes a badge of speed, not sloppiness. So, the key is to consciously make that shift:
    Treat early sketches as disposable tools for thinking and actively share them to get feedback faster.

    Reason #2: You Fix The Symptom, Not The Cause
    Before tackling any task, we need to understand what business outcome we’re aiming for. Product managers might come to us asking to enlarge the payment button in the shopping cart because users aren’t noticing it. The suggested solution itself isn’t necessarily bad, but before redesigning the button, we should ask, “What data suggests they aren’t noticing it?” Don’t get me wrong, I’m not saying you shouldn’t trust your product manager. On the contrary, these questions help ensure you’re on the same page and working with the same data.
    From my experience, here are several reasons why users might not be clicking that coveted button:

    Users don’t understand that this step is for payment.
    They understand it’s about payment but expect order confirmation first.
    Due to incorrect translation, users don’t understand what the button means.
    Lack of trust signals.
    Unexpected additional coststhat appear at this stage.
    Technical issues.

    Now, imagine you simply did what the manager suggested. Would you have solved the problem? Hardly.
    Moreover, the responsibility for the unresolved issue would fall on you, as the interface solution lies within the design domain. The product manager actually did their job correctly by identifying a problem: suspiciously, few users are clicking the button.
    Psychologically, taking on this bigger role isn’t easy. It means overcoming the fear of making mistakes and the discomfort of exploring unclear problems rather than just doing tasks. This shift means seeing ourselves as partners who create value — even if it means fighting a hesitation to question product managers— and understanding that using our product logic expertise proactively is crucial for modern designers.
    There’s another critical reason why we, designers, need to be a bit like product managers: the rise of AI. I deliberately used a simple example about enlarging a button, but I’m confident that in the near future, AI will easily handle routine design tasks. This worries me, but at the same time, I’m already gladly stepping into the product manager’s territory: understanding product and business metrics, formulating hypotheses, conducting research, and so on. It might sound like I’m taking work away from PMs, but believe me, they undoubtedly have enough on their plates and are usually more than happy to delegate some responsibilities to designers.
    Reason #3: You’re Solving The Wrong Problem
    Before solving anything, ask whether the problem even deserves your attention.
    During a major home‑screen redesign, our goal was to drive more users into paid services. The initial hypothesis — making service buttons bigger and brighter might help returning users — seemed reasonable enough to test. However, even when A/B testsshowed minimal impact, we continued to tweak those buttons.
    Only later did it click: the home screen isn’t the place to sell; visitors open the app to start, not to buy. We removed that promo block, and nothing broke. Contextual entry points deeper into the journey performed brilliantly. Lesson learned:
    Without the right context, any visual tweak is lipstick on a pig.

    Why did we get stuck polishing buttons instead of stopping sooner? It’s easy to get tunnel vision. Psychologically, it’s likely the good old sunk cost fallacy kicking in: we’d already invested time in the buttons, so stopping felt like wasting that effort, even though the data wasn’t promising.
    It’s just easier to keep fiddling with something familiar than to admit we need a new plan. Perhaps the simple question I should have asked myself when results stalled was: “Are we optimizing the right thing or just polishing something that fundamentally doesn’t fit the user’s primary goal here?” That alone might have saved hours.
    Reason #4: You’re Drowning In Unactionable Feedback
    We all discuss our work with colleagues. But here’s a crucial point: what kind of question do you pose to kick off that discussion? If your go-to is “What do you think?” well, that question might lead you down a rabbit hole of personal opinions rather than actionable insights. While experienced colleagues will cut through the noise, others, unsure what to evaluate, might comment on anything and everything — fonts, button colors, even when you desperately need to discuss a user flow.
    What matters here are two things:

    The question you ask,
    The context you give.

    That means clearly stating the problem, what you’ve learned, and how your idea aims to fix it.
    For instance:
    “The problem is our payment conversion rate has dropped by X%. I’ve interviewed users and found they abandon payment because they don’t understand how the total amount is calculated. My solution is to show a detailed cost breakdown. Do you think this actually solves the problem for them?”

    Here, you’ve stated the problem, shared your insight, explained your solution, and asked a direct question. It’s even better if you prepare a list of specific sub-questions. For instance: “Are all items in the cost breakdown clear?” or “Does the placement of this breakdown feel intuitive within the payment flow?”
    Another good habit is to keep your rough sketches and previous iterations handy. Some of your colleagues’ suggestions might be things you’ve already tried. It’s great if you can discuss them immediately to either revisit those ideas or definitively set them aside.
    I’m not a psychologist, but experience tells me that, psychologically, the reluctance to be this specific often stems from a fear of our solution being rejected. We tend to internalize feedback: a seemingly innocent comment like, “Have you considered other ways to organize this section?” or “Perhaps explore a different structure for this part?” can instantly morph in our minds into “You completely messed up the structure. You’re a bad designer.” Imposter syndrome, in all its glory.
    So, to wrap up this point, here are two recommendations:

    Prepare for every design discussion.A couple of focused questions will yield far more valuable input than a vague “So, what do you think?”.
    Actively work on separating feedback on your design from your self-worth.If a mistake is pointed out, acknowledge it, learn from it, and you’ll be less likely to repeat it. This is often easier said than done. For me, it took years of working with a psychotherapist. If you struggle with this, I sincerely wish you strength in overcoming it.

    Reason #5 You’re Just Tired
    Sometimes, the issue isn’t strategic at all — it’s fatigue. Fussing over icon corners can feel like a cozy bunker when your brain is fried. There’s a name for this: decision fatigue. Basically, your brain’s battery for hard thinking is low, so it hides out in the easy, comfy zone of pixel-pushing.
    A striking example comes from a New York Times article titled “Do You Suffer From Decision Fatigue?.” It described how judges deciding on release requests were far more likely to grant release early in the daycompared to late in the daysimply because their decision-making energy was depleted. Luckily, designers rarely hold someone’s freedom in their hands, but the example dramatically shows how fatigue can impact our judgment and productivity.
    What helps here:

    Swap tasks.Trade tickets with another designer; novelty resets your focus.
    Talk to another designer.If NDA permits, ask peers outside the team for a sanity check.
    Step away.Even a ten‑minute walk can do more than a double‑shot espresso.

    By the way, I came up with these ideas while walking around my office. I was lucky to work near a river, and those short walks quickly turned into a helpful habit.

