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  • Opportunities for AI in Accessibility

    Opportunities for AI in Accessibility

    I was completely moved by Joe Dolson’s subsequent article on the crossing of AI and availability because I found it to be both skeptical about how widespread use of AI is. In fact, I’m very skeptical of AI myself, despite my role at Microsoft as an accessibility technology strategist who helps manage the AI for Accessibility award program. AI can be used in quite productive, equitable, and accessible ways, as well as harmful, exclusive, and harmful ways, just like with any tool. Additionally, there are a lot of uses in the subpar center as well.

    I’d like you to consider this a “yes … and” piece to complement Joe’s post. I’m just trying to contradict what he’s saying, but I’m just trying to give some context to initiatives and opportunities where AI can make a difference for 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; instead, I want to take a moment to talk about what’s possible so that we can get there one day.

    Other words

    Joe’s article spends a lot of time addressing computer-vision types ‘ ability to create other words. He raises a lot of valid points about the state of the world 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. As he rightly points out, the state of image research is currently very poor, especially for some graphic types, in large part due to the lack of context for which AI systems look at images ( which is a result of having separate “foundation” models for words analysis and picture analysis ). Today’s models aren’t trained to distinguish between images that are contextually relevant ( should probably have descriptions ) and those that are purely decorative ( couldn’t possibly need a description ) either. However, I still think there’s possible in this area.

    As Joe points out, alt text authoring by human-in-the-loop should definitely be a thing. And if AI can intervene and provide a starting point for alt text, even if the quick reads,” What is this BS?” That’s not correct at all … Let me try to offer a starting point— I think that’s a gain.

    If we can specifically teach a design to consider image usage in context, it might be able to help us more swiftly distinguish between images that are likely to be beautiful and those that are more descriptive. That will clarify which situations require image descriptions, and it will increase authors ‘ effectiveness in making their sites more visible.

    While complex images—like graphs and charts—are challenging to describe in any sort of succinct way ( even for humans ), the image example shared in the GPT4 announcement points to an interesting opportunity as well. Let’s say you came across a map that was simply the name of the table and the type of visualization it was: Pie table comparing smartphone use to have phone use among US households making under$ 30, 000 annually. ( That would be a pretty bad alt text for a chart because it frequently leaves many unanswered questions about the data, but let’s just assume that was the description in place. ) If your website knew that that picture was a pie graph ( because an ship model concluded this ), imagine a world where people could ask questions like these about the creative:

    • Are there more smartphone users than have phones?
    • How many more?
    • Is there a group of people that don’t fall into either of these containers?
    • What number is that?

    For a moment, the chance to learn more about graphics and data in this way could be innovative for people who are blind and low vision as well as for those with various types of color blindness, cognitive impairments, and other issues. Putting aside the challenges of large language model ( LLM) hallucinations. It could also be useful in educational contexts to help people who can see these charts, as is, to understand the data in the charts.

    What if you could ask your browser to make a complicated chart simpler? What if you asked it to separate a single line from a line graph? What if you could ask your browser to transpose the colors of the different lines to work better for form of color blindness you have? What if you could ask it to switch colors for patterns? That seems like a possibility given the chat-based interfaces and our current ability to manipulate images in today’s AI tools.

    Now imagine a purpose-built model that could extract the information from that chart and convert it to another format. Perhaps it could convert that pie chart (or, better yet, a series of pie charts ) into more usable ( and useful ) formats, like spreadsheets, for instance. That would be incredible!

    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 how search engines can foster racism, I believe it’s equally true that all computer models have the potential to foster conflict, prejudice, and intolerance. Whether it’s Twitter always showing you the latest tweet from a bored billionaire, YouTube sending us into a Q-hole, or Instagram warping our ideas of what natural bodies look like, we know that poorly authored and maintained algorithms are incredibly harmful. A large portion of this is a result of a lack of diversity in the people who design and construct them. However, when these platforms are built with inclusive features in mind, there is 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. Based on more than 75 data points, they match job seekers with potential employers using an algorithm. 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 takes into account each work environment, communication issues relating to each job, and other factors. Mentra made the decision to change the script when it came to traditional employment websites because it was run by neurodivergent people. They use their algorithm to propose available candidates to companies, who can then connect with job seekers that they are interested in, reducing the emotional and physical labor on the job-seeker side of things.

    When more people with disabilities are involved in the development of algorithms, this can lower the likelihood that these algorithms will harm their communities. Diverse teams are crucial because of this.

    Imagine that a social media company’s recommendation engine was tuned to analyze who you’re following and if it was tuned to prioritize follow recommendations for people who talked about similar things but who were different in some key ways from your existing sphere of influence. For instance, if you followed a group of nondisabled white male academics who spoke about AI, it might be advisable to follow those who are disabled, aren’t white, or aren’t men who also speak about AI. If you followed its advice, you might be able to understand what is happening in the AI field more fully and nuancedly. 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 assist people with disabilities

    I’m sure I could go on and on about using AI 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 might have heard about the voice-preserve offerings from Microsoft, Acapela, or others, or have seen the VALL-E paper or Apple’s Global Accessibility Awareness Day announcement. It’s possible to train an AI model to replicate your voice, which can be a tremendous boon for people who have ALS ( Lou Gehrig’s disease ) or motor-neuron disease or other medical conditions that can lead to an inability to talk. This technology can also be used to create audio deepfakes, so we need to approach it responsibly, but the technology has truly transformative potential.
    • voice recognition is. Researchers like those in the Speech Accessibility Project are paying people with disabilities for their help in collecting recordings of people with atypical speech. As I type, they are actively seeking out people who have Parkinson’s and related conditions, and they intend to expand this list as the project develops. 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 quite capable of changing existing text without giving off hallucinations. This is incredibly empowering for those who have cognitive disabilities and who may benefit from text summaries, simplified versions, or even text that has been prepared for Bionic Reading.

    The importance of diverse teams and data

    Our differences must be acknowledged as important. The intersections of the identities we exist 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. Inclusive data sets produce stronger models that promote more justifiable outcomes.

    Want a model that doesn’t demean or patronize or objectify people with disabilities? Make sure that you include information about disabilities that has been written by people with a variety of disabilities in the training data.

    Want a non-binary language model? You may be able to use existing data sets to build a filter that can intercept and remediate ableist language before it reaches readers. Despite this, AI models won’t soon replace human copy editors when it comes to sensitivity reading.

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


    I have no doubts about how dangerous AI will be for people today, tomorrow, and for the rest of the world. However, I also think we should acknowledge this and make thoughtful, thoughtful, and intentional changes to 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 supporting the development of this article, Ashley Bischoff for providing me with invaluable editorial support, 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 innovative 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 those are determined, school and occasional naps are in order. The cycle goes on and on.

    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 development of online requirements

    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. The first age of internet programs started with content-management systems (especially those used in blogs like Blogger, Grey Matter, Movable Type, and WordPress ), with these better server-side equipment. In the mid-2000s, AJAX opened gates for sequential interaction between the front end and back close. Websites now no longer needed to refresh their pages ‘ content. A grain of Script frameworks like Prototype, YUI, and ruby arose to aid developers develop more credible client-side conversation across browsers that had wildly varying levels of standards support. Techniques like image replacement enable the use of fonts by skilled designers and developers. And technologies like Flash made it possible to add animations, games, and even more interactivity.

    The industry was reenergized by these new tools, standards, and methods in many ways. Web design flourished as designers and developers explored more diverse styles and layouts. However, we still relied on numerous hacks. Early CSS was a huge improvement over table-based layouts when it came to basic layout and text styling, 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 for the appearance of full-length columns (among other hacks ). All kinds of nested floats or absolute positioning ( or both ) were necessary for complicated layouts. Flash and image replacement for custom fonts was a great start toward varying the typefaces from the big five, but both hacks introduced accessibility and performance problems. And JavaScript libraries made it simple for anyone to add a dash of interaction to pages, even at the expense of double, even quadrupling, the download size of basic websites.

    The web as software platform

    The interplay between the front end and the back end continued to grow, which led to the development of the current era of modern web applications. 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. Along with these tools, there were additional options, such as shared package libraries, build automation, and collaborative version control. What was once primarily an environment for linked documents became a realm of infinite possibilities.

    Mobile devices also increased in their capabilities, and they gave us access to internet in our pockets at the same time. Mobile apps and responsive design opened up opportunities for new interactions anywhere and any time.

    This fusion of potent mobile devices and potent development tools contributed to the growth of social media and other centralized tools for user interaction and consumption. As it became easier and more common to connect with others directly on Twitter, Facebook, and even Slack, the desire for hosted personal sites waned. Social media made connections on a global scale, with both positive and negative outcomes.

    Want a much more extensive history of how we got here, with some other takes on ways that we can improve? ” Of Time and the Web” was written by Jeremy Keith. Or check out the” Web Design History Timeline” at the Web Design Museum. Additionally, Neal Agarwal takes a fascinating tour of” Internet Artifacts.”

