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  • To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    Picture this. You’ve joined a squad at your company that’s designing new product features with an emphasis on automation or AI. Or your company has just implemented a personalization engine. Either way, you’re designing with data. Now what? When it comes to designing for personalization, there are many cautionary tales, no overnight successes, and few guides for the perplexed. 

    Between the fantasy of getting it right and the fear of it going wrong—like when we encounter “persofails” in the vein of a company repeatedly imploring everyday consumers to buy additional toilet seats—the personalization gap is real. It’s an especially confounding place to be a digital professional without a map, a compass, or a plan.

    For those of you venturing into personalization, there’s no Lonely Planet and few tour guides because effective personalization is so specific to each organization’s talent, technology, and market position. 

    But you can ensure that your team has packed its bags sensibly.

    There’s a DIY formula to increase your chances for success. At minimum, you’ll defuse your boss’s irrational exuberance. Before the party you’ll need to effectively prepare.

    We call it prepersonalization.

    Behind the music

    Consider Spotify’s DJ feature, which debuted this past year.

    We’re used to seeing the polished final result of a personalization feature. Before the year-end award, the making-of backstory, or the behind-the-scenes victory lap, a personalized feature had to be conceived, budgeted, and prioritized. Before any personalization feature goes live in your product or service, it lives amid a backlog of worthy ideas for expressing customer experiences more dynamically.

    So how do you know where to place your personalization bets? How do you design consistent interactions that won’t trip up users or—worse—breed mistrust? We’ve found that for many budgeted programs to justify their ongoing investments, they first needed one or more workshops to convene key stakeholders and internal customers of the technology. Make yours count.

    ​From Big Tech to fledgling startups, we’ve seen the same evolution up close with our clients. In our experiences with working on small and large personalization efforts, a program’s ultimate track record—and its ability to weather tough questions, work steadily toward shared answers, and organize its design and technology efforts—turns on how effectively these prepersonalization activities play out.

    Time and again, we’ve seen effective workshops separate future success stories from unsuccessful efforts, saving countless time, resources, and collective well-being in the process.

    A personalization practice involves a multiyear effort of testing and feature development. It’s not a switch-flip moment in your tech stack. 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. You won’t need these cards. But we strongly recommend that you create something similar, whether that might be digital or physical.

    Set your kitchen timer

    How long does it take to cook up a prepersonalization workshop? The surrounding assessment activities that we recommend including can (and often do) span weeks. For the core workshop, we recommend aiming for two to three days. Here’s a summary of our broader approach along with details on the essential first-day activities.

    The full arc of the wider workshop is threefold:

    1. Kickstart: This sets the terms of engagement as you focus on the opportunity as well as the readiness and drive of your team and your leadership. .
    2. 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.
    3. Work your plan: This phase is all about creating a competitive environment for team participants to individually pitch 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: Whet your appetite

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

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

    This is all about setting the table. What are the possible paths for the practice in your organization? If you want a broader view, here’s a long-form primer and a strategic framework.

    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 divide connected experiences into five levels: functions, features, experiences, complete products, and portfolios. Size your own build here. This will help to focus the conversation on the merits of ongoing investment as well as the gap between what you deliver today and what you want to deliver in the future.

    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 critical because it emphasizes how personalization can not only help your external customers but also affect your own ways of working. It’s also a reminder (which is why we used the word argument earlier) of the broader effort beyond these tactical interventions.

    Each team member should vote on where they see your product or service putting its emphasis. Naturally, you can’t prioritize all of them. The intention here is to flesh out how different departments may view their own upsides to the effort, which can vary from one 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 naming your personalization gap. Is your customer journey well documented? Will data and privacy compliance be too big of a challenge? Do you have content metadata needs that you have to address? (We’re pretty sure that you do: it’s just a matter of recognizing the relative size of that need and its remedy.) In our cards, we’ve noted a number of program risks, including common team dispositions. Our Detractor card, for example, lists six stakeholder behaviors that hinder progress.

    Effectively collaborating and managing expectations is critical to your success. Consider the potential barriers to your future progress. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. As studies have shown, personalization efforts face many common barriers.

    At this point, you’ve hopefully discussed sample interactions, emphasized a key area of benefit, and flagged key gaps? Good—you’re ready to continue.

    Hit that test kitchen

    Next, let’s look at what you’ll need to bring your personalization recipes to life. Personalization engines, which are robust software suites for automating and expressing dynamic content, can intimidate new customers. Their capabilities are sweeping and powerful, and they present broad options for how your organization can conduct its activities. This presents the question: Where do you begin when you’re configuring a connected experience?

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

    The ultimate menu of the prioritized backlog will come together over the course of the workshop. 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 come from recipes, and those recipes have set ingredients.

    Verify your ingredients

    Like a good product manager, you’ll make sure—andyou’ll validate with the right stakeholders present—that you have all the ingredients on hand to cook up your desired interaction (or that you can work out what needs to be added to your pantry). 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 isn’t just about discovering requirements. Documenting your personalizations as a series of if-then statements lets the team: 

    1. compare findings toward a unified approach for developing features, not unlike when artists paint with the same palette; 
    2. specify a consistent set of interactions that users find uniform or familiar; 
    3. and develop parity across performance measurements and key performance indicators too. 

    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.

    Compose your recipe

    What ingredients are important to you? Think of a who-what-when-why construct

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

    We first developed these cards and card categories five years ago. We regularly play-test their fit with conference audiences and clients. And we still encounter new possibilities. But they all follow an underlying who-what-when-why logic.

    Here are three examples for a subscription-based reading app, which you can generally follow along with right to left in the cards in the accompanying photo below. 

    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: When there’s a newly registered user, an email is generated to call out the breadth of the content catalog and to make them a happier subscriber.
    3. Winback automation: 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.

    A useful preworkshop activity may be to think through a first draft of what these cards might be for your organization, although we’ve also found that this process sometimes flows best through cocreating the recipes themselves. 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.

    You can think of the later stages of the workshop as moving from recipes toward a cookbook in focus—like a more nuanced customer-journey mapping. 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.

    Better kitchens require better architecture

    Simplifying a customer experience is a complicated effort for those who are inside delivering it. Beware anyone who says otherwise. With that being said,  “Complicated problems can be hard to solve, but they are addressable with rules and recipes.”

    When personalization becomes a laugh line, it’s because a team is overfitting: they aren’t designing with their best data. Like a sparse pantry, every organization has metadata debt to go along with its technical debt, and this creates a drag on personalization effectiveness. Your AI’s output quality, for example, is indeed limited 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 definitely stand the heat…

    Personalization technology opens a doorway into a confounding ocean of possible designs. Only a disciplined and highly collaborative approach will bring about the necessary focus and intention to succeed. So banish the dream kitchen. Instead, hit the test kitchen to save time, preserve job satisfaction and security, and safely dispense with the fanciful ideas that originate upstairs of the doers in your organization. There are meals to serve and mouths to feed.

    This workshop framework gives you a fighting shot at lasting success as well as sound beginnings. Wiring up your information layer isn’t an overnight affair. But if you use the same cookbook and shared recipes, you’ll have solid footing for success. We designed these activities to make your organization’s needs concrete and clear, long before the hazards pile up.

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

  • The Wax and the Wane of the Web

    The Wax and the Wane of the Web

    I offer a single bit of advice to friends and family when they become new parents: When you start to think that you’ve got everything figured out, everything will change. Just as you start to get the hang of feedings, diapers, and regular naps, it’s time for solid food, potty training, and overnight sleeping. When you figure those out, it’s time for preschool and rare naps. The cycle goes on and on.

    The same applies for those of us working in design and development these days. Having worked on the web for almost three decades at this point, I’ve seen the regular wax and wane of ideas, techniques, and technologies. Each time that we as developers and designers get into a regular rhythm, some new idea or technology comes along to shake things up and remake our world.

    How we got here

    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 birth of web standards

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

    Server-side languages like PHP, Java, and .NET overtook Perl as the predominant back-end processors, and the cgi-bin was tossed in the trash bin. With these better server-side tools came the first era of web applications, starting with content-management systems (particularly in the blogging space with tools like Blogger, Grey Matter, Movable Type, and WordPress). In the mid-2000s, AJAX opened doors for asynchronous interaction between the front end and back end. Suddenly, pages could update their content without needing to reload. A crop of JavaScript frameworks like Prototype, YUI, and jQuery arose to help developers build more reliable client-side interaction across browsers that had wildly varying levels of standards support. Techniques like image replacement let crafty designers and developers display fonts of their choosing. And technologies like Flash made it possible to add animations, games, and even more interactivity.

    These new technologies, standards, and techniques reinvigorated the industry in many ways. Web design flourished as designers and developers explored more diverse styles and layouts. But we still relied on tons of 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). Complicated layouts required all manner of nested floats or absolute positioning (or both). 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 easy for anyone to add a dash of interaction to pages, although at the cost of doubling or even quadrupling the download size of simple websites.

    The web as software platform

    The symbiosis between the front end and back end continued to improve, and that led to 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. Alongside these tools came others, including collaborative version control, build automation, and shared package libraries. What was once primarily an environment for linked documents became a realm of infinite possibilities.

    At the same time, mobile devices became more capable, and they gave us internet access in our pockets. Mobile apps and responsive design opened up opportunities for new interactions anywhere and any time.

    This combination of capable mobile devices and powerful development tools contributed to the waxing of social media and other centralized tools for people to connect and consume. 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 offered connections on a global scale, with both the good and bad that that entails.

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

    Where we are now

    In the last couple of years, it’s felt like we’ve begun to reach another major inflection point. 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 make a website, from the tried-and-true classic of hosting plain HTML files to static site generators to content management systems of all flavors. The fracturing of social media also comes with a cost: we lose crucial infrastructure for discovery and connection. Webmentions, RSS, ActivityPub, and other tools of the IndieWeb can help with this, but they’re still relatively underimplemented and hard to use for the less nerdy. We can 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 standards like web components has accelerated, especially through efforts like Interop. New technologies gain support across the board in a fraction of the time that they used to. I often learn about a new feature and check its browser support only to find that its coverage is already above 80 percent. 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.

    Today, with a few commands and a couple of lines of code, we can prototype almost any idea. All the tools that we now have available make it easier than ever to start something new. But the upfront cost that these frameworks may save in initial delivery eventually comes due as upgrading and maintaining them becomes a part 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 used to let us adopt new techniques sooner—have now become hindrances instead. 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 through poor code, network issues, or other environmental factors), there’s often no alternative, leaving users with blank or broken pages.

    Where do we go from here?

    Today’s hacks help to shape tomorrow’s standards. And there’s nothing inherently wrong with embracing hacks—for now—to move the present forward. Problems only arise when we’re unwilling to admit that they’re hacks or we hesitate 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 developer-friendly tools. They may make your job a little easier today, but how do they affect everything else? What’s the cost to users? To future developers? To standards adoption? Sometimes the convenience may be worth it. Sometimes it’s just a hack that you’ve grown accustomed to. And sometimes it’s holding you back from even better options.

