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  • Humility: An Essential Value

    Humility: An Essential Value

    Humility, a writer’s necessary value—that has a good ring to it. What about sincerity, an business manager’s important value? Or a surgeon’s? Or a teacher’s? They all good wonderful. When humility is our guiding light, the course is usually available for fulfillment, development, relation, and commitment. In this book, we’re going to discuss about why.

    That said, this is a guide for developers, and to that conclusion, I’d like to begin with a story—well, a voyage, actually. It’s a personal one, and I’m going to make myself a little prone along the way. I call it:

    The Tale of Justin’s Preposterous Pate

    When I was coming out of arts school, a long-haired, goateed novice, write was a known quantity to me, design on the web, however, was riddled with complexities to understand and learn, a problem to be solved. Though I had been fully trained in graphic design, font, and design, what fascinated me was how these classic skills may be applied to a budding online landscape. In the end, this topic may determine my career’s direction.

    So I devoured HTML and JavaScript novels into the wee hours of the morning and self-taught myself how to code during my freshman year rather than student and go into print like many of my companions. I needed to understand the main ramifications of what my style choices may ultimately result in when a website is rendered.

    The later ‘ 90s and early 2000s were the so-called” Wild West” of web design. All designers at the time were trying to figure out how to incorporate design and visual connection into the online landscape. What were the laws? How may we break them and also engage, entertain, and present information? At a more micro level, how was my values, inclusive of modesty, admiration, and link, coincide in combination with that? I was looking for information.

    Those are amazing factors between non-career relationships and the world of style, even though I’m referring to a different era. What are your main passions, or ideals, that elevate medium? The main themes remain the same, much like the clear parallels between what fulfills you, who is independent of the physical or digital worlds.

    First within tables, animated GIFs, Flash, then with Web Standards, divs, and CSS, there was personality, raw unbridled creativity, and unique means of presentment that often defied any semblance of a visible grid. Splash screens and “browser requirement” pages aplenty. Usability and accessibility were typically victims of such a creation, but such paramount facets of any digital design were largely (and, in hindsight, unfairly) disregarded at the expense of experimentation.

    For example, this iteration of my personal portfolio site (” the pseudoroom” ) from that era was experimental, if not a bit heavy- handed, in the visual communication of the concept of a living sketchbook. Very skeuomorphic. On this one, we would first sketch and then pass a Photoshop file back and forth to trick things out and play with various user interactions. I co-founded the creative project organizing app Milanote and my dear friend, fellow designer Marc Clancy. Then, I’d break it down and code it into a digital layout.

    Along with design folio pieces, the site also offered free downloads for Mac OS customizations: desktop wallpapers that were effectively design experimentation, custom-designed typefaces, and desktop icons.

    From around the same time, GUI Galaxy was a design, pixel art, and Mac-centric news portal some graphic designer friends and I conceived, designed, developed, and deployed.

    Design news portals were incredibly popular during this period, featuring ( what would now be considered ) Tweet-size, small-format snippets of pertinent news from the categories I previously mentioned. If you took Twitter, curated it to a few categories, and wrapped it in a custom-branded experience, you’d have a design news portal from the late 90s / early 2000s.

    We as designers had evolved and created a bandwidth-sensitive, web standards award-winning, much more accessibility-conscious website. Still ripe with experimentation, yet more mindful of equitable engagement. You can see a couple of content panes here, noting general news (tech, design ) and Mac-centric news below. We also provided many of the custom downloads that I previously mentioned on my folio website with a GUI Galaxy theme and name.

    The site’s backbone was a homegrown CMS, with the presentation layer consisting of global design + illustration + news author collaboration. And the collaboration effort here, in addition to experimentation on a’ brand’ and content delivery, was hitting my core. We were creating something bigger than just one of us and establishing a global audience.

    Collaboration and connection transcend media in their impact, which have been extremely satisfying for me as a designer.

    Now, why am I taking you on this trip through design memory lane? Two reasons.

    First, there’s a reason for the nostalgia for that design era ( the” Wild West” era, as I called it earlier ): the inherent exploration, personality, and creativity that saturated many design portals and personal portfolio sites. Ultra-finely detailed pixel art UI, custom illustration, bespoke vector graphics, all underpinned by a strong design community.

    Today’s web design has been in a period of stagnation. There’s a good chance of seeing a website with a hero image or banner with text overlaying, perhaps with a lovely rotating carousel of images ( laying the snark on heavy there ), a call to action, and three columns of sub-content directly beneath. Perhaps an icon library is used with selections that only vaguely relate to their respective content is used.

    Design, as it’s applied to the digital landscape, is in dire need of thoughtful layout, typography, and visual engagement that goes hand-in-hand with all the modern considerations we now know are paramount: usability. Accessibility. Load times and bandwidth- sensitive content delivery. A user-friendly presentation that connects with people wherever they are. We must be mindful of, and respectful toward, those concerns—but not at the expense of creativity of visual communication or via replicating cookie-cutter layouts.

    Pixel Problems

    Websites built during this time period were frequently built using Macs with OS and desktops that resembled this. This is Mac OS 7.5, but 8 and 9 weren’t that different.

    Desktop icons fascinated me: how could any single one, at any given point, stand out to get my attention? In this example, the user’s desktop is tidy, but think of a more realistic example with icon pandemonium. Or, say an icon was part of a larger system grouping ( fonts, extensions, control panels ) —how did it also maintain cohesion amongst a group?

    These were 32 x 32 pixel creations, utilizing a 256-color palette, designed pixel-by-pixel as mini mosaics. This, in my opinion, was the embodiment of digital visual communication under such absurd constraints. And frequently, ridiculous limitations can lead to the purification of concept and theme.

    So I began to research and do my homework. I was a student of this new medium, hungry to dissect, process, discover, and make it my own.

    Expanding upon the notion of exploration, I wanted to see how I could push the limits of a 32×32 pixel grid with that 256-color palette. I found a clarity of concept and presentation incredibly appealing due to those ridiculous constraints. I was thrust into the digital gauntlet because of it. And so, in my dorm room into the wee hours of the morning, I toiled away, bringing conceptual sketches into mini mosaic fruition.

    These are some of my creations that I made using ResEdit, the only program I had at the time, to create icons. ResEdit was a clunky, built-in Mac OS utility that wasn’t really designed for what we were using it for. At the core of all of this work: Research. Challenge. Problem- solving. Again, these core connection-based values are agnostic of medium.

    One more design portal that serves as the second component of my story’s fusion also serves as a great source of information.

    This is K10k, short for Kaliber 1000. Michael Schmidt and Toke Nygaard founded K10k in 1998 as the web’s first design news site at the time. With its pixel art-fueled presentation, ultra-focused care given to every facet and detail, and with many of the more influential designers of the time who were invited to be news authors on the site, well… it was the place to be, my friend. The work these people were doing gave rise to the idea of GUI Galaxy, which was inspired by their work.

    For my part, I gained some notoriety in the design industry as a result of combining my web design work with my pixel art exploration. K10k eventually figured out that I was one of their very limited group of news writers who could contribute content to the website.

    Amongst my personal work and side projects —and now with this inclusion—in the design community, this put me on the map. Additionally, my design work has started to appear on other design news portals, as well as in publications abroad and domestically. With that degree of success while in my early twenties, something else happened:

    I evolved—devolved, really—into a colossal asshole ( and in just about a year out of art school, no less ). The praise and the press were the things that made me happy, and they went straight into my head. They inflated my ego. I actually felt a little better than my fellow designers.

    The casualties? My design stagnated. Its evolution—my evolution — stagnated.

    I effectively stopped researching and discovering because I felt so confident in my abilities. When I used to lead myself to iterate through concepts or sketches, I leaped right into Photoshop. I drew my inspiration from the tiniest of sources ( and with no discernible bias ). My peers frequently vehemently disapproved of any criticism of my work. The most tragic loss: I had lost touch with my values.

    Some of my friendships and blossoming professional relationships almost ended up being destroyed by my ego. I was toxic in talking about design and in collaboration. But thankfully, those same friends gave me a priceless gift: candor. They called me out on my unhealthy behavior.

    It’s true, I initially didn’t accept it, but after much reflection, I was able to accept it. I was soon able to accept, and process, and course correct. The realization laid me low, but the re-awakening was essential. I let go of the “reward” of admiration and focused instead on what ignited the fire in my art school. Most importantly: I got back to my core values.

    Always Students

    Following that short-term regression, I was able to push forward in my personal design and career. And I was able to reflect on myself as I grew to support further development and course correction as needed.

    As an example, let’s talk about the Large Hadron Collider. The LHC was created” to help answer some of the fundamental open questions in physics, which concern the fundamental laws governing the interactions and forces between the elementary objects, the deep structure of space and time, and in particular the interrelation between general relativity and quantum mechanics.” Thanks, Wikipedia.

    In one of my earlier professional roles, I about fifteen years ago created the interface for the application that produced the LHC’s particle collision diagrams. These diagrams are often regarded as works of art unto themselves because they depict what is actually happening inside the Collider during any given particle collision event.

    I had a fascinating experience designing the interface for this application because I collaborated with Fermilab physicists to understand both what the application was attempting to achieve and how the physicists themselves would be using it. To that end, in this role,

    Working with the Fermilab team to iterate and make improvements to the interface, I cut my teeth on usability testing. To me, their language and the topics they discussed seemed foreign. And by accepting that I was just a student and working under the impression that I was just a student, I made myself available to them in order to form that crucial bond.

    I also had the opportunity to observe the physicists ‘ use of the tool in their own homes, on their own terminals, during my first ethnographic observation. One takeaway was that the facility’s high level of ambient light-driven contrast ultimately led to the use of white text on a dark gray background rather than black text-on-white. They could read through a lot of data at once and relieve their strain in the process. Additionally, since Fermilab and CERN are government entities with strict accessibility standards, my knowledge in that field increased. The barrier-free design was another essential form of connection.

    So to those core drivers of my visual problem-solving soul and ultimate fulfillment: discovery, exposure to new media, observation, human connection, and evolution. I checked my ego before entering those values, which opened the door for those values.

    An evergreen willingness to listen, learn, understand, grow, evolve, and connect yields our best work. In particular, I want to focus on the words’ grow’ and ‘ evolve’ in that statement. If we constantly practice our craft, we are also making ourselves more and more adaptable. Yes, we have completed years of design research. or the intensive lab training offered at a UX bootcamp. or the work portfolio with monograms. Or, ultimately, decades of a career behind us.

    But all that said: experience does not equal “expert”.

    The designer we are is our final form as soon as we close our minds through an inner monologue of “knowing it all” or branding ourselves a” #thoughtleader” on social media. The creator who we can be will never be there.

  • I am a creative.

    I am a creative.

    I am a artistic. What I do is alchemy. It is a secret. I don’t perform it as much as I let it be done by me.

    I am a artistic. Certainly all creative people approve of this brand. Not everyone see themselves in this manner. Some innovative persons incorporate technology into their work. That is their reality, and I regard it. Sometimes I even envy them, a minor. But my operation is different—my becoming is unique.

    Apologizing and qualifying in progress is a diversion. That’s what my mind does to destroy me. I put it off for the moment. I may come back later to make amends and count. After I’ve said what I originally said. Which is challenging enough.

    Except when it is simple and flows like a wine valley.

    Sometimes it does go that approach. Maybe I have to make something right away. I’ve learned to avoid saying it right away because they think you don’t work hard enough when you realize that sometimes the thought just comes along and it is the best plan and you know it is the best idea.

    Sometimes I just keep working until the thought strikes me. Maybe it arrives right away, but I don’t remind people for three weeks. Sometimes I get so excited about an idea that just came along that I blurt it out and didn’t stop myself. like a child who discovered a reward in a box of Cracker Jacks. I occasionally manage to get away with this. Maybe another persons agree: yes, that is the best idea. Most times they don’t and I regret having given way to passion.

    Passion should only be saved for the meet, when it matters. not the informal gathering that two different gatherings precede that meeting. Anyone knows why we have all these discussions. We keep saying we’re going to get rid of them, but we just keep trying to find different ways to get them. They occasionally also excel. But occasionally they are a hindrance to the actual job. The percentages between when conferences are important, and when they are a sad distraction, vary, depending on what you do and where you do it. And who you are and how you go about doing it. Once I digress. I am a artistic. That is the design.

    Often, a lot of diligent and individual work ends up with something that is barely useful. Often I have to accept that and move on to the next task.

    Don’t question about approach. I am a innovative.

    I am a innovative. I don’t handle my desires. And I don’t handle my best tips.

    I can nail aside, surround myself with information or photos, and maybe that works. I can go for a walk, and occasionally that works. There is a Eureka that has nothing to do with sizzling crude and flowing pots. I may be making dinner. I frequently have a sense of direction when I awaken. The idea that may have saved me disappears almost as frequently as I become aware and a part of the world once more as a senseless wind of oblivion. For imagination, I believe, comes from that other world. The one we enter in aspirations, and possibly, before conception and after death. But that’s for writers to know, and I am not a writer. I am a artistic. Theologians are encouraged to build massive armies in their artistic world, which they insist is true. But that is another diversion. And it’s sad. Possibly on a much bigger issue than whether or not I am creative. But that’s also a step backwards from what I’m trying to say.

    Often the process is mitigation. And hardship. You know the cliché about the tortured actor? It’s true, even when the artist ( and let’s put that noun in quotes ) is trying to write a soft drink jingle, a callback in a tired sitcom, a budget request.

    Some individuals who detest the idea of being called artistic perhaps been closeted artists, but that’s between them and their gods. No offence meant. Your reality is correct, too. My needs are own, though.

    Creatives identify artists.