    And one more trick that helps me snap out of detail mode early: if I catch myself making around 20 little tweaks — changing font weight, color, border radius — I just stop. Over time, it turned into a habit. I have a similar one with Instagram: by the third reel, my brain quietly asks, “Wait, weren’t we working?” Funny how that kind of nudge saves a ton of time.
    Four Steps I Use to Avoid Drowning In Detail
    Knowing these potential traps, here’s the practical process I use to stay on track:
    1. Define the Core Problem & Business Goal
    Before anything, dig deep: what’s the actual problem we’re solving, not just the requested task or a surface-level symptom? Ask ‘why’ repeatedly. What user pain or business need are we addressing? Then, state the clear business goal: “What metric am I moving, and do we have data to prove this is the right lever?” If retention is the goal, decide whether push reminders, gamification, or personalised content is the best route. The wrong lever, or tackling a symptom instead of the cause, dooms everything downstream.
    2. Choose the MechanicOnce the core problem and goal are clear, lock the solution principle or ‘mechanic’ first. Going with a game layer? Decide if it’s leaderboards, streaks, or badges. Write it down. Then move on. No UI yet. This keeps the focus high-level before diving into pixels.
    3. Wireframe the Flow & Get Focused Feedback
    Now open Figma. Map screens, layout, and transitions. Boxes and arrows are enough. Keep the fidelity low so the discussion stays on the flow, not colour. Crucially, when you share these early wires, ask specific questions and provide clear contextto get actionable feedback, not just vague opinions.
    4. Polish the VisualsI only let myself tweak grids, type scales, and shadows after the flow is validated. If progress stalls, or before a major polish effort, I surface the work in a design critique — again using targeted questions and clear context — instead of hiding in version 47. This ensures detailing serves the now-validated solution.
    Even for something as small as a single button, running these four checkpoints takes about ten minutes and saves hours of decorative dithering.
    Wrapping Up
    Next time you feel the pull to vanish into mock‑ups before the problem is nailed down, pause and ask what you might be avoiding. Yes, that can expose an uncomfortable truth. But pausing to ask what you might be avoiding — maybe the fuzzy core problem, or just asking for tough feedback — gives you the power to face the real issue head-on. It keeps the project focused on solving the right problem, not just perfecting a flawed solution.
    Attention to detail is a superpower when used at the right moment. Obsessing over pixels too soon, though, is a bad habit and a warning light telling us the process needs a rethink.
    #why #designers #get #stuck #details
    Why Designers Get Stuck In The Details And How To Stop
    You’ve drawn fifty versions of the same screen — and you still hate every one of them. Begrudgingly, you pick three, show them to your product manager, and hear: “Looks cool, but the idea doesn’t work.” Sound familiar? In this article, I’ll unpack why designers fall into detail work at the wrong moment, examining both process pitfalls and the underlying psychological reasons, as understanding these traps is the first step to overcoming them. I’ll also share tactics I use to climb out of that trap. Reason #1 You’re Afraid To Show Rough Work We designers worship detail. We’re taught that true craft equals razor‑sharp typography, perfect grids, and pixel precision. So the minute a task arrives, we pop open Figma and start polishing long before polish is needed. I’ve skipped the sketch phase more times than I care to admit. I told myself it would be faster, yet I always ended up spending hours producing a tidy mock‑up when a scribbled thumbnail would have sparked a five‑minute chat with my product manager. Rough sketches felt “unprofessional,” so I hid them. The cost? Lost time, wasted energy — and, by the third redo, teammates were quietly wondering if I even understood the brief. The real problem here is the habit: we open Figma and start perfecting the UI before we’ve even solved the problem. So why do we hide these rough sketches? It’s not just a bad habit or plain silly. There are solid psychological reasons behind it. We often just call it perfectionism, but it’s deeper than wanting things neat. Digging into the psychologyshows there are a couple of flavors driving this: Socially prescribed perfectionismIt’s that nagging feeling that everyone else expects perfect work from you, which makes showing anything rough feel like walking into the lion’s den. Self-oriented perfectionismWhere you’re the one setting impossibly high standards for yourself, leading to brutal self-criticism if anything looks slightly off. Either way, the result’s the same: showing unfinished work feels wrong, and you miss out on that vital early feedback. Back to the design side, remember that clients rarely see architects’ first pencil sketches, but these sketches still exist; they guide structural choices before the 3D render. Treat your thumbnails the same way — artifacts meant to collapse uncertainty, not portfolio pieces. Once stakeholders see the upside, roughness becomes a badge of speed, not sloppiness. So, the key is to consciously make that shift: Treat early sketches as disposable tools for thinking and actively share them to get feedback faster. Reason #2: You Fix The Symptom, Not The Cause Before tackling any task, we need to understand what business outcome we’re aiming for. Product managers might come to us asking to enlarge the payment button in the shopping cart because users aren’t noticing it. The suggested solution itself isn’t necessarily bad, but before redesigning the button, we should ask, “What data suggests they aren’t noticing it?” Don’t get me wrong, I’m not saying you shouldn’t trust your product manager. On the contrary, these questions help ensure you’re on the same page and working with the same data. From my experience, here are several reasons why users might not be clicking that coveted button: Users don’t understand that this step is for payment. They understand it’s about payment but expect order confirmation first. Due to incorrect translation, users don’t understand what the button means. Lack of trust signals. Unexpected additional coststhat appear at this stage. Technical issues. Now, imagine you simply did what the manager suggested. Would you have solved the problem? Hardly. Moreover, the responsibility for the unresolved issue would fall on you, as the interface solution lies within the design domain. The product manager actually did their job correctly by identifying a problem: suspiciously, few users are clicking the button. Psychologically, taking on this bigger role isn’t easy. It means overcoming the fear of making mistakes and the discomfort of exploring unclear problems rather than just doing tasks. This shift means seeing ourselves as partners who create value — even if it means fighting a hesitation to question product managers— and understanding that using our product logic expertise proactively is crucial for modern designers. There’s another critical reason why we, designers, need to be a bit like product managers: the rise of AI. I deliberately used a simple example about enlarging a button, but I’m confident that in the near future, AI will easily handle routine design tasks. This worries me, but at the same time, I’m already gladly stepping into the product manager’s territory: understanding product and business metrics, formulating hypotheses, conducting research, and so on. It might sound like I’m taking work away from PMs, but believe me, they undoubtedly have enough on their plates and are usually more than happy to delegate some responsibilities to designers. Reason #3: You’re Solving The Wrong Problem Before solving anything, ask whether the problem even deserves your attention. During a major home‑screen redesign, our goal was to drive more users into paid services. The initial hypothesis — making service buttons bigger and brighter might help returning users — seemed reasonable enough to test. However, even when A/B testsshowed minimal impact, we continued to tweak those buttons. Only later did it click: the home screen isn’t the place to sell; visitors open the app to start, not to buy. We removed that promo block, and nothing broke. Contextual entry points deeper into the journey performed brilliantly. Lesson learned: Without the right context, any visual tweak is lipstick on a pig. Why did we get stuck polishing buttons instead of stopping sooner? It’s easy to get tunnel vision. Psychologically, it’s likely the good old sunk cost fallacy kicking in: we’d already invested time in the buttons, so stopping felt like wasting that effort, even though the data wasn’t promising. It’s just easier to keep fiddling with something familiar than to admit we need a new plan. Perhaps the simple question I should have asked myself when results stalled was: “Are we optimizing the right thing or just polishing something that fundamentally doesn’t fit the user’s primary goal here?” That alone might have saved hours. Reason #4: You’re Drowning In Unactionable Feedback We all discuss our work with colleagues. But here’s a crucial point: what kind of question do you pose to kick off that discussion? If your go-to is “What do you think?” well, that question might lead you down a rabbit hole of personal opinions rather than actionable insights. While experienced colleagues will cut through the noise, others, unsure what to evaluate, might comment on anything and everything — fonts, button colors, even when you desperately need to discuss a user flow. What matters here are two things: The question you ask, The context you give. That means clearly stating the problem, what you’ve learned, and how your idea aims to fix it. For instance: “The problem is our payment conversion rate has dropped by X%. I’ve interviewed users and found they abandon payment because they don’t understand how the total amount is calculated. My solution is to show a detailed cost breakdown. Do you think this actually solves the problem for them?” Here, you’ve stated the problem, shared your insight, explained your solution, and asked a direct question. It’s even better if you prepare a list of specific sub-questions. For instance: “Are all items in the cost breakdown clear?” or “Does the placement of this breakdown feel intuitive within the payment flow?” Another good habit is to keep your rough sketches and previous iterations handy. Some of your colleagues’ suggestions might be things you’ve already tried. It’s great if you can discuss them immediately to either revisit those ideas or definitively set them aside. I’m not a psychologist, but experience tells me that, psychologically, the reluctance to be this specific often stems from a fear of our solution being rejected. We tend to internalize feedback: a seemingly innocent comment like, “Have you considered other ways to organize this section?” or “Perhaps explore a different structure for this part?” can instantly morph in our minds into “You completely messed up the structure. You’re a bad designer.” Imposter syndrome, in all its glory. So, to wrap up this point, here are two recommendations: Prepare for every design discussion.A couple of focused questions will yield far more valuable input than a vague “So, what do you think?”. Actively work on separating feedback on your design from your self-worth.If a mistake is pointed out, acknowledge it, learn from it, and you’ll be less likely to repeat it. This is often easier said than done. For me, it took years of working with a psychotherapist. If you struggle with this, I sincerely wish you strength in overcoming it. Reason #5 You’re Just Tired Sometimes, the issue isn’t strategic at all — it’s fatigue. Fussing over icon corners can feel like a cozy bunker when your brain is fried. There’s a name for this: decision fatigue. Basically, your brain’s battery for hard thinking is low, so it hides out in the easy, comfy zone of pixel-pushing. A striking example comes from a New York Times article titled “Do You Suffer From Decision Fatigue?.” It described how judges deciding on release requests were far more likely to grant release early in the daycompared to late in the daysimply because their decision-making energy was depleted. Luckily, designers rarely hold someone’s freedom in their hands, but the example dramatically shows how fatigue can impact our judgment and productivity. What helps here: Swap tasks.Trade tickets with another designer; novelty resets your focus. Talk to another designer.If NDA permits, ask peers outside the team for a sanity check. Step away.Even a ten‑minute walk can do more than a double‑shot espresso. By the way, I came up with these ideas while walking around my office. I was lucky to work near a river, and those short walks quickly turned into a helpful habit. And one more trick that helps me snap out of detail mode early: if I catch myself making around 20 little tweaks — changing font weight, color, border radius — I just stop. Over time, it turned into a habit. I have a similar one with Instagram: by the third reel, my brain quietly asks, “Wait, weren’t we working?” Funny how that kind of nudge saves a ton of time. Four Steps I Use to Avoid Drowning In Detail Knowing these potential traps, here’s the practical process I use to stay on track: 1. Define the Core Problem & Business Goal Before anything, dig deep: what’s the actual problem we’re solving, not just the requested task or a surface-level symptom? Ask ‘why’ repeatedly. What user pain or business need are we addressing? Then, state the clear business goal: “What metric am I moving, and do we have data to prove this is the right lever?” If retention is the goal, decide whether push reminders, gamification, or personalised content is the best route. The wrong lever, or tackling a symptom instead of the cause, dooms everything downstream. 2. Choose the MechanicOnce the core problem and goal are clear, lock the solution principle or ‘mechanic’ first. Going with a game layer? Decide if it’s leaderboards, streaks, or badges. Write it down. Then move on. No UI yet. This keeps the focus high-level before diving into pixels. 3. Wireframe the Flow & Get Focused Feedback Now open Figma. Map screens, layout, and transitions. Boxes and arrows are enough. Keep the fidelity low so the discussion stays on the flow, not colour. Crucially, when you share these early wires, ask specific questions and provide clear contextto get actionable feedback, not just vague opinions. 4. Polish the VisualsI only let myself tweak grids, type scales, and shadows after the flow is validated. If progress stalls, or before a major polish effort, I surface the work in a design critique — again using targeted questions and clear context — instead of hiding in version 47. This ensures detailing serves the now-validated solution. Even for something as small as a single button, running these four checkpoints takes about ten minutes and saves hours of decorative dithering. Wrapping Up Next time you feel the pull to vanish into mock‑ups before the problem is nailed down, pause and ask what you might be avoiding. Yes, that can expose an uncomfortable truth. But pausing to ask what you might be avoiding — maybe the fuzzy core problem, or just asking for tough feedback — gives you the power to face the real issue head-on. It keeps the project focused on solving the right problem, not just perfecting a flawed solution. Attention to detail is a superpower when used at the right moment. Obsessing over pixels too soon, though, is a bad habit and a warning light telling us the process needs a rethink. #why #designers #get #stuck #details
    SMASHINGMAGAZINE.COM
    Why Designers Get Stuck In The Details And How To Stop
    You’ve drawn fifty versions of the same screen — and you still hate every one of them. Begrudgingly, you pick three, show them to your product manager, and hear: “Looks cool, but the idea doesn’t work.” Sound familiar? In this article, I’ll unpack why designers fall into detail work at the wrong moment, examining both process pitfalls and the underlying psychological reasons, as understanding these traps is the first step to overcoming them. I’ll also share tactics I use to climb out of that trap. Reason #1 You’re Afraid To Show Rough Work We designers worship detail. We’re taught that true craft equals razor‑sharp typography, perfect grids, and pixel precision. So the minute a task arrives, we pop open Figma and start polishing long before polish is needed. I’ve skipped the sketch phase more times than I care to admit. I told myself it would be faster, yet I always ended up spending hours producing a tidy mock‑up when a scribbled thumbnail would have sparked a five‑minute chat with my product manager. Rough sketches felt “unprofessional,” so I hid them. The cost? Lost time, wasted energy — and, by the third redo, teammates were quietly wondering if I even understood the brief. The real problem here is the habit: we open Figma and start perfecting the UI before we’ve even solved the problem. So why do we hide these rough sketches? It’s not just a bad habit or plain silly. There are solid psychological reasons behind it. We often just call it perfectionism, but it’s deeper than wanting things neat. Digging into the psychology (like the research by Hewitt and Flett) shows there are a couple of flavors driving this: Socially prescribed perfectionismIt’s that nagging feeling that everyone else expects perfect work from you, which makes showing anything rough feel like walking into the lion’s den. Self-oriented perfectionismWhere you’re the one setting impossibly high standards for yourself, leading to brutal self-criticism if anything looks slightly off. Either way, the result’s the same: showing unfinished work feels wrong, and you miss out on that vital early feedback. Back to the design side, remember that clients rarely see architects’ first pencil sketches, but these sketches still exist; they guide structural choices before the 3D render. Treat your thumbnails the same way — artifacts meant to collapse uncertainty, not portfolio pieces. Once stakeholders see the upside, roughness becomes a badge of speed, not sloppiness. So, the key is to consciously make that shift: Treat early sketches as disposable tools for thinking and actively share them to get feedback faster. Reason #2: You Fix The Symptom, Not The Cause Before tackling any task, we need to understand what business outcome we’re aiming for. Product managers might come to us asking to enlarge the payment button in the shopping cart because users aren’t noticing it. The suggested solution itself isn’t necessarily bad, but before redesigning the button, we should ask, “What data suggests they aren’t noticing it?” Don’t get me wrong, I’m not saying you shouldn’t trust your product manager. On the contrary, these questions help ensure you’re on the same page and working with the same data. From my experience, here are several reasons why users might not be clicking that coveted button: Users don’t understand that this step is for payment. They understand it’s about payment but expect order confirmation first. Due to incorrect translation, users don’t understand what the button means. Lack of trust signals (no security icons, unclear seller information). Unexpected additional costs (hidden fees, shipping) that appear at this stage. Technical issues (inactive button, page freezing). Now, imagine you simply did what the manager suggested. Would you have solved the problem? Hardly. Moreover, the responsibility for the unresolved issue would fall on you, as the interface solution lies within the design domain. The product manager actually did their job correctly by identifying a problem: suspiciously, few users are clicking the button. Psychologically, taking on this bigger role isn’t easy. It means overcoming the fear of making mistakes and the discomfort of exploring unclear problems rather than just doing tasks. This shift means seeing ourselves as partners who create value — even if it means fighting a hesitation to question product managers (which might come from a fear of speaking up or a desire to avoid challenging authority) — and understanding that using our product logic expertise proactively is crucial for modern designers. There’s another critical reason why we, designers, need to be a bit like product managers: the rise of AI. I deliberately used a simple example about enlarging a button, but I’m confident that in the near future, AI will easily handle routine design tasks. This worries me, but at the same time, I’m already gladly stepping into the product manager’s territory: understanding product and business metrics, formulating hypotheses, conducting research, and so on. It might sound like I’m taking work away from PMs, but believe me, they undoubtedly have enough on their plates and are usually more than happy to delegate some responsibilities to designers. Reason #3: You’re Solving The Wrong Problem Before solving anything, ask whether the problem even deserves your attention. During a major home‑screen redesign, our goal was to drive more users into paid services. The initial hypothesis — making service buttons bigger and brighter might help returning users — seemed reasonable enough to test. However, even when A/B tests (a method of comparing two versions of a design to determine which performs better) showed minimal impact, we continued to tweak those buttons. Only later did it click: the home screen isn’t the place to sell; visitors open the app to start, not to buy. We removed that promo block, and nothing broke. Contextual entry points deeper into the journey performed brilliantly. Lesson learned: Without the right context, any visual tweak is lipstick on a pig. Why did we get stuck polishing buttons instead of stopping sooner? It’s easy to get tunnel vision. Psychologically, it’s likely the good old sunk cost fallacy kicking in: we’d already invested time in the buttons, so stopping felt like wasting that effort, even though the data wasn’t promising. It’s just easier to keep fiddling with something familiar than to admit we need a new plan. Perhaps the simple question I should have asked myself when results stalled was: “Are we optimizing the right thing or just polishing something that fundamentally doesn’t fit the user’s primary goal here?” That alone might have saved hours. Reason #4: You’re Drowning In Unactionable Feedback We all discuss our work with colleagues. But here’s a crucial point: what kind of question do you pose to kick off that discussion? If your go-to is “What do you think?” well, that question might lead you down a rabbit hole of personal opinions rather than actionable insights. While experienced colleagues will cut through the noise, others, unsure what to evaluate, might comment on anything and everything — fonts, button colors, even when you desperately need to discuss a user flow. What matters here are two things: The question you ask, The context you give. That means clearly stating the problem, what you’ve learned, and how your idea aims to fix it. For instance: “The problem is our payment conversion rate has dropped by X%. I’ve interviewed users and found they abandon payment because they don’t understand how the total amount is calculated. My solution is to show a detailed cost breakdown. Do you think this actually solves the problem for them?” Here, you’ve stated the problem (conversion drop), shared your insight (user confusion), explained your solution (cost breakdown), and asked a direct question. It’s even better if you prepare a list of specific sub-questions. For instance: “Are all items in the cost breakdown clear?” or “Does the placement of this breakdown feel intuitive within the payment flow?” Another good habit is to keep your rough sketches and previous iterations handy. Some of your colleagues’ suggestions might be things you’ve already tried. It’s great if you can discuss them immediately to either revisit those ideas or definitively set them aside. I’m not a psychologist, but experience tells me that, psychologically, the reluctance to be this specific often stems from a fear of our solution being rejected. We tend to internalize feedback: a seemingly innocent comment like, “Have you considered other ways to organize this section?” or “Perhaps explore a different structure for this part?” can instantly morph in our minds into “You completely messed up the structure. You’re a bad designer.” Imposter syndrome, in all its glory. So, to wrap up this point, here are two recommendations: Prepare for every design discussion.A couple of focused questions will yield far more valuable input than a vague “So, what do you think?”. Actively work on separating feedback on your design from your self-worth.If a mistake is pointed out, acknowledge it, learn from it, and you’ll be less likely to repeat it. This is often easier said than done. For me, it took years of working with a psychotherapist. If you struggle with this, I sincerely wish you strength in overcoming it. Reason #5 You’re Just Tired Sometimes, the issue isn’t strategic at all — it’s fatigue. Fussing over icon corners can feel like a cozy bunker when your brain is fried. There’s a name for this: decision fatigue. Basically, your brain’s battery for hard thinking is low, so it hides out in the easy, comfy zone of pixel-pushing. A striking example comes from a New York Times article titled “Do You Suffer From Decision Fatigue?.” It described how judges deciding on release requests were far more likely to grant release early in the day (about 70% of cases) compared to late in the day (less than 10%) simply because their decision-making energy was depleted. Luckily, designers rarely hold someone’s freedom in their hands, but the example dramatically shows how fatigue can impact our judgment and productivity. What helps here: Swap tasks.Trade tickets with another designer; novelty resets your focus. Talk to another designer.If NDA permits, ask peers outside the team for a sanity check. Step away.Even a ten‑minute walk can do more than a double‑shot espresso. By the way, I came up with these ideas while walking around my office. I was lucky to work near a river, and those short walks quickly turned into a helpful habit. And one more trick that helps me snap out of detail mode early: if I catch myself making around 20 little tweaks — changing font weight, color, border radius — I just stop. Over time, it turned into a habit. I have a similar one with Instagram: by the third reel, my brain quietly asks, “Wait, weren’t we working?” Funny how that kind of nudge saves a ton of time. Four Steps I Use to Avoid Drowning In Detail Knowing these potential traps, here’s the practical process I use to stay on track: 1. Define the Core Problem & Business Goal Before anything, dig deep: what’s the actual problem we’re solving, not just the requested task or a surface-level symptom? Ask ‘why’ repeatedly. What user pain or business need are we addressing? Then, state the clear business goal: “What metric am I moving, and do we have data to prove this is the right lever?” If retention is the goal, decide whether push reminders, gamification, or personalised content is the best route. The wrong lever, or tackling a symptom instead of the cause, dooms everything downstream. 2. Choose the Mechanic (Solution Principle) Once the core problem and goal are clear, lock the solution principle or ‘mechanic’ first. Going with a game layer? Decide if it’s leaderboards, streaks, or badges. Write it down. Then move on. No UI yet. This keeps the focus high-level before diving into pixels. 3. Wireframe the Flow & Get Focused Feedback Now open Figma. Map screens, layout, and transitions. Boxes and arrows are enough. Keep the fidelity low so the discussion stays on the flow, not colour. Crucially, when you share these early wires, ask specific questions and provide clear context (as discussed in ‘Reason #4’) to get actionable feedback, not just vague opinions. 4. Polish the Visuals (Mindfully) I only let myself tweak grids, type scales, and shadows after the flow is validated. If progress stalls, or before a major polish effort, I surface the work in a design critique — again using targeted questions and clear context — instead of hiding in version 47. This ensures detailing serves the now-validated solution. Even for something as small as a single button, running these four checkpoints takes about ten minutes and saves hours of decorative dithering. Wrapping Up Next time you feel the pull to vanish into mock‑ups before the problem is nailed down, pause and ask what you might be avoiding. Yes, that can expose an uncomfortable truth. But pausing to ask what you might be avoiding — maybe the fuzzy core problem, or just asking for tough feedback — gives you the power to face the real issue head-on. It keeps the project focused on solving the right problem, not just perfecting a flawed solution. Attention to detail is a superpower when used at the right moment. Obsessing over pixels too soon, though, is a bad habit and a warning light telling us the process needs a rethink.
    Like
    Love
    Wow
    Angry
    Sad
    596
    0 Kommentare 0 Anteile
  • I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature