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

    Design with care. Whether your craft is code, pixels, or processes, consider the impacts of each decision. 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. Rather than rushing headlong to “move fast and break things,” use the time saved by modern tools to consider more carefully and design with deliberation.

    Always be learning. If you’re always learning, you’re also growing. Sometimes it may be hard to pinpoint what’s worth learning and what’s just today’s hack. You might end up focusing on something that won’t matter next year, even if you were to focus solely on learning standards. (Remember XHTML?) But constant learning opens up new connections in your brain, and the hacks that you learn one day may help to inform different experiments another day.

    Play, experiment, and be weird! This web that we’ve built is the ultimate experiment. It’s the single largest human endeavor in history, and yet each of us can create our own pocket within it. Be courageous and try new things. Build a playground for ideas. Make goofy experiments in your own mad science lab. Start your own small business. There has never been a more empowering place to be creative, take risks, and explore what we’re capable of.

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

    Go forth and make

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

  • Opportunities for AI in Accessibility

    Opportunities for AI in Accessibility

    In reading Joe Dolson’s recent piece on the intersection of AI and accessibility, I absolutely appreciated the skepticism that he has for AI in general as well as for the ways that many have been using it. In fact, I’m very skeptical of AI myself, despite my role at Microsoft as an accessibility innovation strategist who helps run the AI for Accessibility grant program. As with any tool, AI can be used in very constructive, inclusive, and accessible ways; and it can also be used in destructive, exclusive, and harmful ones. And there are a ton of uses somewhere in the mediocre middle as well.

    I’d like you to consider this a “yes… and” piece to complement Joe’s post. I’m not trying to refute any of what he’s saying but rather provide some visibility to projects and opportunities where AI can make meaningful differences for people with disabilities. To be clear, I’m not saying that there aren’t real risks or pressing issues with AI that need to be addressed—there are, and we’ve needed to address them, like, yesterday—but I want to take a little time to talk about what’s possible in hopes that we’ll get there one day.

    Alternative text

    Joe’s piece spends a lot of time talking about computer-vision models generating alternative text. He highlights a ton of valid issues with the current state of things. And while computer-vision models continue to improve in the quality and richness of detail in their descriptions, their results aren’t great. As he rightly points out, the current state of image analysis is pretty poor—especially for certain image types—in large part because current AI systems examine images in isolation rather than within the contexts that they’re in (which is a consequence of having separate “foundation” models for text analysis and image analysis). Today’s models aren’t trained to distinguish between images that are contextually relevant (that should probably have descriptions) and those that are purely decorative (which might not need a description) either. Still, I still think there’s potential in this space.

    As Joe mentions, human-in-the-loop authoring of alt text should absolutely be a thing. And if AI can pop in to offer a starting point for alt text—even if that starting point might be a prompt saying What is this BS? That’s not right at all… Let me try to offer a starting point—I think that’s a win.

    Taking things a step further, if we can specifically train a model to analyze image usage in context, it could help us more quickly identify which images are likely to be decorative and which ones likely require a description. That will help reinforce which contexts call for image descriptions and it’ll improve authors’ efficiency toward making their pages more accessible.

    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 suppose that you came across a chart whose description was simply the title of the chart and the kind of visualization it was, such as: Pie chart comparing smartphone usage to feature phone usage among US households making under $30,000 a year. (That would be a pretty awful alt text for a chart since that would tend to leave many questions about the data unanswered, but then again, let’s suppose that that was the description that was in place.) If your browser knew that that image was a pie chart (because an onboard model concluded this), imagine a world where users could ask questions like these about the graphic:

    • Do more people use smartphones or feature phones?
    • How many more?
    • Is there a group of people that don’t fall into either of these buckets?
    • How many is that?

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

    Taking things a step further: What if you could ask your browser to simplify a complex chart? What if you could ask it to isolate a single line on 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 swap colors for patterns? Given these tools’ chat-based interfaces and our existing ability to manipulate images in today’s AI tools, that seems like a possibility.

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

    Matching algorithms

    Safiya Umoja Noble absolutely hit the nail on the head when she titled her book Algorithms of Oppression. While her book was focused on the ways that search engines reinforce racism, I think that it’s equally true that all computer models have the potential to amplify conflict, bias, 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 lot of this stems from a lack of diversity among the people who shape and build them. When these platforms are built with inclusively baked in, however, there’s real potential for algorithm development to help people with disabilities.

    Take Mentra, for example. They are an employment network for neurodivergent people. They use an algorithm to match job seekers with potential employers based on over 75 data points. On the job-seeker side of things, it considers each candidate’s strengths, their necessary and preferred workplace accommodations, environmental sensitivities, and so on. On the employer side, it considers each work environment, communication factors related to each job, and the like. As a company run by neurodivergent folks, Mentra made the decision to flip the script when it came to typical employment sites. 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 creation of algorithms, that can reduce the chances that these algorithms will inflict harm on their communities. That’s why diverse teams are so important.

    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 example, if you were to follow a bunch of nondisabled white male academics who talk about AI, it could suggest that you follow academics who are disabled or aren’t white or aren’t male who also talk about AI. If you took its recommendations, perhaps you’d get a more holistic and nuanced understanding of what’s happening in the AI field. These same systems should also use their understanding of biases about particular communities—including, for instance, the disability community—to make sure that they aren’t recommending any of their users follow accounts that perpetuate biases against (or, worse, spewing hate toward) those groups.

    Other ways that AI can helps people with disabilities

    If I weren’t trying to put this together between other tasks, I’m sure that I could go on and on, providing all kinds of examples of how AI could be used to help people with disabilities, but I’m going to make this last section into a bit of a lightning round. In no particular order:

    • Voice preservation. You may have seen the VALL-E paper or Apple’s Global Accessibility Awareness Day announcement or you may be familiar with the voice-preservation offerings from Microsoft, Acapela, or others. 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 is, of course, the same tech that can also be used to create audio deepfakes, so it’s something that we need to approach responsibly, but the tech has truly transformative potential.
    • Voice recognition. Researchers like those 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 recruiting people with Parkinson’s and related conditions, and they have plans to expand this to other conditions as the project progresses. This research will result in more inclusive data sets that will let more people with disabilities use voice assistants, dictation software, and voice-response services as well as control their computers and other devices more easily, using only their voice.
    • Text transformation. The current generation of LLMs is quite capable of adjusting existing text content without injecting hallucinations. This is hugely empowering for people with cognitive disabilities who may benefit from text summaries or simplified versions of text or even text that’s prepped for Bionic Reading.

    The importance of diverse teams and data

    We need to recognize that our differences matter. Our lived experiences are influenced by the intersections of the identities that we exist in. These lived experiences—with all their complexities (and joys and pain)—are valuable inputs to the software, services, and societies that we shape. Our differences need to be represented in the data that we use to train new models, and the folks who contribute that valuable information need to be compensated for sharing it with us. Inclusive data sets yield more robust models that foster more equitable outcomes.

    Want a model that doesn’t demean or patronize or objectify people with disabilities? Make sure that you have content about disabilities that’s authored by people with a range of disabilities, and make sure that that’s well represented in the training data.

    Want a model that doesn’t use ableist language? You may be able to use existing data sets to build a filter that can intercept and remediate ableist language before it reaches readers. That being said, when it comes to sensitivity reading, AI models won’t be replacing human copy editors anytime soon. 

    Want a coding copilot that gives you accessible recommendations from the jump? Train it on code that you know to be accessible.


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


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

  • Why Branding Begins With Your Team Culture

    Why Branding Begins With Your Team Culture

    Why Branding Begins With Your Team Culture written by John Jantsch read more at Duct Tape Marketing

    Listen to the full episode: Overview In this episode of the Duct Tape Marketing Podcast, guest host Sara Nay talks with Rhea (“Ray”) Allen, president and CEO of Pepper Shock Media and host of the Marketing Expedition Podcast. Rhea shares her expertise on how small businesses can intentionally connect their internal culture and external brand, […]

    Why Branding Begins With Your Team Culture written by John Jantsch read more at Duct Tape Marketing

    Listen to the full episode:

    Rhea AllenOverview

    In this episode of the Duct Tape Marketing Podcast, guest host Sara Nay talks with Rhea (“Ray”) Allen, president and CEO of Pepper Shock Media and host of the Marketing Expedition Podcast. Rhea shares her expertise on how small businesses can intentionally connect their internal culture and external brand, why storytelling and authenticity matter more than ever, and how team engagement drives both retention and marketing success. The conversation covers practical ways to align HR and marketing, build buy-in for core values, and keep company culture vibrant—whether you’re working in person or virtually.

    About the Guest

    Rhea Allen is the president and CEO of Pepper Shock Media, an award-winning agency known for its innovative approach to branding, culture, and storytelling. As host of the Marketing Expedition Podcast, Ray draws on decades of experience helping businesses grow from the inside out. She’s a sought-after speaker, business builder, and advocate for blending human connection with effective marketing.

    Actionable Insights

    • Culture and brand are inseparable—your brand begins on the inside, with your team’s experience and values.
    • Aligning HR and marketing ensures a consistent, authentic brand both internally and externally.
    • Involving the whole team in defining values and sharing stories builds lasting buy-in and engagement.
    • Storytelling—both within the team and with customers—is a powerful tool for passing along culture and creating brand advocates.
    • Authentic, “human” content and behind-the-scenes glimpses outperform stock images and generic AI content, especially on social media.
    • Retention, happiness, and engagement are the best ROI for culture investments—happy campers create happy customers.
    • In-person and virtual teams both need intentional rituals, questions, and fun to keep culture thriving.
    • Volunteer work, team lunches, and shared experiences (even camping!) can strengthen bonds and reinforce culture.
    • Company culture is always evolving—leaders must actively participate and continuously nurture it.

    Great Moments (with Timestamps)

    • 01:04 – Culture Starts with Brand, from the Inside Out
      Rhea explains how employee experience shapes external brand and customer perception.
    • 01:55 – Hiring and Values Alignment
      Sara shares how leading with mission, vision, and values in hiring supports both retention and brand.
    • 03:26 – Culture & Brand Camp: Breaking Down Silos
      How Pepper Shock Media brings HR and marketing together for shared ownership of culture.
    • 05:24 – Team-Defined Values and Storytelling
      Why involving the whole team in crafting values creates buy-in and lasting culture.
    • 06:02 – Sharing Values Through Stories
      Practical exercises for bringing values to life and onboarding new team members.
    • 07:19 – Bringing Stories into Marketing
      Rhea explains how customer and team stories drive authenticity in external branding.
    • 08:29 – Authenticity as a Differentiator in the Age of AI
      Why human, imperfect content outperforms polished, automated posts.
    • 12:28 – What’s the ROI of Fun?
      Both guests discuss why investing in culture pays off in retention, happiness, and productivity.
    • 13:03 – Rituals that Build Culture (Lunches, Questions, Celebrations)
      Rhea shares Pepper Shock’s traditions for team bonding and knowledge sharing.
    • 16:21 – Volunteerism, Camping, and Culture Beyond the Office
      The value of shared experiences outside of work—whether in person or remote.
    • 19:39 – Action Steps for Leaders
      Rhea’s advice: Culture will exist with or without you—actively guide it and keep your campers happy!