    Negatives are aware of cons, just like queers are aware of queers, just like real rappers are aware of true rappers. Creatives feel enormous regard for creatives. We love, respect, emulate, and almost deify the excellent ones. To revere any man is, of course, a horrible mistake. We have been warned. We know much. We know people are simply people. They dispute, they are depressed, they regret their most critical decisions, they are weak and thirsty, they can be cruel, they can be just as terrible as we can, if, like us, they are clay. But. But. However, they produce something incredible. They give birth to something that may not exist before them and couldn’t occur without. They are thought’s founders. And I suppose, since it’s only lying it, I have to put that they are the mother of technology. Ba ho backside! Okay, that’s done. Continue.

    Creatives belittle our personal small successes, because we compare them to those of the wonderful people. Wonderful video! Also, I‘m no Miyazaki. Now THAT is glory. That is glory straight out of the Bible. This half-starved small item that I made? It essentially fell off the back of the pumpkin trailer. And the carrots weren’t even new.

    Creatives knows that, at best, they are Salieri. Also Mozart’s original artists believe that.

    I am a artistic. I haven’t worked in advertising in 30 times, but in my hallucinations, it’s my former artistic managers who judge me. They are correct in doing so. I am very lazy, overly simplistic, and when it actually counts, my mind goes blank. There is no supplement for innovative function.

    I am a innovative. Every project I create has a goal that makes Indiana Jones appear to be a retiree snoring in a balcony head. The more I pursue creativity, the faster I can complete my work, and the longer I obsess over my ideas and whizz around in circles before I can complete that task.

    I can move ten times more quickly than those who aren’t innovative, those who have only had a short-cut of creativity, and those who have just had a short-cut of creativity for work. Simply that I spend twice as long putting the work off as they do before I work ten times as quickly as they do. When I put my mind to it, I am so confident in my ability to do a great career. I am that attached to the excitement rush of delay. I’m still so frightened of jumping.

    I am not an actor.

    I am a innovative. No an actor. Though I dreamed, as a child, of eventually being that. Some of us fear and criticize our talents because we are not Michelangelos and Warhols. That is narcissism—but at least we aren’t in elections.

    I am a artistic. Though I believe in reason and science, I decide by intelligence and urge. And sit with what follows—the disasters as well as the successes.

    I am a artistic. Every term I’ve said these may offend another artists, who see things differently. Ask two artists a problem, get three ideas. Our debate, our enthusiasm about it, and our responsibility to our own reality are, at least to me, the facts that we are artists, no matter how we may think about it.

    I am a artistic. I lament my lack of taste in almost all of the areas of human understanding that I know very little about. And I trust my preference above all other items in the regions closest to my soul, or perhaps, more precisely, to my passions. Without my passions, I had probably have to spend time staring living in the eye, which almost none of us can do for very long. No seriously. No actually. Because many in existence, if you really look at it, is intolerable.

    I am a artistic. I believe, as a family believes, that when I am gone, some little good part of me will take on in the head of at least one other people.

    Working frees me from worrying about my job.

    I am a artistic. I fear that my little present will disappear without warning.

    I am a artistic. I spend way too much time making the next thing, given that almost nothing I create did achieve the level of greatness I conceive of.

    I am a artistic. I think approach is the most amazing mystery. I think I have to consider it so strongly that I actually made the foolish decision to publish an essay I wrote without having to go through or edit. I didn’t do this generally, I promise. But I did it right away because I was even more frightened of forgetting what I was saying because I was afraid of you seeing through my sad movements toward the beautiful.

    There. I think I’ve said it.

  • Opportunities for AI in Accessibility

    Opportunities for AI in Accessibility

    I was completely moved by Joe Dolson’s subsequent article on the crossroads of AI and availability because I found it to be both skeptical about how widespread use of AI is. Despite working for Microsoft as an mobility development strategist and managing the AI for Accessibility grant program, I’m pretty skeptical of AI. As with any tool, AI can be used in quite productive, equitable, and visible ways, and it can also be used in dangerous, unique, and dangerous ones. And there are a lot of uses for the poor midsection as well.

    I’d like you to consider this a “yes … and” piece to complement Joe’s post. Instead of refuting everything he’s saying, I’m pointing out some areas where AI may make real, positive impacts on people with disabilities. To be clear, I’m not saying that there aren’t true threats or pressing problems with AI that need to be addressed—there are, and we’ve needed to address them, like, yesterday—but I want to take a little time to talk about what’s possible in hope that we’ll get there one day.

    Other words

    Joe’s article spends a lot of time examining how computer vision models can create other words. He raises a number of legitimate points about the state of affairs right now. And while computer-vision concepts continue to improve in the quality and complexity of information in their information, their benefits aren’t wonderful. He argues to be accurate that the state of image research is currently very poor, especially for some image types, in large part due to the absence of contextual contexts in which to look at images ( as a result of having separate “foundation” models for words analysis and image analysis ). Today’s models aren’t trained to distinguish between images that are contextually relevant ( that should probably have descriptions ) and those that are purely decorative ( which might not need a description ) either. However, I still think there’s possible in this area.

    As Joe mentions, human-in-the-loop publishing of alt word should definitely be a factor. And if AI can intervene to provide a starting place for alt text, even if the rapid might say What is this BS? That’s certainly correct at all … Let me try to offer a starting point— I think that’s a win.

    If we can specifically station a design to examine image usage in context, it might help us more quickly determine which images are likely to be elegant and which ones are likely to need a description. That will clarify which situations require image descriptions, and it will increase authors ‘ effectiveness in making their sites more visible.

    The image example provided in the GPT4 announcement provides an interesting opportunity as well, even though complex images like graphs and charts are challenging to describe in any kind of succinct way ( even for humans ). Let’s say you came across a map that merely stated the chart’s name and the type of representation it was:” Pie chart comparing smartphone use to have phone usage in US households making under$ 30, 000 annually.” ( That would be a pretty bad alt text for a chart because it would frequently leave many unanswered questions about the data, but let’s just assume that that was the description in place. ) Imagine a world where people could ask questions about the vivid if their website knew that the picture was a dessert table ( because an onboard model concluded this ).

    • Do more people use feature phones or smartphones?
    • How many more?
    • Exists a group of people who don’t fall under either of these categories?
    • How many is that?

    Setting aside the realities of large language model ( LLM) hallucinations—where a model just makes up plausible-sounding “facts” —for a moment, the opportunity to learn more about images and data in this way could be revolutionary for blind and low-vision folks as well as for people with various forms of color blindness, cognitive disabilities, and so on. It might also be useful in educational settings to assist those who can see these charts as they are able to comprehend the data in the charts.

    What if you could ask your browser to make a complicated chart simpler? What if you demanded that the line graph be isolated into just one line? What if you could ask your browser to change the color combinations in your browser so that it works better for your type of color blindness? What if you demanded that it switch colors in favor of patterns? Given these tools ‘ chat-based interfaces and our existing ability to manipulate images in today’s AI tools, that seems like a possibility.

    Now imagine a specially designed model that could take the data from that chart and convert it to another format. For example, perhaps it could turn that pie chart ( or better yet, a series of pie charts ) into more accessible ( and useful ) formats, like spreadsheets. That would be amazing!

    Matching algorithms

    When Safiya Umoja Noble chose to put her book Algorithms of Oppression, she hit the nail on the head. Although her book focused on the ways that search engines can foster racism, I believe it to be equally accurate to say that all computer models have the potential to amplify conflict, bias, and intolerance. We all know that poorly designed and maintained algorithms are incredibly harmful, whether it’s Twitter that keeps bringing you the most recent tweet from a drowsy billionaire, YouTube that keeps us in a q-hole, or Instagram that keeps us guessing what natural bodies look like. Many of these are the result of a lack of diversity in the people who create and build them. When these platforms are built with inclusively baked in, however, there’s real potential for algorithm development to help people with disabilities.

    Take Mentra, for example. They serve as a network of employment for people who are neurodivers. They match job seekers with potential employers using an algorithm based on more than 75 data points. On the job-seeker side of things, it considers each candidate’s strengths, their necessary and preferred workplace accommodations, environmental sensitivities, and so on. On the employer side, it considers each work environment, communication factors related to each job, and the like. Mentra made the decision to change the script when it came to traditional employment websites because it was run by neurodivergent people. They lower the emotional and physical labor on the job-seeker side of things by recommending available candidates to companies who can then connect with job seekers they are interested in.

    More people with disabilities can be used to create algorithms, which can lessen the likelihood that they will harm their communities. That’s why diverse teams are so important.

    Imagine if the social media company’s recommendation engine was tuned to prioritize follow recommendations for people who discussed topics similar to those that were important but who were not in your current sphere of influence in any significant way. For instance, if you were to follow a group of non-disabled white male academics who talk about AI, it might be advisable to follow those who are disabled, aren’t white, or aren’t men who also talk about AI. If you took its recommendations, perhaps you’d get a more holistic and nuanced understanding of what’s happening in the AI field. These same systems should also use their understanding of biases about particular communities—including, for instance, the disability community—to make sure that they aren’t recommending any of their users follow accounts that perpetuate biases against (or, worse, spewing hate toward ) those groups.

    Other ways that AI can helps people with disabilities

    If I weren’t attempting to combine this with other tasks, I’m sure I could go on and on, giving various examples of how AI could be used to assist people with disabilities, but I’m going to make this last section into a bit of a lightning round. In no particular order:

      Voice preservation. You may have seen the VALL-E paper or Apple’s Global Accessibility Awareness Day announcement or you may be familiar with the voice-preservation offerings from Microsoft, Acapela, or others. People who have ALS ( Lou Gehrig’s disease ), motor-neuron disease, or other medical conditions that can prevent them from talking can greatly benefit from having an AI model that can mimic your voice. This is, of course, the same tech that can also be used to create audio deepfakes, so it’s something that we need to approach responsibly, but the tech has truly transformative potential.
    • Voice recognition. Researchers like those involved in the Speech Accessibility Project are offering compensation to people with disabilities for their assistance in the collection of audio recordings of people with atypical speech. As I type, they are actively recruiting people with Parkinson’s and related conditions, and they have plans to expand this to other conditions as the project progresses. More people with disabilities will be able to use voice assistants, dictation software, and voice-response services, as well as to use only their voices to control computers and other devices, according to this research.
    • Text transformation. The most recent generation of LLMs is capable of altering already-existing text without giving off hallucinations. This is incredibly empowering for those who have cognitive disabilities and who may benefit from text summaries or simplified versions, or even text that has been prepared for bionic reading.

    the significance of various teams and data

    We must acknowledge the importance of our differences. The intersections of the identities we live in have an impact on our lived experiences. These lived experiences—with all their complexities ( and joys and pain ) —are valuable inputs to the software, services, and societies that we shape. The data we use to train new models must be based on our differences, and those who provide it to us need to be compensated for doing so. Stronger models can be created using inclusive data sets, which lead to more equitable outcomes.

    Want a model that doesn’t demean or patronize or objectify people with disabilities? Make sure that you include information about disabilities that is written by people who have a range of disabilities and that is well represented in the training data.

    Want a model that doesn’t use ableist language? Before ableist language reaches readers, you might be able to use already-existing data sets to create a filter that can intercept and correct it. That being said, when it comes to sensitivity reading, AI models won’t be replacing human copy editors anytime soon.

    Want a copilot for coding that provides recomprehensible recommendations after the jump? Train it on code that you know to be accessible.


    I have no doubt that AI can and will harm people … today, tomorrow, and well into the future. But I also believe that we can acknowledge that and, with an eye towards accessibility ( and, more broadly, inclusion ), make thoughtful, considerate, and intentional changes in our approaches to AI that will reduce harm over time as well. Today, tomorrow, and well into the future.


    Many thanks to Kartik Sawhney for helping me with the development of this piece, Ashley Bischoff for her invaluable editorial assistance, and, of course, Joe Dolson for the prompt.

  • The Wax and the Wane of the Web

    The Wax and the Wane of the Web

    When you begin to believe you have everything figured out, everything will change. This is a one piece of advice I can give to friends and family when they become fresh families. Simply as you start to get the hang of injections, diapers, and ordinary sleep, it’s time for solid foods, potty training, and nighttime sleep. When you figure those away, it’s time for some short breaks for nap and school. The routine continues.

    The same holds true for those of us who are currently employed in design and development. Having worked on the web for about three years at this point, I’ve seen the typical wax and wane of concepts, strategies, and systems. Every day we as developers and designers re-enter a routine pattern, a brand-new concept or technology emerges to shake things up and completely alter our world.

    How we got below

    I built my first website in the mid-’90s. Design and development on the web back then was a free-for-all, with few established norms. For any layout aside from a single column, we used table elements, often with empty cells containing a single pixel spacer GIF to add empty space. We styled text with numerous font tags, nesting the tags every time we wanted to vary the font style. And we had only three or four typefaces to choose from: Arial, Courier, or Times New Roman. When Verdana and Georgia came out in 1996, we rejoiced because our options had nearly doubled. The only safe colors to choose from were the 216 “web safe” colors known to work across platforms. The few interactive elements (like contact forms, guest books, and counters) were mostly powered by CGI scripts (predominantly written in Perl at the time). Achieving any kind of unique look involved a pile of hacks all the way down. Interaction was often limited to specific pages in a site.