    Where we are now

    It seems like we’ve been at a new significant inflection point over the past couple of years. As social-media platforms fracture and wane, there’s been a growing interest in owning our own content again. There are many different ways to create a website, from the tried-and-true classic of hosting plain HTML files to static site generators to content management systems of all varieties. The fracturing of social media also comes with a cost: we lose crucial infrastructure for discovery and connection. Webmentions, RSS, ActivityPub, and other IndieWeb tools can be useful in this regard, but they’re still largely underdeveloped and difficult to use for the less geeky. We can build amazing personal websites and add to them regularly, but without discovery and connection, it can sometimes feel like we may as well be shouting into the void.

    Browser support for CSS, JavaScript, and other web components has increased, particularly with initiatives like Interop. New technologies gain support across the board in a fraction of the time that they used to. I frequently find out about a new feature and check its browser support only to discover that its coverage has already exceeded 80 %. Nowadays, the barrier to using newer techniques often isn’t browser support but simply the limits of how quickly designers and developers can learn what’s available and how to adopt it.

    We can now prototype almost any idea with just a few commands and a few lines of code. All the tools that we now have available make it easier than ever to start something new. However, as the initial cost of these frameworks may be saved in the beginning, it eventually becomes due as their upkeep and maintenance becomes a component of our technical debt.

    If we rely on third-party frameworks, adopting new standards can sometimes take longer since we may have to wait for those frameworks to adopt those standards. These frameworks, which once made it easier to adopt new techniques sooner, have since evolved into obstacles. These same frameworks often come with performance costs too, forcing users to wait for scripts to load before they can read or interact with pages. And when scripts fail ( whether due to poor code, network issues, or other environmental factors ), there is frequently no other option, leaving users with blank or broken pages.

    Where do we go from here?

    Hacks of today help to shape standards for the future. 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. So what can we do to create the future we want for the web?

    Build for the long haul. Optimize for performance, for accessibility, and for the user. weigh the costs of those user-friendly tools. They may make your job a little easier today, but how do they affect everything else? What does each user pay? To future developers? To adoption of standards? Sometimes the convenience may be worth it. It’s occasionally just a hack that you’ve gotten used to. And sometimes it’s holding you back from even better options.

    Start with standards. Standards continue to evolve over time, but browsers have done a remarkably good job of continuing to support older standards. The same holds true for third-party frameworks, though. Sites built with even the hackiest of HTML from the’ 90s still work just fine today. The same can’t be said about websites created with frameworks even after a few years.

    Design with care. Consider the effects of each choice, whether it is your craft, which is code, pixels, or processes. The convenience of many a modern tool comes at the cost of not always understanding the underlying decisions that have led to its design and not always considering the impact that 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 constantly learn, you also develop. 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 website we created is the most incredible experiment. It’s the single largest human endeavor in history, and yet each of us can create our own pocket within it. Be brave and try something new. Build a playground for ideas. In your own bizarre science lab, perform bizarre experiments. Start your own small business. There is no better place for being more creative, risk-taking, and expressing our creativity.

    Share and amplify. As you play, experiment, and learn, share what has 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.

    Make a move and make it happen.

    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 incorporate our values into the products we produce, and let’s improve the world for everyone. Create that thing that only you are uniquely qualified to make. Then share it, improve it, re-use it, or create something new. Learn. Make. Share. grow. Rinse and repeat. Everything will change whenever you believe you’ve mastered the web.

  • 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. Either way, you’re designing with statistics. What then? When it comes to designing for personalization, there are many warning stories, no immediately achievement, and some guidelines for the baffled.

    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 personalization depends so much on each group’s talent, technology, and market position.

    But you can ensure that your group has packed its bags rationally.

    There’s a DIY method to increase your chances for achievement. You’ll at least at least disarm your boss ‘ irrational exuberance. Before the group you’ll need to properly plan.

    We refer to it as prepersonalization.

    Behind the audio

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

    We’re used to seeing the polished final outcome of a personalization have. 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. Before any customisation have goes live in your product or service, it lives amid a delay of valuable ideas for expressing consumer experiences more automatically.

    How do you decide where to position personalisation wagers? How do you design regular interactions that didn’t journey up users or—worse—breed mistrust? We’ve discovered that several budgeted programs second required one or more workshops to join key stakeholders and domestic customers of the technology in order to justify their continuous investments. Create it count.

    We’ve closely monitored the same evolution with our consumers, from major software to young companies. In our experience with working on small and large personalization work, a program’s best monitor record—and its capacity to weather tough questions, work steadily toward shared answers, and manage its design and engineering efforts—turns on how successfully these prepersonalization activities play out.

    Effective workshops consistently distinguish successful future endeavors from unsuccessful ones, saving countless hours of time, resources, and overall well-being in the process.

    A personalization practice involves a multiyear effort of testing and feature development. It’s not a tech stack switch-flip. It’s best managed as a backlog that often evolves through three steps:

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

    This is why we created our progressive personalization framework and why we’re field-testing an accompanying deck of cards: we believe that there’s a base grammar, a set of “nouns and verbs” that your organization can use to design experiences that are customized, personalized, or automated. These cards won’t be necessary for you. But we strongly recommend that you create something similar, whether that might be digital or physical.

    Set the timer for your kitchen.

    How long does it take to cook up a prepersonalization workshop? The activities we suggest including during the assessment can ( and frequently do ) last for weeks. For the core workshop, we recommend aiming for two to three days. Here’s a summary of our more general approach as well as information on the crucial first-day activities.

    The full arc of the wider workshop is threefold:

      Kickstart: This specifies the terms of engagement as you concentrate on the potential, the readiness and drive of your team, and your leadership.
    1. Plan your work: This is the heart of the card-based workshop activities where you specify a plan of attack and the scope of work.
    2. Work your plan: This stage essentially entails creating a competitive environment in which team members can individually present their own pilots that each contain a proof-of-concept project, its business case, and its operating model.

    Give yourself at least a day, split into two large time blocks, to power through a concentrated version of those first two phases.

    Kickstart: Apt your appetite

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

    Give examples of connected experience interactions that you admire, find familiar, or even dislike, as examples of consumer and business-to-business examples. 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. Here’s a list of 142 different interactions to jog your thinking.

    It’s all about setting the tone. What are the possible paths for the practice in your organization? Here’s a long-form primer and a strategic framework for a broader 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 ). In our cards, we break down connected experiences into five categories: functions, features, experiences, complete products, and portfolios. Size your own build here. This will help to draw attention to the benefits of ongoing investment as well as the difference between what you currently offer and what you intend to offer in the future.

    Next, have your team plot each idea on the following 2×2 grid, which lays out the four enduring arguments for a personalized experience. 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 decide where their focus should be placed for your product or service. Naturally, you can’t prioritize all of them. Here, the goal is to demonstrate how various departments may view their own advantages over the effort, which can be different 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 your customer journey well documented? Will compliance with data and privacy be a significant challenge? Do you have content metadata needs that you have to address? ( We’re pretty sure you do; it’s just a matter of acknowledging the magnitude of that need and finding a 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.

    Effectively collaborating and managing expectations is critical to your success. Consider the potential obstacles to your advancement in the future. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. As research has shown, personalization initiatives face a number of common obstacles.

    At this point, you’ve hopefully discussed sample interactions, emphasized a key area of benefit, and flagged key gaps? Good, you’re all set to go on.

    Hit that 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. They give you a variety of options for how your organization can conduct its activities because of their broad and potent capabilities. This presents the question: Where do you begin when you’re configuring a connected experience?

    What’s crucial here is to avoid treating the installed software like a dream kitchen from some imaginary remodeling project ( as one of our client executives memorably put it ). These software engines are more like test kitchens where your team can begin devising, tasting, and refining the snacks and meals that will become a part of your personalization program’s regularly evolving menu.

    Over the course of the workshop, the final menu of the prioritized backlog will be created. And creating “dishes” is the way that you’ll have individual team stakeholders construct personalized interactions that serve their needs or the needs of others.

    The dishes will be made from recipes, which have predetermined ingredients.

    Verify your ingredients

    Like a good product manager, you’ll make sure you have everything you need to make your desired interaction ( or that you can figure out what needs to be added to your pantry ) and that you validate with the right stakeholders present. These ingredients include the audience that you’re targeting, content and design elements, the context for the interaction, and your measure for how it’ll come together.

    This doesn’t just involve identifying requirements. Documenting your personalizations as a series of if-then statements lets the team:

    1. compare findings to a unified approach 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 among performance indicators and key performance indicators as well.

    This helps you streamline your designs and your technical efforts while you deliver a shared palette of core motifs of your personalized or automated experience.

    Create a recipe.

    What ingredients are important to you? Consider a who-what-when-why construct:

    • Who are your key audience segments or groups?
    • What kind of content will you provide for them, what design elements, and under what circumstances?
    • And for which business and user benefits?

    Five years ago, we developed these cards and card categories for the first time. We regularly play-test their fit with conference audiences and clients. And we still come across 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. Nurture personalization: When a guest or an unknown visitor interacts with a product title, a banner or alert bar appears that makes it easier for them to encounter a related title they may want to read, saving them time.
    2. Welcome automation: An email is sent when a newly registered user is a subscriber and is able to highlight the breadth of the content catalog.
    3. Winback automation: Before their subscription lapses or after a recent failed renewal, a user is sent an email that gives them a promotional offer to suggest that they reconsider renewing or to remind them to renew.