    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature

    GameCentral

    Published June 15, 2025 6:00am

    Mario Kart World – is it a let-down?A reader is unimpressed by Mario Kart World on the Nintendo Switch 2 and argues that the controversial free roam mode is not its only issue.
    As a day one Nintendo Switch 2 owner I have to admit I’m a little disappointed. Not with the console itself, which I think is pretty much prefect for the price and what it has to do, but with the only game worth getting at launch: Mario Kart World.
    Now, I don’t think it’s terrible, but I do think that not only is it not as good at Mario Kart 8 but that it’s kind of a flawed experiment and one of the weakest entries in the whole series. But I’ll talk about the positives first, just to show it’s not all bad.
    Knockout Tour is great, I think everyone would agree. A bit boring in single-player, but fantastic online and the game’s best feature. I also like all the weird extra characters, although how you unlock them and the costumes is very random and unsatisfying. The open world is also very nicely designed in its own right, and very large, but… that’s kind of all I’ve got in terms of praise.
    First, I’ll get the obvious thing out of the way: the open world is completely wasted. None of the challenges in it are interesting, if you can even find them, and a lot of them are overly hard and frustrating. There’s no story or dialogue or anything. You just drive around at random in free roam and hope you come across something interesting, which you almost certainly won’t.
    If any game was born to have fetch quests in it, it was this and yet there’s nothing like that. It all feels like it’s waiting for the actual game to be dropped onto the world but there’s nothing there. Maybe it will come in DLC, but even if it’s free why wasn’t it there from the start? Why wouldn’t you go all out for basically your only launch game? It’s baffling.
    But for me that’s not the real problem because, rightly or wrongly, free roam is really just a side show. My problem is that the actual racing in the two main modes is very dull. It may not seem that way when you’ve got a dozen people firing shells at you at once, but that gets old very quickly, and it doesn’t actually happen that much, especially in single-player.

    Expert, exclusive gaming analysis

    Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning.

    Most of the time you’re just driving alongand taking slow bend after slow bend in what aren’t even really courses at all. Knockout Tour is worst for this, because you’re essentially driving point-to-point and it really does feel like you’re just road racing, with nothing in terms of exciting or unexpected track design.
    Grand Prix is barely any better either, with very few lapped races and too many wide roads that are too easy to take. I went back to play Mario Kart 8 and it’s filled with tightly designed courses and weird and physically impossible track designs. It seems a weird to say but Mario Kart World is basically too realistic, or rather too mundane in its design. Everything about it feels flabby and under-designed.
    Sure, occasionally you fly vertically up into the air or down the side of a volcano, but when you get down to the actual racing it’s so plain and boring. The tracks aren’t designed for time trials and racing skill, they’re designed for power-ups and 24 player online races, and that has ruined everything.

    More Trending

    I’m sure other people will enjoy the game but as someone that has enjoyed every previous Mario Kart it’s not for me. Which means I’m now left with a neat new console with nothing to play on it, except for old Switch 1 games. And that will definitely include Mario Kart 8.
    By reader Lambent

    What is the future of Mario Kart World?The reader’s features do not necessarily represent the views of GameCentral or Metro.
    You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won’t need to send an email.

    GameCentral
    Sign up for exclusive analysis, latest releases, and bonus community content.
    This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
    #going #say #mario #kart #world
    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature
    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature GameCentral Published June 15, 2025 6:00am Mario Kart World – is it a let-down?A reader is unimpressed by Mario Kart World on the Nintendo Switch 2 and argues that the controversial free roam mode is not its only issue. As a day one Nintendo Switch 2 owner I have to admit I’m a little disappointed. Not with the console itself, which I think is pretty much prefect for the price and what it has to do, but with the only game worth getting at launch: Mario Kart World. Now, I don’t think it’s terrible, but I do think that not only is it not as good at Mario Kart 8 but that it’s kind of a flawed experiment and one of the weakest entries in the whole series. But I’ll talk about the positives first, just to show it’s not all bad. Knockout Tour is great, I think everyone would agree. A bit boring in single-player, but fantastic online and the game’s best feature. I also like all the weird extra characters, although how you unlock them and the costumes is very random and unsatisfying. The open world is also very nicely designed in its own right, and very large, but… that’s kind of all I’ve got in terms of praise. First, I’ll get the obvious thing out of the way: the open world is completely wasted. None of the challenges in it are interesting, if you can even find them, and a lot of them are overly hard and frustrating. There’s no story or dialogue or anything. You just drive around at random in free roam and hope you come across something interesting, which you almost certainly won’t. If any game was born to have fetch quests in it, it was this and yet there’s nothing like that. It all feels like it’s waiting for the actual game to be dropped onto the world but there’s nothing there. Maybe it will come in DLC, but even if it’s free why wasn’t it there from the start? Why wouldn’t you go all out for basically your only launch game? It’s baffling. But for me that’s not the real problem because, rightly or wrongly, free roam is really just a side show. My problem is that the actual racing in the two main modes is very dull. It may not seem that way when you’ve got a dozen people firing shells at you at once, but that gets old very quickly, and it doesn’t actually happen that much, especially in single-player. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Most of the time you’re just driving alongand taking slow bend after slow bend in what aren’t even really courses at all. Knockout Tour is worst for this, because you’re essentially driving point-to-point and it really does feel like you’re just road racing, with nothing in terms of exciting or unexpected track design. Grand Prix is barely any better either, with very few lapped races and too many wide roads that are too easy to take. I went back to play Mario Kart 8 and it’s filled with tightly designed courses and weird and physically impossible track designs. It seems a weird to say but Mario Kart World is basically too realistic, or rather too mundane in its design. Everything about it feels flabby and under-designed. Sure, occasionally you fly vertically up into the air or down the side of a volcano, but when you get down to the actual racing it’s so plain and boring. The tracks aren’t designed for time trials and racing skill, they’re designed for power-ups and 24 player online races, and that has ruined everything. More Trending I’m sure other people will enjoy the game but as someone that has enjoyed every previous Mario Kart it’s not for me. Which means I’m now left with a neat new console with nothing to play on it, except for old Switch 1 games. And that will definitely include Mario Kart 8. By reader Lambent What is the future of Mario Kart World?The reader’s features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won’t need to send an email. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #going #say #mario #kart #world
    METRO.CO.UK
    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature
    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature GameCentral Published June 15, 2025 6:00am Mario Kart World – is it a let-down? (Nintendo) A reader is unimpressed by Mario Kart World on the Nintendo Switch 2 and argues that the controversial free roam mode is not its only issue. As a day one Nintendo Switch 2 owner I have to admit I’m a little disappointed. Not with the console itself, which I think is pretty much prefect for the price and what it has to do, but with the only game worth getting at launch: Mario Kart World. Now, I don’t think it’s terrible, but I do think that not only is it not as good at Mario Kart 8 but that it’s kind of a flawed experiment and one of the weakest entries in the whole series. But I’ll talk about the positives first, just to show it’s not all bad. Knockout Tour is great, I think everyone would agree. A bit boring in single-player, but fantastic online and the game’s best feature. I also like all the weird extra characters, although how you unlock them and the costumes is very random and unsatisfying. The open world is also very nicely designed in its own right, and very large, but… that’s kind of all I’ve got in terms of praise. First, I’ll get the obvious thing out of the way: the open world is completely wasted. None of the challenges in it are interesting, if you can even find them, and a lot of them are overly hard and frustrating. There’s no story or dialogue or anything. You just drive around at random in free roam and hope you come across something interesting, which you almost certainly won’t. If any game was born to have fetch quests in it, it was this and yet there’s nothing like that. It all feels like it’s waiting for the actual game to be dropped onto the world but there’s nothing there. Maybe it will come in DLC, but even if it’s free why wasn’t it there from the start? Why wouldn’t you go all out for basically your only launch game? It’s baffling. But for me that’s not the real problem because, rightly or wrongly, free roam is really just a side show. My problem is that the actual racing in the two main modes is very dull. It may not seem that way when you’ve got a dozen people firing shells at you at once, but that gets old very quickly, and it doesn’t actually happen that much, especially in single-player. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Most of the time you’re just driving along (even 150cc isn’t that fast) and taking slow bend after slow bend in what aren’t even really courses at all. Knockout Tour is worst for this, because you’re essentially driving point-to-point and it really does feel like you’re just road racing, with nothing in terms of exciting or unexpected track design. Grand Prix is barely any better either, with very few lapped races and too many wide roads that are too easy to take. I went back to play Mario Kart 8 and it’s filled with tightly designed courses and weird and physically impossible track designs. It seems a weird to say but Mario Kart World is basically too realistic, or rather too mundane in its design. Everything about it feels flabby and under-designed. Sure, occasionally you fly vertically up into the air or down the side of a volcano, but when you get down to the actual racing it’s so plain and boring. The tracks aren’t designed for time trials and racing skill, they’re designed for power-ups and 24 player online races, and that has ruined everything. More Trending I’m sure other people will enjoy the game but as someone that has enjoyed every previous Mario Kart it’s not for me. Which means I’m now left with a neat new console with nothing to play on it, except for old Switch 1 games. And that will definitely include Mario Kart 8. By reader Lambent What is the future of Mario Kart World? (Nintendo) The reader’s features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won’t need to send an email. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
    0 Kommentare 0 Anteile
  • ‘Star Wars: Starfighter’ Casts Mia Goth as Villain