    The beginning of website standards

    At the turn of the century, a new cycle started. Crufty code littered with table layouts and font tags waned, and a push for web standards waxed. Newer technologies like CSS got more widespread adoption by browsers makers, developers, and designers. This shift toward standards didn’t happen accidentally or overnight. It took active engagement between the W3C and browser vendors and heavy evangelism from folks like the Web Standards Project to build standards. A List Apart and books like Designing with Web Standards by Jeffrey Zeldman played key roles in teaching developers and designers why standards are important, how to implement them, and how to sell them to their organizations. And approaches like progressive enhancement introduced the idea that content should be available for all browsers—with additional enhancements available for more advanced browsers. Meanwhile, sites like the CSS Zen Garden showcased just how powerful and versatile CSS can be when combined with a solid semantic HTML structure.

    Server-side language like PHP, Java, and.NET took Perl as the primary back-end computers, and the cgi-bin was tossed in the garbage bin. With these better server-side instruments came the first time of online applications, starting with content-management systems ( especially in the blog space with tools like Blogger, Grey Matter, Movable Type, and WordPress ). AJAX opened the door to sequential connection between the front end and back end in the mid-2000s. Immediately, websites may update their information without needing to refresh. Developers created a crop of trusted client-side interactions across browsers with wildly varying standards aid, such as Prototype, YUI, and jQuery. Techniques like photo alternative enable skilled manufacturers and designers to use fonts of their choosing. And technology like Flash made it possible to include movies, sports, and even more engagement.

    These new technology, standards, and approaches reinvigorated the market in many ways. As manufacturers and designers explored more diversified designs and layouts, website design flourished. However, we also relied heavily on exploits. When it came to basic layout and text styling, early CSS was a significant improvement over table-based layouts, but its limitations at the time meant that designers and developers still relied heavily on images for complex shapes ( such as rounded or angled corners ) and tiled backgrounds (among other hacks ) for the appearance of full-length columns. All kinds of nested floats or absolute positioning ( or both ) were necessary for complicated layouts. The great five’s typefaces were widely varied, and display and photo replacement for tailor-made fonts was a great first step, but both hacks caused convenience and performance issues. Additionally, JavaScript libraries made it simple to add a dash of conversation to pages without having to spend the money to double or even quadruple the get size for basic websites.

    The internet as technology platform

    The front-end and back-end harmony continued to improve, leading to the development of the current web application. Between expanded server-side programming languages ( which kept growing to include Ruby, Python, Go, and others ) and newer front-end tools like React, Vue, and Angular, we could build fully capable software on the web. Alongside these equipment came others, including creative type control, build technology, and shared bundle libraries. What was once mainly a place for linked records evolved into a world with endless possibilities.

    At the same time, wireless equipment became more ready, and they gave us online access in our wallets. Mobile applications and flexible style opened up possibilities for new contacts anytime, anywhere.

    The development of social media and other centralized resources for people to connect and use resulted from this blend of potent portable devices and potent development resources. As it became easier and more popular to interact with others immediately on Twitter, Facebook, and yet Slack, the need for held private websites waned. Social media provided links on a global level, with both the positive and negative effects.

    Want a much more thorough story of how we came to be around as well as some other perspectives on how we can get better? ” Of Time and the Web” was written by Jeremy Keith. Or check out the” Web Design History Timeline” at the Web Design Museum. A fun visit of” Internet Artifacts” is also available from Neal Agarwal.

    Where we are now

    In the last couple of years, it’s felt like we’ve begun to achieve another big tone level. As social-media programs bone and fade, there’s been a growing interest in owning our own articles again. There are many different ways to create websites, from the tried-and-true classic of hosting plain HTML files to static site generators to content management systems of all kinds. Social media fracturing also has a price: we lose essential infrastructure for discovery and connection. Webmentions, RSS, ActivityPub, and other tools of the IndieWeb can help with this, but they’re still relatively underimplemented and hard to use for the less nerdy. We can create incredible personal websites and update them frequently, but without discovery and connection, it can feel as though we could as well be yelling into the void.

    Browser support for CSS, JavaScript, and other standards like web components has accelerated, especially through efforts like Interop. In a fraction of the time that they once did, new technologies gain universal support. I frequently find out about a new feature and check its browser support only to discover that its coverage is already over 80 %. Browser support is frequently the only obstacle to using newer techniques today, rather than the limitations of how quickly designers and developers can learn what’s available and how to adopt it.

    Today, with a few commands and a couple of lines of code, we can prototype almost any idea. With today’s abundance of tools, starting something new is now simpler than ever. However, as we upgrade and maintain these frameworks, we eventually pay the upfront costs that these frameworks may initially save in terms of our technical debt.

    Adopting new standards can sometimes take longer if we rely on third-party frameworks because we might have to wait for those frameworks to adopt those standards. These frameworks—which used to let us adopt new techniques sooner—have now become hindrances instead. Users must wait for scripts to load before they can read or interact with pages, as these same frameworks frequently come with performance costs as well. And when scripts fail ( whether through poor code, network issues, or other environmental factors ), there’s often no alternative, leaving users with blank or broken pages.

    Where do we go from here?

    Today’s hacks help to shape tomorrow’s standards. And there’s nothing inherently wrong with embracing hacks —for now—to move the present forward. Problems only arise when we refuse to acknowledge that they are hacks or when we choose not to replace them. What can we do to create the web’s future, then?

    Build for the long haul. Optimize for performance, for accessibility, and for the user. Weigh the costs of those developer-friendly tools. They may make your job a little easier right now, but how do they affect everything else? What’s the cost to users? To future developers? To standards adoption? Sometimes the convenience may be worth it. Sometimes it’s just a hack that you’ve gotten used to. And occasionally, it prevents you from pursuing better options.

    Start from standards. Standards change over time, but browsers have done a remarkably good job of staying current with outdated standards. The same isn’t always true of third-party frameworks. Even the most primitive HTML from the 1990s still function flawlessly today. The same can’t always be said of websites created with frameworks even after a few years.

    Design with care. Whether your craft is code, pixels, or processes, consider the impacts of each decision. Many modern tools have the convenience of making the necessary decisions that have led to its design and not always considering the effects those decisions can have. Use the time saved by modern tools to consider more carefully and design with consideration rather than rush to “move fast and break things”

    Always be learning. If you’re always learning, you’re also growing. Sometimes it may be hard to pinpoint what’s worth learning and what’s just today’s hack. Even if you were to concentrate solely on learning standards, you might end up focusing on something that won’t matter next year. ( Remember XHTML? ) However, ongoing learning opens up new connections in your brain, and the techniques you learn in one day may be used to guide different experiments in the future.

    Play, experiment, and be weird! This web that we’ve built is the ultimate experiment. Despite being the single largest human endeavor in human history, each of us has the ability to make their own money there. Be courageous and try new things. Build a playground for ideas. In your own bizarre science lab, conduct absurd experiments. Start your own small business. There has never been a more empowering place to be creative, take risks, and explore what we’re capable of.

    Share and amplify. As you experiment, play, and learn, share what’s worked for you. Write on your own website, post on whichever social media site you prefer, or shout it from a TikTok. Write something for A List Apart! But take the time to amplify others too: find new voices, learn from them, and share what they’ve taught you.

    Go forth and make

    As designers and developers for the web ( and beyond ), we’re responsible for building the future every day, whether that may take the shape of personal websites, social media tools used by billions, or anything in between. Let’s imbue our values into the things that we create, and let’s make the web a better place for everyone. Create something that you are only qualified to make for yourself. Then share it, make it better, make it again, or make something new. Learn. Make. Share. Grow. Rinse and repeat. Every time you think that you’ve mastered the web, everything will change.

  • To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    Image this. You’ve joined a club at your business that’s designing innovative product features with an focus on technology or AI. Or perhaps your business only started using a personalization website. In any case, you’re using information to design. Then what? There are many warning stories, no immediately achievement, and some guides for the baffled when it comes to designing for customisation.

    The personalization space is true, between the dream of getting it right and the worry of it going wrong ( like when we encounter “persofails” similar to a company’s constant plea to regular people to purchase additional bathroom seats ). It’s an particularly confusing place to be a modern professional without a map, a map, or a strategy.

    There are no Lonely Planet and some tour guides for those of you who want to personalize because powerful customisation is so dependent on each group’s talent, technology, and market position.

    However, you can make sure your team has properly packed its carriers.

    There’s a DIY method to increase your chances for victory. You’ll at least at least disarm your boss ‘ irrational exuberance. You’ll need to properly plan before the celebration.

    We call it prepersonalization.

    Behind the song

    Take into account the DJ have on Spotify, which was introduced last month.

    We’re used to seeing the polished final outcome of a personalization function. A personal have had to be developed, budgeted, and given priority before the year-end prize, the making-of-backstory, or the behind-the-scenes success chest. A delay of thought-provoking tips to enhance customer experiences is present before any personalization function is implemented in your product or service.

    So how do you understand where to position your personalization bet? How can you create regular interactions that didn’t irritate users or worse, breed trust? We’ve discovered that several budgeted programs initially needed one or more workshops to join key stakeholders and domestic customers of the technology to justify their continuing investments. Make it count.

    We’ve closely observed the same evolution with our consumers, from major software to young companies. How effective these prepersonalization actions play out, in our experiences working on small and large customisation efforts, and how effective is the program’s greatest track record and its ability to weather challenging questions, work steadily toward shared answers, and manage its design and engineering efforts.

    Time and again, we’ve seen successful workshops individual coming success stories from fruitless efforts, saving many time, resources, and social well-being in the process.

    A yearlong project of tests and feature development is a part of a personalization practice. It’s never a switch-flip in your software load. It’s ideal managed as a queue that usually evolves through three actions:

    1. customer experience optimization ( CXO, also known as A/B testing or experimentation )
    2. always-on chatbots, whether they are rules-based or machine-generated.
    3. mature features or standalone product development ( such as Spotify’s DJ experience )

    We think there is a basic language, a set of “nouns and verbs” that your business can use to create personalized, personalized, or automatic experiences, which is why we created our democratic personalization platform and why we’re testing an accompanying deck of cards. These accounts won’t be necessary for you. But we highly recommend that you create something similar, whether that might be online or natural.

    Set the timer for your home.

    How long does it take to prepare a factory on prepersonalization? The surrounding assessment activities that we recommend including can ( and often do ) span weeks. We suggest aiming for two to three days for the main workshop. Information on the important first-day activities are included in a summary of our broad strategy.

    The whole episode of the wider studio is twofold:

      Kickstart: This specifies the terms of relationship as you concentrate on both the potential and the team’s and leadership’s readiness and push.
    1. Plan your function: This is where the card-based workshop activities take place, giving you a plan of attack and the scope of work.
    2. Work your plan: This stage is all about creating a competitive environment for staff participants to singularly pitch their personal pilots that each contain a proof-of-concept task, its business situation, and its operating model.

    Give yourself at least two days, divided into two long time periods, to work through those initial two phases more effectively.

    Kickstart: Apt your appetite

    We call the first lesson the “landscape of connected experience“. It looks at the possibilities for personalization in your organization. Any UX that necessitates the orchestration of multiple systems of record on the backend is a connected experience, in our opinion. This could be a content-management system combined with a marketing-automation platform. A customer-data platform and a digital asset manager could be combined.

    Create a conversation by mentioning consumer and business-to-business examples of connected experience interactions that you admire, find familiar, or even dislike. This should cover a representative range of personalization patterns, including automated app-based interactions ( such as onboarding sequences or wizards ), notifications, and recommenders. We have a list of these in the cards. To jog your mind, here are 142 different interactions.

    This is all about setting the table. What are the potential paths the practice could take in your organization? Here’s a long-form primer and a strategic framework for a broad perspective.

    Assess each example that you discuss for its complexity and the level of effort that you estimate that it would take for your team to deliver that feature ( or something similar ). We categorize connected experiences in our cards according to their functions, features, experiences, complete products, and portfolios. Here, you can size your own build. This will help to focus the conversation on the merits of ongoing investment as well as the gap between what you deliver today and what you want to deliver in the future.

    The following 2 2 grid, which lists the four enduring justifications for a personalized experience, should be used as the starting point for each idea. This is crucial because it emphasizes how personalization can affect your own methods of working as well as your external customers. It’s also a reminder ( which is why we used the word argument earlier ) of the broader effort beyond these tactical interventions.

    Each team member should vote on where they see your product or service putting its emphasis. You can’t prioritize all of them, in all likelihood. Here, the goal is to show how various departments may view their own benefits from the effort, which can vary from one department to the next. Documenting your desired outcomes lets you know how the team internally aligns across representatives from different departments or functional areas.

    The third and final KickStart activity is about filling in the personalization gap. Is the customer journey well documented in your business? Will data and privacy compliance be too big of a challenge? Do you have to address any issues with content metadata? ( We’re pretty sure you do; it’s just a matter of recognizing the need’s magnitude and its solution. ) In our cards, we’ve noted a number of program risks, including common team dispositions. For instance, our Detractor card lists six protracted behavior that is harmful to the development of our country.

    Your success depends on collaborating effectively and managing expectations. Consider the potential barriers to your future progress. Ask the participants to list specific actions you can take to help your organization overcome or reduce those obstacles. As research has shown, personalization initiatives face a number of common obstacles.

    You should have, at this point, discussed sample interactions, emphasized a significant benefit, and identified significant gaps. Good—you’re ready to continue.

    Hit the test kitchen

    What will you need next to bring your personalized recipes to life. Personalization engines, which are robust software suites for automating and expressing dynamic content, can intimidate new customers. Their capabilities are broad and potent, and they give you a variety of ways to organize your company. When creating a connected experience, where do you start?

    What’s important here is to avoid treating the installed software like it were a dream kitchen from some fantasy remodeling project ( as one of our client executives memorably put it ). These software engines are more like test kitchens where your team can begin creating, testing, and improving the snacks and meals that will be a part of your personalizedization program’s constantly evolving menu.