    Pulled Quotes

    “Culture and brand go hand in hand. Your brand starts from the inside out—with the experiences your team and customers have.”
    — Rhea Allen

    “Happy campers create happy customers. Retention, joy, and team engagement are the ROI of investing in culture.”
    — Rhea Allen

    Sara Nay (00:01.635)

    Welcome to another episode of the Duct Tape Marketing Podcast. This is your host, Sarah Nay. And today I’m stepping in for John Jantsch and I am joined by Rhea Allen. So Rhea Allen is the president and CEO of Pepper Shock Media, host of the Marketing Edition Podcast and a business owner who knows what it’s like to build a brand from the ground up. So welcome to the show, Ray. I’m glad you’re here.

    Rhea (“Ray”) Allen (00:23.064)

    Well thank you so much for having me, Sarah. This is exciting.

    Sara Nay (00:26.145)

    I know and fun backstory, right? And I met online through a different group and actually figured out that we’re both in Idaho about 25 minutes away from each other. And I haven’t met a ton of business owners online from Idaho. So it was really exciting to connect with you, right?

    Rhea (“Ray”) Allen (00:42.03)

    We had to go global to come local, right? Yeah.

    Sara Nay (00:45.015)

    Exactly. Exactly. Well, let’s dive on in. We’re going to focus on the topic really of branding and culture today, because that’s one of your specialties as I know. And so I’ve heard you say before, culture and brand go hand in hand. And so can you break down what does that mean exactly to small business owners?

    Rhea (“Ray”) Allen (01:04.268)

    Well, what I always try to emphasize most is that your culture starts with your brand from the inside out. And sometimes culture can’t necessarily be controllable. It’s what it is, the experience that both your employees and the people who come to you for that experience of what you serve and in an agency setting, culture is so important because it is our brand. It’s who we are and how we represent what we do.

    And when we work with other companies that want to understand how they can continue to build and grow their culture in a positive way, in the way that they would like to see their brand exuded into the world, whether it’s recruiting new employees or new customers, and retention is always a huge part of it. So that’s why I say culture and branding go hand in hand together for sure.

    Sara Nay (01:55.718)

    Yeah, and it’s great. I love that thought process. And what I’ve been doing for years at Duct Tape Marketing is whenever we hire someone new for a role within our company, we always start with the job description and we lead with here’s our mission, here’s our vision, here’s our values. And so I want someone to read through all of that first on the job description. Then I’ll get to here’s the role and the tasks and all the other details because

    I want someone to be aligned culturally, like that to me is one of the most important things because as you said, it helps people stick around for a long time and also represent our brand in the way we want to be represented. And then, you know, when we’re going through the interview process, our first interview is always based on values. And so one of the things we’re always trying to hire for is growth minded people because in the marketing space, it’s always continuing and evolving.

    And so I’m asking questions to identify if they’re growth minded and then asking them skills specific questions. So that’s just one of the ways that we’ve leaned into making culture and hiring aligned with our brand long term.

    Rhea (“Ray”) Allen (02:58.446)

    Absolutely, and we do a variety of things, but one of the things that we set up is we call it culture and brand camp. So this one time at brand camp, we go through a process and it really is about aligning the HR roles and the marketing roles together so that they’re not siloed and they’re working together to create the culture and brand that they really want to be.

    Sara Nay (03:06.276)

    nice.

    I love it.

    Rhea (“Ray”) Allen (03:26.688)

    known for and have that experience that they want people to walk away from and, feel the feelings that you want when you’re in that process and going through that process. So, we go through culture and brand camp and, do a number of exercises to work together, to understand both internal and external messaging. And when everyone’s singing from the same sheet of music and saying similar terminology and, able to articulate that in a way that is, is.

    Sara Nay (03:45.962)

    Yeah.

    Rhea (“Ray”) Allen (03:55.636)

    mindful of how they all can own it and have ownership in their, their own branding and how other people are going to perceive them because of the way that they have been able to articulate it and what experiences they want to have. and so going through that process and doing some team building exercises and some branding exercises and, bringing the two sort of areas that are sometimes really siloed in companies and they don’t always come together and work together.

    but then when we bring them together and they are in that mode of like, we, we are in control of our own culture and we are in control of our brand that we have out there. So, it’s a, it’s a fun exercise to go through and do that with companies to, to, have them walk through those processes together and have that experience of their own together as well.

    Sara Nay (04:31.906)

    Yeah, I love that. And I think that gets, I’m assuming it gets buy-in from the whole team and support behind the whole team. One of the things that we did fairly recently is we used to have values that John and I are, our founder identified as like our core values.

    and we kind of made those up on our own and then we would like tell the team about them. We’re like, that doesn’t feel right. And so we did a session as a team where we had everyone identify like what they wanted the values to be. And we then collaborated and crafted our core values together. And to me, that was so much more of a rewarding but also buy-in experience for the team because they were part of the process versus being here’s our values, go live by these ultimately. Yeah, go do this.

    Rhea (“Ray”) Allen (05:24.888)

    Yeah. Now go do this. Yeah. And whenever you can include the team into that decision making process, they have so much more ownership in it. And to take it even a step further, having them tell stories around those values that you’ve selected and where maybe there’s a, an example of something that occurred because of that value. And then having them tell you about a time when, now give me, give me an example of one of the values that you and your team came up with Sarah.

    Sara Nay (05:48.59)

    Yeah.

    Sara Nay (05:53.093)

    Well, one of them is growth minded, like always being leaders and innovators and ahead of the game. So it’s that whole idea of just like growth and always learning and evolving.

    Rhea (“Ray”) Allen (06:02.35)

    So one of the activities that you can do just as an icebreaker to get people in the mode, um, anyone who cares to share, tell me about a time where this value came through. What was the occurrence? What happened that you had this growth minded mentality or somebody else can share about somebody else on the team. And now storytelling becomes this a part of the culture, right? We know back in ancient history that storytelling was.

    how culture was being able to get passed along to generation to generation. have the hieroglyphs on the walls that were drawn. so storytelling is such a huge part of culture, no matter what kind of culture we’re talking about, whether it’s company culture or if it’s your indigenous people and the culture, the stories that are being told is the way that that continues to happen. And it’s really great for new people coming in to hear those stories when something has happened.

    Sara Nay (06:55.14)

    Yeah.

    Rhea (“Ray”) Allen (06:57.71)

    And, you can exemplify it and also makes people feel really good when they have an opportunity to share about others and in circumstance that occurred, that can help continue those stories.

    Sara Nay (07:09.218)

    Yeah, I love it. And so a lot of what you’re talking about there is like storytelling as a team, as a culture. Do you take any of that storytelling and bring it, you know, as a marketing or a branding initiative as well?

    Rhea (“Ray”) Allen (07:19.95)

    Absolutely. And where it really can shine through is when you now involve your customers and they have testimonials and you can have them share a story about the circumstances or experiences that they’ve had with people that they’ve interacted with on your team. So we know it’s all about the people sometimes more than anything else, the people that work with you. And, and so when you can bring that full circle and then you have stories that you can tell of, of the values that also shown through with your

    your customers, your clients, then it really does start from the inside out.

    Sara Nay (07:54.819)

    Yeah, I love it. A lot of what’s happening in the marketing space specifically right now is a lot of people are putting out a lot of content at scale because of the evolution of AI. And so one of the things that I’m seeing growing and importance is storytelling and being more human, but also being authentic and maybe even making some mistakes in the stuff you’re putting out there because it just feels everything feels so polished right now. So can you touch on

    Rhea (“Ray”) Allen (08:04.44)

    Mm-hmm. Mm-hmm.

    Rhea (“Ray”) Allen (08:15.758)

    Mm-hmm.

    Sara Nay (08:24.746)

    Do you see storytelling and authenticity growing in importance these days as well?

    Rhea (“Ray”) Allen (08:29.548)

    Absolutely. In fact, I just did a panel discussion, and actually it was HR, the HR, sorry, public relations and then, advertising coming together. So mine was all about personal branding and, I created an acronym of keeping it real. so real, obviously, you know, being authentic and having that realness about you. Right. And then, being able to.

    Sara Nay (08:48.494)

    Nice.

    Rhea (“Ray”) Allen (08:57.086)

    extend that to others and have and share that consistently. And then of course, authenticity and then leveraging your network to be able to share that with others and showing up and keeping it real. yeah, authenticity is definitely, I think more valued than some of the AI that really at Nausium comes out. That’s just not real, right? I mean, it’s, it’s artificial. It’s artificial intelligence. So

    Sara Nay (09:08.793)

    Yeah.

    Rhea (“Ray”) Allen (09:22.882)

    Having your own spin on your own words sometimes really does help with the content that’s coming out. And I see that that’s a shift. Everyone was kind of, we’re going to use AI to replace the people, the human touch of what we’re putting out there. And I really think that you can tell somewhat now. And I mean, it’s getting really good where you can’t necessarily, and it’s trying to write in your voice. But there’s still some quirkiness about the AI.

    still say it takes HI to use AI, so human intelligence. Yeah.

    Sara Nay (09:54.626)

    Yes, it does. I love it. Yeah. And I think that’s what I’m experiencing on LinkedIn specifically, just because I spend a lot of time there. I’m not saying it’s not having anywhere else, but like on LinkedIn, there’s just a lot of generic content being published right now. And so I’ve, you know, shifted to try to be more authentic and more human. And so I’ve shared posts recently that like I shared a post last week or so ago that was like my desk.

    Rhea (“Ray”) Allen (10:08.15)

    Mm-hmm. Mm-hmm.

    Sara Nay (10:20.705)

    and it was my kids, had decorated my desk just because and that’s just, it’s getting like that human content is getting so much more traction because people are like, that feels more unique and more personal than this other post that anyone could have written.

    Rhea (“Ray”) Allen (10:32.76)

    Yep. Well, and it’s true. I mean, you can just take a look at, you know, the history of what you’ve posted. you, if we post pictures of our actual team and not just stock images or, know, if we do behind the scenes from video shoots that we’re doing, or if we, you know, show real people in action, we get so much more engagement and traction and follows than we do if it’s just a stock image or an inanimate, you know, object. And I love

    Sara Nay (10:56.77)

    Yeah.

    Rhea (“Ray”) Allen (11:00.332)

    Being able to showcase our people. again, it’s about the culture and showing what we’re doing and, and the volunteer activities that they’re about, or, know, showing, showing when they were little and, know, kind of what became of them and, and, know, just, fun things like that. There are so much more, I think engaging and authentic and real.

    Sara Nay (11:18.702)

    Yeah, I agree. And kind of a funny story on that. posted a new book coming out and I posted a JPEG of the cover and luckily it hasn’t gone to print yet, but someone pointed out that there was a typo on the cover. But her response to me was like so kind. She sent me a direct message and she was like, you know what I love about this? It shows that you’re human and you’re not just using AI for this content.

    Rhea (“Ray”) Allen (11:29.561)

    no!

    Rhea (“Ray”) Allen (11:37.698)

    Yeah.