    We’ve also found that cocreating the recipes themselves can sometimes be the most effective way to start brainstorming about what these cards might be for your organization. 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. Individual” cooks” will pitch their recipes to the team, using a common jobs-to-be-done format so that measurability and results are baked in, and from there, the resulting collection will be prioritized for finished design and delivery to production.

    Architecture must be improved to produce better kitchens.

    Simplifying a customer experience is a complicated effort for those who are inside delivering it. 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“.

    A team overfitting: they aren’t designing with their best data, is what causes personalization to become a laugh line. Like a sparse pantry, every organization has metadata debt to go along with its technical debt, and this creates a drag on personalization effectiveness. For instance, your AI’s output quality is in fact impacted by your IA. Spotify’s poster-child prowess today was unfathomable before they acquired a seemingly modest metadata startup that now powers its underlying information architecture.

    You can’t stand the heat, in fact…

    Personalization technology opens a doorway into a confounding ocean of possible designs. Only a disciplined and highly collaborative approach will produce the necessary concentration and intention for success. So banish the dream kitchen. Instead, head to the test kitchen to burn off the fantastical ideas that the doers in your organization have in store for time, to preserve job satisfaction and security, and to avoid unnecessary distractions. There are meals to serve and mouths to feed.

    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, you’ll have solid ground for success if you use the same cookbook and the same recipes. We designed these activities to make your organization’s needs concrete and clear, long before the hazards pile up.

    Although there are associated costs associated with purchasing this kind of technology and product design, your time well spent is on sizing up and confronting your unique situation and digital skills. Don’t squander 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 heroes and the excitement—but most of all the stories. I aspired to be an artist. And I believed that I’d get to do the things that Indiana Jones did and go on fascinating experiences. I also came up with concept films that my friends and I could create and sun in. But they never went any farther. However, I did end up in the user experience ( UX) field. 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 of your favorite film. It probably follows a three-act narrative architecture: the installation, the conflict, and the resolution, which is prevalent in literature. The second act shows what exists now, and it helps you get to know the characters and the challenges and problems that they face. Act two sets the scene for the issue and the action begins. Here, issues grow or get worse. The decision is the third and final action. This is where the issues are resolved and the figures learn and change. This construction, in my opinion, is also a fantastic way to think about consumer research, and it might be particularly useful for introducing user research to others.

    Use story as a framework for conducting research

    It’s sad to say, but many have come to see studies as being dispensable. Research is frequently one of the first things to go when expenses or deadlines are tight. Instead of investing in study, some goods professionals rely on manufacturers or—worse—their personal judgment to make the “right” options for users based on their experience or accepted best practices. That may get groups a little bit out of the way, but that approach is therefore easily miss out on resolving people ‘ real issues. To be user-centered, this is something we really avoid. User study improves style. It keeps it on trail, pointing to problems and opportunities. Being aware of problems with your goods and taking corrective actions can help you be ahead of your competition.

    In the three-act structure, each action corresponds to a part of the process, and each part is important to telling the whole story. Let’s take a look at the various functions and how they relate to consumer study.

    Act one: installation

    The setup consists entirely in comprehending the history, and that’s where basic research comes in. Basic research ( also called conceptual, discovery, or preliminary research ) helps you understand people and identify their problems. Like in the movies, you’re learning about the difficulties users face, what options are available, and how they are affected by them. To do basic research, you may conduct cultural inquiries or journal studies ( or both! ), which may assist you in identifying both problems and opportunities. It doesn’t need to get a great investment in time or money.

    Erika Hall writes about the most effective anthropology, which can be as straightforward as spending 15 hours with a customer and asking them to” Walk me through your morning yesterday.” That’s it. Provide that one ask. Opened up and listen to them for 15 days. Do everything in your power to protect both your objectives and yourself. Bam, you’re doing ethnography”. According to Hall, “[This ] will definitely prove quite fascinating. In the very unlikely event that you didn’t learn anything new or helpful, carry on with increased confidence in your way”.

    I think this makes sense. And I love that this makes consumer research so visible. You don’t need to make 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 exactly what work one is all about: understanding where people are coming from.

    Maybe Spool talks about the importance of basic research and how it really type the bulk of your research. If you can supplement what you’ve heard in the fundamental studies by using any more user data that you can obtain, such as surveys or analytics, to make recommendations that may need to be investigated further, you might as well use those that can be drawn from those that you can obtain. Together, all this information creates a clearer picture of the state of things and all its deficiencies. 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 characters and support their success, much like in films. And maybe partners are now doing the same. Their business may lose money because users can’t finish specific tasks, which may be their love. Or probably they do connect with customers ‘ problems. In either case, work 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 item team become more user-centric. This gains everyone—users, the goods, and partners. It’s similar to winning an Oscar for a film because it frequently results in a favorable and successful outcome for your item. And this can be an opportunity for participants to repeat this process with different products. The secret to this method is storytelling, and knowing how to tell a compelling story is the only way to entice partners to do more research.

    This brings us to work two, where you incrementally examine a design or idea to see whether it addresses the problems.

    Act two: issue

    Act two is all about digging deeper into the issues that you identified in action one. This typically involves conducting lateral study, such as accessibility tests, where you evaluate a potential solution ( such as a design ) to see if it addresses the problems you identified. The issues may contain unmet needs or problems with a circulation or procedure that’s tripping users away. Additional problems will arise in the course of action two of a film. It’s here that you learn more about the figures as they grow and develop through this action.

    According to Jakob Nielsen, five users should be normally in usability tests, which means that this number of users can generally identify the majority of the issues:” You learn less and less as you add more and more users because you will keep seeing the same things over and over again… After the five user, you are wasting your time by constantly observing the similar findings but no learning much new.”

    There are parallels with storytelling here too, if you try to tell a story with too many characters, the plot may get lost. With fewer participants, each user’s struggles will be more easily recalled and shared with other parties when discussing the research. This can help convey the issues that need to be addressed while also highlighting the value of doing the 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. There are advantages and disadvantages to each. Usability research in person is a much more valuable learning experience. Stakeholders can experience the sessions with other stakeholders. 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 take usability testing into the field by creating a replica of the space where users interact with the product and then conduct your research there. Or you can conduct your research by meeting users at their locations. With either option, you get to see how things work in context, things come up that wouldn’t have in a lab environment—and conversion can shift in entirely different directions. 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’s not to say that the “movies” —remote sessions—aren’t a good option. A wider audience can be obtained from remote sessions. They allow a lot more stakeholders to be involved in the research and to see what’s going on. Additionally, they make the doors accessible to a much wider range of users. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working.

    The advantage of usability testing, whether conducted remotely or in person, is that you can ask real users questions to understand their reasoning and understanding of the problem. This can help you not only identify problems but also glean why they’re problems in the first place. Additionally, you can test your own hypotheses and determine whether your reasoning is correct. By the end of the sessions, you’ll have a much clearer picture of how usable the designs are and whether they work for their intended purposes. Act two is where the excitement is at the heart of the narrative, but there are also potential surprises. This is equally true of usability tests. Unexpected things that are said by participants frequently alter how you view things, and these unexpected developments in the story can lead to unexpected turns in your perception.

    Unfortunately, user research is sometimes seen as expendable. Usability testing is often the only method of research that some stakeholders believe they ever need, especially in this regard. In fact, if the designs that you’re evaluating in the usability test aren’t grounded in a solid understanding of your users ( foundational research ), there’s not much to be gained by doing usability testing in the first place. Because you’re narrowing the scope of what you’re receiving feedback on 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 just feedback on a particular design.

    On the other hand, if you only do foundational research, while you might have set out to solve the right problem, you won’t know whether the thing that you’re building will actually solve that. This demonstrates the value of conducting both directional and foundational research.

    In act two, stakeholders will—hopefully—get to watch the story unfold in the user sessions, which creates the conflict and tension in the current design by surfacing their highs and lows. And in turn, this can encourage stakeholders to take action on the issues that arise.

    Act three: resolution

    The third act is about resolving the issues from the first two acts, whereas the first two acts are about understanding the context and the tensions that can compel stakeholders to act. While it’s important to have an audience for the first two acts, it’s crucial that they stick around for the final act. That includes the entire product team, including developers, UX experts, business analysts, delivery managers, product managers, and any other interested parties who have a say in the coming development. It allows the whole team to hear users ‘ feedback together, ask questions, and discuss what’s possible within the project’s constraints. And it gives the UX design and research teams more time 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 is the narrator, who paints a picture of the issues and what the future of the product could look like given the things that the team has learned. They provide the stakeholders with their suggestions and direction for developing this vision.

    Nancy Duarte in the Harvard Business Review offers an approach to structuring presentations that follow a persuasive story. The most effective presenters employ the same methods as great storytellers: By reaffirming the status quo and then revealing a better way, they create a conflict that needs to be resolved, writes Duarte. ” That tension helps them persuade the audience to adopt a new mindset or behave differently”.