    In the grand tradition of Darth Vader, the Emperor, and Kylo Ren, meet the latest Star Wars villain: Mia Goth, the star of X, Pearl, and MaXXXine.Goth will appear opposite Ryan Gosling in the recently announced Star Wars: Starfighter, a standalone film that is being directed by Deadpool & Wolverine’s Shawn Levy.According to The Hollywood Reporter, “details on the project are scant, but it does involve Gosling playing a character that must protect a young charge against evil pursuers.” Goth plays one of the “evil pursuers.” They note that she will play “the same role that Mikey Madison had been circling before her deal blew up like a Death Star — over money matters.”STAR WARS: SKELETON CREWLucasfilm Ltd.loading...READ MORE: 12 Great Actors Wasted in Star Wars RolesAfter many years in cinematic limbo, the Star Wars franchise is finally ramping up film production again. The most recent Star Wars feature, The Rise of Skywalker, opened in theaters way back in 2019. Since then, the series has focused entirely on TV shows for Disney+. Lucasfilm announced some potential film projects during this period, but every single one of them wound up trapped in development hell.In fact, the only Star Wars film that actually made it into production grew out of the TV side of the business: The upcoming The Mandalorian & Grogu, which will continue the story of the popular Disney+ Mandalorian show. That film is expected to open in theaters in May of 2026.Lucasfilm formally announced Starfighter earlierStar Wars movie.Star Wars: Starfighter is currently scheduled to open in theaters on May 28, 2027.I Ate Everything on Burger King’s ‘How to Train Your Dragon’ MenuIn honor of the live-action How to Train Your Dragon movie, Burger King now has an entire menu of “fiery” items. I ate all of them.
    #star #wars #starfighter #casts #mia
    ‘Star Wars: Starfighter’ Casts Mia Goth as Villain
    In the grand tradition of Darth Vader, the Emperor, and Kylo Ren, meet the latest Star Wars villain: Mia Goth, the star of X, Pearl, and MaXXXine.Goth will appear opposite Ryan Gosling in the recently announced Star Wars: Starfighter, a standalone film that is being directed by Deadpool & Wolverine’s Shawn Levy.According to The Hollywood Reporter, “details on the project are scant, but it does involve Gosling playing a character that must protect a young charge against evil pursuers.” Goth plays one of the “evil pursuers.” They note that she will play “the same role that Mikey Madison had been circling before her deal blew up like a Death Star — over money matters.”STAR WARS: SKELETON CREWLucasfilm Ltd.loading...READ MORE: 12 Great Actors Wasted in Star Wars RolesAfter many years in cinematic limbo, the Star Wars franchise is finally ramping up film production again. The most recent Star Wars feature, The Rise of Skywalker, opened in theaters way back in 2019. Since then, the series has focused entirely on TV shows for Disney+. Lucasfilm announced some potential film projects during this period, but every single one of them wound up trapped in development hell.In fact, the only Star Wars film that actually made it into production grew out of the TV side of the business: The upcoming The Mandalorian & Grogu, which will continue the story of the popular Disney+ Mandalorian show. That film is expected to open in theaters in May of 2026.Lucasfilm formally announced Starfighter earlierStar Wars movie.Star Wars: Starfighter is currently scheduled to open in theaters on May 28, 2027.I Ate Everything on Burger King’s ‘How to Train Your Dragon’ MenuIn honor of the live-action How to Train Your Dragon movie, Burger King now has an entire menu of “fiery” items. I ate all of them. #star #wars #starfighter #casts #mia
    SCREENCRUSH.COM
    ‘Star Wars: Starfighter’ Casts Mia Goth as Villain
    In the grand tradition of Darth Vader, the Emperor, and Kylo Ren, meet the latest Star Wars villain: Mia Goth, the star of X, Pearl, and MaXXXine.Goth will appear opposite Ryan Gosling in the recently announced Star Wars: Starfighter, a standalone film that is being directed by Deadpool & Wolverine’s Shawn Levy.According to The Hollywood Reporter, “details on the project are scant, but it does involve Gosling playing a character that must protect a young charge against evil pursuers.” Goth plays one of the “evil pursuers.” They note that she will play “the same role that Mikey Madison had been circling before her deal blew up like a Death Star — over money matters.”STAR WARS: SKELETON CREWLucasfilm Ltd.loading...READ MORE: 12 Great Actors Wasted in Star Wars RolesAfter many years in cinematic limbo, the Star Wars franchise is finally ramping up film production again. The most recent Star Wars feature, The Rise of Skywalker, opened in theaters way back in 2019. Since then, the series has focused entirely on TV shows for Disney+. Lucasfilm announced some potential film projects during this period, but every single one of them wound up trapped in development hell.In fact, the only Star Wars film that actually made it into production grew out of the TV side of the business: The upcoming The Mandalorian & Grogu, which will continue the story of the popular Disney+ Mandalorian show. That film is expected to open in theaters in May of 2026.Lucasfilm formally announced Starfighter earlierStar Wars movie.Star Wars: Starfighter is currently scheduled to open in theaters on May 28, 2027.I Ate Everything on Burger King’s ‘How to Train Your Dragon’ MenuIn honor of the live-action How to Train Your Dragon movie, Burger King now has an entire menu of “fiery” items. I ate all of them.
    Like
    Love
    Wow
    Sad
    Angry
    664
    0 Kommentare 0 Anteile
  • Dangerous Animals, a giddy slasher where the knife is a shark

    Australian director Sean Byrne is one of horror’s premiere mixologists. His debut, 2009’s The Loved Ones, meshed teen romance with gruesome Hostel-style extremism. 2015’s The Devil’s Candy put a heavy metal spin on the haunted-house romp. His new film, Dangerous Animals, in theaters now, raises a question no one was asking about a classic B-movie subgenre: When is a killer shark movie not a killer shark movie? 

    Answer: When the killer shark is just a weapon in a human killer’s hands. 

    Despite arriving just in time for the 50th anniversary of Jaws, Dangerous Animals has less in common with itand is more in line with Texas Chainsaw Massacre or Saw . Hassie Harrisonstars as Zephyr, an American surfer floating around the Australian coast looking for the perfect waves — and maybe the right romance. She does not find it in Tucker, who abducts her off the beach before dawn and locks her up with another tourist, Heather, on his shark expedition boat. Tucker is a mega-creep who gets off on shark attacks. Zephyr and Heather are his latest chum.

    At 90 minutes, Dangerous Animals is lean and mean fun. Zephyr is no damsel in distress, and quickly plots an escape from what looks like an impossible situation. Tucker has driven them out to the middle of the ocean where he can gets wasted on cheap liquor, dance to disco tunes, and prepare to ritualistically dunk his prey into shark-infested waters. He’s an absolute psychopath, and Byrne lets Courtney completely off the possible-Hollywood-leading-man leash. The actor is frothing at the mouth and twitching in his eyes throughout the deranged picture, with a level of egolessness that manifested slightly when he playedCaptain Boomerang in Suicide Squad. This is better.

    Harrison summons her own power in the face of Courtney’s towering physique in Zephyr’s multiple escape attempts. Byrne takes full advantage of the claustrophobic setting of the boat — and the vast emptiness of the sea surrounding it. It’s a geographically coherent but unsettling maze for a cat shark-and-mouse game that rarely succumbs to contrivances to ratchet up the tension. Getting off a boat surrounded by sharks just seems really tough! And for as blockheaded as Tucker seems, he’s devoted much of his life to building the ultimate floating prison.

    While Dangerous Animals never goes full Deep Blue Sea with far-fetched shark kills, Byrne, by way of Tucker’s fetish, still sets up some nightmarish attacks. Tucker doesn’t just like to watch sharks tear his victims to shreds, he also videotapes them on a 1990s-era camera for future VHS viewing. So the deaths are slow and savage, with Courtney’s wide-eyed gaze committing as much violence as the razor-sharp shark teeth. There’s blood in the water, and all over this killer’s hands.

    In the days of so-called “elevated horror,” Dangerous Animals delivers earnest thrills with a simple-yet-innovative slasher premise. In my mind, the freshest horror movies find a kernel of specificity in a timeless premise. Byrne’s movie isn’t far off from the Halloween formula — big guy hunts down indomitable woman with scary weapon of choice — but whisking us to Australia, sending us to sea, and the what-if of a sightseeing tour guide with a hard-on for shark attacks is the focused lens a filmmaker needs to deliver something new. Sick, but new.
    #dangerous #animals #giddy #slasher #where
    Dangerous Animals, a giddy slasher where the knife is a shark
    Australian director Sean Byrne is one of horror’s premiere mixologists. His debut, 2009’s The Loved Ones, meshed teen romance with gruesome Hostel-style extremism. 2015’s The Devil’s Candy put a heavy metal spin on the haunted-house romp. His new film, Dangerous Animals, in theaters now, raises a question no one was asking about a classic B-movie subgenre: When is a killer shark movie not a killer shark movie?  Answer: When the killer shark is just a weapon in a human killer’s hands.  Despite arriving just in time for the 50th anniversary of Jaws, Dangerous Animals has less in common with itand is more in line with Texas Chainsaw Massacre or Saw . Hassie Harrisonstars as Zephyr, an American surfer floating around the Australian coast looking for the perfect waves — and maybe the right romance. She does not find it in Tucker, who abducts her off the beach before dawn and locks her up with another tourist, Heather, on his shark expedition boat. Tucker is a mega-creep who gets off on shark attacks. Zephyr and Heather are his latest chum. At 90 minutes, Dangerous Animals is lean and mean fun. Zephyr is no damsel in distress, and quickly plots an escape from what looks like an impossible situation. Tucker has driven them out to the middle of the ocean where he can gets wasted on cheap liquor, dance to disco tunes, and prepare to ritualistically dunk his prey into shark-infested waters. He’s an absolute psychopath, and Byrne lets Courtney completely off the possible-Hollywood-leading-man leash. The actor is frothing at the mouth and twitching in his eyes throughout the deranged picture, with a level of egolessness that manifested slightly when he playedCaptain Boomerang in Suicide Squad. This is better. Harrison summons her own power in the face of Courtney’s towering physique in Zephyr’s multiple escape attempts. Byrne takes full advantage of the claustrophobic setting of the boat — and the vast emptiness of the sea surrounding it. It’s a geographically coherent but unsettling maze for a cat shark-and-mouse game that rarely succumbs to contrivances to ratchet up the tension. Getting off a boat surrounded by sharks just seems really tough! And for as blockheaded as Tucker seems, he’s devoted much of his life to building the ultimate floating prison. While Dangerous Animals never goes full Deep Blue Sea with far-fetched shark kills, Byrne, by way of Tucker’s fetish, still sets up some nightmarish attacks. Tucker doesn’t just like to watch sharks tear his victims to shreds, he also videotapes them on a 1990s-era camera for future VHS viewing. So the deaths are slow and savage, with Courtney’s wide-eyed gaze committing as much violence as the razor-sharp shark teeth. There’s blood in the water, and all over this killer’s hands. In the days of so-called “elevated horror,” Dangerous Animals delivers earnest thrills with a simple-yet-innovative slasher premise. In my mind, the freshest horror movies find a kernel of specificity in a timeless premise. Byrne’s movie isn’t far off from the Halloween formula — big guy hunts down indomitable woman with scary weapon of choice — but whisking us to Australia, sending us to sea, and the what-if of a sightseeing tour guide with a hard-on for shark attacks is the focused lens a filmmaker needs to deliver something new. Sick, but new. #dangerous #animals #giddy #slasher #where
    WWW.POLYGON.COM
    Dangerous Animals, a giddy slasher where the knife is a shark
    Australian director Sean Byrne is one of horror’s premiere mixologists. His debut, 2009’s The Loved Ones, meshed teen romance with gruesome Hostel-style extremism. 2015’s The Devil’s Candy put a heavy metal spin on the haunted-house romp. His new film, Dangerous Animals, in theaters now, raises a question no one was asking about a classic B-movie subgenre: When is a killer shark movie not a killer shark movie?  Answer: When the killer shark is just a weapon in a human killer’s hands.  Despite arriving just in time for the 50th anniversary of Jaws, Dangerous Animals has less in common with it (or with The Shallows or 47 Meters Down) and is more in line with Texas Chainsaw Massacre or Saw (or one of Australia’s modern horror successes, Wolf Creek). Hassie Harrison (Yellowstone) stars as Zephyr, an American surfer floating around the Australian coast looking for the perfect waves — and maybe the right romance. She does not find it in Tucker (Jai Courtney of Terminator Genisys), who abducts her off the beach before dawn and locks her up with another tourist, Heather (Ella Newton), on his shark expedition boat. Tucker is a mega-creep who gets off on shark attacks. Zephyr and Heather are his latest chum. At 90 minutes, Dangerous Animals is lean and mean fun. Zephyr is no damsel in distress, and quickly plots an escape from what looks like an impossible situation. Tucker has driven them out to the middle of the ocean where he can gets wasted on cheap liquor, dance to disco tunes, and prepare to ritualistically dunk his prey into shark-infested waters. He’s an absolute psychopath, and Byrne lets Courtney completely off the possible-Hollywood-leading-man leash. The actor is frothing at the mouth and twitching in his eyes throughout the deranged picture, with a level of egolessness that manifested slightly when he played [checks notes] Captain Boomerang in Suicide Squad. This is better. Harrison summons her own power in the face of Courtney’s towering physique in Zephyr’s multiple escape attempts. Byrne takes full advantage of the claustrophobic setting of the boat — and the vast emptiness of the sea surrounding it. It’s a geographically coherent but unsettling maze for a cat shark-and-mouse game that rarely succumbs to contrivances to ratchet up the tension. Getting off a boat surrounded by sharks just seems really tough! And for as blockheaded as Tucker seems, he’s devoted much of his life to building the ultimate floating prison. While Dangerous Animals never goes full Deep Blue Sea with far-fetched shark kills, Byrne, by way of Tucker’s fetish, still sets up some nightmarish attacks. Tucker doesn’t just like to watch sharks tear his victims to shreds, he also videotapes them on a 1990s-era camera for future VHS viewing. So the deaths are slow and savage, with Courtney’s wide-eyed gaze committing as much violence as the razor-sharp shark teeth. There’s blood in the water, and all over this killer’s hands. In the days of so-called “elevated horror,” Dangerous Animals delivers earnest thrills with a simple-yet-innovative slasher premise. In my mind, the freshest horror movies find a kernel of specificity in a timeless premise. Byrne’s movie isn’t far off from the Halloween formula — big guy hunts down indomitable woman with scary weapon of choice — but whisking us to Australia, sending us to sea, and the what-if of a sightseeing tour guide with a hard-on for shark attacks is the focused lens a filmmaker needs to deliver something new. Sick, but new.
    Like
    Love
    Wow
    Sad
    Angry
    624
    0 Kommentare 0 Anteile
  • Don’t Unbox Your Nintendo Switch 2 Without These Gaming Accessories