    Sara Nay (11:40.875)

    And so she actually was like very kind, but she like appreciated a little bit of an error because everything is feeling very polished at this point. And so I thought that was kind of funny.

    Rhea (“Ray”) Allen (11:46.582)

    Mm-hmm, right? Nice. Well, I’m glad that you were able to get that. I was like, there’s always something, and you’ve been so closely tied to it, you’re always gonna overlook something. There’s always gonna be something.

    Sara Nay (11:54.851)

    I know, I was like.

    Sara Nay (12:00.683)

    Yeah, always. like three people on my team looked at it, but still we missed it. yeah, I talk a lot about, because when I’m training marketing agencies, building and scaling a business and hiring team, I talk a lot about what we do for building culture. And so a lot of that is like, we do show and tell on Slack every Wednesday and we do happy Fridays and we have team meetings where it’s just kind of fun. And so I talk about all that stuff. And sometimes I get the question of,

    Rhea (“Ray”) Allen (12:04.534)

    Of course. That’s how it works, of course.

    Rhea (“Ray”) Allen (12:21.036)

    Yeah.

    Sara Nay (12:28.887)

    What’s the ROI for all of that? Like you’re paying people to do these fun things. And so I’m curious, what would be your answer to a question like

    Rhea (“Ray”) Allen (12:30.83)

    Mm-hmm.

    Rhea (“Ray”) Allen (12:36.718)

    my gosh. well, first of all, if you don’t have a little bit of fun and incorporate the human aspect of living and working together all the time, and we spend more time with our work coworkers than we do with our spouses. Well, not in my case, cause I work with my spouse, but a lot of times, like, you know, if you look at how much time is spent with the people that you are, you know, with every day, it’s your coworkers. So I feel like if you are just,

    Sara Nay (12:52.003)

    Yeah

    Rhea (“Ray”) Allen (13:03.478)

    robotic in what you’re doing and not engaging and not being, you know, that team player or having being a part of the culture, you’re going to make life miserable for yourself. Right. And so I feel like having time that you can naturally and be okay with spending some of that. It is an ROI in your, you know, you’re investing in your people and you’re investing in them wanting to stay, right. Can that retention. And we know that when somebody leaves a company, it takes

    just twice as much or even more to replace them. And then all of the, knowledge that they’ve, that has just been left behind because they’ve left the company. So you want to do the things that are going to help retain those people. And, know, we, we spend time. We, we also do once a month. Now we do, we used to do it every week, which is a little, little, okay. I get it. You know, but now we do, so originally started out as Friday fun lunch, but then people take Fridays off. so, you know, some, some, some of us do, you know, summer Fridays off.

    Sara Nay (13:55.076)

    Thanks.

    Rhea (“Ray”) Allen (14:03.176)

    and have the four day work week fine. So then we moved it to Wednesdays. So then it become lunch instead of funch. So Friday, fun lunch, and then lunch. And now everybody is only, I mean, all of us are all in the office on Mondays. So now it’s munch. And so we, once a month go, we celebrate work anniversaries where I like to call workversaries or birthdays or something that we’re celebrating. And we actually came up with some things that we always go through. it’s,

    Sara Nay (14:08.835)

    I love it.

    Rhea (“Ray”) Allen (14:32.334)

    successes and frustrations, celebrations and appreciations, new technologies, or book or blog reports, or any, you know, anybody that’s reading a book, tell us a little bit about it or a blog or something, you know, new technology, something like that. And then a question of the day. And so we always come up with a random question, you know, what’s your favorite cereal as a kid, or what was your favorite cartoon to watch or, you know, who are you rooting for, for the Super Bowl? Right. I mean, so, so we always come up with something fun.

    Sara Nay (14:50.003)

    Thanks.

    Sara Nay (14:58.965)

    Yeah, yeah.

    Rhea (“Ray”) Allen (15:01.542)

    And, we all participate and, you know, successes and frustrations. you know, if we’re in a public place, we are careful about our frustrations, but, but it’s important to acknowledge, you know, big successes, big wins all the time. And also if there is something, you know, that is frustrating people, I want to hear about it. And it’s a safe space to be able to share that if there is some sort of frustration or something that needs to be acknowledged. and then we can talk about it, but, then of course, celebrations, appreciations, and then.

    Sara Nay (15:10.275)

    Yeah.

    Rhea (“Ray”) Allen (15:29.92)

    The new technology book or blog reports is helpful because if people are learning about new things that are coming up or new tools or maybe a client wants to investigate a new tool or there’s a new Adobe plugin or who knows what, we’re talking about it and sharing that and it’s purposeful and intentional so that we can make sure that we cover those things. It’s a fun thing to do. The other thing that we do every year, and this is one of the questions I ask when I hire people.

    Sara Nay (15:44.696)

    Yeah.

    Rhea (“Ray”) Allen (15:58.062)

    is if they like to go camping or not, or if they’re a glamper or like, absolutely not. Because every year all of us with our spouses, our, you know, kids, pets, everybody, we go camping together, um, as a bit one big, huge pepper shock family. And, um, if you’re not a camper, you’re probably not going to really appreciate the culture that we’ve built. I mean, it’s not mandatory. I mean, you know, it has happened, but.

    Sara Nay (16:00.72)

    No.

    Sara Nay (16:17.744)

    Yeah.

    Rhea (“Ray”) Allen (16:21.742)

    Um, it’s, it’s really important to us because we love the outdoors and especially here in Idaho, we have all the seasons and it’s definitely, you know, we live here on purpose. can do work anywhere. Uh, but we purposely choose to, have, you know, Idaho is our back, you know, our back door. So, um, that’s a really important part of our culture to, to enjoy hiking and, know, those types of things. so, um, it’s, it’s fun and people look forward to it. It’s, know, what are we going to do this year? What are we, you know,

    Are we gonna go rafting? Are we gonna go hiking? What are we doing? And so it’s something fun and it’s always been a part of our culture since we started and it’s definitely something that we really enjoy. So yeah, there’s definitely things we do. The other things that we do, Kristy helps, our graphic designer, we do volunteer time together and we’ve boxed food up at the food bank.

    next week we’re going to go to, there’s a local place called the Idaho Botanical Garden. So we’re going to get our horticulture on and bring our favorite planting tool. And we’re going to go help the landscapers and do some fun things there, but it’s just a part of the culture. And yeah, I mean, it’s, it’s otherwise paid time, but, you know, I want them to be involved in the community. want us to feel and come together as a team and doing some things that are not your typical.

    Sara Nay (17:23.742)

    Nice.

    Rhea (“Ray”) Allen (17:42.89)

    average workday all the time is really enriching for our people. So we want to continue to do that.

    Sara Nay (17:49.492)

    Yeah, that’s great. And that’s how I mean, I answered that question as well. When people ask about ROI, it’s you’re going to retain people longer, they’re going to be happier, you’re going to enjoy work more. And to me, that’s like the best kind of ROI you can get. So I think that’s great. And I love your examples, because a lot of what you shared are in person opportunities, because you work in person where I run a virtual company. And so we’re trying to do some of that stuff virtually, which is really interesting as well.

    Rhea (“Ray”) Allen (18:00.364)

    Absolutely.

    Rhea (“Ray”) Allen (18:08.174)

    Mm-hmm.

    Sara Nay (18:13.482)

    And so we do things like I mentioned, like the show and tell on Slack, that’s just like such a small thing. And all we do is we ask a random question every single Wednesday at a scheduled time. And then people answer the question. But when you’re remote, you don’t get time to, know, what’s your favorite movie? What’d you do this weekend? What’d you, know, you don’t have time for like all of those things. And so that question, then, you know, someone might ask, what’s your favorite movie? And then like three people are like, my gosh, that’s my favorite movie. I can recite every line. And now they have this like bond that they wouldn’t have had.

    Rhea (“Ray”) Allen (18:26.338)

    Mm-hmm.

    Rhea (“Ray”) Allen (18:40.814)

    Mm-hmm.

    Sara Nay (18:42.05)

    just through work meetings and going through the motions. Cool.

    Rhea (“Ray”) Allen (18:44.526)

    Yeah, I know during pandemic, we definitely all worked remote and I even had a couple of people move out of state to go live out their homes and with their families. And I can relate to trying to keep the company culture alive through zoom. And, you know, there’s different things that, that we, we did. we, we played, pandemic reindeer games, came up with some fun things for them to do some trivia things and things like that, but.

    Sara Nay (19:08.034)

    Ha

    Rhea (“Ray”) Allen (19:13.282)

    Yeah, I mean, it’s important to keep your team together even if they’re not in the same room or same building. Yeah, for sure.

    Sara Nay (19:18.208)

    Yeah, those pandemic times were weird times, weren’t they? Well, we talked a about a lot of great stuff today when it relates to culture and branding. If anyone’s just kind of feeling stuck on this topic, how they actually create a culture and how they tie it to their branding, are there any final thoughts or any action items you would share with them?

    Rhea (“Ray”) Allen (19:22.056)

    Yeah

    Rhea (“Ray”) Allen (19:39.086)

    Yeah, absolutely. I think the important thing to remember is that culture is gonna be there whether you help guide it or not. The culture can be what you wanna mold it and grow it into or it’s going to become something that you have no control over if you don’t participate in the culture that you want your company to have. And so I think if you can identify

    that there might be some needs in the areas of bridging the gaps between the different departments that come together and how they can work together to help build the culture that you want between HR and marketing and ops and all of the different areas that you have in a company. How can you make it to where everyone is singing from the same sheet of music and it’s all in tune, right? You all have the same goals in mind together that they build together.

    just recognizing that there is a need for that and it’s an ongoing thing. It’s not an overnight like, well I did a company picnic. I’m good for a while. No, no, Yeah. You’ve got to continuously build it, continuously grow it, and do things to continue to, to have your employees engaged. And I always say, if you’ve got happy campers.

    Sara Nay (20:43.167)

    Check that box.

    Rhea (“Ray”) Allen (20:57.846)

    Right? You’re going to have happy customers. so keep your campers happy. And you know, at Culture and Brand Camp, that’s one thing we focus on is happy campers then creates happy customers.

    Sara Nay (20:58.023)

    Mm-hmm. Yes.

    Sara Nay (21:09.525)

    I love it. Well, thank you for sharing all your insights. Lots of good stuff in this episode. If people want to continue to learn from you, where can they connect with you online?

    Rhea (“Ray”) Allen (21:18.408)

    so couple of different places. of course, the marketing expedition podcast is free to listen to on pretty much every podcast platform. And then, which is powered by pepper shock media, our company, and, you can visit pepper shock.com and we’re on all the social platforms, LinkedIn, all of that. So, you can find me in Ray is R H E a Alan a L L E N. So Ray Allen.

    And I would look forward to chatting with anybody that would like to talk about their company culture and branding.

    Sara Nay (21:51.073)

    Thank you so much Ray for being here and thank you everyone for listening to the Duct Tape Marketing Podcast. Again, this is your host, Sarenée, and we will see you next time.

    Rhea (“Ray”) Allen (22:00.792)

    Thank you.