    This type of structure aligns well with research results, and particularly results from usability tests. It provides proof for “what is “—the issues you’ve identified. And “what could be “—your recommendations on how to address them. 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 generate conversation and momentum. And this continues until the session is over when you’ve concluded everything by summarizing the key points and offering suggestions for a solution. This is the part where you reiterate the main themes or problems and what they mean for the product—the denouement of the story. This stage provides stakeholders with the next steps and, hoped, the motivation to take those steps!

    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 of a good story:

      Act one: You meet the protagonists ( the users ) and the antagonists ( the problems affecting users ). This is the plot’s beginning. In act one, researchers might use methods 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. In act two, researchers might use methods including usability testing, competitive benchmarking, and heuristics evaluation. Usability findings reports, UX strategy documents, usability guidelines, and best practices can be included in the output of these.
      Act three: The protagonists triumph and you see what a better future looks like. Researchers may use techniques like storytelling, presentation decks, 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 have a small role, but they are significant characters ( in the research ). And the audience are the stakeholders. But the most important thing is to get the story right and to use storytelling to tell users ‘ stories through research. 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.

  • From Beta to Bedrock: Build Products that Stick.

    From Beta to Bedrock: Build Products that Stick.

    As a solution contractor for too many times, I can’t recall how many times I’ve seen promising ideas go from being heroes in a few weeks to being useless within months.

    Financial goods, which is the area of my specialization, are no exception. It’s tempting to put as many features at the ceiling as possible and hope someone sticks because people’s true, hard-earned money is on the line, user expectations are high, and a crammed market. However, this strategy is a formula for disaster. Why? How’s why:

    The perils of feature-first growth

    It’s simple to get swept up in the enthusiasm of developing innovative features when you start developing a financial product from scratch or are migrating existing client journeys from paper or phone channels to online bank or mobile apps. You might be thinking,” If I can only put one more thing that solves this particular person problem, they’ll appreciate me”! But what happens if you eventually encounter a roadblock as a result of your security team’s negligence? not like it? When a difficult-fought film fails to win over viewers or fails owing to unanticipated difficulty?

    The concept of Minimum Viable Product ( MVP ) comes into play in this context. Even if Jason Fried doesn’t usually refer to this concept, his book Getting Real and his radio Rework frequently discuss it. An MVP is a product that offers only sufficient value to your users to keep them interested, but not so much that it becomes difficult to keep up. Although the idea seems simple, it requires a razor-sharp eye, a ruthless edge, and the courage to stand up for your position because it is easy to fall for” the Columbo Effect” when there is always” just one more thing …” to add.

    The issue with most fund apps is that they frequently turn out to be reflections of the company’s internal politics rather than an experience created exclusively for the customer. This implies that the priority is to provide as many features and functionalities as possible to satisfy the requirements and desires of competing inside ministries as opposed to a distinct value statement that is focused on what people in the real world actually want. These products may therefore quickly become a muddled mess of confusing, related, and finally unlovable client experiences—a feature salad, you might say.

    The significance of the foundation

    What is a better strategy, then? How may we create products that are user-friendly, firm, and, most importantly, stick?

    The concept of “bedrock” comes into play in this context. The main component of your item that really matters to customers is Bedrock. The foundation of worth and relevance over time is built upon it.

    The core has got to be in and around the standard cleaning journeys in the world of retail bank, which is where I work. People only look at their existing account once every blue sky, but they do so daily. They purchase a credit card every year or every other year, but they at least once a month assess their stability and pay their bills.

    The key is in identifying the main tasks that individuals want to complete and therefore persistently striving to make them simple, reliable, and trustworthy.

    But how do you reach the foundation? By focusing on the” MVP” strategy, giving convenience precedence, and working incrementally toward a clear value proposition. This means avoiding unnecessary characteristics and putting your customers first, and adding real value.

    It also requires some nerve, as your coworkers might not always agree on your eyesight at first. And in some cases, it might even mean making it clear to consumers that you won’t be coming over to their home to prepare their meal. Sometimes you need to use the sporadic “opinionated user interface design” ( i .e. clunky workaround for edge cases ) to test a concept or to give yourself some more time to work on something more crucial.

    Functional methods for creating reliable financial goods

    What are the main learnings I’ve made from my own research and practice, then?

    1. What issue are you attempting to resolve first, and why? Who is it for? Before beginning any project, make sure your goal is completely clear. Make certain it also aligns with the goals of your business.
    2. Avoid putting too many features on the list at after; instead, focus on getting that right first. Choose one that actually adds benefit, and work from that.
    3. When it comes to financial items, clarity is often more important than difficulty. Eliminate unwanted details and concentrate solely on what matters most.
    4. Accept ongoing iteration as Bedrock is a powerful process rather than a fixed destination. Continuously collect customer feedback, improve your product, and work toward that foundational state.
    5. Stop, look, and listen: Don’t just go through with testing your product as part of the delivery process; test it consistently in the field. Use it for yourself. Work A/B testing. User opinions on Gatter. Speak to the users of it and make adjustments accordingly.

    The core dilemma

    This is an intriguing conundrum: sacrificing some of the potential for short-term progress in favor of long-term stability. But the reward is worthwhile: products built with a focus on rock will outlive and surpass their rivals over time and provide users with long-term value.

    How do you begin your quest for rock, then? Take it slowly. Start by identifying the underlying factors that your customers actually care about. Focus on developing and improving a second, potent have that delivers real value. And most importantly, make an obsessive effort because, in the words of Abraham Lincoln, Alan Kay, or Peter Drucker ( whew! The best way to foretell the future is to build it, he said.

  • The Most Inspiring Acts of Rebellion in The Handmaid’s Tale

    The Most Inspiring Acts of Rebellion in The Handmaid’s Tale

    The Handmaid’s Tale has clues for every season in this article. The Handmaid’s Tale’s harsh plan is a breeding ground for rebellion. It is a Christofascist routine that uses power to kill those it considers “unworthy,” instead of really living by Christ’s teachings.

    The Handmaid’s Tale’s Most Inspiring Acts of Rebellion initially appeared on Den of Geek.

    James Bond hasn’t appeared in a whole video game in over ten years, with the most current release being 007 Legends, which is both a celebration of the film series ‘ 50th anniversary and a sequel to Films that year. Luckily, Danish video game developer IO Interactive has been working on a fresh Relationship game for years. It was originally released in 2020 under the name Project 007 before being officially titled 007 First Light in June 2025. Following the release of a truck for the PlayStation State of Play, IOI organized a special display event in conjunction with Summer Game Fest 2025, which featured a panel discussion with the show’s developers.

    This Relationship game isn’t based on any existing film or book by author Ian Fleming, according to the trailer and developers, but quite offers the franchise a new and contemporary origin story for the American super-spy. This younger Bond, who is just starting out in his 20s and has a reputation for doing the right thing, is a more recent addition to the British Royal Navy. This Bond has a noticeable scar down his face, and he is tall, dark, and large, in contrast to Fleming’s artistic description of the personality.

    007 First Light, according to IOI CEO and co-owner Hakan Abrak, is” just the beginning of our journey with 007,” implying that the future activity is the first in a series of names starring the secret broker. First Light also features its own unique takes on company staples like M, Q, and Moneypenny, as well as a new personality, John Greenway, played by American artist Lennie James from The Walking Dead and Blade Runner 2049. This is in addition to the truck and screen conversation that highlight a Bond that is not based on the likeness of any pre-existing depiction. The young 007 plays a coaching and handler part in the trailer, which makes references to Greenway working directly with M on Bond’s MI6 development and working in the field alongside the younger agent.

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    Although 007 First Light was created using IOI’s proprietary Glacier Engine, which it formerly used in its Hitman activities, the developer makes sure to identify the gameplay from those that players are familiar with playing Agent 47. In First Light, Bond you resolve missions with a variety of solutions, but based on the footage thus far, there is more emphasis on actions than with the more stealth-focused Hitman. Franchise producer Jonathan Lacaille made the point that the activity wasn’t intended to think like a mobster game with just a hero swap for James Bond during the IOI Showcase panel, but rather its own take on the recognizable franchise.

    Although some of the video features a tropical southern building, it’s also vague who the opposition Bond and MI6 are facing throughout the activity or where Bond is being dispatched. In one scene of the game footage, Bond immediately breaks into hiding, snapping his pistol and firing at targets during a training session, while another scene features him engaging in hand-to-hand combat to subdue his foes. This shift in perspective is truly beneficial given IOI’s previous game, but it also marks 007 First Light as the first third-person James Bond game since Activision’s James Bond 007: Body Stone in 2010.

    One of the unsolved animals in the room is that 007 First Light is being developed in the middle of the franchise’s visual tier being at a major turning point. Through their workshop Eon Productions, Amazon MGM Studios took complete control of the company from its long heirs Michael G. Wilson and Barbara Broccoli in March 2025. Although IOI is developing and publishing the activity under a passport from Amazon MGM Studios and Eon Productions, the developers have not commented on any possible effects this change might have had on the game. In all justice, First Light was in growth for years before this artistic change took place.

    The film’s potential for Bond is still uncertain, but 007 First Light is the first major film in the series ‘ history to date as IOI introduces it to a very post-Daniel Craig era. First Light has plenty of innovative room to breathe since it has been 24 times since a Bond game was released without any recognizable connection to the original movie collection. And James Bond appears to be in good hands on the video game side of things with a strong creative partnership for the near future, based on this first glance and IO Interactive’s stellar track record with its Hitman game.