    The wait is almost over – Nintendo’s Switch 2 officially ships starting today, and the gaming community is electrified with anticipation. With its announcement sending shockwaves through the industry, the Switch 2 promises upgraded hardware, enhanced graphics, and a fresh wave of exclusive titles that have fans and newcomers alike counting down the hours. Social media and gaming forums are buzzing with unboxing plans, early impressions from pre-release units, and speculation about which features will define this next generation of hybrid gameplay.
    As any veteran Switch owner knows, the right accessories can dramatically enhance the gaming experience, and the Switch 2 is no exception. Whether it’s for extended play sessions at home, on-the-go protection, or boosting multiplayer fun, accessories are the unsung heroes that maximize the console’s potential. From ergonomic thumb grips and bumper cases to game-cartridge-holders, a well-equipped setup can make all the difference – and JSAUX seems to have everything sorted.
    Designer: JSAUX
    1. JSAUX Carrying Case for Nintendo Switch 2

    No one wants to risk their brand-new Switch 2 rattling around in a flimsy pouch. JSAUX’s Carrying Case ditches the generic for a custom-molded fit, wrapping your console in thick, dual-layer EVA hard-shell that shrugs off drops and shields against everyday scuffs. The plush microfiber lining is a small luxury, keeping your screen pristine even after you inevitably toss the case into a crowded backpack. There’s room for everything you actually need: 15 game card slots, a mesh pocket for cables and earbuds, and enough space for your Switch 2 with its own protective case attached.
    JSAUX nails the details with a smooth dual zipper, a Velcro strap to keep your console locked in place, and an adjustable stand that turns any table into a mobile gaming station. Whether you’re heading out for a weekend or just want to keep your gear tidy at home, the comfortable handle and detachable shoulder strap make carrying a breeze. It’s protection, organization, and a flex of practicality, without the bulk.

    Why We Recommend It
    This is the Switch 2 case for real-world gamers – the ones who actually take their console outside, swap cartridges in weird places, and need gear that isn’t just stylish, but built for chaos. The customizable storage and soft-but-tough protection mean your Switch 2 and accessories survive every bump, drop, or accidental coffee spill. It’s the kind of case that lets you focus on the game, not what’s happening to your hardware.
    Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours!
    2. JSAUX 3-Pack Tempered Glass Screen Protector for Nintendo Switch 2

    You know the moment you peel the plastic off a brand-new console? That pristine look deserves to last. JSAUX’s Tempered Glass Screen Protector for Switch 2 nails that first-day shine with edge-to-edge coverage, engineered specifically for Nintendo’s 2025 flagship. The guide frame makes installation foolproof – seriously, it’s almost impossible to misalign or trap bubbles, even if you’re all thumbs and shaky from launch-day excitement. Once on, the 99% transparency keeps every pixel crisp and colors vibrant, so Breath of the Wild 2 or Mario Kart pop just like on day one.
    Built from dual-tempered 9H glass, it shrugs off scratches, rogue keys, and the random chaos of backpack travel. The 0.3mm thickness is as subtle as it gets – no loss of touch accuracy, no weird drag. And thanks to a nano-oleophobic coating, smudges wipe away quickly, so you’re never gaming through a fingerprint haze. Whether you’re marathon grinding or passing the Switch to a pizza-fingered friend, this protector is ready for real-world gaming.

    Why We Recommend It
    Forget triple-checking your bag for sharp objects – this JSAUX screen protector means your Switch 2 just isn’t precious anymore, it’s practical. Installation is stress-free, the display stays flawless, and your frantic touchscreen mashing never feels laggy. For anyone tired of treating their console like fine china, this is the protection that lets you just play.
    Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48 hours!
    3. JSAUX Protective Case Compatible with Nintendo Switch 2

    Skip the bulky bricks—this JSAUX Protective Carry Case is precision-engineered for the Switch 2 and the Switch 2 only. You get a snug, movement-free fit that feels purpose-built because it is, and it won’t work with any extra shells or cases. The hard PC exterior shrugs off scratches, dust, and splashes, holding up under café tables and cross-country flights alike. Inside, soft silicone strips keep your Switch 2 floating safely, while the clever raised sections mean your joysticks never take the brunt of an accidental bump.
    Traveling light? The detachable wrist strap is a small convenience that makes a big difference, and the slim profile means this case slides into any backpack or shoulder bag without hogging space. Built-in game card slots are a thoughtful touch – no more loose cartridges rattling around or getting lost in the depths of your bag. It’s the kind of accessory that makes daily Switch 2 use seamless, keeping your console clean, protected, and always ready to play.

    Why We Recommend It
    No-nonsense protection, zero wasted space. This case is for people who toss their Switch 2 into a bag and actually live life. The fit is tight, the shell is tough, and the joystick protection is smarter than most cases twice the price. Game card slots mean your library travels with you, not in a Ziploc. It’s the everyday armor you don’t have to think about, but you’ll notice the moment you need it.
    Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours!
    4. JSAUX Thumb Grips for Nintendo Switch 2

    If you’ve ever wished for a thumbstick upgrade on the Switch 2, these JSAUX Thumb Grips are as close as it gets to pro-level control, without needing a soldering iron or a warranty-voiding moment. Designed specifically for the Nintendo Switch 2, they snap on with a reassuring snugness and stay put through frantic boss fights or marathon Splatoon sessions. Three sizesare included in the kit, so you can fine-tune each stick for your hand size and play style – no more settling for “one size fits all” discomfort.
    Function isn’t sacrificed for comfort, either. The soft-touch finish and sculpted ergonomic shape actually take the edge off finger fatigue, so you can grind through RPGs or rack up wins in fighters without your thumb locking up. Each cap height serves a purpose: short for fast, twitchy moves in action games, tall for accuracy and steady aim in shooters, original size to simply boost grip. Mix and match to build your own hybrid layout.

    Why We Recommend It
    Who knew a 10-second upgrade could totally shift your game? These JSAUX Thumb Grips for Switch 2 let you dial in comfort and precision, whether you’re craving snap reflexes in Smash or pixel-perfect aim in Splatoon. No slipping, no awkward fit, no thumb fatigue after hours – just that satisfying soft grip and a custom feel that actually matches your play style. For anyone tired of stock sticks, this is the tweak you’ll wish you’d made sooner.
    Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours!
    5. JSAUX Dockable Case for Nintendo Switch 2

    The JSAUX Protective Case for Nintendo Switch 2 is engineered for gamers who want real protection without sacrificing style or convenience. Its split design means you can effortlessly detach the JoyCons without wrestling with stubborn plastic, and the ultra-thin 1mm PC back shell slides right into the official dock – no need to remove the case every time you charge or play on the big screen. The U-shaped cutout perfectly frames the Switch 2’s built-in kickstand, so you can go from handheld to tabletop mode in seconds, without ever fumbling or forcing a fit.
    Hybrid construction is the secret sauce here. The JoyCon covers fuse a transparent, scratch-resistant PC front with a soft-touch TPU back, letting the Switch 2’s design shine while adding grip and comfort for marathon sessions. Every port and button stays fully accessible thanks to precise cutouts, and popping the covers on or off is a breeze. No more risking cracked clips or flaky plastic – just smooth, reliable protection dialed in for everyday use.