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  • An Holistic Framework for Shared Design Leadership

    An Holistic Framework for Shared Design Leadership

    Picture this: You’re in a meeting room at your tech company, and two people are having what looks like the same conversation about the same design problem. One is talking about whether the team has the right skills to tackle it. The other is diving deep into whether the solution actually solves the user’s problem. Same room, same problem, completely different lenses.

    This is the beautiful, sometimes messy reality of having both a Design Manager and a Lead Designer on the same team. And if you’re wondering how to make this work without creating confusion, overlap, or the dreaded “too many cooks” scenario, you’re asking the right question.

    The traditional answer has been to draw clean lines on an org chart. The Design Manager handles people, the Lead Designer handles craft. Problem solved, right? Except clean org charts are fantasy. In reality, both roles care deeply about team health, design quality, and shipping great work. 

    The magic happens when you embrace the overlap instead of fighting it—when you start thinking of your design org as a design organism.

    The Anatomy of a Healthy Design Team

    Here’s what I’ve learned from years of being on both sides of this equation: think of your design team as a living organism. The Design Manager tends to the mind (the psychological safety, the career growth, the team dynamics). The Lead Designer tends to the body (the craft skills, the design standards, the hands-on work that ships to users).

    But just like mind and body aren’t completely separate systems, so, too, do these roles overlap in important ways. You can’t have a healthy person without both working in harmony. The trick is knowing where those overlaps are and how to navigate them gracefully.

    When we look at how healthy teams actually function, three critical systems emerge. Each requires both roles to work together, but with one taking primary responsibility for keeping that system strong.

    The Nervous System: People & Psychology

    Primary caretaker: Design Manager
    Supporting role: Lead Designer

    The nervous system is all about signals, feedback, and psychological safety. When this system is healthy, information flows freely, people feel safe to take risks, and the team can adapt quickly to new challenges.

    The Design Manager is the primary caretaker here. They’re monitoring the team’s psychological pulse, ensuring feedback loops are healthy, and creating the conditions for people to grow. They’re hosting career conversations, managing workload, and making sure no one burns out.

    But the Lead Designer plays a crucial supporting role. They’re providing sensory input about craft development needs, spotting when someone’s design skills are stagnating, and helping identify growth opportunities that the Design Manager might miss.

    Design Manager tends to:

    • Career conversations and growth planning
    • Team psychological safety and dynamics
    • Workload management and resource allocation
    • Performance reviews and feedback systems
    • Creating learning opportunities

    Lead Designer supports by:

    • Providing craft-specific feedback on team member development
    • Identifying design skill gaps and growth opportunities
    • Offering design mentorship and guidance
    • Signaling when team members are ready for more complex challenges

    The Muscular System: Craft & Execution

    Primary caretaker: Lead Designer
    Supporting role: Design Manager

    The muscular system is about strength, coordination, and skill development. When this system is healthy, the team can execute complex design work with precision, maintain consistent quality, and adapt their craft to new challenges.

    The Lead Designer is the primary caretaker here. They’re setting design standards, providing craft coaching, and ensuring that shipping work meets the quality bar. They’re the ones who can tell you if a design decision is sound or if we’re solving the right problem.

    But the Design Manager plays a crucial supporting role. They’re ensuring the team has the resources and support to do their best craft work, like proper nutrition and recovery time for an athlete.

    Lead Designer tends to:

    • Definition of design standards and system usage
    • Feedback on what design work meets the standard
    • Experience direction for the product
    • Design decisions and product-wide alignment
    • Innovation and craft advancement

    Design Manager supports by:

    • Ensuring design standards are understood and adopted across the team
    • Confirming experience direction is being followed
    • Supporting practices and systems that scale without bottlenecking
    • Facilitating design alignment across teams
    • Providing resources and removing obstacles to great craft work

    The Circulatory System: Strategy & Flow

    Shared caretakers: Both Design Manager and Lead Designer

    The circulatory system is about how information, decisions, and energy flow through the team. When this system is healthy, strategic direction is clear, priorities are aligned, and the team can respond quickly to new opportunities or challenges.

    This is where true partnership happens. Both roles are responsible for keeping the circulation strong, but they’re bringing different perspectives to the table.

    Lead Designer contributes:

    • User needs are met by the product
    • Overall product quality and experience
    • Strategic design initiatives
    • Research-based user needs for each initiative

    Design Manager contributes:

    • Communication to team and stakeholders
    • Stakeholder management and alignment
    • Cross-functional team accountability
    • Strategic business initiatives

    Both collaborate on:

    • Co-creation of strategy with leadership
    • Team goals and prioritization approach
    • Organizational structure decisions
    • Success measures and frameworks

    Keeping the Organism Healthy

    The key to making this partnership sing is understanding that all three systems need to work together. A team with great craft skills but poor psychological safety will burn out. A team with great culture but weak craft execution will ship mediocre work. A team with both but poor strategic circulation will work hard on the wrong things.

    Be Explicit About Which System You’re Tending

    When you’re in a meeting about a design problem, it helps to acknowledge which system you’re primarily focused on. “I’m thinking about this from a team capacity perspective” (nervous system) or “I’m looking at this through the lens of user needs” (muscular system) gives everyone context for your input.

    This isn’t about staying in your lane. It’s about being transparent as to which lens you’re using, so the other person knows how to best add their perspective.

    Create Healthy Feedback Loops

    The most successful partnerships I’ve seen establish clear feedback loops between the systems:

    Nervous system signals to muscular system: “The team is struggling with confidence in their design skills” → Lead Designer provides more craft coaching and clearer standards.

    Muscular system signals to nervous system: “The team’s craft skills are advancing faster than their project complexity” → Design Manager finds more challenging growth opportunities.

    Both systems signal to circulatory system: “We’re seeing patterns in team health and craft development that suggest we need to adjust our strategic priorities.”

    Handle Handoffs Gracefully

    The most critical moments in this partnership are when something moves from one system to another. This might be when a design standard (muscular system) needs to be rolled out across the team (nervous system), or when a strategic initiative (circulatory system) needs specific craft execution (muscular system).

    Make these transitions explicit. “I’ve defined the new component standards. Can you help me think through how to get the team up to speed?” or “We’ve agreed on this strategic direction. I’m going to focus on the specific user experience approach from here.”

    Stay Curious, Not Territorial

    The Design Manager who never thinks about craft, or the Lead Designer who never considers team dynamics, is like a doctor who only looks at one body system. Great design leadership requires both people to care about the whole organism, even when they’re not the primary caretaker.

    This means asking questions rather than making assumptions. “What do you think about the team’s craft development in this area?” or “How do you see this impacting team morale and workload?” keeps both perspectives active in every decision.

    When the Organism Gets Sick

    Even with clear roles, this partnership can go sideways. Here are the most common failure modes I’ve seen:

    System Isolation

    The Design Manager focuses only on the nervous system and ignores craft development. The Lead Designer focuses only on the muscular system and ignores team dynamics. Both people retreat to their comfort zones and stop collaborating.

    The symptoms: Team members get mixed messages, work quality suffers, morale drops.

    The treatment: Reconnect around shared outcomes. What are you both trying to achieve? Usually it’s great design work that ships on time from a healthy team. Figure out how both systems serve that goal.

    Poor Circulation

    Strategic direction is unclear, priorities keep shifting, and neither role is taking responsibility for keeping information flowing.

    The symptoms: Team members are confused about priorities, work gets duplicated or dropped, deadlines are missed.

    The treatment: Explicitly assign responsibility for circulation. Who’s communicating what to whom? How often? What’s the feedback loop?

    Autoimmune Response

    One person feels threatened by the other’s expertise. The Design Manager thinks the Lead Designer is undermining their authority. The Lead Designer thinks the Design Manager doesn’t understand craft.

    The symptoms: Defensive behavior, territorial disputes, team members caught in the middle.

    The treatment: Remember that you’re both caretakers of the same organism. When one system fails, the whole team suffers. When both systems are healthy, the team thrives.

    The Payoff

    Yes, this model requires more communication. Yes, it requires both people to be secure enough to share responsibility for team health. But the payoff is worth it: better decisions, stronger teams, and design work that’s both excellent and sustainable.

    When both roles are healthy and working well together, you get the best of both worlds: deep craft expertise and strong people leadership. When one person is out sick, on vacation, or overwhelmed, the other can help maintain the team’s health. When a decision requires both the people perspective and the craft perspective, you’ve got both right there in the room.

    Most importantly, the framework scales. As your team grows, you can apply the same system thinking to new challenges. Need to launch a design system? Lead Designer tends to the muscular system (standards and implementation), Design Manager tends to the nervous system (team adoption and change management), and both tend to circulation (communication and stakeholder alignment).

    The Bottom Line

    The relationship between a Design Manager and Lead Designer isn’t about dividing territories. It’s about multiplying impact. When both roles understand they’re tending to different aspects of the same healthy organism, magic happens.

    The mind and body work together. The team gets both the strategic thinking and the craft excellence they need. And most importantly, the work that ships to users benefits from both perspectives.

    So the next time you’re in that meeting room, wondering why two people are talking about the same problem from different angles, remember: you’re watching shared leadership in action. And if it’s working well, both the mind and body of your design team are getting stronger.

  • From Beta to Bedrock: Build Products that Stick.

    From Beta to Bedrock: Build Products that Stick.

    As a product builder over too many years to mention, I’ve lost count of the number of times I’ve seen promising ideas go from zero to hero in a few weeks, only to fizzle out within months.

    Financial products, which is the field I work in, are no exception. With people’s real hard-earned money on the line, user expectations running high, and a crowded market, it’s tempting to throw as many features at the wall as possible and hope something sticks. But this approach is a recipe for disaster. Here’s why:

    The pitfalls of feature-first development

    When you start building a financial product from the ground up, or are migrating existing customer journeys from paper or telephony channels onto online banking or mobile apps, it’s easy to get caught up in the excitement of creating new features. You might think, “If I can just add one more thing that solves this particular user problem, they’ll love me!” But what happens when you inevitably hit a roadblock because the narcs (your security team!) don’t like it? When a hard-fought feature isn’t as popular as you thought, or it breaks due to unforeseen complexity?

    This is where the concept of Minimum Viable Product (MVP) comes in. Jason Fried’s book Getting Real and his podcast Rework often touch on this idea, even if he doesn’t always call it that. An MVP is a product that provides just enough value to your users to keep them engaged, but not so much that it becomes overwhelming or difficult to maintain. It sounds like an easy concept but it requires a razor sharp eye, a ruthless edge and having the courage to stick by your opinion because it is easy to be seduced by “the Columbo Effect”… when there’s always “just one more thing…” that someone wants to add.

    The problem with most finance apps, however, is that they often become a reflection of the internal politics of the business rather than an experience solely designed around the customer. This means that the focus is on delivering as many features and functionalities as possible to satisfy the needs and desires of competing internal departments, rather than providing a clear value proposition that is focused on what the people out there in the real world want. As a result, these products can very easily bloat to become a mixed bag of confusing, unrelated and ultimately unlovable customer experiences—a feature salad, you might say.

    The importance of bedrock

    So what’s a better approach? How can we build products that are stable, user-friendly, and—most importantly—stick?