    For the Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC, 007 First Light will be available in 2026.

    The first post on Den of Geek was titled 007 First Light: How IO Interactive Is Reintroducing James Bond to Video Games.

  • Ballerina: Inside a Flamethrower Fight So Real It Left Ana de Armas in Tears

    Ballerina: Inside a Flamethrower Fight So Real It Left Ana de Armas in Tears

    From the World of John Wick: Ballerina has a few light clues in this article. The world of John Wick has ruled the business when it comes to action, battle scenes, and acrobatics. Every Wick earth film has produced innovative, over-the-top ploy scenes that push the boundaries of […]…

    The second article Ballerina: Inside a Flamethrower Fight So Real It Left Ana de Armas in Tears appeared initially on Den of Geek.

    The most recent release, 2012’s widely detested 007 Legends, which is both a party of the drama series ‘ 50th anniversary and a tie-in to that year’s Skyfall, is more than a decade since James Bond last appeared in a whole video game. Luckily, Danish video game developer Dai Interactive has been working on a new Bond game for years. The original project was originally released in 2020 under Project 007, but it was later officially titled 007 First Light. Following the release of a video as part of Sony’s PlayStation State of Play, IOI organized a special display event in conjunction with Summer Game Fest 2025, which included a panel discussion with the game’s designers.

    This Bond activity isn’t based on any existing films or novels by Ian Fleming, according to the trailer and developers, but instead offers a novel and contemporary take on the English superspy. This is a younger Relationship who is just starting out in his 20s and has a reputation for getting the job done as much as defying his superior soldiers. This Bond has a noticeable scar down his face, and he is tall, dark, and large, in contrast to Fleming’s artistic description of the personality.

    Hakan Abrak, the co-owner and CEO of IOI, described 007 Second Light as” just the beginning of our trip with 007,” suggesting that this would be the second in a long series of titles starring the secret agent. First Light also features its own unique takes on company staples like M, Q, and Moneypenny, as well as a new personality, John Greenway, played by American artist Lennie James from The Walking Dead and Blade Runner 2049. This is in addition to the truck and screen conversation that highlight a Bond that is not based on the likeness of any pre-existing depiction. The video makes references to Greenway taking on a mentoring and handler position for the young 007, working straight with M on Bond’s MI6 development and earnestly working alongside the younger operative in the field.

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    Although 007 First Light uses IOI’s custom Glacier Engine, which it formerly used for its Hitman games, the developer makes sure to distinguish the gameplay from that which Hitman fans are familiar with when playing Agent 47. In First Light, Bond you resolve missions with a variety of solutions, but based on the footage thus far, action is more important than in the more stealth-focused Hitman. Franchise chairman Jonathan Lacaille made the point that the activity wasn’t intended to think like a Hitman game that featured only a protagonist switch for James Bond during the IOI Showcase screen, but rather its own distinctive gameplay experience and get on the recognizable franchise.

    Although some of the video features a tropical southern building, it’s also vague who the designers are facing and where Bond and MI6 are being dispatched. In one scene of the game footage, Bond fast breaks into hiding, snapping his pistol and firing at targets during a training session, while another scene features him engaging in hand-to-hand combat to subdue his foes. This shift in perspective is truly beneficial given IOI’s previous games, but it also marks 007 First Light as the first Bond sport to develop primarily from a third-person view since Activision’s James Bond 007: Bloodstream Stone in 2010.

    One of the unanswered animals in the room is that 007 First Light is being developed in a world where the film industry is at a critical turning point. Through their workshop Eon Productions, Amazon MGM Studios took over the company in March 2025 from its long-time heirs Barbara Broccoli and Michael G. Wilson. Although IOI is developing and publishing the activity under a license from Amazon MGM Studios and Eon Productions, the developers have not commented on any effects this shift may have had on the game – in all justice, First Light was in growth for years before this artistic change occurred.

    The film’s future for Bond is still uncertain, but 007 First Light is the franchise’s first significant release since IOI’s No Time to Die, which introduces a decidedly post-Daniel Craig era. First Light has plenty of creative room to breathe since it has been 24 years since a Bond game was released without any measurable connection to the film series, either through a movie tie-in or the likeness of an established Bond actor. And James Bond appears to be in good hands on the video game side of things with a solid creative partnership for the foreseeable future, based on this first look and IO Interactive’s stellar track record with its Hitman games.

    For the Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC, 007 First Light will be available in 2026.

    The first post on Den of Geek was titled 007 First Light: How IO Interactive Is Reintroducing James Bond to Video Games.

  • 007 First Light: How IO Interactive Is Bringing James Bond Back to Video Games

    007 First Light: How IO Interactive Is Bringing James Bond Back to Video Games

    More than a decade have passed since James Bond last appeared in a whole video game, with 2012’s much-maligned 007 Legends, which is both a celebration of the film series ‘ 50th anniversary and a sequel to Films that year. Thankfully, Danish video game publisher Dai Interactive has been diligent […]

    The first article on Den of Geek was 007 First Lighting: How IO Interactive Is Bringing James Bond Up to Video Games.

    More than ten years have passed since James Bond last appeared in a whole video game, with the most current release being 2012’s widely detested 007 Legends, which is both a party of the film series ‘ 50th anniversary and a sequel to Bond that year. Luckily, Danish video game developer Dai Interactive has been working on a fresh Bond game for years. It was originally released in 2020 under the name Project 007 before being officially titled 007 First Light in June 2025. Following the release of a video for the PlayStation State of Play, IOI organized a special display event in conjunction with Summer Game Fest 2025, which featured a panel discussion with the show’s developers.

    This Bond activity isn’t based on any existing films or novels by Ian Fleming, according to the trailer and developers, but instead offers a novel and contemporary take on the American superspy. This is a younger Relationship who is just starting out in his 20s and has a reputation for getting the job done as much as defying his better soldiers. This Bond has a noticeable scar down his face, and he is tall, dark, and large, in contrast to Fleming’s intellectual description of the personality.

    The future game, which features the secret adviser, is just the start of a long series of titles starring the secret agent, according to IOI CEO and co-owner Hakan Abrak, who described 007 First Sunshine as” just the beginning of our trip with 007.” First Light also features its own unique takes on company staples like M, Q, and Moneypenny, as well as a new personality, John Greenway, played by American artist Lennie James from The Walking Dead and Blade Runner 2049. This is in addition to the truck and screen conversation that highlight a Bond that is not based on the likeness of any pre-existing depiction. The young 007 plays a coaching and handler part in the trailer, which makes references to Greenway working directly with M on Bond’s MI6 development and working in the field alongside the younger agent.

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

    Although 007 First Light was created using IOI’s specialized Glacier Engine, which it formerly used in its Hitman activities, the developer makes sure to identify the gameplay from those that players are familiar with playing Agent 47. In First Light, Bond you resolve missions with a variety of solutions, but based on the footage thus far, action is more important than in the more stealth-focused Hitman. Franchise producer Jonathan Lacaille made the point that the sport wasn’t intended to think like a mobster game with just a hero swap for James Bond during the IOI Showcase panel, but rather its own take on the recognizable franchise.

    Although some of the video features a tropic coastal building, it’s also unclear who the opposition Bond and MI6 are facing throughout the activity or where Bond is being dispatched based on comments from the designers and the images seen in the reveal trailer. In one scene of the gameplay footage, Bond quickly breaks into cover, snapping his pistol and shooting at targets while performing a training drill, while another scene features him engaging in hand-to-hand combat to subdue his foes. This shift in perspective certainly helps IOI’s previous games, but it also marks 007 First Light as the first Bond game developed primarily from a third-person perspective since Activision’s James Bond 007: Blood Stone in 2010.

    One of the unaddressed elephants in the room is that 007 First Light is being developed in a world where the film industry is at a critical turning point. Through their studio Eon Productions, Amazon MGM Studios took over the franchise in March 2025 from its long-time heirs Barbara Broccoli and Michael G. Wilson. Although IOI is developing and publishing the game under license from Amazon MGM Studios and Eon Productions, the developers did not comment on any possible effects this change might have had on the game – in all fairness, First Light was in development for years before this creative shake-up occurred.

    The film’s future for Bond is still uncertain, but 007 First Light is the franchise’s first significant release since IOI’s No Time to Die, which introduces a decidedly post-Daniel Craig era. First Light has plenty of creative room to breathe since it has been 24 years since a Bond game was released without any measurable connection to the film series, either through a movie tie-in or the likeness of an established Bond actor. And judging from this first look and IO Interactive’s stellar track record with its Hitman games, James Bond appears to be in good hands with a solid creative partnership for the foreseeable future.

    For the Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC, 007 First Light will be available in 2026.

    The first article on Den of Geek was 007 First Lighting: How IO Interactive Is Bringing James Bond Up to Video Games.