    Why We Recommend It
    Forget clunky cases that ruin the Switch’s sleek vibe or force you to undock every time you want to play on your TV. JSAUX nails the essentials: dock-friendly fit, proper grip, zero interference with the kickstand, and a clear finish that doesn’t hide your console’s good looks. It’s protection that respects the Switch 2’s design – no bulk, no hassle, just smart, seamless defense you barely notice until you need it.
    Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours!The post Don’t Unbox Your Nintendo Switch 2 Without These Gaming Accessories first appeared on Yanko Design.
    #dont #unbox #your #nintendo #switch
    Don’t Unbox Your Nintendo Switch 2 Without These Gaming Accessories
    The wait is almost over – Nintendo’s Switch 2 officially ships starting today, and the gaming community is electrified with anticipation. With its announcement sending shockwaves through the industry, the Switch 2 promises upgraded hardware, enhanced graphics, and a fresh wave of exclusive titles that have fans and newcomers alike counting down the hours. Social media and gaming forums are buzzing with unboxing plans, early impressions from pre-release units, and speculation about which features will define this next generation of hybrid gameplay. As any veteran Switch owner knows, the right accessories can dramatically enhance the gaming experience, and the Switch 2 is no exception. Whether it’s for extended play sessions at home, on-the-go protection, or boosting multiplayer fun, accessories are the unsung heroes that maximize the console’s potential. From ergonomic thumb grips and bumper cases to game-cartridge-holders, a well-equipped setup can make all the difference – and JSAUX seems to have everything sorted. Designer: JSAUX 1. JSAUX Carrying Case for Nintendo Switch 2 No one wants to risk their brand-new Switch 2 rattling around in a flimsy pouch. JSAUX’s Carrying Case ditches the generic for a custom-molded fit, wrapping your console in thick, dual-layer EVA hard-shell that shrugs off drops and shields against everyday scuffs. The plush microfiber lining is a small luxury, keeping your screen pristine even after you inevitably toss the case into a crowded backpack. There’s room for everything you actually need: 15 game card slots, a mesh pocket for cables and earbuds, and enough space for your Switch 2 with its own protective case attached. JSAUX nails the details with a smooth dual zipper, a Velcro strap to keep your console locked in place, and an adjustable stand that turns any table into a mobile gaming station. Whether you’re heading out for a weekend or just want to keep your gear tidy at home, the comfortable handle and detachable shoulder strap make carrying a breeze. It’s protection, organization, and a flex of practicality, without the bulk. Why We Recommend It This is the Switch 2 case for real-world gamers – the ones who actually take their console outside, swap cartridges in weird places, and need gear that isn’t just stylish, but built for chaos. The customizable storage and soft-but-tough protection mean your Switch 2 and accessories survive every bump, drop, or accidental coffee spill. It’s the kind of case that lets you focus on the game, not what’s happening to your hardware. Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours! 2. JSAUX 3-Pack Tempered Glass Screen Protector for Nintendo Switch 2 You know the moment you peel the plastic off a brand-new console? That pristine look deserves to last. JSAUX’s Tempered Glass Screen Protector for Switch 2 nails that first-day shine with edge-to-edge coverage, engineered specifically for Nintendo’s 2025 flagship. The guide frame makes installation foolproof – seriously, it’s almost impossible to misalign or trap bubbles, even if you’re all thumbs and shaky from launch-day excitement. Once on, the 99% transparency keeps every pixel crisp and colors vibrant, so Breath of the Wild 2 or Mario Kart pop just like on day one. Built from dual-tempered 9H glass, it shrugs off scratches, rogue keys, and the random chaos of backpack travel. The 0.3mm thickness is as subtle as it gets – no loss of touch accuracy, no weird drag. And thanks to a nano-oleophobic coating, smudges wipe away quickly, so you’re never gaming through a fingerprint haze. Whether you’re marathon grinding or passing the Switch to a pizza-fingered friend, this protector is ready for real-world gaming. Why We Recommend It Forget triple-checking your bag for sharp objects – this JSAUX screen protector means your Switch 2 just isn’t precious anymore, it’s practical. Installation is stress-free, the display stays flawless, and your frantic touchscreen mashing never feels laggy. For anyone tired of treating their console like fine china, this is the protection that lets you just play. Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48 hours! 3. JSAUX Protective Case Compatible with Nintendo Switch 2 Skip the bulky bricks—this JSAUX Protective Carry Case is precision-engineered for the Switch 2 and the Switch 2 only. You get a snug, movement-free fit that feels purpose-built because it is, and it won’t work with any extra shells or cases. The hard PC exterior shrugs off scratches, dust, and splashes, holding up under café tables and cross-country flights alike. Inside, soft silicone strips keep your Switch 2 floating safely, while the clever raised sections mean your joysticks never take the brunt of an accidental bump. Traveling light? The detachable wrist strap is a small convenience that makes a big difference, and the slim profile means this case slides into any backpack or shoulder bag without hogging space. Built-in game card slots are a thoughtful touch – no more loose cartridges rattling around or getting lost in the depths of your bag. It’s the kind of accessory that makes daily Switch 2 use seamless, keeping your console clean, protected, and always ready to play. Why We Recommend It No-nonsense protection, zero wasted space. This case is for people who toss their Switch 2 into a bag and actually live life. The fit is tight, the shell is tough, and the joystick protection is smarter than most cases twice the price. Game card slots mean your library travels with you, not in a Ziploc. It’s the everyday armor you don’t have to think about, but you’ll notice the moment you need it. Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours! 4. JSAUX Thumb Grips for Nintendo Switch 2 If you’ve ever wished for a thumbstick upgrade on the Switch 2, these JSAUX Thumb Grips are as close as it gets to pro-level control, without needing a soldering iron or a warranty-voiding moment. Designed specifically for the Nintendo Switch 2, they snap on with a reassuring snugness and stay put through frantic boss fights or marathon Splatoon sessions. Three sizesare included in the kit, so you can fine-tune each stick for your hand size and play style – no more settling for “one size fits all” discomfort. Function isn’t sacrificed for comfort, either. The soft-touch finish and sculpted ergonomic shape actually take the edge off finger fatigue, so you can grind through RPGs or rack up wins in fighters without your thumb locking up. Each cap height serves a purpose: short for fast, twitchy moves in action games, tall for accuracy and steady aim in shooters, original size to simply boost grip. Mix and match to build your own hybrid layout. Why We Recommend It Who knew a 10-second upgrade could totally shift your game? These JSAUX Thumb Grips for Switch 2 let you dial in comfort and precision, whether you’re craving snap reflexes in Smash or pixel-perfect aim in Splatoon. No slipping, no awkward fit, no thumb fatigue after hours – just that satisfying soft grip and a custom feel that actually matches your play style. For anyone tired of stock sticks, this is the tweak you’ll wish you’d made sooner. Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours! 5. JSAUX Dockable Case for Nintendo Switch 2 The JSAUX Protective Case for Nintendo Switch 2 is engineered for gamers who want real protection without sacrificing style or convenience. Its split design means you can effortlessly detach the JoyCons without wrestling with stubborn plastic, and the ultra-thin 1mm PC back shell slides right into the official dock – no need to remove the case every time you charge or play on the big screen. The U-shaped cutout perfectly frames the Switch 2’s built-in kickstand, so you can go from handheld to tabletop mode in seconds, without ever fumbling or forcing a fit. Hybrid construction is the secret sauce here. The JoyCon covers fuse a transparent, scratch-resistant PC front with a soft-touch TPU back, letting the Switch 2’s design shine while adding grip and comfort for marathon sessions. Every port and button stays fully accessible thanks to precise cutouts, and popping the covers on or off is a breeze. No more risking cracked clips or flaky plastic – just smooth, reliable protection dialed in for everyday use. Why We Recommend It Forget clunky cases that ruin the Switch’s sleek vibe or force you to undock every time you want to play on your TV. JSAUX nails the essentials: dock-friendly fit, proper grip, zero interference with the kickstand, and a clear finish that doesn’t hide your console’s good looks. It’s protection that respects the Switch 2’s design – no bulk, no hassle, just smart, seamless defense you barely notice until you need it. Click Here to Buy Now:. This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours!The post Don’t Unbox Your Nintendo Switch 2 Without These Gaming Accessories first appeared on Yanko Design. #dont #unbox #your #nintendo #switch
    WWW.YANKODESIGN.COM
    Don’t Unbox Your Nintendo Switch 2 Without These Gaming Accessories
    The wait is almost over – Nintendo’s Switch 2 officially ships starting today, and the gaming community is electrified with anticipation. With its announcement sending shockwaves through the industry, the Switch 2 promises upgraded hardware, enhanced graphics, and a fresh wave of exclusive titles that have fans and newcomers alike counting down the hours. Social media and gaming forums are buzzing with unboxing plans, early impressions from pre-release units, and speculation about which features will define this next generation of hybrid gameplay. As any veteran Switch owner knows, the right accessories can dramatically enhance the gaming experience, and the Switch 2 is no exception. Whether it’s for extended play sessions at home, on-the-go protection, or boosting multiplayer fun, accessories are the unsung heroes that maximize the console’s potential. From ergonomic thumb grips and bumper cases to game-cartridge-holders, a well-equipped setup can make all the difference – and JSAUX seems to have everything sorted. Designer: JSAUX 1. JSAUX Carrying Case for Nintendo Switch 2 No one wants to risk their brand-new Switch 2 rattling around in a flimsy pouch. JSAUX’s Carrying Case ditches the generic for a custom-molded fit, wrapping your console in thick, dual-layer EVA hard-shell that shrugs off drops and shields against everyday scuffs. The plush microfiber lining is a small luxury, keeping your screen pristine even after you inevitably toss the case into a crowded backpack. There’s room for everything you actually need: 15 game card slots, a mesh pocket for cables and earbuds, and enough space for your Switch 2 with its own protective case attached. JSAUX nails the details with a smooth dual zipper, a Velcro strap to keep your console locked in place, and an adjustable stand that turns any table into a mobile gaming station. Whether you’re heading out for a weekend or just want to keep your gear tidy at home, the comfortable handle and detachable shoulder strap make carrying a breeze. It’s protection, organization, and a flex of practicality, without the bulk. Why We Recommend It This is the Switch 2 case for real-world gamers – the ones who actually take their console outside, swap cartridges in weird places, and need gear that isn’t just stylish, but built for chaos. The customizable storage and soft-but-tough protection mean your Switch 2 and accessories survive every bump, drop, or accidental coffee spill. It’s the kind of case that lets you focus on the game, not what’s happening to your hardware. Click Here to Buy Now: $14.39 $21.99 (34% off, use coupon code “JSSWITCH2”). This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours! 2. JSAUX 3-Pack Tempered Glass Screen Protector for Nintendo Switch 2 You know the moment you peel the plastic off a brand-new console? That pristine look deserves to last. JSAUX’s Tempered Glass Screen Protector for Switch 2 nails that first-day shine with edge-to-edge coverage, engineered specifically for Nintendo’s 2025 flagship. The guide frame makes installation foolproof – seriously, it’s almost impossible to misalign or trap bubbles, even if you’re all thumbs and shaky from launch-day excitement. Once on, the 99% transparency keeps every pixel crisp and colors vibrant, so Breath of the Wild 2 or Mario Kart pop just like on day one. Built from dual-tempered 9H glass, it shrugs off scratches, rogue keys, and the random chaos of backpack travel. The 0.3mm thickness is as subtle as it gets – no loss of touch accuracy, no weird drag. And thanks to a nano-oleophobic coating, smudges wipe away quickly, so you’re never gaming through a fingerprint haze. Whether you’re marathon grinding or passing the Switch to a pizza-fingered friend, this protector is ready for real-world gaming. Why We Recommend It Forget triple-checking your bag for sharp objects – this JSAUX screen protector means your Switch 2 just isn’t precious anymore, it’s practical. Installation is stress-free, the display stays flawless, and your frantic touchscreen mashing never feels laggy. For anyone tired of treating their console like fine china, this is the protection that lets you just play. Click Here to Buy Now: $5.59 $9.99 (44% off, use coupon code “JSSWITCH2”). This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48 hours! 3. JSAUX Protective Case Compatible with Nintendo Switch 2 Skip the bulky bricks—this JSAUX Protective Carry Case is precision-engineered for the Switch 2 and the Switch 2 only. You get a snug, movement-free fit that feels purpose-built because it is, and it won’t work with any extra shells or cases. The hard PC exterior shrugs off scratches, dust, and splashes, holding up under café tables and cross-country flights alike. Inside, soft silicone strips keep your Switch 2 floating safely, while the clever raised sections mean your joysticks never take the brunt of an accidental bump. Traveling light? The detachable wrist strap is a small convenience that makes a big difference, and the slim profile means this case slides into any backpack or shoulder bag without hogging space. Built-in game card slots are a thoughtful touch – no more loose cartridges rattling around or getting lost in the depths of your bag. It’s the kind of accessory that makes daily Switch 2 use seamless, keeping your console clean, protected, and always ready to play. Why We Recommend It No-nonsense protection, zero wasted space. This case is for people who toss their Switch 2 into a bag and actually live life. The fit is tight, the shell is tough, and the joystick protection is smarter than most cases twice the price. Game card slots mean your library travels with you, not in a Ziploc. It’s the everyday armor you don’t have to think about, but you’ll notice the moment you need it. Click Here to Buy Now: $13.59 $25.99 (47% off, use coupon code “JSSWITCH2”). This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours! 4. JSAUX Thumb Grips for Nintendo Switch 2 If you’ve ever wished for a thumbstick upgrade on the Switch 2, these JSAUX Thumb Grips are as close as it gets to pro-level control, without needing a soldering iron or a warranty-voiding moment. Designed specifically for the Nintendo Switch 2, they snap on with a reassuring snugness and stay put through frantic boss fights or marathon Splatoon sessions. Three sizes (1, 2, and 3) are included in the kit, so you can fine-tune each stick for your hand size and play style – no more settling for “one size fits all” discomfort. Function isn’t sacrificed for comfort, either. The soft-touch finish and sculpted ergonomic shape actually take the edge off finger fatigue, so you can grind through RPGs or rack up wins in fighters without your thumb locking up. Each cap height serves a purpose: short for fast, twitchy moves in action games, tall for accuracy and steady aim in shooters, original size to simply boost grip. Mix and match to build your own hybrid layout. Why We Recommend It Who knew a 10-second upgrade could totally shift your game? These JSAUX Thumb Grips for Switch 2 let you dial in comfort and precision, whether you’re craving snap reflexes in Smash or pixel-perfect aim in Splatoon. No slipping, no awkward fit, no thumb fatigue after hours – just that satisfying soft grip and a custom feel that actually matches your play style. For anyone tired of stock sticks, this is the tweak you’ll wish you’d made sooner. Click Here to Buy Now: $6.39 $12.99 (50% off, use coupon code “JSSWITCH2”). This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours! 5. JSAUX Dockable Case for Nintendo Switch 2 The JSAUX Protective Case for Nintendo Switch 2 is engineered for gamers who want real protection without sacrificing style or convenience. Its split design means you can effortlessly detach the JoyCons without wrestling with stubborn plastic, and the ultra-thin 1mm PC back shell slides right into the official dock – no need to remove the case every time you charge or play on the big screen. The U-shaped cutout perfectly frames the Switch 2’s built-in kickstand, so you can go from handheld to tabletop mode in seconds, without ever fumbling or forcing a fit. Hybrid construction is the secret sauce here. The JoyCon covers fuse a transparent, scratch-resistant PC front with a soft-touch TPU back, letting the Switch 2’s design shine while adding grip and comfort for marathon sessions. Every port and button stays fully accessible thanks to precise cutouts, and popping the covers on or off is a breeze. No more risking cracked clips or flaky plastic – just smooth, reliable protection dialed in for everyday use. Why We Recommend It Forget clunky cases that ruin the Switch’s sleek vibe or force you to undock every time you want to play on your TV. JSAUX nails the essentials: dock-friendly fit, proper grip, zero interference with the kickstand, and a clear finish that doesn’t hide your console’s good looks. It’s protection that respects the Switch 2’s design – no bulk, no hassle, just smart, seamless defense you barely notice until you need it. Click Here to Buy Now: $12.99 $19.99 (35% off, use coupon code “JSSWITCH2”). This code can be stacked with existing product deals or discounts. Hurry, deal ends in 48-hours!The post Don’t Unbox Your Nintendo Switch 2 Without These Gaming Accessories first appeared on Yanko Design.
    Like
    Love
    Wow
    Sad
    Angry
    440
    0 Kommentare 0 Anteile
  • Collaboration: The Most Underrated UX Skill No One Talks About

    When people talk about UX, it’s usually about the things they can see and interact with, like wireframes and prototypes, smart interactions, and design tools like Figma, Miro, or Maze. Some of the outputs are even glamorized, like design systems, research reports, and pixel-perfect UI designs. But here’s the truth I’ve seen again and again in over two decades of working in UX: none of that moves the needle if there is no collaboration.
    Great UX doesn’t happen in isolation. It happens through conversations with engineers, product managers, customer-facing teams, and the customer support teams who manage support tickets. Amazing UX ideas come alive in messy Miro sessions, cross-functional workshops, and those online chatswhere people align, adapt, and co-create.
    Some of the most impactful moments in my career weren’t when I was “designing” in the traditional sense. They have been gaining incredible insights when discussing problems with teammates who have varied experiences, brainstorming, and coming up with ideas that I never could have come up with on my own. As I always say, ten minds in a room will come up with ten times as many ideas as one mind. Often, many ideas are the most useful outcome.
    There have been times when a team has helped to reframe a problem in a workshop, taken vague and conflicting feedback, and clarified a path forward, or I’ve sat with a sales rep and heard the same user complaint show up in multiple conversations. This is when design becomes a team sport, and when your ability to capture the outcomes multiplies the UX impact.
    Why This Article Matters Now
    The reason collaboration feels so urgent now is that the way we work since COVID has changed, according to a study published by the US Department of Labor. Teams are more cross-functional, often remote, and increasingly complex. Silos are easier to fall into, due to distance or lack of face-to-face contact, and yet alignment has never been more important. We can’t afford to see collaboration as a “nice to have” anymore. It’s a core skill, especially in UX, where our work touches so many parts of an organisation.
    Let’s break down what collaboration in UX really means, and why it deserves way more attention than it gets.
    What Is Collaboration In UX, Really?
    Let’s start by clearing up a misconception. Collaboration is not the same as cooperation.