    Over the course of the workshop, the final menu of the prioritized backlog will be created. And by creating “dishes,” you can expect individual team members to create personalized interactions that either satisfy their or others ‘ needs.

    The dishes will come from recipes, and those recipes have set ingredients.

    Verify your ingredients

    You’ll ensure that you have everything you need to create your desired interaction ( or that you can determine what needs to be added to your pantry like a good product manager ) and that you have validated with the right stakeholders present. These elements include the audience you’re targeting, content and design elements, the interaction’s context, and your idea of how it’ll come together.

    This isn’t just about discovering requirements. The team can: Identify your personalizations as a series of if-then statements by documenting them as a series of if-then statements.

    1. compare findings to a common strategy for developing features, similar to how artists paint with the same color palette,
    2. specify a consistent set of interactions that users find uniform or familiar,
    3. and establish parity between all important performance indicators and performance metrics.

    This enables you to streamline your technical and design efforts while providing a common color scheme for your personalized or automated experience.

    Compose your recipe

    What elements are significant to you? Consider the construct “what-what-when-why”

    • Who are your key audience segments or groups?
    • What content, what design elements, and under what circumstances will you give them?
    • And for what business and user advantages?

    We first developed these cards and card categories five years ago. We regularly test their suitability with clients and audience members at conferences. And there are still fresh possibilities. But they all follow an underlying who-what-when-why logic.

    In the cards in the accompanying photo below, you can typically follow along with right to left in three examples of subscription-based reading apps.

    1. A guest or an unidentified visitor interacts with a product title and receives a banner or alert bar that makes it simpler for them to read the related title, saving time.
    2. Welcome automation: When there’s a newly registered user, an email is generated to call out the breadth of the content catalog and to make them a happier subscriber.
    3. Winback automation: A user receives an email before their subscription expires or after a recent failed renewal to request that they reconsider renew or request that they be reminded to do so.

    A good preworkshop activity might be to consider a first draft of what these cards might be for your organization, though we’ve also found that cocreating the recipes themselves can sometimes help this process. Start with a set of blank cards, and begin labeling and grouping them through the design process, eventually distilling them to a refined subset of highly useful candidate cards.

    The workshop’s later stages, which shift from focusing on cookbooks to focusing on customers, might seem more nuanced. The team will receive individual” cooks” who will pitch their recipes using a standard jobs-to-be-done format, which will allow for measurement and outcomes, and then prioritize the finished design and production delivery.

    Better kitchens require better architecture

    For those who are inside delivering it, simplifying a customer experience is a challenging task. Beware of anyone who contradicts your advice. With that being said,” Complicated problems can be hard to solve, but they are addressable with rules and recipes“.

    When a team is overfitting, it’s because they aren’t designing with their best data, which is why personalization turns into a laugh line. Every organization has technical debt in addition to its organizational debt, which reduces the effectiveness of personalization, much like a sparse pantry. Your AI’s output quality, for example, is indeed limited by your IA. Before they acquired a seemingly modest metadata startup that now powers its underlying information architecture, Spotify’s poster-child prowess today was beyond belief.

    You can’t stand the heat, in fact…

    Personalization technology opens a doorway into a confounding ocean of possible designs. Only a deliberate and cooperative approach will produce the desired outcome. Banish the ideal kitchen. Instead, hit the test kitchen to save time, preserve job satisfaction and security, and safely dispense with the fanciful ideas that originate upstairs of the doers in your organization. There are mouths to feed and meals to be served.

    This organizational framework gives you a fighting chance at long-term success as well as solid ground. Wiring up your information layer isn’t an overnight affair. However, if you use the same cookbook and the same recipes, you’ll have solid ground for success. We created these activities to ensure that your organization’s needs are clear and concise before the risks start to accumulate.

    While there are associated costs toward investing in this kind of technology and product design, your ability to size up and confront your unique situation and your digital capabilities is time well spent. Don’t waste it. The pudding is the proof, as they say.

  • User Research Is Storytelling

    User Research Is Storytelling

    I’ve been fascinated by movies since I was a child. I loved the figures and the excitement—but most of all the reports. I aspired to be an artist. And I figured out that I would be able to embark on exciting activities in the same way that Indiana Jones did. I also dreamed up suggestions for videos that my friends and I could render and sun in. But they never advanced more. However, I did end up working in user experience ( UI). Today, I realize that there’s an element of drama to UX— I hadn’t actually considered it before, but consumer research is story. And to get the most out of customer studies, you must tell a compelling story that involves stakeholders, including the product team and decision-makers, and piques their interest in learning more.

    Think about your favorite film. More than likely it follows a three-act construction that’s frequently seen in story: the layout, the fight, and the quality. The second act provides an overview of what is happening now, and it also serves as a primer for the heroes and the difficulties and issues they face. Act two sets the scene for the issue and the action begins. Here, issues grow or get worse. The solution is the third and final work. The figures learn and change as a result of the resolutions and issues are resolved. I believe that this architecture is also a great way to think about customer study, and I think that it can be particularly helpful in explaining person exploration to others.

    Use story as a framework when conducting analysis.

    Unfortunately, some people now believe that study is unprofitable. If finances or timelines are small, analysis tends to be one of the first points to go. Some goods managers rely on designers or, worse, their own mind to make the “right” decisions for users based on their own knowledge or accepted best practices rather than investing in research. That might lead to some clubs getting in the way, but it’s too easy to overlook the real issues facing users. To be user-centered, this is something we really avoid. User study improves style. It keeps it on track by pointing out issues and prospects. Being aware of the issues with your goods and reacting to them can help you stay ahead of your competition.

    Each action corresponds to a stage of the process in the three-act structure, and each stage is crucial to telling the complete story. Let’s examine the various functions and how they relate to consumer study.

    Act one: installation

    Fundamental analysis comes in handy because the layout is all about comprehending the background. Foundational research aids in understanding people and identifying their issues ( also known as relational, discovery, or preliminary research ). You’re learning about what exists now, the obstacles people have, and how the problems affect them—just like in the videos. You can conduct contextual inquiries or diary studies ( or both! ) to conduct foundational research. ), which may assist you in identifying both prospects and problems. It doesn’t need to be a great investment in time or money.

    What is the least feasible ethnography that Erika Hall can do is spend fifteen minutes with a consumer and say,” Walk me through your day yesterday. That’s it. Current that one ask. Locked up and spend fifteen minutes listening to them. Do everything in your power to protect both your objectives and yourself. Bam, you’re doing ethnography”. According to Hall, “[This ] will probably prove quite fascinating. In the unlikely event that you don’t learn anything new or helpful, move on with more self-assurance in your way.

    This makes total sense to me. And I adore how users research is now so simple. You don’t need to create a lot of paperwork; you can only attract people and do it! This can offer a wealth of knowledge about your customers, and it’ll help you better understand them and what’s going on in their life. That’s what action one is really all about: understanding where people are coming from.

    Jared Spool discusses the significance of basic research and how it may make up the majority of your study. If you can pick from any further user data that you can get your hands on, such as surveys or analytics, that can complement what you’ve heard in the fundamental studies or even time to areas that need more research. All of this information helps to reveal both the state of items and its flaws more clearly. And that’s the start of a gripping tale. It’s the place in the story where you realize that the principal characters—or the people in this case—are facing issues that they need to conquer. This is where you begin to develop compassion for the figures and support their success, much like in the movies. And hey, it looks like everyone else is doing the same. Their love may be with their company, which could be losing wealth because people didn’t complete certain tasks. Or perhaps they feel something for the challenges of consumers. In any case, action one serves as your main strategy to pique the interest and interest of the participants.

    When partners begin to understand the value of basic research, that is open doors to more opportunities that involve users in the decision-making approach. And that can help product teams become more user-centric. Everyone benefits from this, including the product, users, and stakeholders. It’s like winning an Oscar in movie terms—it often leads to your product being well received and successful. And this might encourage producers to repeat the process with other goods. Knowing how to tell a good story is the only way to convince stakeholders to care about doing more research, and storytelling is the key to this process.

    This brings us to act two, where you iteratively evaluate a design or concept to see whether it addresses the issues.

    Act two: conflict

    Act two is all about resolving the issues you first raised. This usually involves directional research, such as usability tests, where you assess a potential solution ( such as a design ) to see whether it addresses the issues that you found. Unmet needs or issues with a flow or process that is causing users to flee could be the causes. Additional problems will arise in the course of act two of a film. It’s here that you learn more about the characters as they grow and develop through this act.

    According to Jakob Nielsen, five users should be typically in usability tests, which means that this number of users can typically identify the majority of the issues:” As you add more and more users, you learn less and less because you will keep seeing the same things again and again… After the fifth user, you are wasting your time by observing the same findings repeatedly but not learning much new.”

    The plot may become lost if you try to tell a story with too many characters, which is similar to storytelling in this case. Having fewer participants means that each user’s struggles will be more memorable and easier to relay to other stakeholders when talking about the research. This can help to convey the problems that need to be solved while also highlighting the worth of conducting research in the first place.

    Usability tests have been conducted in person for decades, but you can also conduct them remotely using software like Microsoft Teams, Zoom, or other teleconferencing software. This approach has become increasingly popular since the beginning of the pandemic, and it works well. You might consider in-person usability tests like watching a movie as opposed to remote testing like attending a play. Each has advantages and disadvantages. In-person usability research is a much richer experience. The sessions are conducted with other stakeholders in mind. Additionally, you get real-time reactions, including surprises, disagreements, and discussions about what they’re seeing. Much like going to a play, where audiences get to take in the stage, the costumes, the lighting, and the actors ‘ interactions, in-person research lets you see users up close, including their body language, how they interact with the moderator, and how the scene is set up.

    If conducting usability testing in the field is like watching a play that is staged and controlled, where any two sessions may be very different from one another. You can conduct usability testing in real life by creating a replica of the product’s user interface and conducting research there. Or you can go out to meet users at their location to do your research. With either option, you can see how things work in context, how things develop, and how conversion can take a completely different turn. You have less control over how these sessions end as researchers, but this can occasionally help you understand users even better. Meeting users where they are can provide clues to the external forces that could be affecting how they use your product. Usability tests in person offer a level of detail that is frequently absent from remote testing.

    That doesn’t mean that the “movies” —remote sessions—aren’t a good option. Remote sessions can reach a wider audience. They make it possible for much more people to participate in the research and learn what’s happening. Additionally, they make access to a much wider user base geographically. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working.

    You can ask real users questions to understand their thoughts and understanding of the solution as a result of usability testing, whether it is done remotely or in person. This can assist you in both identifying issues and understanding why they were initially issues. Furthermore, you can test hypotheses and gauge whether your thinking is correct. By the end of the sessions, you’ll have a much clearer understanding of how useful the designs are and whether or not they fulfill their intended purpose. The excitement centers on Act 2, but there are also potential surprises in that Act. This is equally true of usability tests. Sometimes, participants will say unexpected things that alter the way you look at them, which can lead to unexpected turns in the story.

    Unfortunately, user research can occasionally be viewed as unreliable. And too often usability testing is the only research process that some stakeholders think that they ever need. There isn’t much to be gained by conducting usability testing in the first place if the designs you’re evaluating in the usability test aren’t grounded in a thorough understanding of your users ( foundational research ). Because you narrow down the subject matter of your feedback without understanding the needs of the users. As a result, there’s no way of knowing whether the designs might solve a problem that users have. In the context of a usability test, it’s only feedback on a particular design.

    On the other hand, you won’t know whether the thing you’re building will actually solve that until you only conduct foundational research, even though you might have attempted to solve the problem correctly. This illustrates the importance of doing both foundational and directional research.

    In act two, stakeholders will hopefully be able to observe the story develop during the user sessions, which reveal the conflict and tension in the current design’s highs and lows. And in turn, this can encourage stakeholders to take action on the issues raised.

    Act three: resolution

    The third act is about resolving the issues raised by the first two acts, whereas the first two are about comprehending the context and the tensions that can compel action. While having an audience for the first two acts is crucial, having them stay for the final act is also important. That means the whole product team, including developers, UX practitioners, business analysts, delivery managers, product managers, and any other stakeholders that have a say in the next steps. It allows the entire team to discuss what’s possible within the project’s constraints, ask questions, and discuss user feedback together. Additionally, it enables the UX design and research teams to clarify, suggest alternatives, or provide more context for their choices. So you can get everyone on the same page and get agreement on the way forward.

    This act is primarily told through voiceover with some audience participation. The researcher serves as the narrator, who depicts the issues and what the product’s potential future might look like given what the team has learned. They give the stakeholders their recommendations and their guidance on creating this vision.

    In the Harvard Business Review, Nancy Duarte describes a method for structuring presentations that follow a persuasive narrative. The most effective presenters employ the same methods as great storytellers: they create a conflict that needs to be settled by reminding people of the status quo and then revealing a better way, according to Duarte. ” That tension helps them persuade the audience to adopt a new mindset or behave differently”.

    This kind of structure is in line with research findings, particularly those from usability tests. It provides evidence for “what is “—the problems that you’ve identified. And your suggestions for how to deal with them are “what could be.” And so forth and forth.

    You can reinforce your recommendations with examples of things that competitors are doing that could address these issues or with examples where competitors are gaining an edge. Or they can be visual, like quick sketches of how a new design could function to solve a problem. These can help create momentum and conversation. And this continues until the end of the session when you’ve wrapped everything up in the conclusion by summarizing the main issues and suggesting a way forward. The denouement of the story is where you make the main points or problems and what they mean for the product. This stage provides stakeholders with the next steps, and hopefully, the motivation to take those steps as well!