  • That’s Not My Burnout

    That’s Not My Burnout

    Do you like to read about people who are dying as they experience exhaustion and are unable to connect to me? Do you feel like your feelings are invisible to the planet because you’re experiencing burnout different? Our primary comes through more when stress starts to press down on us. Beautiful, quiet souls get softer and dissipate into that remote and distracted fatigue we’ve all read about. But some of us, those with fires constantly burning on the sides of our key, getting hotter. I have hearth in my brain. When I face fatigue I twice over, triple down, burning hotter and hotter to try to best the issue. I don’t fade; I am ensnared in a passionate fatigue.

    But what on earth is a zealous stress?

    Imagine a person determined to do it all. She is homeschooling two wonderful children while simultaneously working remotely with her husband. She has a demanding customer fill at work—all of whom she loves. She wakes up early to get some movement in ( or frequently catch up on work ), prepares dinner while the kids are having breakfast, and works while positioning herself near the end of her “fourth grade” to watch as she balances clients, tasks, and budgets. Sound like a bit? Also with a supportive group both at home and at work, it is.

    This person seems to need self-care because she has too much going on. But no, she doesn’t have occasion for that. She begins to feel as though she’s dropping balloons. No accomplishing enough. There’s not enough of her to be here and there, she is trying to divide her head in two all the time, all time, every time. She begins to question herself. And as those thoughts creep in more and more, her domestic tale becomes more and more important.

    She immediately KNOWS what she needs to accomplish! She really DO MORE.

    This is a challenging and dangerous period. Know the reason. Because when she doesn’t end that new purpose, that storyline will get worse. She immediately starts failing. She isn’t doing much. SHE is not enough. She’ll discover more she may do because she might neglect, or perhaps her home. She doesn’t nap as much, proceed because much, all in the attempts to do more. Not succeeds in any objective target despite constantly trying to prove herself to herself. Always feeling “enough”.

    But, yeah, that’s what zealous burnout looks like for me. It develops gradually over the course of several weeks and months rather than immediately as a big movement. My burning out procedure looks like speeding up, not a man losing focus. I move up and up and up, and therefore I simply quit.

    I am the one who had

    It’s amusing the things that shape us. Through the camera of my youth, I witnessed the battles, sacrifices, and fears of a person who had to make it all work without having much. I was happy that my mom was so competent and my dad sympathetic, I never went without and also got an extra here or there.

    Growing up, I didn’t feel shame when my mom gave me food postcards; in fact, I would have likely sparked debates about the subject, orally eviscerating anyone who dared to criticize the disabled person who was attempting to ensure all of our needs were met with so little. As a child, I watched the way the worry of not making those ends meet impacted persons I love. As the non-disabled people in my home, I did take on many of the real things because I was” the one who was” make our lives a little easier. I soon realized that putting more of myself into it was linked to fears or confusion; I am the one who does. I learned first that when something frightens me, I can double down and work harder to make it better. I am in charge of the problem. When individuals have seen this in me as an adult, I’ve been told I seem brave, but make no mistake, I’m not. If I seem courageous, it’s because this conduct was forged from other people’s worries.

    And here I am, more than 30 years later, despite the overwhelming pressures that come with putting my mind to work on them when I have many things to do and that I may. I find myself driven to prove that I may make things happen if I work longer hours, taking on more responsibility, and do more.

    Because I have seen how powerful a fiscally challenged person can be, I do not see people who struggle economically as problems because they are pulled along the way. I really get that I have been privileged to be able to prevent many of the problems that were current in my children. That said, I am also” the one who can” who feels she does, but if I were faced with not having much to make ends meet for my own home, I do see myself as having failed. Despite my best efforts and education, the majority of this is due to chance. I will, but, permit myself the pride of saying I have been cautious with my options to have encouraged that chance. I believe I am” the one who can,” so I feel compelled to do the most because of this. I can choose to halt, and with some pretty precise warm water splashed in my experience, I’ve made the choice to previously. But that choosing to stop is not my go-to, I move forward, driven by a concern that is so a part of me that I hardly notice it’s it until I’m feeling extremely worn away.

    So why all the past? You see, stress is a volatile thing. Over the years, I have read and heard a lot about fatigue. Stress is true. Particularly today, with COVID, many of us are balancing more than we ever have before—all at once! It’s difficult, and so many wonderful experts are affected by the procrastination, avoidance, and shutting down. There are critical posts that relate to what I imagine must be the majority of people out there, but not me. That’s not how I look at fatigue.

    The harmful darkness of passionate burnout

    A lot of labor conditions see the more time, more energy, and general focused responsibility as an asset ( and sometimes that’s all it is ). They see people attempting to overcome obstacles, not a person who is ensnared in fear. Some well-meaning companies have safeguards in place to protect their clubs from stress. However, in situations like this, alarms don’t usually ring, and some business members are surprised and depressed when the inevitable stop occurs. And maybe even actually betrayed.

    Parents—more but mothers, mathematically speaking—are praised as being so on bottom of it all when they can work, get involved in the after-school activities, training self-care in the form of diet and exercise, and also meet friends for coffee or wine. Many of us have watched endless streaming episodes of COVID to see how challenging the female protagonist is, but she is strong and funny, and can do it. It’s a “very special episode” when she breaks down, cries in the bathroom, woefully admits she needs help, and just stops for a bit. Truth be told, countless people are hidden in tears or doom-scrolling to escape. We know that the media is a lie to amuse us, but often the perception that it’s what we should strive for has penetrated much of society.

    Women and burnout

    I adore men. And though I don’t love every man ( heads up, I don’t love every woman or nonbinary person either ), I think there is a beautiful spectrum of individuals who represent that particular binary gender.

    Despite this, women are still more frequently at risk of burnout than their male counterparts, especially in these COVID stressed out times. Mothers in the workplace feel the pressure to do all the “mom” things while giving 110 %. Mothers not in the workplace feel they need to do more to” justify” their lack of traditional employment. Women who are not mothers frequently feel the need to work even more at home because of the pressure. It’s vicious and systemic and so a part of our culture that we’re often not even aware of the enormity of the pressures we put on ourselves and each other.

    And there are costs that go beyond happiness. Harvard Health Publishing released a study a decade ago that “uncovered strong links between women’s job stress and cardiovascular disease”. The CDC noted,” Heart disease is the leading cause of death for women in the United States, killing 299, 578 women in 2017—or about 1 in every 5 female deaths”.

    According to what I’ve read, this connection between work stress and health is more dangerous for women than it is for their non-female counterparts.

    But what if your burnout isn’t like that either?

    That might not be you either. After all, each of us is so different and how we respond to stressors is too. It’s part of what makes us human. Don’t put too much emphasis on how burnout looks; instead, learn to recognize it in yourself. Here are a few questions I sometimes ask friends if I am concerned about them.

    Are you content? This simple question should be the first thing you ask yourself. Chances are, even if you’re burning out doing all the things you love, as you approach burnout you’ll just stop taking as much joy from it all.

    Do you feel like you have the authority to decline? I have observed in myself and others that when someone is burning out, they no longer feel they can say no to things. Even those who don’t” speed up” feel pressured to say yes to not let the people around them be disappointed.

    What are three things you’ve done for yourself? Another observance is that we all tend to stop doing things for ourselves. anything from avoiding conversations with friends to skipping showers and eating poorly. These can be red flags.

    Are you using justifications? Many of us try to disregard feelings of burnout. Over and over I have heard,” It’s just crunch time”,” As soon as I do this one thing, it will all be better”, and” Well I should be able to handle this, so I’ll figure it out”. And it might actually be crunch time, a single objective, and/or a set of skills you need to master. That happens—life happens. Be open to yourself if this continues to happen. If you’ve worked more 50-hour weeks since January than not, maybe it’s not crunch time—maybe it’s a bad situation that you’re burning out from.

    Do you have a plan to stop feeling this way? If something is only temporary and you have to push through, it has an exit route and a reward system.
    defined end.

    Take the time to listen to yourself as you would a friend. Be honest, allow yourself to be uncomfortable, and break the thought cycles that prevent you from healing.

    So now what?

    What I just described is a different path to burnout, but it’s still burnout. There are well-established approaches to working through burnout:

    • Get enough sleep.
    • Eat healthy.
    • Work out.
    • Go outside.
    • Take a break.
    • Practice self-care in general.

    Those are hard for me because they feel like more tasks. If I’m in the burnout cycle, doing any of the above for me feels like a waste. Why would I take care of myself when I’m dropping all those other balls, according to the narrative? People need me, right?

    Your inner voice might already be pretty bad if you’re deeply in the cycle. If you need to, tell yourself you need to take care of the person your people depend on. If your roles are pushing you toward burnout, use them to help make healing easier by justifying the time spent working on you.

    I have come up with a few things that I do when I start to feel like I’m going into a zealous burnout to help me remember the airline attendant advice to put the mask on yourself first.

    Cook an elaborate meal for someone!

    Okay, since I’m a “food-focused” person, cooking for someone always comes naturally to my mind. There are countless tales in my home of someone walking into the kitchen and turning right around and walking out when they noticed I was” chopping angrily”. But it’s more than that, and you should give it a try. Seriously. It’s the perfect go-to if you don’t feel worthy of taking time for yourself—do it for someone else. Because the majority of us work in a digital world, cooking can pique all of your senses and make you immerse in the moment in all your ways of seeing the world. It can break you out of your head and help you gain a better perspective. In my house, I’ve been known to pick a place on the map and cook food that comes from wherever that is ( thank you, Pinterest ). I enjoy making Indian food because the smells are warm, the bread needs just enough kneading to keep my hands engaged, and the process requires real attention for me because it’s not what I was raised making. And in the end, we all win!

