2025 |
May | |
14 | Form, function, and feeling |
April | |
14 | The business of Design |
February | |
9 | Cultural touchstones |
2024 |
December | |
30 | My Best of 2024 |
October | |
16 | Wearables wasteland |
September | |
21 | Opinionated design |
2023 |
December | |
31 | My Best of 2023 |
November | |
23 | The World’s Fair |
September | |
23 | Tears of the Kingdom |
March | |
30 | Attention |
2022 |
December | |
30 | My Best of 2022 |
16 | Blog format change |
2 | The Moon |
October | |
27 | Steam Deck |
15 | Lagging laws |
3 | Doors |
August | |
27 | Music discovery |
18 | Elden Ring |
2 | Selfies |
June | |
28 | The IC Designer career ladder |
15 | VC-backed bragging rights |
4 | America’s paradise of wealth |
April | |
25 | How was your experience? |
17 | The tech upbringing |
8 | Horizon Forbidden West |
February | |
22 | Tech: Turnover and tenure |
12 | Pokémon Legends Arceus |
3 | Car ownership |
2021 |
December | |
30 | My Best of 2021 |
16 | Systems within systems |
4 | Designing in big tech |
October | |
28 | Ring Fit Adventure |
18 | The length of design |
6 | Curating taste |
August | |
23 | PlayStation 5 |
13 | Remote work revolution |
3 | Pandemic pessimism |
June | |
25 | The Twitterverse dilemma |
16 | Teslas and touchscreens |
2 | Design promotions |
April | |
29 | Systemic problems |
13 | The Design Manager’s role |
5 | San Francisco |
February | |
26 | Fixing the design interview |
18 | Creation tools & misinformation |
3 | When buyers aren’t users |
2020 |
December | |
31 | My Best of 2020 |
12 | Design, tech, and capitalism |
5 | Writing and me |
October | |
23 | Hades |
16 | Side project slog |
5 | Work at home |
August | |
25 | Cause and effect |
17 | Racial bias in design hiring |
3 | The Last of Us Pt. II |
June | |
21 | Design teams: Size and culture |
8 | On the color of my skin |
2 | Pre-existing privilege |
April | |
25 | The defining decade |
12 | Quarantine gaming |
4 | Carnival of idiots |
February | |
25 | What matters at work |
16 | Self-control |
10 | Role models in design |
2019 |
December | |
31 | My Best of 2019 |
17 | Wealth, greed, and time |
3 | Pokémon Sword & Shield |
October | |
23 | Design tools |
18 | Third places and virtual spaces |
9 | Control |
August | |
21 | Bostonia, est. 1630 |
12 | Death by donation |
4 | Creative intent and fandoms |
June | |
21 | The introvert’s iceberg |
14 | Dystopian science fiction + Cosmic Horror |
6 | Mobile photography |
April | |
24 | The quadrilingual life |
16 | Accessibility in game design |
9 | Rising to the design leadership challenge |
February | |
25 | Kids on the internet |
14 | Sapiens |
4 | The slow life |
2018 |
December | |
31 | My Best of 2018 |
19 | Into the Spider-Verse |
12 | Holiday gaming |
October | |
26 | United States of Anxiety |
14 | Pushed and challenged |
3 | The indie gamedev grind |
August | |
25 | No strong opinions |
12 | Trains of Japan |
1 | Solo travel |
June | |
22 | A Japanese dive into games |
14 | Unity Learning Pt. I: Layouts for days |
1 | Listen. Inquire. Learn. |
March | |
31 | Bloodborne: Death and progress |
20 | UIs and mental models |
12 | Career and meaning |
January | |
22 | Nationalism |
12 | Breath of the Wild |
5 | Commodification of art |
2017 |
December | |
31 | My Best of 2017 |
27 | Nintendo’s comeback year |
4 | The product, the business, and the users |
October | |
23 | Five years in the real world |
14 | Life imitates art imitates life |
2 | The American Scream |
July | |
17 | Selling design systems |
12 | Design literacy in product organizations |
5 | The FUD scale in design |
May | |
11 | Data-driven design |
9 | Designing for emerging markets |
5 | The myth of the T-shaped designer |
April | |
19 | Existentialism in 2199 |
10 | Anticipatory design and UX for scale |
March | |
21 | Abstract: The disciplines of design |
16 | The art of awkward pausing |
5 | A humbling perspective |
2016 |
December | |
26 | Life on autopilot |
23 | My Best of 2016 |
November | |
13 | A love letter to Dishonored 2 |
October | |
18 | Consumption vs Production |
10 | Confidence bias |
September | |
26 | Creative isolation |
August | |
21 | Indie Gaming |
July | |
29 | Other blog posts! |
24 | Design salesmanship |
18 | A nostalgic return to Pokémon |
June | |
23 | Virtual Reality moneymaking |
May | |
17 | Commitment to sports |
10 | Overwatch |
2 | More design reading! |
April | |
18 | Using imagery in apps |
11 | PSA to wannabe designers |
4 | Creativity on demand |
March | |
28 | Peak immersion in gaming |
24 | The mortality conundrum and VR |
20 | Interaction Design and the future |
January | |
12 | Generation of meaning |
4 | Storytelling across the mediums |
2 | 8-bit narratives |
2015 |
October | |
30 | Playfulness in product design |
26 | UX lessons from video games |
22 | The secret to being a great designer is… |
17 | Tips for a productive outlook on life |
9 | Team Fortress 2 and economics |
6 | Virtual reality and design |
September | |
30 | Designing for the internet of things |
28 | Yawning in the comfort zone |
25 | The designer’s dayjob dilemma |
15 | Dopamine and the anticipation of reward |
8 | Automation and emotion |
3 | Resurgence of the cartoon |
August | |
30 | It’s a mad, mad world |
23 | Minimalism in product design |
17 | Creativity on a deadline |
11 | Coffee |
6 | Video Games — art or design? |
3 | My favorite books (non-fiction) |
July | |
31 | My favorite books (fiction) |
28 | Hiring designers |
25 | Designers and prototyping |
22 | Photography and me |
19 | My design education |
16 | Dribbble shots |
13 | A fresh start |