    Cooperation: “You do your thing, I’ll do mine, and we’ll check in later.”
    Collaboration: “Let’s figure this out together and co-own the outcome.”

    Collaboration, as defined in the book Communication Concepts, published by Deakin University, involves working with others to produce outputs and/or achieve shared goals. The outcome of collaboration is typically a tangible product or a measurable achievement, such as solving a problem or making a decision. Here’s an example from a recent project:
    Recently, I worked on a fraud alert platform for a fintech business. It was a six-month project, and we had zero access to users, as the product had not yet hit the market. Also, the users were highly specialised in the B2B finance space and were difficult to find. Additionally, the team members I needed to collaborate with were based in Malaysia and Melbourne, while I am located in Sydney.
    Instead of treating that as a dead end, we turned inward: collaborating with subject matter experts, professional services consultants, compliance specialists, and customer support team members who had deep knowledge of fraud patterns and customer pain points. Through bi-weekly workshops using a Miro board, iterative feedback loops, and sketching sessions, we worked on design solution options. I even asked them to present their own design version as part of the process.

    After months of iterating on the fraud investigation platform through these collaboration sessions, I ended up with two different design frameworks for the investigator’s dashboard. Instead of just presenting the “best one” and hoping for buy-in, I ran a voting exercise with PMs, engineers, SMEs, and customer support. Everyone had a voice. The winning design was created and validated with the input of the team, resulting in an outcome that solved many problems for the end user and was owned by the entire team. That’s collaboration!

    It is definitely one of the most satisfying projects of my career.
    On the other hand, I recently caught up with an old colleague who now serves as a product owner. Her story was a cautionary tale: the design team had gone ahead with a major redesign of an app without looping her in until late in the game. Not surprisingly, the new design missed several key product constraints and business goals. It had to be scrapped and redone, with her now at the table. That experience reinforced what we all know deep down: your best work rarely happens in isolation.
    As illustrated in my experience, true collaboration can span many roles. It’s not just between designers and PMs. It can also include QA testers who identify real-world issues, content strategists who ensure our language is clear and inclusive, sales representatives who interact with customers on a daily basis, marketers who understand the brand’s voice, and, of course, customer support agents who are often the first to hear when something goes wrong. The best outcomes arrive when we’re open to different perspectives and inputs.
    Why Collaboration Is So Overlooked?
    If collaboration is so powerful, why don’t we talk about it more?
    In my experience, one reason is the myth of the “lone UX hero”. Many of us entered the field inspired by stories of design geniuses revolutionising products on their own. Our portfolios often reflect that as well. We showcase our solo work, our processes, and our wins. Job descriptions often reinforce the idea of the solo UX designer, listing tool proficiency and deliverables more than soft skills and team dynamics.
    And then there’s the team culture within many organisations of “just get the work done”, which often leads to fewer meetings and tighter deadlines. As a result, a sense of collaboration is inefficient and wasted. I have also experienced working with some designers where perfectionism and territoriality creep in — “This is my design” — which kills the open, communal spirit that collaboration needs.
    When Collaboration Is The User Research
    In an ideal world, we’d always have direct access to users. But let’s be real. Sometimes that just doesn’t happen. Whether it’s due to budget constraints, time limitations, or layers of bureaucracy, talking to end users isn’t always possible. That’s where collaboration with team members becomes even more crucial.
    The next best thing to talking to users? Talking to the people who talk to users. Sales teams, customer success reps, tech support, and field engineers. They’re all user researchers in disguise!
    On another B2C project, the end users were having trouble completing the key task. My role was to redesign the onboarding experience for an online identity capture tool for end users. I was unable to schedule interviews with end users due to budget and time constraints, so I turned to the sales and tech support teams.
    I conducted multiple mini-workshops to identify the most common onboarding issues they had heard directly from our customers. This led to a huge “aha” moment: most users dropped off before the document capture process. They may have been struggling with a lack of instruction, not knowing the required time, or not understanding the steps involved in completing the onboarding process.
    That insight reframed my approach, and we ultimately redesigned the flow to prioritize orientation and clear instructions before proceeding to the setup steps. Below is an example of one of the screen designs, including some of the instructions we added.

    This kind of collaboration is user research. It’s not a substitute for talking to users directly, but it’s a powerful proxy when you have limited options.
    But What About Using AI?
    Glad you asked! Even AI tools, which are increasingly being used for idea generation, pattern recognition, or rapid prototyping, don’t replace collaboration; they just change the shape of it.
    AI can help you explore design patterns, draft user flows, or generate multiple variations of a layout in seconds. It’s fantastic for getting past creative blocks or pressure-testing your assumptions. But let’s be clear: these tools are accelerators, not oracles. As an innovation and strategy consultant Nathan Waterhouse points out, AI can point you in a direction, but it can’t tell you which direction is the right one in your specific context. That still requires human judgment, empathy, and an understanding of the messy realities of users and business goals.
    You still need people, especially those closest to your users, to validate, challenge, and evolve any AI-generated idea. For instance, you might use ChatGPT to brainstorm onboarding flows for a SaaS tool, but if you’re not involving customer support reps who regularly hear “I didn’t know where to start” or “I couldn’t even log in,” you’re just working with assumptions. The same applies to engineers who know what is technically feasible or PMs who understand where the business is headed.
    AI can generate ideas, but only collaboration turns those ideas into something usable, valuable, and real. Think of it as a powerful ingredient, but not the whole recipe.
    How To Strengthen Your UX Collaboration Skills?
    If collaboration doesn’t come naturally or hasn’t been a focus, that’s okay. Like any skill, it can be practiced and improved. Here are a few ways to level up:

    Cultivate curiosity about your teammates.Ask engineers what keeps them up at night. Learn what metrics your PMs care about. Understand the types of tickets the support team handles most frequently. The more you care about their challenges, the more they'll care about yours.
    Get comfortable facilitating.You don’t need to be a certified Design Sprint master, but learning how to run a structured conversation, align stakeholders, or synthesize different points of view is hugely valuable. Even a simple “What’s working? What’s not?” retro can be an amazing starting point in identifying where you need to focus next.
    Share early, share often.Don’t wait until your designs are polished to get input. Messy sketches and rough prototypes invite collaboration. When others feel like they’ve helped shape the work, they’re more invested in its success.
    Practice active listening.When someone critiques your work, don’t immediately defend. Pause. Ask follow-up questions. Reframe the feedback. Collaboration isn’t about consensus; it’s about finding a shared direction that can honour multiple truths.
    Co-own the outcome.Let go of your ego. The best UX work isn’t “your” work. It’s the result of many voices, skill sets, and conversations converging toward a solution that helps users. It’s not “I”, it’s “we” that will solve this problem together.

    Conclusion: UX Is A Team Sport
    Great design doesn’t emerge from a vacuum. It comes from open dialogue, cross-functional understanding, and a shared commitment to solving real problems for real people.
    If there’s one thing I wish every early-career designer knew, it’s this:
    Collaboration is not a side skill. It’s the engine behind every meaningful design outcome. And for seasoned professionals, it’s the superpower that turns good teams into great ones.
    So next time you’re tempted to go heads-down and just “crank out a design,” pause to reflect. Ask who else should be in the room. And invite them in, not just to review your work, but to help create it.
    Because in the end, the best UX isn’t just what you make. It’s what you make together.
    Further Reading On SmashingMag