    That’s where the concept of “bedrock” comes in. Bedrock is the core element of your product that truly matters to users. It’s the fundamental building block that provides value and stays relevant over time.

    In the world of retail banking, which is where I work, the bedrock has got to be in and around the regular servicing journeys. People open their current account once in a blue moon but they look at it every day. They sign up for a credit card every year or two, but they check their balance and pay their bill at least once a month.

    Identifying the core tasks that people want to do and then relentlessly striving to make them easy to do, dependable, and trustworthy is where the gravy’s at.

    But how do you get to bedrock? By focusing on the “MVP” approach, prioritizing simplicity, and iterating towards a clear value proposition. This means cutting out unnecessary features and focusing on delivering real value to your users.

    It also means having some guts, because your colleagues might not always instantly share your vision to start with. And controversially, sometimes it can even mean making it clear to customers that you’re not going to come to their house and make their dinner. The occasional “opinionated user interface design” (i.e. clunky workaround for edge cases) might sometimes be what you need to use to test a concept or buy you space to work on something more important.

    Practical strategies for building financial products that stick

    So what are the key strategies I’ve learned from my own experience and research?

    1. Start with a clear “why”: What problem are you trying to solve? For whom? Make sure your mission is crystal clear before building anything. Make sure it aligns with your company’s objectives, too.
    2. Focus on a single, core feature and obsess on getting that right before moving on to something else: Resist the temptation to add too many features at once. Instead, choose one that delivers real value and iterate from there.
    3. Prioritize simplicity over complexity: Less is often more when it comes to financial products. Cut out unnecessary bells and whistles and keep the focus on what matters most.
    4. Embrace continuous iteration: Bedrock isn’t a fixed destination—it’s a dynamic process. Continuously gather user feedback, refine your product, and iterate towards that bedrock state.
    5. Stop, look and listen: Don’t just test your product as part of your delivery process—test it repeatedly in the field. Use it yourself. Run A/B tests. Gather user feedback. Talk to people who use it, and refine accordingly.

    The bedrock paradox

    There’s an interesting paradox at play here: building towards bedrock means sacrificing some short-term growth potential in favour of long-term stability. But the payoff is worth it—products built with a focus on bedrock will outlast and outperform their competitors, and deliver sustained value to users over time.

    So, how do you start your journey towards bedrock? Take it one step at a time. Start by identifying those core elements that truly matter to your users. Focus on building and refining a single, powerful feature that delivers real value. And above all, test obsessively—for, in the words of Abraham Lincoln, Alan Kay, or Peter Drucker (whomever you believe!!), “The best way to predict the future is to create it.”

  • Digital Eclipse Restores Fighting Game History with Mortal Kombat: Legacy Kollection

    Digital Eclipse Restores Fighting Game History with Mortal Kombat: Legacy Kollection

    The wider Mortal Kombat company finds itself at a bit of a juncture as the Mortal Kombat 1 time comes to an end. [ ] Digital Eclipse, which has handled well-known classic video compilations like Teenage Mutant Ninja Turtles: The Cowabunga Collection and Atari 50: The Anniversary Celebration, has […]

    Mortal Kombat: Legacy Kollection is the first sport to be re-released on Den of Geek.

    The wider Mortal Kombat company is at a bit of a juncture as the Mortal Kombat 1 time comes to an end. With its future Mortal Kombat: Legacy Kollection, Digital Eclipse, which has handled well-known classic movie compilations like Atari 50: The Celebration Celebration and Teenage Mutant Ninja Turtles: The Cowabunga Collection, has highlighted the famous fighting game franchise’s basic titles. Digital Eclipse, which is scheduled to be released on all major current platforms in September, gave a hands-on look at the 2025 Evolution Championship Series, or Evo, along with Den of Geek interviewing some of the development team for the upcoming compilation.

    In contrast to Digital Eclipse’s past name, the Street Fighter 30th Anniversary Collection, the Mortal Kombat: Legacy Kollection includes more than just arcade games from the 1990s. It also includes more than 20 games. The Legacy Kollection compiles many of the most significant house versions of the original Mortal Kombat activities, including handheld names for the Game Gear and Game Boy Advance, as well as mysterious porta-ramas like the Sega 32X Mortal Kombat II. Mortal Kombat: Legacy Kollection is a real labor like that aims to enjoy the company and introduce these timeless video games to a new technology, like many of Digital Eclipse’s projects.

    ” The ’90s is a special occasion for us as far as the era of galleries and how great and amazing those were,” he said. According to Digital Eclipse head of manufacturing Stephen Frost, it’s also the 16-bit time of devices and how points were developing and flourishing. There are” a lot of people who grew up with Mortal Kombat more casually.” Being able to produce a product that appeals to them as well is truly interesting and fantastic.

    Mortal Kombat: Legacy Kollection weaves an engaging storyline that follows the development of the games that were included in the anthology, like many other sport collections by Digital Eclipse, particularly Atari 50. The compendium even expands its scope to names like the 1996 Mortal Kombat Trilogy and the show’s first 3D titles Mortal Kombat 4 and Mortal Kombat: Deadly Alliance, despite the entry set of sprite-based Mortal Kombat arcade games undoubtedly serving as a basis for the Legacy Kollection. Mortal Kombat 4’s addition was a special Herculean task, mimicking the obsessive Zeus arcade equipment to produce the first real home version of the game, which was important to recognize this transitional period for Mortal Kombat.

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

    ” No official home-based version of Mortal Kombat 4 has ever been available. For the first time in a home collection, Dan Amrich, the editor of Digital Eclipse content, reveals that there were home ports for the PlayStation and N64. It made my heart leap to be able to play this game again because it is more accurate than any other emulation available. It’s very important because we wanted to tell that story and the game propped up the narrative. If Mortal Kombat 4 is absent, how can the story of Mortal Kombat 4 be told if our players are unable to experience it for themselves and comprehend the context?

    A significant component of the Legacy Kollection is a wealth of special features, including an interactive documentary and a wealth of behind-the-scenes images and concept art, to help provide that context and narrative. All the key figures in the franchise’s early years are interviewed, which includes Ed Boon and John Tobias, as well as many Midway Games employees and actors who play the characters. This bonus material highlights the mystique and appeal of Mortal Kombat, which contributed to its survival and standing out from other fighting games at the time.

    ” If it was just about blood, gore, and shock value, it would have vanished in a year or two,” Amrich explains. ” Mortal Kombat created this more extensive mythology. They didn’t just have a few ninjas. For a very specific reason, Scorpio despises Sub-Zero. Here’s why Sonya and Kano are mortal enemies. Beyond the shock value, you had a reason to become invested in these characters. You learn what happens next with each new game.

    According to Frost,” What Mortal Kombat really tried to do was create an intriguing and enigmatic story with a significant number of characters,” The story is a sidenote in a lot of fighting games, but John Tobias and those guys attempted to make some very intriguing characters and add a sense of mystery around them with just a few words and images. You never fully understand what arcade games were, especially before the internet, which is what made them so popular, in my opinion.

    Both Frost and Amrich have long fans of Mortal Kombat, with Amrich naming Katana as his favorite due to her color scheme and bladed fan weapons. In fact, Frost prefers Scorpion and Liu Kang, recalled being able to pull off Liu Kang’s Fatality for the first time while playing Mortal Kombat II in an arcade as a surreal experience. With the Legacy Kollection, the two developers, along with the rest of the Digital Eclipse development team, can share this knowledge with both their fellow fans and newcomers, as well as with online multiplayer for the compilation’s bigger titles. Mortal Kombat: Legacy Kollection highlights the beginning of the beloved franchise’s celebrated story at a time when Mortal Kombat is contemplating where to go next.

    Mortal Kombat: Legacy Kollection, which was created and distributed by Digital Eclipse through Atari, will be available on September 30 for the Nintendo Switch 2, Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and PC. On December 12, a physical version will be available, and preorders are currently open.

    Mortal Kombat: Legacy Kollection is the first sport to be re-released on Den of Geek.

  • Star Trek: Strange New Worlds Season 3 Episode 5 Review — Through the Lens of Time

    Star Trek: Strange New Worlds Season 3 Episode 5 Review — Through the Lens of Time

    Spoilers for winter 3 show 5 were included in this Star Trek: Odd New Worlds review. While Star Trek: Odd New Worlds is primarily known for its upbeat enthusiasm, optimistic perseverance, and gang-friendly can-do spirit, the show can occasionally become tense. From war tales that reveal secrets [ …]]…]]…]] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ]

    The initial assessment of Star Trek: Odd New Worlds Season 3 Episode 5 Review — Through the Lens of Time appeared initially on Den of Geek.

    The wider Mortal Kombat company is at a bit of a juncture as the Mortal Kombat 1 time comes to an end. With its future Mortal Kombat: Legacy Kollection, Digital Eclipse, which has handled well-known classic movie compilations like Atari 50: The Celebration Celebration and Teenage Mutant Ninja Turtles: The Cowabunga Collection, has highlighted the famous fighting game franchise’s basic titles. Digital Eclipse, which is scheduled to be released on all major present platforms in September, gave a hands-on look at the 2025 Development Championship Series, much known as Evo, with Den of Geek interviewing some of the future compilation’s development staff.

    In contrast to Digital Eclipse’s past name, the Street Fighter 30th Anniversary Collection, the Mortal Kombat: Legacy Kollection includes more than just arcade games from the 1990s. It also includes more than 20 games. The Legacy Kollection compiles many of the most popular home-grown Mortal Kombat names that were the foundation of the company, including small titles like those for the Game Gear and Game Boy Advance, as well as mysterious porta- tions like the Sega 32X Mortal Kombat II. The Mortal Kombat: Legacy Kollection is a real labor love meant to honor the company as well as show these classic game to a new technology, like many of Digital Eclipse’s jobs.

    ” The ’90s is a special occasion for us as far as the era of galleries and how great and amazing those were,” he said. According to Digital Eclipse head of manufacturing Stephen Frost, it’s also the 16-bit time of devices and how points were developing and flourishing. There are” a lot of people who raised Mortal Kombat more casually.” Being able to produce a product that appeals to them as well is truly interesting and fantastic.

    Mortal Kombat: Legacy Kollection weaves an engaging storyline that follows the development of the games that were included in the anthology, like many other sport collections by Digital Eclipse, particularly Atari 50. The Legacy Kollection‘s foundation is served by the first set of sprite-based Mortal Kombat arcade games, but the anthology also includes titles like Mortal Kombat: Deadly Alliance, Mortal Kombat: Trilogy, and Mortal Kombat: First 3D. Mortal Kombat 4’s inclusion emulating the obtuse Zeus entrance hardware for the first real home version was a special Herculean task, which was necessary to respect this transitional period for the game.

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

    ” No standard home-based version of Mortal Kombat 4 has ever been available. For the first time in a home set, Dan Amrich, the director of Digital Eclipse articles, reveals that there were household slots for the PlayStation and N64. Because it’s more accurate than any other imitation available, it made my heart move to play this game once more. It’s very important because we wanted to show that account and the sport propped up the narrative. If Mortal Kombat 4 is absent, it becomes important to consider how to tell the Mortal Kombat 4 narrative if our players are unable to personally practice it and comprehend the context.