    While we are nearly at the end of this story, let’s reflect on the idea that user research is storytelling. The three-act structure of user research contains all the components for a good story:

      Act one: You encounter both the users ‘ protagonists and the antagonists ( the user-related issues ). This is the beginning of the plot. Researchers might use techniques in act one, including contextual inquiry, ethnography, diary studies, surveys, and analytics. These techniques can produce personas, empathy maps, user journeys, and analytics dashboards as output.
      Act two: Next, there’s character development. The protagonists face problems and difficulties, which they must overcome, and there is conflict and tension. Researchers might use heuristics evaluation, usability testing, competitive benchmarking, and other methods in act two. The output of these can include usability findings reports, UX strategy documents, usability guidelines, and best practices.
      Act three: The main characters win, and the audience is shown a better future. Researchers may use techniques like presentation decks, storytelling, and digital media in act three. The output of these can be: presentation decks, video clips, audio clips, and pictures.

    The researcher performs a number of tasks: they are the producer, the director, and the storyteller. The participants play a small part, but they are significant characters ( in the study ). And the stakeholders are the audience. However, the most crucial thing is to create the right narrative and use storytelling to research user stories. By the end, the parties should leave with a goal and an eagerness to address the product’s flaws.

    So the next time that you’re planning research with clients or you’re speaking to stakeholders about research that you’ve done, think about how you can weave in some storytelling. User research is ultimately a win-win situation for everyone, and all you need to do is pique stakeholders ‘ interest in how the story ends.

  • Weekend Favs February 8th

    Weekend Favs February 8th

    Weekend Favs February 8th written by John Jantsch read more at Duct Tape Marketing

    My weekend blog post routine includes posting links to a handful of tools or great content I ran across during the week. I don’t go into depth about the finds, but I encourage you to check them out if they sound interesting. The photo in the post is a favorite for the week from an online […]

    Low Budget, Big Impact: Crafting Video Ads with Humor written by Jarret Redding read more at Duct Tape Marketing

    The Duct Tape Marketing Podcast with Emily McGregor

    In this episode of the Duct Tape Marketing Podcast, I interviewed Emily McGregor, founder of Penguin Cat Creative, a copywriting agency specializing in high-converting marketing funnels and campaigns. With over 20 years of experience in video marketing, comedic content, and creative advertising, Emily has helped bestselling authors, top influencers, and e-commerce brands craft compelling, humor-driven video ads that engage audiences and drive sales.

    During our conversation, Emily shared powerful insights on how businesses—regardless of budget—can leverage humor in marketing to enhance customer engagement, build a strong brand voice, and create video ads that resonate. By tapping into emotional marketing, storytelling in marketing, and advertising psychology, brands can stand out in a crowded digital landscape.

    Emily McGregor’s expertise in comedic advertising and creative video ads proves that humor, when done right, can be a game-changer in digital marketing strategies. Whether you’re working with a tight budget or looking to refresh your brand voice, leveraging humor can lead to more customer connection, higher social media engagement, and increased sales conversion.

    Key Takeaways:

    • Comedy is a powerful marketing tool – Humor in marketing creates instant emotional connections, increasing customer trust and engagement. It helps brands stand out while making complex topics more relatable.
    • Know your audience deeply – Effective comedy in branding requires understanding your audience’s pain points, language, and humor style to craft content that truly resonates.
    • Lean into constraints for creativity – Limited budgets shouldn’t be seen as obstacles; instead, they can inspire innovative, high-converting marketing strategies. Simple locations, clever concepts, and strong storytelling in marketing can outperform high-budget productions.
    • Authenticity matters in video ads – Today’s consumers are drawn to real, engaging content. A well-crafted, humorous video marketing campaign builds customer connection and drives social media engagement.
    • Storytelling drives success – The best video marketing isn’t just about jokes; it’s about weaving humor into compelling narratives that highlight brand voice and reinforce marketing funnels.
    • Test, refine, and optimize – Creating impactful comedic content involves iteration. Even professional comedians tweak their jokes based on audience response—businesses should do the same with their marketing campaigns.

    Chapters:

    [00:09] Introducing Emily McGregor
    [01:12] What is Comedic Content?
    [02:32] Comedy Great for Customer Connections
    [03:44] Is There a Formula to Funny?
    [04:27] Comedy Communicates You Understand
    [05:47] How Low Budget Ads Can Compete
    [08:49] Developing a Brand Voice with Humor
    [09:57] Which Industries Can Use Comedy?
    [10:59] The Comedy Writing Process
    [13:49] When Jokes Fall Flat
    [14:25] Understanding Your Ideal Client
    [15:47] What is the Place of Video in Marketing Channels?

    More About Emily McGregor: 

    • Check out Emily McGregor’s Website
    • Connect with Emily McGregor on LinkedIn

    John Jantsch (00:01.19)

    Hello and welcome to another episode of the duct tape marketing podcast. This is John Jantsch. My guest today is Emily McGregor. She’s a seasoned creative with over 20 years experience in video sketch comedy, marketing and leading dynamic teams as the founder of Penguin Cat Creative. Her copywriting agency, she has crafted hundreds of high converting marketing funnels and campaigns. Her work has helped bestselling authors, top influencers, e-commerce giants.

    and industry leading coaches achieve remarkable success selling out events, tripling membership signups and exceeding launch goals. So Emily, welcome to the show.

    Emily McGregor (00:38.99)

    Thank you so much for having me. it. Well, Penguin Cat, technically it’s right behind me there. It is a penguin and a cat, and it’s an adorable logo. It’s basically a penguin with cat ears and whiskers for people not watching on video. Yes, it is. is.

    John Jantsch (00:41.104)

    So first I need a visual. What is a penguin cat?

    John Jantsch (00:54.776)

    Okay, awesome. And very memorable, right? Which is half the battle, right? So I said before we got started, you pitched me kind of three ideas for the show and I’m gonna mash them together because I like them all. So we are gonna talk about video, but you have a background in comedy and specific, I don’t know, is this a term? Comedic content?

    Emily McGregor (01:08.718)

    Great.

    Emily McGregor (01:20.046)

    Sure, yeah, yeah. I think it’s a term. Yeah. Yeah.

    John Jantsch (01:21.634)

    So let’s define that. What is comedic content? I know that sounds like a silly question, but I think we ought to sort of have your take on it.

    Emily McGregor (01:30.902)

    Yeah, so just to be clear, I’m a behind the scenes writer of comedy, so I’m not going to do standup on this podcast. I haven’t actually, no, I’m like very not. like, I’ve directed a lot of comedy. I have a lot of patients for comics. think it makes me a better director, but yeah. So yeah, don’t, don’t ask me to do my type five today, but yeah, in terms of what is, what is comedic content? I think it can mean a lot of things. think.

    John Jantsch (01:36.745)

    you’ve done some improv. You’ve done some improv. I know you have.

    Emily McGregor (02:01.708)

    Especially when it comes to marketing and things, think there’s a tendency to be like, comedy is just jokes and it’s just like punch lines and, you know, set up punch lines, set up punch line, things like that. And especially with marketing, think it’s important to think about it as more like humor as a whole and humor more as an ecosystem, as a tone, as a voice, as more of like a mindset behind your content rather than just telling a bunch of quippy little jokes, because that can get very repetitive very quickly and actually hurt your brand. Yeah.

    John Jantsch (02:27.26)

    Yeah, yeah, yeah, yeah.

    So from a like connection, people connection standpoint, and obviously potential customer connection standpoint, you know, why do think comedy is such a great tool for that?

    Emily McGregor (02:35.534)

    Mm-hmm.

    Emily McGregor (02:44.076)

    Yeah, think it’s, I think there’s a lot of reasons. I have like a million reasons. I’ll try and cut it down. I think a big one is it’s sort of like the ultimate no like trust, like shortcut, I think. Because if you can talk about somebody’s like pain or what they’re struggling with in a funny way, you’re really showing them and not just telling them that you deeply understand that problem to the point where you can make a joke about it. And you can talk about it in way that doesn’t make them feel shame or make them feel bad about it. It’s like bringing lightness.

    to the problem, which makes them feel good, while still highlighting that you’re the solution to it. So I think it’s a beautiful way and a really powerful way to kind of shortcut a lot of marketing pitfalls in terms of talking to your audience.

    John Jantsch (03:27.398)

    There’s probably some brain, there’s probably some brain chemistry in there too, right? know if I, if I want to pick me up, I just go watch Nate Margottsi for about five minutes, you know, and, and I feel better, right? So there’s probably some science to it there, right?

    Emily McGregor (03:31.244)

    Yeah. Right. Yeah, right. Yeah, it’s like literally disrupts the cortisol in your body and gives you a dopamine hit. Like, yeah, there’s like pure neuroscience behind it too,

    John Jantsch (03:42.576)

    Yeah, yeah, yeah.

    So if somebody’s sitting there thinking, okay, yeah, I’ve got to be funny in some of my stuff, you know, like, is there a framework? Is there a formula? mean, being funny is not easy.

    Emily McGregor (03:56.814)

    No, it’s not. It’s not easy. It’s sometimes harder. yeah, mean, a framework, yes, I think it really starts with like knowing your audience to such an extreme level. know, that’s true in any kind of marketing. need to know your audience so deeply. With comedy, you need to take it one step further or a million steps further in terms of really understanding

    where they’re coming from on a very specific and niche basis and having the confidence and ability to go there and make content that will relate to them in a comedic way.

    John Jantsch (04:39.408)

    Yeah, I always tell people, know, in creating core messages, you know, we want to communicate like, what’s the problem that you promised to solve? Don’t tell me what you do. You know, what’s the promise? And I think it’s the ultimate way to say, you get me. And I’m sure comedy, if you make a joke about something that’s very common in the industry or very common with your prospect, I mean, that’s a great way to say, you get me, right? Yeah.

    Emily McGregor (04:47.618)

    Yeah. Right.

    Emily McGregor (05:01.164)

    You get me? Yeah, it’s the ultimate shortcut, I think. One thing that I, half jokingly, but I do honestly think this would be a good idea is to play Cards Against Humanity, but like with your imaginary client that you’re selling to. And like, I don’t know if you know that game. Yeah, yeah, yeah. But if you play that, if you could guess what they would pick as the funniest thing. Like think that’d be a good way to try and like really.

    John Jantsch (05:17.005)

    I do, yeah, yeah, yeah.

    John Jantsch (05:23.142)

    Yeah. Yeah.

    Emily McGregor (05:27.148)

    get in their heads in like a fun light comedic way. Just, you know, maybe ask HR first, but.

    John Jantsch (05:31.548)

    There is a game that game that my daughter’s brought for Christmas this year. And I think it was called something like most likely to. And so the idea was most likely to be a serial killer, you know, whatever. mean, that and you played with a group and you kind of the same thing. You’re like, yeah, this is totally you. And it it it did does do a lot of, you know.

    Emily McGregor (05:41.777)

    yeah.

    Emily McGregor (05:45.802)

    Mmm. Yeah.

    Emily McGregor (05:53.293)

    Yeah.

    John Jantsch (05:59.014)

    Picking on the sun and laws was the easy part, of course, you but it does do a lot of, think, connecting. Do you have an example, I hate to put you on the spot, maybe you don’t want to name names, of some, like you’ve had low or no budget and you needed to create an ad and it needed to like, you know, compete against people that had lots of budget.

    Emily McGregor (06:00.675)

    Ha

    Right, yeah.

    Mm.

    Emily McGregor (06:14.958)

    Yeah.

    Emily McGregor (06:22.816)

    Yeah, I mean, so the thing that I start with that is, besides the concept, like the concept matters so much more than like your lighting package or…

    necessarily location and things like that eat up a production budget very quickly, you know, coming up with a concept that does relate to the audience. And in coming up with that concept, if you have no budget, lean into that is the first thing I say, like don’t fight your budget. Don’t try and like, let’s do something. I really have this like billion idea and it involves a bear. Like, well don’t.

    John Jantsch (06:37.936)

    Right.

    John Jantsch (06:50.619)

    Yeah.

    Emily McGregor (06:57.592)

    Don’t do that idea. Unless it might be funny with like a teddy bear or something. If you can like lean again, like lean into that being the joke, then that could work. But don’t try and like fight your budget in terms of the concepts. Like think of things that you have access to for free. You know, does your friend own a boat? Awesome, go film on that boat. It’ll add a ton of production value instantly and think of a funny concept that can work in that context, yeah.

    John Jantsch (07:01.405)

    Yeah, yeah.

    Yeah.

    John Jantsch (07:21.68)

    Do you have a specific example of one that you’ve done? Like somebody came to you and what you and, know, with little idea of what they wanted, little budget and what you came up with, you know, provided results that you think, hey, that was, that punched way above its weight.

    Emily McGregor (07:37.07)

    Yeah, we recently did one for a company. I won’t name the company. don’t know if I have their permission or not, it was a software company, basically. And they came to us like, hey, we have like $5,000 to make a few commercials. And I’m like, awesome, you’re not getting any lighting. You’re getting my friends who are competing actors and like will come up with a concept.

    And it’s great, we were in California, so we filmed on the beach, we faked a campfire camping scene in my backyard with a flickering light bulb that I was controlling with my iPhone. And the ads did exceedingly well. They doubled their sales this year. And I can’t take full credit for that, but I partially credit for running those video ads. And the responses that we got were…

    were amazing in terms of in the comments and everything. And nobody was like, oh, this was made for $5. People just thought that they were an enjoyable, fun concept.

    John Jantsch (08:34.128)

    Yeah, it’s funny, but I’m sure you wish you had $50,000. But do you think sometimes the constraint is actually a benefit?