    Vent like a sniveling jerk.

    Be careful with this one!

    I have been making an effort to practice more gratitude over the past few years, and I recognize the true benefits of that. Having said that, sometimes you just need to let it all out, even the ugly ones. Hell, I’m a big fan of not sugarcoating our lives, and that sometimes means that to get past the big pile of poop, you’re gonna wanna complain about it a bit.

    When that is required, turn to a trusted friend and give yourself some pure verbal diarrhea by expressing all your concerns. You need to trust this friend not to judge, to see your pain, and, most importantly, to tell you to remove your cranium from your own rectal cavity. Seriously, it’s about getting a reality check here! One of the things that I admire most about my husband is how he manages to simplify things down to the simplest. ” We’re spending our lives together, of course you’re going to disappoint me from time to time, so get over it” has been his way of speaking his dedication, love, and acceptance of me—and I could not be more grateful. Of course, it also required that I take my head out of that rectal cavity. So, again, usually those moments are appreciated in hindsight.

    Pick up a book!

    There are many books out there that are more like you sharing their stories and how they’ve come to find greater balance than they are self-help. Maybe you’ll find something that speaks to you. Among the titles that have stood out to me are:

    • Thrive by Arianna Huffington
    • Tools of Titans by Tim Ferriss
    • Girl, Stop apologizing, Rachel Hollis
    • Dare to Lead by Brené Brown

    Or, another method I enjoy using is to read or listen to a book that is NOTHING to do with my work-life balance. I’ve read the following books and found they helped balance me out because my mind was pondering their interesting topics instead of running in circles:

    • The Drunken Botanist by Amy Stewart
    • Darin Olien’s Superlife
    • A Brief History of Everyone Who Ever Lived by Adam Rutherford
    • Toby Hemenway’s Gaia’s Garden is available.

    If you’re not into reading, pick up a topic on YouTube or choose a podcast to subscribe to. I’ve watched countless permaculture and gardening topics in addition to how to raise chickens and ducks. For the record, I don’t currently have a particularly large food garden or raise any kind of livestock. I just find the topic interesting, and it has nothing to do with any aspect of my life that needs anything from me.

    Give yourself a break.

    You are never going to be perfect—hell, it would be boring if you were. It’s OK to be broken and flawed. It’s human nature to be depressed, anxious, and tired. It’s OK to not do it all. You can’t be brave without being imperfect, which is terrifying.

    This last one is the most important: allow yourself permission to NOT do it all. You never promised to be everything to everyone at all times. We are stronger than the anxieties that motivate us.

    This is hard. I struggle with it. It’s what’s driven me to write this—that it’s OK to stop. It’s OK that your unhealthy habit that might even benefit those around you needs to end. You can continue to succeed in life.

    I recently read that we are all writing our eulogy in how we live. What will your professional accomplishments say, knowing that yours won’t be mentioned in that speech? What do you want it to say?

    Look, I get that none of these ideas will “fix it”, and that’s not their purpose. None of us has complete control over our surroundings, but only how we react to them. These suggestions are to help stop the spiral effect so that you are empowered to address the underlying issues and choose your response. They are things that most of the time work for me. Maybe they’ll work for you.

    Does this sound familiar?

    If something sounds familiar, you are not alone. Don’t let your negative self-talk tell you that you “even burn out wrong”. It is not improper. Even if rooted in fear like my own drivers, I believe that this need to do more comes from a place of love, determination, motivation, and other wonderful attributes that make you the amazing person you are. We’re going to be OK, ya know. When we stop and look around, the only eyes that judge us are usually the ones who look in the mirror, so the lives that unfold before us might never seem to be the same as the story in our heads.

    Do you remember that Winnie the Pooh sketch that had Pooh eat so much at Rabbit’s house that his buttocks couldn’t fit through the door? Well, I already have a strong connection to Rabbit, so it was surprising when he unexpectedly declared that this was unacceptable. But do you recall what happened next? He put a shelf across poor Pooh’s ankles and decorations on his back, and made the best of the big butt in his kitchen.

    We are resourceful and aware that we can push ourselves when necessary, even when we are exhausted or have a ton of clutter in our room. None of us has to be afraid, as we can manage any obstacle put in front of us. And maybe that means we will need to redefine success to make room for comfortable human space, but that doesn’t really sound that bad either.

    So, wherever you are right now, please breathe. Do what you need to do to get out of your head. Give thanks and take precaution.

  • Asynchronous Design Critique: Giving Feedback

    Asynchronous Design Critique: Giving Feedback

    Feedback, in whichever form it takes, and whatever it may be called, is one of the most effective soft skills that we have at our disposal to collaboratively get our designs to a better place while growing our own skills and perspectives.

    Feedback is also one of the most underestimated tools, and often by assuming that we’re already good at it, we settle, forgetting that it’s a skill that can be trained, grown, and improved. Poor feedback can create confusion in projects, bring down morale, and affect trust and team collaboration over the long term. Quality feedback can be a transformative force. 

    Practicing our skills is surely a good way to improve, but the learning gets even faster when it’s paired with a good foundation that channels and focuses the practice. What are some foundational aspects of giving good feedback? And how can feedback be adjusted for remote and distributed work environments? 

    On the web, we can identify a long tradition of asynchronous feedback: from the early days of open source, code was shared and discussed on mailing lists. Today, developers engage on pull requests, designers comment in their favorite design tools, project managers and scrum masters exchange ideas on tickets, and so on.

    Design critique is often the name used for a type of feedback that’s provided to make our work better, collaboratively. So it shares a lot of the principles with feedback in general, but it also has some differences.

    The content

    The foundation of every good critique is the feedback’s content, so that’s where we need to start. There are many models that you can use to shape your content. The one that I personally like best—because it’s clear and actionable—is this one from Lara Hogan.

    While this equation is generally used to give feedback to people, it also fits really well in a design critique because it ultimately answers some of the core questions that we work on: What? Where? Why? How? Imagine that you’re giving some feedback about some design work that spans multiple screens, like an onboarding flow: there are some pages shown, a flow blueprint, and an outline of the decisions made. You spot something that could be improved. If you keep the three elements of the equation in mind, you’ll have a mental model that can help you be more precise and effective.

    Here is a comment that could be given as a part of some feedback, and it might look reasonable at a first glance: it seems to superficially fulfill the elements in the equation. But does it?

    Not sure about the buttons’ styles and hierarchy—it feels off. Can you change them?

    Observation for design feedback doesn’t just mean pointing out which part of the interface your feedback refers to, but it also refers to offering a perspective that’s as specific as possible. Are you providing the user’s perspective? Your expert perspective? A business perspective? The project manager’s perspective? A first-time user’s perspective?

    When I see these two buttons, I expect one to go forward and one to go back.

    Impact is about the why. Just pointing out a UI element might sometimes be enough if the issue may be obvious, but more often than not, you should add an explanation of what you’re pointing out.

    When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow.

    The question approach is meant to provide open guidance by eliciting the critical thinking in the designer receiving the feedback. Notably, in Lara’s equation she provides a second approach: request, which instead provides guidance toward a specific solution. While that’s a viable option for feedback in general, for design critiques, in my experience, defaulting to the question approach usually reaches the best solutions because designers are generally more comfortable in being given an open space to explore.

    The difference between the two can be exemplified with, for the question approach:

    When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Would it make sense to unify them?

    Or, for the request approach:

    When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same pair of forward and back buttons.

    At this point in some situations, it might be useful to integrate with an extra why: why you consider the given suggestion to be better.

    When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.

    Choosing the question approach or the request approach can also at times be a matter of personal preference. A while ago, I was putting a lot of effort into improving my feedback: I did rounds of anonymous feedback, and I reviewed feedback with other people. After a few rounds of this work and a year later, I got a positive response: my feedback came across as effective and grounded. Until I changed teams. To my shock, my next round of feedback from one specific person wasn’t that great. The reason is that I had previously tried not to be prescriptive in my advice—because the people who I was previously working with preferred the open-ended question format over the request style of suggestions. But now in this other team, there was one person who instead preferred specific guidance. So I adapted my feedback for them to include requests.

    One comment that I heard come up a few times is that this kind of feedback is quite long, and it doesn’t seem very efficient. No… but also yes. Let’s explore both sides.

    No, this style of feedback is actually efficient because the length here is a byproduct of clarity, and spending time giving this kind of feedback can provide exactly enough information for a good fix. Also if we zoom out, it can reduce future back-and-forth conversations and misunderstandings, improving the overall efficiency and effectiveness of collaboration beyond the single comment. Imagine that in the example above the feedback were instead just, “Let’s make sure that all screens have the same two forward and back buttons.” The designer receiving this feedback wouldn’t have much to go by, so they might just apply the change. In later iterations, the interface might change or they might introduce new features—and maybe that change might not make sense anymore. Without the why, the designer might imagine that the change is about consistency… but what if it wasn’t? So there could now be an underlying concern that changing the buttons would be perceived as a regression.