    A wealth of unique features, including an interactive film and a wealth of behind-the-scenes photos and strategy art, are included to help fill out that perspective and tale as a popular part of the Legacy Kollection. Interviews are conducted with all of the major figures from the franchise’s early years, including Ed Boon and John Tobias, as well as numerous Midway Games employees and actors who play the characters. Mortal Kombat‘s mystique and appeal, which helped it endure and stand out from other fighting games at the time, are highlighted in this bonus material.

    In a year or two, Amrich explains,” If it was just about blood, gore, and shock value,” it would have vanished. This larger mythology was created by” Mortal Kombat.” They didn’t just have a few ninjas. For a very specific reason, Scorpio despises Sub-Zero. Here’s why Sonya and Kano are mortal enemies. Beyond the shock value, you had a reason to become invested in these characters. You learn what happens next with each subsequent game.

    According to Frost,” What Mortal Kombat really tried to do was create an intriguing and enigmatic story with a significant number of characters,” The story is a sidenote in a lot of fighting games, but John Tobias and those guys attempted to make some very interesting characters and add an air of mystery around them with just a few words and images. You never fully understand what arcade games were, especially before the internet, which is what made them so popular, in my opinion.

    Both Frost and Amrich have long fans of Mortal Kombat, with Amrich naming Katana as his favorite due to her color scheme and bladed fan weapons. In fact, Frost prefers Scorpion and Liu Kang, recalled being able to perform Liu Kang’s Fatality for the first time while playing Mortal Kombat II in an arcade as a surreal experience. With the Legacy Kollection, the two and the rest of the Digital Eclipse development team can share this knowledge with both fellow fans and newcomers, including with online multiplayer for the compilation’s bigger titles. Mortal Kombat: Legacy Kollection highlights the beginning of this franchise’s famed story at a time when Mortal Kombat is contemplating where to go next.

    Mortal Kombat: Legacy Kollection, a game developed and published by Digital Eclipse via Atari, will be available on September 30 for the PlayStation 4, Xbox One, PlayStation 4, PlayStation 5, PlayStation 5, and PC. On December 12, a physical version will be available, and preorders are currently open.

    Mortal Kombat: Legacy Kollection is the first game to be re-released on Den of Geek.

  • Asynchronous Design Critique: Giving Feedback

    Asynchronous Design Critique: Giving Feedback

    One of the most successful soft knowledge we have at our disposal is the ability to work together to improve our patterns while developing our own abilities and opinions, in whatever form it takes, and whatever it may be called.

    Feedback is also one of the most underestimated equipment, and generally by assuming that we’re already good at it, we settle, forgetting that it’s a talent that can be trained, grown, and improved. Bad opinions can lead to conflict in projects, lower morale, and long-term, undermine trust and teamwork. Quality comments can be a revolutionary force.

    Practicing our knowledge is absolutely a good way to enhance, but the learning gets yet faster when it’s paired with a good base that programs and focuses the exercise. What are some fundamental components of providing effective opinions? And how can comments be adjusted for rural and distributed job settings?

    On the web, we may find a long history of sequential suggestions: code was written and discussed on mailing lists since the beginning of open source. Currently, engineers engage on pull calls, developers post in their favourite design tools, project managers and sprint masters exchange ideas on tickets, and so on.

    Design analysis is often the label used for a type of input that’s provided to make our job better, jointly. It generally shares many of the principles with comments, but it also has some differences.

    The information

    The material of the feedback serves as the foundation for all effective critiques, so we need to begin there. There are many versions that you can use to design your information. The one that I personally like best—because it’s obvious and actionable—is this one from Lara Hogan.

    Although this equation is typically used to provide feedback to individuals, it likewise fits really well in a style criticism because it finally addresses some of the main inquiries that we work on: What? Where? Why? How? Imagine that you’re giving some comments about some pattern function that spans several screens, like an onboard movement: there are some pages shown, a movement blueprint, and an outline of the decisions made. You notice something that needs to 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.

    A comment that appears to be reasonable at first glance could be included in some feedback, as it only appears to partially fulfill the requirements. But does it?

    Not sure about the buttons ‘ styles and hierarchy—it feels off. Can you alter 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. Do you offer the user’s viewpoint? Your expert perspective? A business perspective? The perspective of the project manager A first-time user’s perspective?

    I anticipate one to go forward and the other to go back when I see these two buttons.

    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.

    I anticipate one to go forward and the other to go back when I see these two buttons. 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 generally a viable option for feedback, I’ve found that going back to the question approach typically leads to the best solutions for design critiques because designers are generally more open to experiment in a space.

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

    I anticipate one to go forward and the other to go back when I see these two buttons. 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:

    I anticipate one to go forward and the other to go back when I see these two buttons. 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.

    I anticipate one to go forward and the other to go back when I see these two buttons. 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. I spent a while working on improving my feedback, conducting anonymous feedback reviews and sharing feedback with others. 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. Surprise surprise, one particular person gave me a lot of negative feedback. 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. However, there was one person in this other team who now 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. Yes, but no. Let’s explore both sides.

    No, because of the length in question, this kind of feedback is effective and can provide just enough information for a sound 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 implement 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 explaining the why, the designer might assume that the change is one of 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.

    Therefore, the above equation serves as a mnemonic to reflect and enhance the practice rather than a strict template for feedback. 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 atmosphere

    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. It has been demonstrated that only positive feedback can lead to sustained change in people. It can be determined by tone alone whether content is rejected or welcomed.

    Since our goal is to be understood and to have a positive working environment, tone is essential to work on. I’ve tried to summarize the necessary soft skills over the years using a formula that resembles that of the content 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 the moment when the feedback occurs. To-the-point feedback doesn’t have much hope of being well received if it’s given at the wrong time. If a new feature’s entire high-level information architecture is about to go live when it’s about to be released, it might still be relevant if that questioning raises a significant blocker that no one saw, but those concerns are much more likely to have to wait for a later revision. So in general, attune your feedback to the stage of the project. Early iteration? Iteration later? Polishing work in progress? Each of these needs a different one. 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. Before writing, it’s important to make sure the person we’re writing will actually benefit them and improve the overall project. 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 it can happen, which is fine. 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 encourage constructive behavior?

    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 could be many reasons for this, including the fact that occasionally certain words may cause specific reactions, that nonnative speakers may not be able to comprehend all thenuances of some sentences, that our brains may be different and that our world may be perceived differently; hence, neurodiversity must be taken into account. 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 was given some helpful advice, but I also found a surprise in my comment. They pointed out that when I wrote” Oh, ]… ]”, I made them feel stupid. That’s not what I meant to say! 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 quickly changed my spelling mistake by adding “oh” to my list of replaced words (your choice between aText, TextExpander, or others ) so that when I typed “oh,” it was immediately 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 keep in mind that having a positive attitude doesn’t necessarily mean passing judgment on the feedback; rather, it simply means that you give it constructive and respectful feedback, whether it be difficult or positive. 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. When I shared a comment with someone I knew,” How does this sound,”” How can I do it better,” or even” How would you have written it,” I discovered that the two versions had different meanings.

    The format

    Asynchronous feedback also has a significant inherent benefit: we can devote more time to making sure that the suggestions ‘ clarity of communication and actionability fulfill two main objectives.

    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 accomplish this, and context is of course important, but let’s try to think about some things that might be worthwhile to take into account.

    In terms of clarity, start by grounding the critique that you’re about to give by providing context. This includes specifically describing where you’re coming from: do you have a thorough understanding of the project, or is this your first time seeing it? Are you coming from a high-level perspective, or are you figuring out the details? Are there regressions? Which user’s point of view are you addressing when offering 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?

    Even if you’re giving feedback to a team that already has some project information, providing context is helpful. 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 frequently concentrate on the negatives and attempt to list every improvement that could be made. 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. Although this may seem superfluous, it’s important to keep in mind that design is a field with hundreds of possible solutions for each 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. Positive feedback can also help, as an added bonus, prevent 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 is a big difference between a critique of a design that is already in good shape and one that is critiqued 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 can be changed in your writing very quickly 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. You might also consider breaking up the feedback into sections or even across multiple comments if it is longer. 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. A red square indicates that it is something I consider blocking, a yellow diamond indicates that it needs to be changed, and a green circle provides a thorough, 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. However, I’d only use this strategy on teams where I’ve already established a high level of trust because it might turn out to be quite demoralizing if I deliver a lot of red squares, and I’d have to reframe how I’d communicate that.

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

    • 🔶 Navigation—I anticipate one to go forward and the other to go back when I see these two buttons. 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, which conveys a positive action because green is typically seen as a confirmation color. Do we need to explore a different color?
    • Considering the number of items on the page and the overall page hierarchy, it seems to me that the tiles should use Subtitle 2 instead of Subtitle 1. 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 purpose behind using that?

    What about giving feedback directly in Figma or another design tool that allows in-place feedback? These are generally difficult to use because they conceal discussions and are harder to follow, but in the right setting, 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 clearly right or wrong, and 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 fine. 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.

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

    Content, tone, and format. Although each of these subjects offers a useful model, focusing on eight areas, including observation, impact, question, timing, attitude, form, clarity, and actionability, is a lot of work 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 third, 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.

  • Asynchronous Design Critique: Getting Feedback

    Asynchronous Design Critique: Getting Feedback

    ” Any reply”? is perhaps one of the worst ways to ask for suggestions. It’s obscure and unfocused, and it doesn’t give us a sense of what we’re looking for. Getting good opinions starts sooner than we might hope: it starts with the demand.

    Starting the process of receiving feedback with a question may seem counterintuitive, but it makes sense if we consider that receiving input can be considered a form of design research. In the same way that we wouldn’t perform any studies without the correct questions to get the insight that we need, the best way to ask for feedback is also to build strong issues.

    Design criticism is never a one-time procedure. Sure, any great comments process continues until the project is finished, but this is especially true for layout because architecture work continues iteration after iteration, from a high level to the finest details. Each stage requires its unique set of questions.

    And suddenly, as with any great research, we need to review what we got up, get to the base of its perspectives, and take activity. Iteration, evaluation, and problem. This look at each of those.

    The query

    Being available to input is important, but we need to be specific about what we’re looking for. Any comments,” What do you think,” or” I’d love to hear your opinion” at the conclusion of a presentation are likely to generate a lot of divergent ideas, or worse, to make people follow the lead of the first speaker. And next… we get frustrated because vague issues like those you turn a high-level moves review into folks rather commenting on the borders of buttons. Which topic may be a wholesome one, so it might be difficult to get the team to switch to the subject you wanted to concentrate on.

    But how do we get into this scenario? A number of elements are involved. One is that we don’t often consider asking as a part of the input approach. Another is how healthy it is to assume that everyone else will agree with the problem and leave it alone. Another is that in nonprofessional debate, there’s usually no need to be that exact. In summary, we tend to undervalue the value of the issues, and we don’t work to improve them.