    Emily McGregor (08:46.168)

    totally. Yeah, I mean, it depends. Yeah, I mean, you always, never have enough money to get, you never have enough money or time. Like that’s true in construction, it’s true in film production. But yeah, like I think a lot of creativity can come with like, okay, here’s your very limited sandbox. Like what can you create in that? And I sort of like that process and like that exercise. I think it can push you to like,

    John Jantsch (08:52.582)

    Right.

    Emily McGregor (09:13.268)

    milk the resources you have and that can foster more creativity and fun actually.

    John Jantsch (09:19.004)

    It’s just one more key grip can eat up a lot of budget, So do people come to you for one-off projects quite often or how often do you actually help them develop a brand voice that might involve humor because it’s appropriate?

    Emily McGregor (09:22.786)

    Totally, yeah.

    Emily McGregor (09:38.198)

    Yeah, we have a mix of both. In the copywriting side of my business, we tend to have lifelong kind of clients. We make friends with all our clients and they come back repeatedly. And we have from the ground up created voices, especially for a lot of our clients there. They tend to be coaches and consultants and solo peoniers where capturing the voice and the energy of that person is so important.

    And so many of our clients, are innately funny, vivacious, fun, playful people, and their previous marketing has been bland and boring and just not sparkly like their personalities. And so a lot of our work is really trying to capture and highlight what is there and what makes them exciting and fun and amazing to work with and putting that with a marketing messaging and strategy behind it. Yeah, and a lot of that just comes from

    Honestly, just talking to them, just getting a sense of their personality and turning that into words that I can sell.

    John Jantsch (10:38.364)

    So a lot of industries, I think, makes total sense for comedy to be a part of it. People expect that, for example. But there some industries not so much. Federal homes, accountants. However, could an industry like that use comedy as a real differentiator because it’s not expected?

    Emily McGregor (10:45.646)

    Sure, yeah, right. Right.

    Emily McGregor (11:02.368)

    Yeah, I mean, of course, I look at, look at insurance companies. not, not a fun topic. Yeah. Right. But like they all do. Yeah. Yeah. And they all do comedic ads, right? Yeah. so, and we, we’ve done, we did a set of, comedy commercials for a, coach for women lawyers should sound super dry, but we had a great time coming up with really relatable fun.

    John Jantsch (11:06.436)

    Well, that’s all they do. You don’t even know what they sell, but boy, that shot of Patrick Mahomes was funny.

    John Jantsch (11:29.178)

    Yeah, right.

    Emily McGregor (11:32.654)

    ads that related to their issues and made them playful and fun. Where in her industry, like most of the things targeted into them is like hot supermodels in front of an airplane selling lawyer coaching.

    John Jantsch (11:42.97)

    Right. Yeah. Right. So, you know, we’ve all seen skits where people are trying to do, here’s the writer room, right? They sit around the table and throw out jokes. No, that’s terrible. No. Okay. That’s a good one. I mean, is your process anything like that?

    Emily McGregor (12:02.19)

    I mean, yeah, it’s pretty similar. Honestly, to get to a joke, you have to throw out 100 bad or mediocre ones. There’s no real good shortcut. mean, sometimes you land on something pretty quickly, but there’s no real shortcut to comedy. think there is a misconception. You see an hour-long stand-up routine, and you just think they make it sound like they’re just coming up with it off the cuff, and you…

    John Jantsch (12:08.781)

    Yeah.

    Emily McGregor (12:27.574)

    Forget that they’ve done that literally hundreds, maybe thousands of times before that hour long special, really perfecting and crafting the joke. Yeah, exactly.

    John Jantsch (12:34.362)

    Well, in every little bit, you know, came from somewhere else, right? I mean, it was eventually stitched together after, you know, bunches of it bombed, right?

    Emily McGregor (12:42.188)

    Right, yeah, exactly. There’s a lot of like silent comedy nights to make that really good special, yeah.

    John Jantsch (12:49.372)

    So, and you won’t have an answer for this, this is just an observation I’ve had. I do a lot of public speaking and I’m always perplexed by the idea that some joke that I’ve used over and over again kills it all the time. And then one audience just doesn’t get it. And I’m like, I did that in exactly the same way, same words, same body language. so is that just…

    Emily McGregor (12:51.31)

    Sure.

    Emily McGregor (13:03.086)

    Mm.

    Why this time? Yeah. Great.

    John Jantsch (13:15.388)

    Again, don’t expect you to really have an answer to that, but why does that happen?

    Emily McGregor (13:16.878)

    Right? Yeah, I don’t know. mean, that’s the one unpredictable thing with with comedy is like context matters so much, you know? But yeah, so who knows what was going on before your speech? They have zero control over. Yeah.

    John Jantsch (13:30.99)

    Yeah, was a different audience. So do you feel, I was joking before we even got started and I said, I expect you to be funny for the show today. Do you feel some extra pressure? Because I mean, that is like, if I’m hiring somebody to create comedic content, they’re gonna make me laugh, right? I mean, do you feel some pressure from that?

    Emily McGregor (13:43.436)

    Yeah.

    Emily McGregor (13:58.006)

    I mean, I think, you know, I know I’m always confident in our ability to make it come out in the work and I don’t think anyone’s hiring me to be a stand-up comedian. yeah, I don’t, don’t, it doesn’t, that doesn’t bother me too much.

    John Jantsch (14:07.76)

    Okay.

    John Jantsch (14:12.154)

    Yeah. Have you had, we’ve talked about your win. have you had some things where, where stuff just seemed like it was going to be awesome and it bombed?

    Emily McGregor (14:17.528)

    Yeah.

    Emily McGregor (14:24.074)

    I mean, we’ve had that on set where like a joke or like an idea that I had is like, it’s not really like landing. You have to rewrite it in the moment because it sounded funnier on paper or the way, or even seeing new opportunities, like the way the actor was presenting it. Like, that’s totally different than what I saw. And that’s funnier, but it means we need to change X, Y, and Z to make it work. so yeah, totally.

    John Jantsch (14:26.789)

    Yeah, yeah, yeah.

    John Jantsch (14:32.943)

    Yeah.

    John Jantsch (14:46.342)

    Yeah.

    Emily McGregor (14:49.762)

    Definitely happens on set. The old adage is true. Anything in film gets written three times. It’s written in the script, it’s written on set, and that’s rewritten in the editing bay as well. So that’s for sure. Yeah, they’ll do stuff. Sometimes we’ve had the problem where an actor came on set and they just really weren’t giving what I wanted. And then you do have to kind of make the performance happen in the editing room, which is…

    John Jantsch (15:00.092)

    And I imagine some actors take liberty with the script too, right?

    Emily McGregor (15:19.244)

    Not ideal, but it does happen.

    John Jantsch (15:21.35)

    Then you have Robin Williams where you’re like, I have no idea what he’s going to say, but it’s going to be funny, So how much time, and I’m sure every project is different, every budget is different, but it’s probably seems to me like it’d be very hard for you to do your job well or any marketer to do their job well without understanding the ideal client. So how much, how much effort do you have to put on the front end, on the front end? Because my experience is most clients.

    Emily McGregor (15:24.59)

    Right, exactly. Dream for those, yeah!

    Emily McGregor (15:35.458)

    Yeah, sure.

    John Jantsch (15:51.536)

    can’t tell you who makes an ideal client and why.

    Emily McGregor (15:55.15)

    Right, right, yeah. Yeah, I mean, that’s like, I would say most of the work kind of comes from doing that understanding and really diving deep into that understanding and asking a lot of those questions and finding, because like the comedy really comes from the specifics of that, like the specifics of what that person is going through. So we do.

    John Jantsch (15:58.14)

    Okay.

    John Jantsch (16:19.132)

    Yeah.

    Emily McGregor (16:21.696)

    a lot of work to make sure that the comedy is also coming from an authentic place, because people can sniff it out really quickly. I gained that skill from back in the day. My original work, working in comedy, creating like geek comedy, like comedy for like the nerd world, which was like a thing in like the early 2010s. Which is like, as much as my appearance tells you otherwise, I’m not actually into a lot of those things, but they will sniff you out.

    John Jantsch (16:38.808)

    Yeah. Sure, sure.

    Emily McGregor (16:50.06)

    very quickly if things are not authentic. So learning how to make jokes that were authentic, that reached that audience, and that were new and fresh, that was a skill I actually learned in that world, yeah.

    John Jantsch (16:50.128)

    Yeah, yeah, yeah.

    John Jantsch (16:56.433)

    Yeah.

    what?

    John Jantsch (17:02.876)

    So we have had video content probably for 20 years, you know, at the very beginning part. I mean, obviously we’ve had video for much longer, but in terms of people using it in marketing on their websites and things. How would you say it’s evolved? it having like, is it become more important? Is it, people, it’s just gotten easier to do, so more people are doing it. Where, how would you kind of talk about the state of video and its place in the marketing channels, if you will?

    Emily McGregor (17:31.894)

    Yeah, I mean, think, you know, kind of two minds of it. In some ways, it hasn’t changed in the fact that…

    it’s so powerful and so important and it has just become more important. Reels are so much more important on Instagram than a static post. You’re not gonna get very far with just static posts. You need to be on there. People more and more wanna buy from individuals, from people with a story, from people with a perspective rather than just a cool, shiny thing. Competition is more competitive and the more…

    John Jantsch (17:41.305)

    Right.

    Emily McGregor (18:05.176)

    personality and memorability that you can bring to it. And I think video is a great way of doing that. Especially if it’s like, if it is selling a person or coaching or something like that, that person does just need to be visible on video. There’s kind of no way around it anymore, I would say. Yeah.

    John Jantsch (18:23.066)

    Yeah, you know, I think when it first started, was such a trust builder, right? It’s like I can connect with Emily and she seems like a nice person, you know, in video, right? I’m finding more and more people using it much farther down the buyer journey. You know, then it’s, I don’t need to go to the website now. I mean, I might buy something right off of a YouTube called Action. And I think that’s probably one of the more significant changes that we’re experiencing in marketing right now.

    Emily McGregor (18:29.922)

    Yeah.

    Emily McGregor (18:39.502)

    Yeah.

    Emily McGregor (18:46.83)

    Yeah, no, that’s a good point. Definitely. Yeah, we found clients using video instead of just in cold all the way through or even sending individual personalized videos to client perspective clients, things like that using Voxer and then, or not Voxer, Loom and those kind of tools to connect.

    John Jantsch (18:59.982)

    Right, right.

    John Jantsch (19:03.994)

    Yeah,

    So I’m curious of your thoughts on this. You know, there’s still, I don’t know why YouTube seems to bring out the trolls more than pretty much anybody else and any other platform and commenting. I mean, is that equivalent to in your world? Is that like the head clerk in the audience?

    Emily McGregor (19:14.83)

    Yeah.

    Emily McGregor (19:22.638)

    Yeah, I guess it’s pretty similar.

    John Jantsch (19:25.116)

    So Emily, I appreciate you taking a few moments to stop by the duct tape marketing podcast. Where would you invite people to connect with you and find out more about your funny penguin cat videos?

    Emily McGregor (19:36.91)

    Yeah, check us out on penguincatcreative.com or scrappyads.io and you can hit us up on Instagram or LinkedIn as well.

    John Jantsch (19:48.092)

    Again, I appreciate you taking a few moments to stop by and hopefully we’ll run into you one of these days out there on the road.

    Emily McGregor (19:53.73)

    That sounds great. Thank you so much. Really appreciate it. Have a good time.

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  • Henry Cavill’s James Bond Audition Tape Is Proof That He Could Still Be a Great 007

    Henry Cavill’s James Bond Audition Tape Is Proof That He Could Still Be a Great 007

    A new video that shows a possible 007 from the past has recently surfaced online, while we’re all wringing our arms over the personality of the next James Bond. The picture from 2006 displays Henry Cavill running through ranges from GoldenEye as part of a screen test for Casino Royale. Cavill’s ranges recreate the initial exchange between […]

    The first article on Den of Geek was Henry Cavill’s James Bond Audition Tape Evidence That He Could Still Get a Wonderful 007.

    In the ‘ 90s, there was a dramatic series between system and PC games. Most PC names were created solely for the mouse and keyboard, and many activities that were first released on PC previously received console ports ( and vice versa ). There is much less information about troubleshooting online than there is today because these first PC games were infamously finicky to fit. This was still centuries before YouTube and Reddit did go online.

    However, if you could overcome those issues, you would be rewarded with cutting-edge game. The 90s PC gaming picture was a golden age of developers taking huge risks, creating whole new genres, and pushing new titles ‘ graphics cards far beyond what consoles of the time was complete. These are the 15 best Desktop activities of the ‘ 90s.

    cnx. powershell. push ( function ( ) {cnx ( {playerId:” 106e33c0-3911-473c-b599-b1426db57530″, }). render ( “0270c398a82f44f49c23c16122516796” ),.

    15. Components

    Nowadays, MMORPGs are a dime a dozen, but in 1999, the idea of an online only 3D game where you could play alongside other players ( or fight them in PvP ) was unimaginable. Given the show’s then-beefy system requirements and how uncommon it was to discover a reliable internet connection to also play it, one of the genre’s main pioneers, EverQuest, wasn’t very visible either. These were the time when most people were also relying on AOL and ring off, after all.

    EverQuest, however, provided an addictive glance of the types of experiences that would occupy gaming in the upcoming decades for those who could find online. Even though EverQuest‘s popularity has declined, it is still astonishingly popular and also gets new expansions on a regular basis.

    14. False Tournament

    False Tournament wasn’t the first website FPS to recognize just how significant the competitive website part would be in these headings moving forward. Certain, there’s a barebones plan around, but most people rarely touched it. False Tournament’s main attraction was always the abundance of online options that allowed you to modify every match to give you the experience you desired.

    Put in some of the best first-person guns ever created, some of which are still relevant today, and you have a winner.

