The crawling, walking, running thermostat

One of the classic tricks of Product Management and design thinking is the "crawl-walk-run" approach of breaking down a larger project in to smaller, digestible and easier-to-tackle work packages. Like a small human child, a new product isn't born immediately running, but will take time to crawl on all fours. After, the child will learn … Continue reading The crawling, walking, running thermostat

What sucking adventure games tell product managers

I am reading a lot of blogs and papers that people write about their thought processes for the craft their good at. Not all are strictly product management, some are from similar fields. I consume a lot of adventure game content these days, and if you look at game design for adventure games, there's a … Continue reading What sucking adventure games tell product managers

Building communities

I have been a communities person for a long time. Not necessarily in the sports club type, but in the learn from one another, sit and discuss type. I started my professional career reading, learning and then contributing back to newsgroups. It's been technical newsgroups at first, so people would post their problems and challenges, … Continue reading Building communities

Avoiding your monkey wrench moment

Building up my excitement for Return to Monkey Island, I read the interview with the development and designer crew the other day: Ron Gilbert and Dave Grossman reveal their one Monkey Island regret | Eurogamer.net. I knew about the puzzle they are talking about in the article, and that it was a huge challenge to … Continue reading Avoiding your monkey wrench moment