1,114 karma · joined March 12, 2013
www.cenizal.com
1. Establish healthy habits: eat well, exercise regularly, sleep well, feel gratitude, focus on the people in my life.
2. Derive my sense of self-worth from anything and everything not related to work.
But in software engineering, I think the ability to analyze the information which constitutes a domain and then synthesize ergonomic abstractions out of that information is more relevant. Martin Fowler would call it domain modeling, I just call it software design.
Of course I also obsess over names of things, interface design, and mental models, so I’m biased!
We're the company behind Elasticsearch, Kibana, Logstash, and Beats. We have positions open for all of these products [1] but this post focuses on roles for Kibana.
We're looking for experienced UI engineers to help us build and maintain our React+Sass UI framework (elastic.github.io/eui/), and JavaScripts engineers to help us build Kibana, a data visualization and dashboarding platform. Check out the links for more details.
Sr. UI engineer: https://www.elastic.co/about/careers/engineering/jobs/825257
Sr. JavaScript engineer: https://www.elastic.co/about/careers/engineering/jobs/593004
GIS UI engineer: https://www.elastic.co/about/careers/engineering/jobs/972336
JavaScript Security engineer: https://www.elastic.co/about/careers/engineering/jobs/937336
> When the plan is foggy, that’s the moment to communicate as broadly as possible. In fact you should not frame it as a plan, you frame it as the situation and the final state you want to achieve. When you have a detailed plan, that’s when you DON’T need to communicate broadly. So, clearly state the situation and clearly state the foggy goal to everyone who will listen.
This is a great way to clarify a complex problem, draw out and resolve disagreements in understanding, enlist others’ help, and methodically arrive at the optimal solution. It also works well for all kinds of problems, whether they be engineering-related, organizational, or interpersonal.
> People should absolutely be allowed to dress how they please without fear of judgment. As the article says, "I do my best engineering when sitting half-naked at my desk." There's nothing wrong with that.
That's it. Full stop. There's nothing to add after that. You don't need to add "but..." and then state the exact opposite of that sentiment.
You find something weird about someone? Guess what -- we're all weird. Somebody out there probably finds something about you weird. But who gives a shit! Life's a lot better once you just get over it and accept people despite their weirdness. Or even better, because of their weirdness.
...and that's when I stopped reading. Software is used around the world. Software is written around the world. The author only limits himself by adopting this kind of bigoted perspective.
Absolutely! Discrimination is self-defeating. Why intentionally deprive yourself or your team of resources?
Or, to take a larger perspective, why deprive _humanity_ of resources? Imagine how many more Einsteins we'd have if everyone had the same opportunities.
There's a great chart on page 41 that breaks out disabilities into "permanent", "temporary", and "situational". When I saw this, it opened my eyes up to the reality that everyone can and will experience a sub-optimal, disabled experience when trying to use a product. One example from that chart is that you can suffer a permanent sight disability by losing your sight, a temporary one by dealing with a cataract (pre-surgery), and a situational one when you're in an environment with a lot of distractions or poor lighting conditions.
This all underlines the spirit behind "inclusive design": improving a product's accessibility for one person does more than benefit that one person -- it will provide benefits for everyone. In essence, accessible UX is good UX. If anyone's interested in these ideas, I strongly recommend watching Rob Dodson's fantastic presentation on the topic [2]!
[1] https://download.microsoft.com/download/B/0/D/B0D4BF87-09CE-...
I'd like to give the author one piece of feedback: please refine your color palette to use contrast and hue to make it easier for players to identify the various game entities! Looking at the screenshots and watching the gameplay videos, it's really hard for me to pick out the what's important and what's just background. Everything blends together and just looks like noise.
Take a look at other games, e.g. Raptor: Call of the Shadows, which make it really easy to scan the screen and identify/differentiate background terrain, power-ups, enemies, and bullets. When it's hard to tell what's going on, you add an unnecessary barrier to entry.
That said, keep making games!! Seems like you're good at it. :)