    13. The Secret of Monkey Island

    Adventure activities had long been a popular form of PC games in the 1980s, but some of the best titles in the music emerged in the 1990s. This beautiful time kicked off in 1990 with The Secret of Monkey Island. First of all, pirates are fantastic and frequently work well in movie games, and Guybrush Threepwood, a young pirate, is one of the funniest and most attractive characters in all of video games.

    The Secret of Monkey Island features some excellent graphics from the time, as well as strange and wonderful scenarios and ingenious puzzles. Plus, it was much more visible than other adventure activities, which tended to be staggeringly difficult if you made the slightest error. This game has a reason to remain a significant effect on adventure sports.

    12. Society II

    Is Civilization II the best film in the series? Far from it, though, because the sequel capitalized on everything the original ones did so also. To be clear, everything here is excellent. Due to AI that significantly improved on the initial show’s and its numerous options for both conflict and politics, Civilization II is still the deepest technique game of the 1990s.

    Society II has its mad fans despite the better sequels. In 2012, one Redditor renowned posted about his decade-long sport where three societies were continually locked in radioactive conflict and climate catastrophe. Some 90s video games have that kind of replay value.

    11. Insects Armageddon

    Insects Armageddon is one of those activities that “feels” right. The sport has a great voice that is both dreadful and in love with its unique irony. Armageddon actually does seem like it may start at any time, but it’s just as likely to come from a Holy Hand Grenade as an air attack.

    The science are expertly tuned, regardless of whether the weaponry are normal or crazy. Whether you’re playing online or the surprisingly extensive single-player campaign, success or failure not feels cruel. There’s a good reason why, even after many sequel, this is still widely considered the height of the Worms company.

    10. Dark Forces from Star Wars

    With the huge acceptance of Doom in the’ 90s, all Dark Forces definitely needed to be a success was get a half decent Star Wars-skinned Doom copy, and everyone would have loved it. At first glance, this classic shooter appears to be exactly like it, but once you really get into it, it becomes obvious that the developers were much more focused on pushing the genre ahead than making a low, licensed cash-in.

    We now take for granted a number of FPS ideas from Dark Forces, including climbing, the ability to glance up and down, the addition of puzzles and more challenging vision objectives, and levels with many floors. While it definitely claws the look and sound of the Star Wars movie, those innovations made it a lover preferred even among those hardly know a weapon from a mild change.

    9. SimCity 2000

    Have you ever thought you could run your town better than the people in charge? You have, of course! SimCity 2000 provided players with everything they could ever need to construct the city of their dreams, including roads, libraries, and a variety of power plant types. Tax your citizens until they flee, or cut your budget to the bare minimum. Then there was the option to simply try to rebuild from the ground up and completely resurrect your efforts with natural disasters. The choices were almost limitless.

    SimCity 2000 was a massive success, and since EA obtained the rights to the series, they’ve tried to reboot the series every few years. However, none of those games have quite the same level of pure gameplay bliss as this gem, despite the better graphics.

    8. Diablo

    Yes, Diablo II is far superior to the first film, but it also came out in 2000, making it unqualified from this list. The first Diablo game is incredibly entertaining and addictive despite having three fundamental classes and much less loot than the many games it would inspire.

    A lot of it is the setting. Diablo‘s dark, foreboding atmosphere has always helped it stand out, making it a favorite since its very first release. Who would have imagined how enjoyable going to Hell would be?

    7. The Dark Project is Thief:

    Many people were completely rethinking what could be accomplished in the medium after watching Thief. Sure, screenshots made this look like another first-person shooter ( hardly an anomaly in the late’ 90s ), but the actual stealth gameplay was far ahead of anything else on the market at the time. You avoided facing off against your foes. Instead of using distractions to your advantage, you had to use stealth, hiding in the shadows, and using it.

    These ideas went on to the influence other fan-favorite series, such as Hitman and Splinter Cell, and then appeared in all sorts of other genres as well to varying degrees of success. Even though Thief was incredibly influential, Looking Glass Studios, a developer, shut down in 2000, and subsequent sequels from other developers didn’t have nearly as much of an impact or success as the first game.

    6. Planescape: Torment

    The original Baldur’s Gate might be included on this list, you might think. Sure, that was a fantastic CRPG from the 1990s, but even though the two titles have many similarities and even operate on the same basic engine, Planescape: Torment actually has a lot of similarities.

    Planescape: Torment is just a much more unique game, exploring some of the darker, more bizarre worlds of Dungeons &amp, Dragons. A welcome new approach to the genre was put forth by the less emphasis on combat, especially given how well-written every last line of dialogue is and how many different directions the plot can take.

    5. Quake II

    With significant successes like Wolfenstein 3D and Doom, id Software was at the height of its abilities in the 1990s. Simply put, the legendary developers had no business being wrong. All the work they put into the first-person shooter genre ultimately culminated in Quake II. The 3D graphics were among the most advanced ever created at the time of its release.

    More importantly, the gameplay provided support for it. The game was fast, smooth, and challenging, with a lengthy single-player campaign. One of the best multiplayer shooters of the decade was the best option once you had finished that. Even now, Quake II performs surprisingly well if you can find a few other gamers who are willing to play it online.

    4. System Shock 2

    One of the first FPS games to realize that a view could be used for more than just shooting was System Shock 2. This is an early sci-fi horror masterpiece that will disturb you just as often as it will give you something to fire a weapon at. Additionally, it still offers a ton of RPG customization, which is another rarity in the genre at the time.

    System Shock 2 has the feel of a game from the 2020s with a few changes, despite its original release in 1999. This was a wildly ambitious game that years ahead of its time. Unfortunately, as is often the case, that meant the general public was unsure of what to make of it, and early sales were low, even if critics were enthusiastic about it. At least it has received a lot more attention over the past few decades, and a remake is on the horizon.

    3. Secondly, blaring

    The Wasteland and its numerous strange inhabitants were a wonderful introduction in the original Fallout. The second game is even better, even if it doesn’t change a whole lot from the first. Despite having less advanced 3D graphics than more recent Fallout games, it still retains many of the gameplay concepts from earlier games.

    The game’s title is more about finding original ways to complete each quest than combat. Usually that means using your head, or talking your way out of trouble. Some of the best post-apocalyptic role-playing there is.

    2. StarCraft

    StarCraft is still widely regarded as the best of the many real-time strategy games that were a PC staple for the majority of the 1990s. The strength of StarCraft rests in its balance. Sure, there are similarities between the game’s three playable races, but each of them have their own unique units, strengths, and weaknesses that ensure no one side has an advantage over the others.

    In the 2000s, StarCraft attracted a sizable professional community, particularly in South Korea, where the top players were renowned athletes. Because of its flawless design, it was one of the first to attract such a large professional audience. Even now, it’s still highly debatable whether another RTS ( including StarCraft II ) is as well-designed as this classic.

    1. Half-Life

    There was still only ever going to be one title at the top of this list, despite how innovative and eclectic PC games were in the 1990s. Half-Life wasn’t just a tremendous first-person shooter, it was a landmark title that moved the entire industry forward and established Valve as a powerhouse developer that basically runs the PC game market to this day with Steam.

    Half-Life‘s genius is how the shooting takes a backseat to the storytelling. No other game has used scripted scenes as effectively as they did before, or told a compelling story. You really couldn’t wait to see what would happen to Gordon Freeman next. Even though Half-Life 3 seems as elusive as ever after all these years, we still want to know what happens to him next.

    The first post on Den of Geek was titled” 15 Best PC Games of the &#8217, 90s.”

  • Brian De Palma’s Most Disastrous ’90s Movie Is Now Free to Watch Online If You Dare

    Brian De Palma’s Most Disastrous ’90s Movie Is Now Free to Watch Online If You Dare

    In the open circle of Florence, Italy, on February 7, 1497, the Dominican reverend Girolamo Savonarola and his followers burned works of art and literary works. Decrying these things as obstacles that change the person’s focus from God, they called the fire” the Fire of the Vanities”. The expression has been repeatedly used ]…

    The most depressing 90s film by Brian De Palma is then free to watch website if you dare.

    In the ‘ 90s, there was a dramatic series between system and PC games. Some PC games that were first released on PC never received system ports ( and vice versa ), and the majority of PC games were built entirely with a mouse and keyboard. There is much less information about debugging online than there is today because these earlier PC games were also extremely finicky to mount. This was still centuries before YouTube and Reddit did go online.

    However, if you could overcome those issues, you would receive cutting-edge game. The 90s PC gaming scene was a golden age when developers took great risks, full genres were created, and fresh titles continually push graphics cards beyond what consoles of the time may perform. These are the 15 best Desktop activities of the ‘ 90s.

    cnx. powershell. push ( function ( ) {cnx ( {playerId:” 106e33c0-3911-473c-b599-b1426db57530″, }). render ( “0270c398a82f44f49c23c16122516796” ),

    15. Components

    Nowadays, MMORPGs are a dime a dozen, but in 1999, the idea of an online only 3D game where you could join guilds and explore with other players ( or fight them in PvP ) was mind-blowing. Given the show’s then-beefy system requirements and how uncommon it was to discover a trustworthy internet connection to also play it, one of the genre’s main pioneers, EverQuest, wasn’t very accessible sometimes. These were the time when most people were also relying on AOL and ring off, after all.

    Source, however, gave those who could access the online experience that may predominate gambling in the upcoming decades an addictive glimpse of the genre. Even though EverQuest‘s popularity has declined, it is still astonishingly popular and actually gets new expansions on a regular basis.

    14. False Tournament

    False Tournament wasn’t the first virtual FPS to recognize how significant the competitive website part would be in these titles moving forward. Certain, there’s a barebones plan around, but most people rarely touched it. False Tournament’s most impressive feature was the abundance of online options, which allowed you to modify each fit to give you the desired experience.

    Put in some of the best first-person shooters ever created, some of which are still relevant today, and you have a winner.

    13. The Secret of Monkey Island

    Adventure activities had long been a popular form of PC games in the 1980s, but some of the best titles in the music emerged in the 1990s. This beautiful time kicked off in 1990 with The Secret of Monkey Island. First of all, thieves are fantastic and frequently work well in movie matches, and aspiring rogue Guybrush Threepwood is one of the funniest and most charming figures in all of video game.

    The Secret of Monkey Island features some excellent design at the time, as well as weird and wonderful scenarios and ingenious riddles. Plus, it was much more available than other adventure activities, which tended to be staggeringly difficult if you made the slightest error. This game has a reason to remain a significant impact on adventure games.

    12. Culture II

    Which of the line ‘ best episodes is Civilization II? Far from it, though, because the sequel built on anything they did so nicely. It wasn’t a great game at the time. To be clear, everything here is excellent. Due to AI that significantly improved on the initial show’s and its numerous options for both conflict and politics, Civilization II is still the deepest technique game of the 1990s.

    Culture II has rabid fans despite the better sequel. In 2012, one Redditor legend posted about his decade-long sport where three societies were continually locked in radioactive conflict and climate catastrophe. Some 1990s video games have that kind of endurance.

    11. Insects Armageddon

    Insects Armageddon is one of those activities that “feels” right. The sport has a great tone that is both adored and dreadful. Armageddon actually does seem like it may start at any time, but it’s just as likely to come from a Holy Hand Grenade as an air attack.

    The science are flawless, no matter whether they are normal or crazy. Whether you’re playing online or the surprisingly extensive single-player campaign, success or failure not feels cruel. There’s a good reason why, even after many sequel, this is still widely considered the height of the Worms company.

    10. Dark Forces: Star Wars

    With the huge popularity of Doom in the’ 90s, all Dark Forces definitely needed to be a success was get a half decent Star Wars-skinned Doom clone, and everyone would have loved it. At first glance, this classic shooter appears to be exactly like it, but once you start playing, it becomes clear that the creators were much more focused on pushing the genre forward than producing a cheap, licensed cash-in.

    We now take for granted certain FPS concepts from Dark Forces, such as jumping, the ability to look up and down, the inclusion of puzzles and more challenging mission objectives, and levels with multiple floors. While it absolutely nails the look and sound of the Star Wars movie, those innovations made it a fan favorite even among those barely know a lightsaber from a light switch.

    9. SimCity 2000

    Have you ever thought you could run your town better than the people in charge? You do, of course! With the addition of schools, libraries, roads, and a variety of power plant types, SimCity 2000 gave players everything they could ever need to construct the city of their dreams. Tax your citizens until they flee, or cut your budget to the bare minimum. Then, with natural disasters, you could simply try to rebuild from scratch. The choices were almost limitless.

    SimCity 2000 was a massive success, and since EA obtained the rights to the series, they’ve tried to reboot the series every few years. None of those games, however, have quite the same level of pure gameplay pleasure as this gem.

    8. Diablo

    Yes, Diablo II is far superior to the first film, but it also came out in 2000, making it exempt from this list. The first Diablo game is incredibly fun and addictive, despite being a very simple action RPG with three fundamental classes and much less loot than the many games it would inspire.

    A lot of it is the setting. Diablo‘s dark, foreboding atmosphere has always helped it stand out, making it a favorite since its very first release. Who would have imagined how enjoyable going to Hell would be?

    7. The Dark Project is Thief:

    Thief is one of those games that made a lot of people completely reevaluate what could be accomplished in the medium. Sure, screenshots made this look like another first-person shooter ( hardly an anomaly in the late’ 90s ), but the actual stealth gameplay was far ahead of anything else on the market at the time. You didn’t want to face off against your own enemies. Instead, using distractions to your advantage, hiding in the shadows, and using stealth were the keys to progress.