    The work of asking good questions guidelines and focuses the criticism. It’s even a form of acceptance because it specifies what kind of feedback you’d like to receive and how you’re open to them. It puts people in the right emotional position, especially in situations when they weren’t expecting to give opinions.

    There isn’t a second best way to ask for opinions. It simply needs to be certain, and precision may take several shapes. The concept of stage than level is a design for design criticism that I’ve found to be particularly helpful in my coaching.

    Stage” refers to each of the actions of the process—in our event, the design process. The type of input changes as the customer research moves on to the final design. But within a single stage, one might also examine whether some assumptions are correct and whether there’s been a suitable language of the amassed opinions into updated designs as the job has evolved. The layers of user experience could serve as a starting point for potential questions. What do you want to know: Project objectives? user requirements? Functionality? the content Interaction design? Information architecture UI design? navigation planning Visual design? Branding?

    Here’re a few example questions that are precise and to the point that refer to different layers:

    • Functionality: Is it desirable to automate account creation?
    • Interaction design: Take a look through the updated flow and let me know whether you see any steps or error states that I might’ve missed.
    • Information architecture: This page contains two competing pieces of information. Is the structure effective in communicating them both?
    • User interface design: What do you think about the error counter at the top of the page, which makes sure you see the next error even if it is outside the viewport?
    • Navigation design: From research, we identified these second-level navigation items, but once you’re on the page, the list feels too long and hard to navigate. Do you have any suggestions for how to handle this?
    • Visual design: Are the sticky notifications in the bottom-right corner visible enough?

    How much of a presentation’s depth would be on the other axis of specificity. For example, we might have introduced a new end-to-end flow, but there was a specific view that you found particularly challenging and you’d like a detailed review of that. This can be especially helpful from one iteration to the next when it’s crucial to highlight the areas that have changed.

    There are other things that we can consider when we want to achieve more specific—and more effective—questions.

    A quick fix is to get rid of the generic qualifiers from questions like “good,” “well,” “nice,” “bad,” “okay,” and” cool.” For example, asking,” When the block opens and the buttons appear, is this interaction good”? is it possible to look specific, but you can spot the “good” qualifier and make the question” When the block opens and the buttons appear, is it clear what the next action is” look like?

    Sometimes we actually do want broad feedback. Although that is uncommon, it is possible. In that sense, you might still make it explicit that you’re looking for a wide range of opinions, whether at a high level or with details. Or perhaps you should just say,” At first glance, what do you think”? so that it’s clear that what you’re asking is open ended but focused on someone’s impression after their first five seconds of looking at it.

    Sometimes the project is particularly broad, and some areas may have already been thoroughly explored. In these situations, it might be useful to explicitly say that some parts are already locked in and aren’t open to feedback. Although it’s not something I’d recommend in general, I’ve found it helpful in avoiding getting back into rabbit holes like those that could lead to even more refinement if what’s important right now isn’t.

    Asking specific questions can completely change the quality of the feedback that you receive. People with less refined criticism will now be able to provide more actionable feedback, and even expert designers will appreciate the clarity and effectiveness gained from concentrating solely on what’s needed. It can save a lot of time and frustration.

    The iteration

    Design iterations are probably the most visible part of the design work, and they provide a natural checkpoint for feedback. Many design tools have inline commenting, but many of them only display changes as a single fluid stream in the same file. These types of design tools cause conversations to end after they are resolved, update shared UI components automatically, and require designers to always display the most recent version unless these would-be useful features were manually disabled. The implied goal that these design tools seem to have is to arrive at just one final copy with all discussions closed, probably because they inherited patterns from how written documents are collaboratively edited. That approach to design critiques is probably not the best approach, but some teams might benefit from it even if I don’t want to be too prescriptive.

    The asynchronous design-critique approach that I find most effective is to create explicit checkpoints for discussion. I’m going to use the term iteration post for this. It refers to a write-up or presentation of the design iteration followed by a discussion thread of some kind. Any platform that can accommodate this type of structure can use this. By the way, when I refer to a “write-up or presentation“, I’m including video recordings or other media too: as long as it’s asynchronous, it works.

    There are many benefits to using iteration posts:

    • It creates a rhythm in the design work so that the designer can review feedback from each iteration and prepare for the next.
    • It makes decisions accessible for upcoming review, and conversed conversations are also always available.
    • It creates a record of how the design changed over time.
    • It might also make it simpler to collect and act on feedback depending on the tool.

    These posts of course don’t mean that no other feedback approach should be used, just that iteration posts could be the primary rhythm for a remote design team to use. From there, there can be additional feedback techniques ( such as live critique, pair designing, or inline comments ).

    I don’t think there’s a standard format for iteration posts. However, there are a few high-level components that make sense as a baseline:

    1. The goal
    2. The layout
    3. The list of changes
    4. The querys

    Each project is likely to have a goal, and hopefully it’s something that’s already been summarized in a single sentence somewhere else, such as the client brief, the product manager’s outline, or the project owner’s request. Therefore, I would repeat this in every iteration post, literally copy and pasting it. The idea is to provide context and to repeat what’s essential to make each iteration post complete so that there’s no need to find information spread across multiple posts. The most recent iteration post will have everything I need if I want to know about the most recent design.

    This copy-and-paste part introduces another relevant concept: alignment comes from repetition. Therefore, repeating information in posts is actually very effective at ensuring that everyone is on the same page.

    The design is then the actual series of information-architecture outlines, diagrams, flows, maps, wireframes, screens, visuals, and any other kind of design work that’s been done. It’s any design object, to put it briefly. For the final stages of work, I prefer the term blueprint to emphasize that I’ll be showing full flows instead of individual screens to make it easier to understand the bigger picture.

    Because it makes it easier to refer to the objects, it might also be helpful to have clear names on them. Write the post in a way that helps people understand the work. It’s not much different from creating a strong live presentation.

    For an efficient discussion, you should also include a bullet list of the changes from the previous iteration to let people focus on what’s new, which can be especially useful for larger pieces of work where keeping track, iteration after iteration, could become a challenge.

    Finally, as mentioned earlier, it’s crucial that you include a list of the questions to help you guide the design critique in the desired direction. Doing this as a numbered list can also help make it easier to refer to each question by its number.

    Not every iteration is the same. Earlier iterations don’t need to be as tightly focused—they can be more exploratory and experimental, maybe even breaking some of the design-language guidelines to see what’s possible. Then, later, the iterations begin coming to a decision and improving it until the feature development is complete.

    I want to highlight that even if these iteration posts are written and conceived as checkpoints, by no means do they need to be exhaustive. A post might be a draft, just a concept to start a discussion, or it might be a cumulative list of every feature that was added over the course of each iteration until the full picture is achieved.

    Over time, I also started using specific labels for incremental iterations: i1, i2, i3, and so on. Although this may seem like a minor labeling tip, it can be useful in many ways:

    • Unique—It’s a clear unique marker. Everyone knows where to go to review things, and it’s simple to say” This was discussed in i4″ with each project.
    • Unassuming—It works like versions ( such as v1, v2, and v3 ) but in contrast, versions create the impression of something that’s big, exhaustive, and complete. Attempts must be exploratory, incomplete, or partial.
    • Future proof—It resolves the “final” naming problem that you can run into with versions. No more files with the title “final final complete no-really-its-done” Within each project, the largest number always represents the latest iteration.

    The wording release candidate (RC ) could be used to describe a design as complete enough to be worked on, even if there might be some bits that still need more attention and in turn, more iterations would be required, such as” with i8 we reached RC” or “i12 is an RC” to indicate when it is finished.

    The review

    What typically occurs during a design critique is an open discussion that can be very productive between two people. This approach is particularly effective during live, synchronous feedback. However, when we work asynchronously, it is more effective to adopt a different strategy: we can adopt a user-research mindset. Written feedback from teammates, stakeholders, or others can be treated as if it were the result of user interviews and surveys, and we can analyze it accordingly.

    Asynchronous feedback is particularly effective around these friction points because of this shift’s significant benefits:

    1. It removes the pressure to reply to everyone.
    2. It lessens the annoyance caused by swoop-by comments.
    3. It lessens our personal stake.

    The first friction is being forced to respond to every comment. Sometimes we write the iteration post, and we get replies from our team. It’s just a few of them, it’s simple, and there isn’t much to worry about. But other times, some solutions might require more in-depth discussions, and the amount of replies can quickly increase, which can create a tension between trying to be a good team player by replying to everyone and doing the next design iteration. If the respondent is a stakeholder or a person directly involved in the project, this might be especially true. We need to accept that this pressure is absolutely normal, and it’s human nature to try to accommodate people who we care about. When responding to all comments, it can be effective, but when we consider a design critique more like user research, we realize that we don’t need to respond to every comment, and there are alternatives in asynchronous spaces:

      One is to let the next iteration speak for itself. That is the response when the design changes and we publish a follow-up iteration. You might tag all the people who were involved in the previous discussion, but even that’s a choice, not a requirement.
    • Another tactic is to formally acknowledge each comment in a brief response, such as” Understood. Thank you”,” Good points— I’ll review”, or” Thanks. In the upcoming iteration, I’ll include these. In some cases, this could also be just a single top-level comment along the lines of” Thanks for all the feedback everyone—the next iteration is coming soon”!
    • One more thing is to quickly summarize the comments before proceeding. Depending on your workflow, this can be particularly useful as it can provide a simplified checklist that you can then use for the next iteration.

    The swoop-by comment, which is the kind of feedback that comes from a member of the project or team who might not be aware of the context, restrictions, decisions, or requirements —or of the discussions from earlier iterations. On their side, there’s something that one can hope that they might learn: they could start to acknowledge that they’re doing this and they could be more conscious in outlining where they’re coming from. Swoop-by comments frequently prompt the simple thought,” We’ve already discussed this,” and it can be frustrating to have to keep saying the same thing over and over.

    Let’s begin by acknowledging again that there’s no need to reply to every comment. However, if responding to a previously litigated point might be helpful, a brief response with a link to the previous discussion for additional information is typically sufficient. Remember, alignment comes from repetition, so it’s okay to repeat things sometimes!

    Swoop-by commenting has two benefits: first, they might point out something that isn’t clear, and second, they might serve as a reference point for someone who is first viewing the design. Sure, you’ll still be frustrated, but that might at least help in dealing with it.

    The personal stake we might have in the design could be the third friction point, which might cause us to feel defensive if the review turned into a discussion. Treating feedback as user research helps us create a healthy distance between the people giving us feedback and our ego ( because yes, even if we don’t want to admit it, it’s there ). And in the end, presenting everything in aggregated form helps us to prioritize our work more.

    Always remember that while you need to listen to stakeholders, project owners, and specific advice, you don’t have to accept every piece of feedback. You must examine it and come up with a rationale for your choice, but sometimes “no” is the best choice.

    As the designer leading the project, you’re in charge of that decision. In the end, everyone has their area of specialization, and the designer is the one with the most background and knowledge to make the right choice. And by listening to the feedback that you’ve received, you’re making sure that it’s also the best and most balanced decision.

    Thanks to Mike Shelton and Brie Anne Demkiw for their contributions to the initial draft of this article.