    “Presenting UX Research And Design To Stakeholders: The Power Of Persuasion,” Victor Yocco
    “Transforming The Relationship Between Designers And Developers,” Chris Day
    “Effective Communication For Everyday Meetings,” Andrii Zhdan
    “Preventing Bad UX Through Integrated Design Workflows,” Ceara Crawshaw
    #collaboration #most #underrated #skill #one
    Collaboration: The Most Underrated UX Skill No One Talks About
    When people talk about UX, it’s usually about the things they can see and interact with, like wireframes and prototypes, smart interactions, and design tools like Figma, Miro, or Maze. Some of the outputs are even glamorized, like design systems, research reports, and pixel-perfect UI designs. But here’s the truth I’ve seen again and again in over two decades of working in UX: none of that moves the needle if there is no collaboration. Great UX doesn’t happen in isolation. It happens through conversations with engineers, product managers, customer-facing teams, and the customer support teams who manage support tickets. Amazing UX ideas come alive in messy Miro sessions, cross-functional workshops, and those online chatswhere people align, adapt, and co-create. Some of the most impactful moments in my career weren’t when I was “designing” in the traditional sense. They have been gaining incredible insights when discussing problems with teammates who have varied experiences, brainstorming, and coming up with ideas that I never could have come up with on my own. As I always say, ten minds in a room will come up with ten times as many ideas as one mind. Often, many ideas are the most useful outcome. There have been times when a team has helped to reframe a problem in a workshop, taken vague and conflicting feedback, and clarified a path forward, or I’ve sat with a sales rep and heard the same user complaint show up in multiple conversations. This is when design becomes a team sport, and when your ability to capture the outcomes multiplies the UX impact. Why This Article Matters Now The reason collaboration feels so urgent now is that the way we work since COVID has changed, according to a study published by the US Department of Labor. Teams are more cross-functional, often remote, and increasingly complex. Silos are easier to fall into, due to distance or lack of face-to-face contact, and yet alignment has never been more important. We can’t afford to see collaboration as a “nice to have” anymore. It’s a core skill, especially in UX, where our work touches so many parts of an organisation. Let’s break down what collaboration in UX really means, and why it deserves way more attention than it gets. What Is Collaboration In UX, Really? Let’s start by clearing up a misconception. Collaboration is not the same as cooperation. Cooperation: “You do your thing, I’ll do mine, and we’ll check in later.” Collaboration: “Let’s figure this out together and co-own the outcome.” Collaboration, as defined in the book Communication Concepts, published by Deakin University, involves working with others to produce outputs and/or achieve shared goals. The outcome of collaboration is typically a tangible product or a measurable achievement, such as solving a problem or making a decision. Here’s an example from a recent project: Recently, I worked on a fraud alert platform for a fintech business. It was a six-month project, and we had zero access to users, as the product had not yet hit the market. Also, the users were highly specialised in the B2B finance space and were difficult to find. Additionally, the team members I needed to collaborate with were based in Malaysia and Melbourne, while I am located in Sydney. Instead of treating that as a dead end, we turned inward: collaborating with subject matter experts, professional services consultants, compliance specialists, and customer support team members who had deep knowledge of fraud patterns and customer pain points. Through bi-weekly workshops using a Miro board, iterative feedback loops, and sketching sessions, we worked on design solution options. I even asked them to present their own design version as part of the process. After months of iterating on the fraud investigation platform through these collaboration sessions, I ended up with two different design frameworks for the investigator’s dashboard. Instead of just presenting the “best one” and hoping for buy-in, I ran a voting exercise with PMs, engineers, SMEs, and customer support. Everyone had a voice. The winning design was created and validated with the input of the team, resulting in an outcome that solved many problems for the end user and was owned by the entire team. That’s collaboration! It is definitely one of the most satisfying projects of my career. On the other hand, I recently caught up with an old colleague who now serves as a product owner. Her story was a cautionary tale: the design team had gone ahead with a major redesign of an app without looping her in until late in the game. Not surprisingly, the new design missed several key product constraints and business goals. It had to be scrapped and redone, with her now at the table. That experience reinforced what we all know deep down: your best work rarely happens in isolation. As illustrated in my experience, true collaboration can span many roles. It’s not just between designers and PMs. It can also include QA testers who identify real-world issues, content strategists who ensure our language is clear and inclusive, sales representatives who interact with customers on a daily basis, marketers who understand the brand’s voice, and, of course, customer support agents who are often the first to hear when something goes wrong. The best outcomes arrive when we’re open to different perspectives and inputs. Why Collaboration Is So Overlooked? If collaboration is so powerful, why don’t we talk about it more? In my experience, one reason is the myth of the “lone UX hero”. Many of us entered the field inspired by stories of design geniuses revolutionising products on their own. Our portfolios often reflect that as well. We showcase our solo work, our processes, and our wins. Job descriptions often reinforce the idea of the solo UX designer, listing tool proficiency and deliverables more than soft skills and team dynamics. And then there’s the team culture within many organisations of “just get the work done”, which often leads to fewer meetings and tighter deadlines. As a result, a sense of collaboration is inefficient and wasted. I have also experienced working with some designers where perfectionism and territoriality creep in — “This is my design” — which kills the open, communal spirit that collaboration needs. When Collaboration Is The User Research In an ideal world, we’d always have direct access to users. But let’s be real. Sometimes that just doesn’t happen. Whether it’s due to budget constraints, time limitations, or layers of bureaucracy, talking to end users isn’t always possible. That’s where collaboration with team members becomes even more crucial. The next best thing to talking to users? Talking to the people who talk to users. Sales teams, customer success reps, tech support, and field engineers. They’re all user researchers in disguise! On another B2C project, the end users were having trouble completing the key task. My role was to redesign the onboarding experience for an online identity capture tool for end users. I was unable to schedule interviews with end users due to budget and time constraints, so I turned to the sales and tech support teams. I conducted multiple mini-workshops to identify the most common onboarding issues they had heard directly from our customers. This led to a huge “aha” moment: most users dropped off before the document capture process. They may have been struggling with a lack of instruction, not knowing the required time, or not understanding the steps involved in completing the onboarding process. That insight reframed my approach, and we ultimately redesigned the flow to prioritize orientation and clear instructions before proceeding to the setup steps. Below is an example of one of the screen designs, including some of the instructions we added. This kind of collaboration is user research. It’s not a substitute for talking to users directly, but it’s a powerful proxy when you have limited options. But What About Using AI? Glad you asked! Even AI tools, which are increasingly being used for idea generation, pattern recognition, or rapid prototyping, don’t replace collaboration; they just change the shape of it. AI can help you explore design patterns, draft user flows, or generate multiple variations of a layout in seconds. It’s fantastic for getting past creative blocks or pressure-testing your assumptions. But let’s be clear: these tools are accelerators, not oracles. As an innovation and strategy consultant Nathan Waterhouse points out, AI can point you in a direction, but it can’t tell you which direction is the right one in your specific context. That still requires human judgment, empathy, and an understanding of the messy realities of users and business goals. You still need people, especially those closest to your users, to validate, challenge, and evolve any AI-generated idea. For instance, you might use ChatGPT to brainstorm onboarding flows for a SaaS tool, but if you’re not involving customer support reps who regularly hear “I didn’t know where to start” or “I couldn’t even log in,” you’re just working with assumptions. The same applies to engineers who know what is technically feasible or PMs who understand where the business is headed. AI can generate ideas, but only collaboration turns those ideas into something usable, valuable, and real. Think of it as a powerful ingredient, but not the whole recipe. How To Strengthen Your UX Collaboration Skills? If collaboration doesn’t come naturally or hasn’t been a focus, that’s okay. Like any skill, it can be practiced and improved. Here are a few ways to level up: Cultivate curiosity about your teammates.Ask engineers what keeps them up at night. Learn what metrics your PMs care about. Understand the types of tickets the support team handles most frequently. The more you care about their challenges, the more they'll care about yours. Get comfortable facilitating.You don’t need to be a certified Design Sprint master, but learning how to run a structured conversation, align stakeholders, or synthesize different points of view is hugely valuable. Even a simple “What’s working? What’s not?” retro can be an amazing starting point in identifying where you need to focus next. Share early, share often.Don’t wait until your designs are polished to get input. Messy sketches and rough prototypes invite collaboration. When others feel like they’ve helped shape the work, they’re more invested in its success. Practice active listening.When someone critiques your work, don’t immediately defend. Pause. Ask follow-up questions. Reframe the feedback. Collaboration isn’t about consensus; it’s about finding a shared direction that can honour multiple truths. Co-own the outcome.Let go of your ego. The best UX work isn’t “your” work. It’s the result of many voices, skill sets, and conversations converging toward a solution that helps users. It’s not “I”, it’s “we” that will solve this problem together. Conclusion: UX Is A Team Sport Great design doesn’t emerge from a vacuum. It comes from open dialogue, cross-functional understanding, and a shared commitment to solving real problems for real people. If there’s one thing I wish every early-career designer knew, it’s this: Collaboration is not a side skill. It’s the engine behind every meaningful design outcome. And for seasoned professionals, it’s the superpower that turns good teams into great ones. So next time you’re tempted to go heads-down and just “crank out a design,” pause to reflect. Ask who else should be in the room. And invite them in, not just to review your work, but to help create it. Because in the end, the best UX isn’t just what you make. It’s what you make together. Further Reading On SmashingMag “Presenting UX Research And Design To Stakeholders: The Power Of Persuasion,” Victor Yocco “Transforming The Relationship Between Designers And Developers,” Chris Day “Effective Communication For Everyday Meetings,” Andrii Zhdan “Preventing Bad UX Through Integrated Design Workflows,” Ceara Crawshaw #collaboration #most #underrated #skill #one
    SMASHINGMAGAZINE.COM
    Collaboration: The Most Underrated UX Skill No One Talks About
    When people talk about UX, it’s usually about the things they can see and interact with, like wireframes and prototypes, smart interactions, and design tools like Figma, Miro, or Maze. Some of the outputs are even glamorized, like design systems, research reports, and pixel-perfect UI designs. But here’s the truth I’ve seen again and again in over two decades of working in UX: none of that moves the needle if there is no collaboration. Great UX doesn’t happen in isolation. It happens through conversations with engineers, product managers, customer-facing teams, and the customer support teams who manage support tickets. Amazing UX ideas come alive in messy Miro sessions, cross-functional workshops, and those online chats (e.g., Slack or Teams) where people align, adapt, and co-create. Some of the most impactful moments in my career weren’t when I was “designing” in the traditional sense. They have been gaining incredible insights when discussing problems with teammates who have varied experiences, brainstorming, and coming up with ideas that I never could have come up with on my own. As I always say, ten minds in a room will come up with ten times as many ideas as one mind. Often, many ideas are the most useful outcome. There have been times when a team has helped to reframe a problem in a workshop, taken vague and conflicting feedback, and clarified a path forward, or I’ve sat with a sales rep and heard the same user complaint show up in multiple conversations. This is when design becomes a team sport, and when your ability to capture the outcomes multiplies the UX impact. Why This Article Matters Now The reason collaboration feels so urgent now is that the way we work since COVID has changed, according to a study published by the US Department of Labor. Teams are more cross-functional, often remote, and increasingly complex. Silos are easier to fall into, due to distance or lack of face-to-face contact, and yet alignment has never been more important. We can’t afford to see collaboration as a “nice to have” anymore. It’s a core skill, especially in UX, where our work touches so many parts of an organisation. Let’s break down what collaboration in UX really means, and why it deserves way more attention than it gets. What Is Collaboration In UX, Really? Let’s start by clearing up a misconception. Collaboration is not the same as cooperation. Cooperation: “You do your thing, I’ll do mine, and we’ll check in later.” Collaboration: “Let’s figure this out together and co-own the outcome.” Collaboration, as defined in the book Communication Concepts, published by Deakin University, involves working with others to produce outputs and/or achieve shared goals. The outcome of collaboration is typically a tangible product or a measurable achievement, such as solving a problem or making a decision. Here’s an example from a recent project: Recently, I worked on a fraud alert platform for a fintech business. It was a six-month project, and we had zero access to users, as the product had not yet hit the market. Also, the users were highly specialised in the B2B finance space and were difficult to find. Additionally, the team members I needed to collaborate with were based in Malaysia and Melbourne, while I am located in Sydney. Instead of treating that as a dead end, we turned inward: collaborating with subject matter experts, professional services consultants, compliance specialists, and customer support team members who had deep knowledge of fraud patterns and customer pain points. Through bi-weekly workshops using a Miro board, iterative feedback loops, and sketching sessions, we worked on design solution options. I even asked them to present their own design version as part of the process. After months of iterating on the fraud investigation platform through these collaboration sessions, I ended up with two different design frameworks for the investigator’s dashboard. Instead of just presenting the “best one” and hoping for buy-in, I ran a voting exercise with PMs, engineers, SMEs, and customer support. Everyone had a voice. The winning design was created and validated with the input of the team, resulting in an outcome that solved many problems for the end user and was owned by the entire team. That’s collaboration! It is definitely one of the most satisfying projects of my career. On the other hand, I recently caught up with an old colleague who now serves as a product owner. Her story was a cautionary tale: the design team had gone ahead with a major redesign of an app without looping her in until late in the game. Not surprisingly, the new design missed several key product constraints and business goals. It had to be scrapped and redone, with her now at the table. That experience reinforced what we all know deep down: your best work rarely happens in isolation. As illustrated in my experience, true collaboration can span many roles. It’s not just between designers and PMs. It can also include QA testers who identify real-world issues, content strategists who ensure our language is clear and inclusive, sales representatives who interact with customers on a daily basis, marketers who understand the brand’s voice, and, of course, customer support agents who are often the first to hear when something goes wrong. The best outcomes arrive when we’re open to different perspectives and inputs. Why Collaboration Is So Overlooked? If collaboration is so powerful, why don’t we talk about it more? In my experience, one reason is the myth of the “lone UX hero”. Many of us entered the field inspired by stories of design geniuses revolutionising products on their own. Our portfolios often reflect that as well. We showcase our solo work, our processes, and our wins. Job descriptions often reinforce the idea of the solo UX designer, listing tool proficiency and deliverables more than soft skills and team dynamics. And then there’s the team culture within many organisations of “just get the work done”, which often leads to fewer meetings and tighter deadlines. As a result, a sense of collaboration is inefficient and wasted. I have also experienced working with some designers where perfectionism and territoriality creep in — “This is my design” — which kills the open, communal spirit that collaboration needs. When Collaboration Is The User Research In an ideal world, we’d always have direct access to users. But let’s be real. Sometimes that just doesn’t happen. Whether it’s due to budget constraints, time limitations, or layers of bureaucracy, talking to end users isn’t always possible. That’s where collaboration with team members becomes even more crucial. The next best thing to talking to users? Talking to the people who talk to users. Sales teams, customer success reps, tech support, and field engineers. They’re all user researchers in disguise! On another B2C project, the end users were having trouble completing the key task. My role was to redesign the onboarding experience for an online identity capture tool for end users. I was unable to schedule interviews with end users due to budget and time constraints, so I turned to the sales and tech support teams. I conducted multiple mini-workshops to identify the most common onboarding issues they had heard directly from our customers. This led to a huge “aha” moment: most users dropped off before the document capture process. They may have been struggling with a lack of instruction, not knowing the required time, or not understanding the steps involved in completing the onboarding process. That insight reframed my approach, and we ultimately redesigned the flow to prioritize orientation and clear instructions before proceeding to the setup steps. Below is an example of one of the screen designs, including some of the instructions we added. This kind of collaboration is user research. It’s not a substitute for talking to users directly, but it’s a powerful proxy when you have limited options. But What About Using AI? Glad you asked! Even AI tools, which are increasingly being used for idea generation, pattern recognition, or rapid prototyping, don’t replace collaboration; they just change the shape of it. AI can help you explore design patterns, draft user flows, or generate multiple variations of a layout in seconds. It’s fantastic for getting past creative blocks or pressure-testing your assumptions. But let’s be clear: these tools are accelerators, not oracles. As an innovation and strategy consultant Nathan Waterhouse points out, AI can point you in a direction, but it can’t tell you which direction is the right one in your specific context. That still requires human judgment, empathy, and an understanding of the messy realities of users and business goals. You still need people, especially those closest to your users, to validate, challenge, and evolve any AI-generated idea. For instance, you might use ChatGPT to brainstorm onboarding flows for a SaaS tool, but if you’re not involving customer support reps who regularly hear “I didn’t know where to start” or “I couldn’t even log in,” you’re just working with assumptions. The same applies to engineers who know what is technically feasible or PMs who understand where the business is headed. AI can generate ideas, but only collaboration turns those ideas into something usable, valuable, and real. Think of it as a powerful ingredient, but not the whole recipe. How To Strengthen Your UX Collaboration Skills? If collaboration doesn’t come naturally or hasn’t been a focus, that’s okay. Like any skill, it can be practiced and improved. Here are a few ways to level up: Cultivate curiosity about your teammates.Ask engineers what keeps them up at night. Learn what metrics your PMs care about. Understand the types of tickets the support team handles most frequently. The more you care about their challenges, the more they'll care about yours. Get comfortable facilitating.You don’t need to be a certified Design Sprint master, but learning how to run a structured conversation, align stakeholders, or synthesize different points of view is hugely valuable. Even a simple “What’s working? What’s not?” retro can be an amazing starting point in identifying where you need to focus next. Share early, share often.Don’t wait until your designs are polished to get input. Messy sketches and rough prototypes invite collaboration. When others feel like they’ve helped shape the work, they’re more invested in its success. Practice active listening.When someone critiques your work, don’t immediately defend. Pause. Ask follow-up questions. Reframe the feedback. Collaboration isn’t about consensus; it’s about finding a shared direction that can honour multiple truths. Co-own the outcome.Let go of your ego. The best UX work isn’t “your” work. It’s the result of many voices, skill sets, and conversations converging toward a solution that helps users. It’s not “I”, it’s “we” that will solve this problem together. Conclusion: UX Is A Team Sport Great design doesn’t emerge from a vacuum. It comes from open dialogue, cross-functional understanding, and a shared commitment to solving real problems for real people. If there’s one thing I wish every early-career designer knew, it’s this: Collaboration is not a side skill. It’s the engine behind every meaningful design outcome. And for seasoned professionals, it’s the superpower that turns good teams into great ones. So next time you’re tempted to go heads-down and just “crank out a design,” pause to reflect. Ask who else should be in the room. And invite them in, not just to review your work, but to help create it. Because in the end, the best UX isn’t just what you make. It’s what you make together. Further Reading On SmashingMag “Presenting UX Research And Design To Stakeholders: The Power Of Persuasion,” Victor Yocco “Transforming The Relationship Between Designers And Developers,” Chris Day “Effective Communication For Everyday Meetings,” Andrii Zhdan “Preventing Bad UX Through Integrated Design Workflows,” Ceara Crawshaw
    Like
    Love
    Wow
    Sad
    Angry
    444
    0 Kommentare 0 Anteile