    Yes, this style of feedback is not always efficient because the points in some comments don’t always need to be exhaustive, sometimes because certain changes may be obvious (“The font used doesn’t follow our guidelines”) and sometimes because the team may have a lot of internal knowledge such that some of the whys may be implied.

    So the equation above isn’t meant to suggest a strict template for feedback but a mnemonic to reflect and improve the practice. Even after years of active work on my critiques, I still from time to time go back to this formula and reflect on whether what I just wrote is effective.

    The tone

    Well-grounded content is the foundation of feedback, but that’s not really enough. The soft skills of the person who’s providing the critique can multiply the likelihood that the feedback will be well received and understood. Tone alone can make the difference between content that’s rejected or welcomed, and it’s been demonstrated that only positive feedback creates sustained change in people.

    Since our goal is to be understood and to have a positive working environment, tone is essential to work on. Over the years, I’ve tried to summarize the required soft skills in a formula that mirrors the one for content: the receptivity equation.

    Respectful feedback comes across as grounded, solid, and constructive. It’s the kind of feedback that, whether it’s positive or negative, is perceived as useful and fair.

    Timing refers to when the feedback happens. To-the-point feedback doesn’t have much hope of being well received if it’s given at the wrong time. Questioning the entire high-level information architecture of a new feature when it’s about to ship might still be relevant if that questioning highlights a major blocker that nobody saw, but it’s way more likely that those concerns will have to wait for a later rework. So in general, attune your feedback to the stage of the project. Early iteration? Late iteration? Polishing work in progress? These all have different needs. The right timing will make it more likely that your feedback will be well received.

    Attitude is the equivalent of intent, and in the context of person-to-person feedback, it can be referred to as radical candor. That means checking before we write to see whether what we have in mind will truly help the person and make the project better overall. This might be a hard reflection at times because maybe we don’t want to admit that we don’t really appreciate that person. Hopefully that’s not the case, but that can happen, and that’s okay. Acknowledging and owning that can help you make up for that: how would I write if I really cared about them? How can I avoid being passive aggressive? How can I be more constructive?

    Form is relevant especially in a diverse and cross-cultural work environments because having great content, perfect timing, and the right attitude might not come across if the way that we write creates misunderstandings. There might be many reasons for this: sometimes certain words might trigger specific reactions; sometimes nonnative speakers might not understand all the nuances of some sentences; sometimes our brains might just be different and we might perceive the world differently—neurodiversity must be taken into consideration. Whatever the reason, it’s important to review not just what we write but how.

    A few years back, I was asking for some feedback on how I give feedback. I received some good advice but also a comment that surprised me. They pointed out that when I wrote “Oh, […],” I made them feel stupid. That wasn’t my intent! I felt really bad, and I just realized that I provided feedback to them for months, and every time I might have made them feel stupid. I was horrified… but also thankful. I made a quick fix: I added “oh” in my list of replaced words (your choice between: macOS’s text replacement, aText, TextExpander, or others) so that when I typed “oh,” it was instantly deleted. 

    Something to highlight because it’s quite frequent—especially in teams that have a strong group spirit—is that people tend to beat around the bush. It’s important to remember here that a positive attitude doesn’t mean going light on the feedback—it just means that even when you provide hard, difficult, or challenging feedback, you do so in a way that’s respectful and constructive. The nicest thing that you can do for someone is to help them grow.

    We have a great advantage in giving feedback in written form: it can be reviewed by another person who isn’t directly involved, which can help to reduce or remove any bias that might be there. I found that the best, most insightful moments for me have happened when I’ve shared a comment and I’ve asked someone who I highly trusted, “How does this sound?,” “How can I do it better,” and even “How would you have written it?”—and I’ve learned a lot by seeing the two versions side by side.

    The format

    Asynchronous feedback also has a major inherent advantage: we can take more time to refine what we’ve written to make sure that it fulfills two main goals: the clarity of communication and the actionability of the suggestions.

    Let’s imagine that someone shared a design iteration for a project. You are reviewing it and leaving a comment. There are many ways to do this, and of course context matters, but let’s try to think about some elements that may be useful to consider.

    In terms of clarity, start by grounding the critique that you’re about to give by providing context. Specifically, this means describing where you’re coming from: do you have a deep knowledge of the project, or is this the first time that you’re seeing it? Are you coming from a high-level perspective, or are you figuring out the details? Are there regressions? Which user’s perspective are you taking when providing your feedback? Is the design iteration at a point where it would be okay to ship this, or are there major things that need to be addressed first?

    Providing context is helpful even if you’re sharing feedback within a team that already has some information on the project. And context is absolutely essential when giving cross-team feedback. If I were to review a design that might be indirectly related to my work, and if I had no knowledge about how the project arrived at that point, I would say so, highlighting my take as external.

    We often focus on the negatives, trying to outline all the things that could be done better. That’s of course important, but it’s just as important—if not more—to focus on the positives, especially if you saw progress from the previous iteration. This might seem superfluous, but it’s important to keep in mind that design is a discipline where there are hundreds of possible solutions for every problem. So pointing out that the design solution that was chosen is good and explaining why it’s good has two major benefits: it confirms that the approach taken was solid, and it helps to ground your negative feedback. In the longer term, sharing positive feedback can help prevent regressions on things that are going well because those things will have been highlighted as important. As a bonus, positive feedback can also help reduce impostor syndrome.

    There’s one powerful approach that combines both context and a focus on the positives: frame how the design is better than the status quo (compared to a previous iteration, competitors, or benchmarks) and why, and then on that foundation, you can add what could be improved. This is powerful because there’s a big difference between a critique that’s for a design that’s already in good shape and a critique that’s for a design that isn’t quite there yet.

    Another way that you can improve your feedback is to depersonalize the feedback: the comments should always be about the work, never about the person who made it. It’s “This button isn’t well aligned” versus “You haven’t aligned this button well.” This is very easy to change in your writing by reviewing it just before sending.

    In terms of actionability, one of the best approaches to help the designer who’s reading through your feedback is to split it into bullet points or paragraphs, which are easier to review and analyze one by one. For longer pieces of feedback, you might also consider splitting it into sections or even across multiple comments. Of course, adding screenshots or signifying markers of the specific part of the interface you’re referring to can also be especially useful.

    One approach that I’ve personally used effectively in some contexts is to enhance the bullet points with four markers using emojis. So a red square 🟥 means that it’s something that I consider blocking; a yellow diamond 🔶 is something that I can be convinced otherwise, but it seems to me that it should be changed; and a green circle 🟢 is a detailed, positive confirmation. I also use a blue spiral 🌀 for either something that I’m not sure about, an exploration, an open alternative, or just a note. But I’d use this approach only on teams where I’ve already established a good level of trust because if it happens that I have to deliver a lot of red squares, the impact could be quite demoralizing, and I’d reframe how I’d communicate that a bit.

    Let’s see how this would work by reusing the example that we used earlier as the first bullet point in this list:

    • 🔶 Navigation—When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.
    • 🟢 Overall—I think the page is solid, and this is good enough to be our release candidate for a version 1.0.
    • 🟢 Metrics—Good improvement in the buttons on the metrics area; the improved contrast and new focus style make them more accessible.
    •  🟥  Button Style—Using the green accent in this context creates the impression that it’s a positive action because green is usually perceived as a confirmation color. Do we need to explore a different color?
    • 🔶Tiles—Given the number of items on the page, and the overall page hierarchy, it seems to me that the tiles shouldn’t be using the Subtitle 1 style but the Subtitle 2 style. This will keep the visual hierarchy more consistent.
    • 🌀 Background—Using a light texture works well, but I wonder whether it adds too much noise in this kind of page. What is the thinking in using that?

    What about giving feedback directly in Figma or another design tool that allows in-place feedback? In general, I find these difficult to use because they hide discussions and they’re harder to track, but in the right context, they can be very effective. Just make sure that each of the comments is separate so that it’s easier to match each discussion to a single task, similar to the idea of splitting mentioned above.

    One final note: say the obvious. Sometimes we might feel that something is obviously good or obviously wrong, and so we don’t say it. Or sometimes we might have a doubt that we don’t express because the question might sound stupid. Say it—that’s okay. You might have to reword it a little bit to make the reader feel more comfortable, but don’t hold it back. Good feedback is transparent, even when it may be obvious.

    There’s another advantage of asynchronous feedback: written feedback automatically tracks decisions. Especially in large projects, “Why did we do this?” could be a question that pops up from time to time, and there’s nothing better than open, transparent discussions that can be reviewed at any time. For this reason, I recommend using software that saves these discussions, without hiding them once they are resolved. 

    Content, tone, and format. Each one of these subjects provides a useful model, but working to improve eight areas—observation, impact, question, timing, attitude, form, clarity, and actionability—is a lot of work to put in all at once. One effective approach is to take them one by one: first identify the area that you lack the most (either from your perspective or from feedback from others) and start there. Then the second, then the third, and so on. At first you’ll have to put in extra time for every piece of feedback that you give, but after a while, it’ll become second nature, and your impact on the work will multiply.

    Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article.