    These ideas went on to the influence other fan-favorite series, such as Hitman and Splinter Cell, and then appeared in all sorts of other genres as well to varying degrees of success. Even though Thief had a significant impact, Looking Glass Studios, a company that created sequels for other developers, lost business in 2000, and the sequels didn’t have nearly as much of an impact or success as the first game.

    6. Planescape: Torment

    The original Baldur’s Gate might be included on this list, you might think. Sure, that was a fantastic CRPG from the 1990s, but even though the two titles have many similarities and even operate on the same basic engine, Planescape: Torment actually has a lot of similarities.

    Planescape: Torment is just a much more unique game, exploring some of the darker, more bizarre worlds of Dungeons &amp, Dragons. A welcome new approach to the genre was put forth by the less emphasis on combat, especially given how well-written every last line of dialogue is and how many different directions the plot can take.

    5. Quake II

    With significant successes like Wolfenstein 3D and Doom under its belt, id Software was at the height of its capabilities in the 1990s. The legendary developers were utterly incapable of doing anything wrong. All the work they put into the first-person shooter genre ultimately culminated in Quake II. The 3D graphics were among the most advanced ever created at the time of its release.

    More importantly, the gameplay provided support for it. The game was fast, smooth, and challenging, with a lengthy single-player campaign. One of the best multiplayer shooters of the decade was the best option once you had finished that. Even now, Quake II performs surprisingly well if you can find a few other gamers who are willing to play it online.

    4. System Shock 2

    One of the first FPS games to realize that the view could be used for more than just shooting was System Shock 2. This is an early sci-fi horror masterpiece that will disturb you just as often as it will give you something to fire a weapon at. Additionally, there is a ton of RPG customization, which is another rarity in the time.

    System Shock 2 was originally released in 1999, but it almost feels like it could be a game from the 2020s with a few changes. This was a wildly ambitious game that years ahead of its time. Unfortunately, as is often the case, that meant that even though critics adored it, early sales were low. At least it has received a lot more attention over the past few decades, and a remake is currently being planned.

    3. Secondly, blaring

    The first Fallout was a fantastic introduction to Wasteland and its numerous odd residents. The second game is even better, even if it doesn’t change a whole lot from the first. Despite having less advanced 3D graphics than more recent Fallout games, it still retains many of the gameplay concepts from earlier games.

    The game’s title is more about finding original ways to complete each quest than combat. Usually that means using your head, or talking your way out of trouble. Some of the best old-school role-playing in the world is apocalyptic.

    2. StarCraft

    StarCraft is still widely regarded as the best of the many real-time strategy games that were a PC staple for the majority of the 1990s. StarCraft‘s genius lies in its balance. Sure, there are similarities between the game’s three playable races, but each of them have their own unique units, strengths, and weaknesses that ensure no one side has an advantage over the others.

    In the 2000s, StarCraft was one of the first to attract a sizable professional community, especially in South Korea, where top players were renowned athletes. Because of this, it became one of the first to attract a sizable professional community. Even now, it’s still highly debatable whether another RTS ( including StarCraft II ) is as well-designed as this classic.

    1. Half-Life

    There was still only ever going to be one title at the top of this list, despite how innovative and eclectic PC games were in the 1990s. Half-Life wasn’t just a tremendous first-person shooter, it was a landmark title that moved the entire industry forward and established Valve as a powerhouse developer that basically runs the PC game market to this day with Steam.

    Half-Life‘s genius is how the shooting takes a backseat to the storytelling. No other game had used scripted scenes as well as they did before, or told a story that was so compelling .Scripted scenes are now overused. You really couldn’t wait to see what would happen to Gordon Freeman next. Even though Half-Life 3 seems as elusive as ever after all these years, we still want to know what happens to him next.

    The first post on Den of Geek: 15 Best PC Games of the &#8217, 90s appeared first.

  • Every Tim Burton Movie Ranked From Worst to Best

    Every Tim Burton Movie Ranked From Worst to Best

    horizontal outlines and distinctive black and white stripes. Sullen emotions and pale skin tones. disheveled tresses and frequently handcrafted specific outcomes. There are some common threads and themes in Tim Burton’s films. So much so that 40 years after his directorial career began, Burton’s films remain instantly recognizable and a good gateway to]… ]

    Every Tim Burton film was initial ranked from worst to best in Den of Geek.

    There was a dramatic distinction between pc games and PC games in the 1990s. Many sports that second released on Computers never received system ships ( and vice versa ), and most Computer names were built specifically for a mouse and keyboard. There is much less information about debugging online than there is today because these first PC games were also extremely finicky to mount. Before Reddit and YouTube may be available online, this was still years old.

    But if you could get past those concerns, the prize was cutting edge games. The 90s PC gambling scene was a golden age when developers took great risks, full genres were created, and fresh titles continually push graphics cards beyond the capabilities of traditional consoles. The top 15 PC game released in the 1990s are listed below.

    cnx. command. cnx ( playerId:” 106e33c0-3911-473c-b599-b1426db57530″ ) is the function of the player. render ( “0270c398a82f44f49c23c16122516796” ), }),

    15. Components

    MMORPGs are a dime a dozen nowadays, but in 1999, the idea of an online-only 3D game where you could join guilds and adventure with other players ( or fight them in PvP ) was mind blowing stuff. Given the show’s then-beefy system requirements and how uncommon it was to discover a reliable internet connection to also play it, one of the genre’s main pioneers, EverQuest, wasn’t very visible either. After all, these were the times when the majority of people still relied on AOL and dial-up.

    But for those who may find online, EverQuest provided an addictive view of the type of encounters that would occupy games in the coming years. Even though EverQuest‘s popularity has declined significantly from what it once was, it is still unexpectedly active online and also receives fresh expansions on an annual basis.

    14. False Tournament

    False Tournament wasn’t the first website FPS to recognize how significant the competitive website part would be in these titles moving forward. Yes, there is a stripped-down campaign around, but the majority of people have never touched it. The legend of Unreal Tournament was always the success of online choices that let you change each fit to get the actual knowledge you were looking for.

    Put in some of the best first-person snipers of all time, which are still a part of the music today, and you have the formula for one of the best and most important first-person shooters ever created.

    13. The Secret of Monkey Island

    Adventure activities had long been a popular form of PC games in the 1980s, but some of the best titles in the music emerged in the 1990s. The Secret of Monkey Island, the start of this beautiful years, was released in 1990. First off, pirates are simply wonderful, and tend to work wonderful in movie games, and aspiring pirate Guybrush Threepwood is one of the funniest and most charming characters in all of gaming.

    The Secret of Monkey Island features some excellent graphics from the time, as well as strange and wonderful scenarios and clever puzzles. Additionally, it was much more playable than other adventure games, which were frequently incredibly challenging if you made the slightest error. There’s a reason why this game continues to be a huge influence on adventure games.

    12. Civilization II

    Is Civilization II the best in the series? Far from it, though, because it wasn’t a great game in its day, but because the sequels built on everything it did so well. To be clear, everything is fantastic here. Civilization II is still the deepest strategy game of the’ 90s thanks to AI that vastly improved on the original game’s, and its multitude of options for both combat and diplomacy.

    Civilization II has rabid fans despite the better sequels. One Redditor famously posted about his decade-long game in which three civilizations were perpetually locked in nuclear war and climate catastrophe in 2012, in which case one of the world’s most famous people made a famous post. Few games from the ‘ 90s have that kind of longevity.

    11. Armageddon: The Worms

    Worms Armageddon is one of those games that just “feels” right. The game has a fantastic tone that is both dreadful and in love with its own absurdity. Armageddon appears to be ready to launch right away, but it’s just as likely to do so with an airstrike as a Holy Hand Grenade.

    Whether the weapons are conventional or ridiculous, the physics are finely tuned. Whether you’re playing multiplayer or the surprisingly extensive single-player campaign, success or failure never feels unfair. This is still widely regarded as the pinnacle of the Worms franchise for a good reason even after numerous sequels.

    10. Dark Forces: Star Wars

    Everyone would have adored a halfway decent Star Wars-skinned Doom clone, which was what all Dark Forces really needed to succeed in due to the enormous popularity of Doom in the 1990s. At first glance, that’s exactly what this classic shooter looks like, but when you actually dive into it, it’s clear that the developers were much more interested in pushing the genre forward than cranking out a cheap licensed cash-in.

    We now take for granted a number of FPS concepts from Dark Forces, including jumping, the ability to look up and down, the inclusion of puzzles and more challenging mission objectives, and levels with multiple floors. Even though it completely recreates the Star Wars film’s appearance and sound, those changes made it a favorite even among those who don’t know a lightsaber from a light switch.

    9. SimCity 2000

    Have you ever believed that you could lead your town more effectively than the locals? Of course you have! With the addition of schools, libraries, roads, and a variety of power plant types, SimCity 2000 gave players everything they could ever need to construct the city of their dreams. If you want to reduce your budget to the absolute minimum, tax your citizens until they flee. Then there was the ability to just destroy all of your hard work with natural disasters and try to rebuild from the ground up. The choices were almost limitless.

    Since EA has the rights to the series, SimCity 2000 has been a huge success, and they have tried to reboot the series every few years. But while those games all look better, none have matched the pure gameplay bliss of this gem.

    8. Diablo

    Yes, Diablo II is far superior to the original, but it also came out in 2000, disqualifying it form this list. The first Diablo game is incredibly fun and addictive, despite being a very simple action RPG with three fundamental classes and much less loot than the many games it would inspire.

    The setting plays a significant role in it. The dark, foreboding atmosphere of Diablo has always helped set it apart, and made it a fan favorite from this very first release. Who would have imagined going to Hell to be so enjoyable?

    7. Thief: The Dark Project

    Many people were completely rethinking what could be accomplished in the medium after watching Thief. Sure, screenshots made this appear like another first-person shooter ( which was unsurprising in the late 1990s ), but the actual stealth gameplay was far superior to anything else on the market at the time. You didn’t want to confront enemies head on. Instead of using distractions to your advantage, you had to use stealth, hiding in the shadows, and using it.

    These concepts eventually had an impact on other fan-favorite television shows like Hitman and Splinter Cell, and they were then translated into various other genres with varying degrees of success. As hugely influential as Thief was, developer Looking Glass Studios went out of business in 2000, and later sequels from other developers didn’t have anywhere near the same impact or success as the first game.

    6. Torment in Planescape

    You might think that the original Baldur’s Gate would be on this list. Sure, that was a fantastic CRPG from the 1990s, but even though the two titles have many similarities and even operate on the same basic engine, Planescape: Torment actually has a lot of similarities.

    Dungeons & Dragons explores some of the darker, more bizarre worlds in Planescape: Torment, which is just much more distinctive. The reduced emphasis on combat was a welcome new approach for the genre, especially considering just how well-written every last line of dialogue is, and how many different directions the story can go in.

    5. Quake II

    With monumental releases like Wolfenstein 3D and Doom under its belt, id Software was at the height of its powers in the ‘ 90s. The legendary developers were simply unable to do any wrong. All the effort they put into creating the first-person shooter genre culminated in Quake II. At the time of release, the 3D graphics were among the most advanced ever seen.

    More importantly, the gameplay provided support for it. With a lengthy single-player campaign, the game was quick, smooth, and challenging. Once you got through that, it was time to take things online with one of the best multiplayer shooters of the decade. Even now, if you can find a few other gamers willing to play Quake II online, it still performs surprisingly well.

    4. System Shock 2

    One of the first FPS games to realize that a view could be used for more than just shooting was System Shock 2. This early sci-fi horror masterpiece will both unnerve you and give you something to fire at. On top of that, it still has tons of RPG customization, another rarity in the genre at the time.

    System Shock 2 was originally released in 1999, but it almost feels like it could be a game from the 2020s with a few changes. Years in the makings of this game, it was incredibly ambitious. Unfortunately, as is often the case, that meant the public at large didn’t quite know what to make of it, and early sales were low, even if critics loved it. At least it has received a lot more attention over the past few decades, and a remake is currently in development.

    3. Fallout 2

    The Wasteland and its numerous strange inhabitants were a wonderful introduction in the original Fallout. Even though it doesn’t significantly alter much from the first, the second game is even better. Though it lacks the 3D graphics of newer Fallout games, it still features many of the gameplay ideas that are present in modern entries.

    The game’s name is more about finding original ways to complete each quest than combat, according to its name. Typically, that means using your head or speaking your way out of trouble. This is some of the best apocalyptic old-school role-playing around.

    2. StarCraft

    Real-time strategy games were a PC staple for much of the ‘ 90s, but StarCraft is still widely considered the very best of these titles. StarCraft excels in its balance. Although the three playable races in the game share similarities, each has its own unique units, advantages, and weaknesses, making sure no one side has an advantage over the other.

    StarCraft is so perfectly designed that it became one of the first to garner a sizable professional community, particularly in South Korea where top players were full-on celebrities in the 2000s. Even now, it’s still highly debatable whether another RTS ( including StarCraft II ) is as well-designed as this classic.

    1. Half-Life

    There was still only ever going to be one title at the top of this list, despite how innovative and eclectic PC games were in the 1990s. Half-Life was more than just a fantastic first-person shooter; it was a groundbreaking title that revolutionized the entire gaming industry and established Valve as a top developer who essentially controls the PC game market with Steam today.

    The genius of Half-Life is how the shooting takes a backseat to the storytelling. No other game had used scripted scenes as well as they did before, or told a story that was so compelling .Scripted scenes are now overused. You were so eager to see what Gordon Freeman would become next. Hell, we still want to know what happens to him next, though Half-Life 3 seems as elusive as ever after all these years.

    The first post on Den of Geek was titled” 15 Best PC Games of the &#8217, 90s.”