Sublime
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I would advise, as an industry, to pull back from this obsession with user wants and user needs and instead to design for fun. What you want your players to feel, what is the emotional path for them to get there, and how does your software—your business product, if that's what you're building—take them along the path?
Ben Gilbert • Superhuman Part II - Designing Software to Feel like a Game (with Rahul Vohra) | Acquired Podcast
Fuller is something of a philosopher of digital design; his podcast “Scratching the Surface” canvasses experts in the field. In the past decade, he argues, a “user-centered” approach to design has been replaced by what he has taken to calling a “corporation-centered” approach. Rather than optimizing for the user’s experience, it optimizes for the e... See more
Kyle Chayka • Why I Finally Quit Spotify | the New Yorker

creativeProvisioning
Creative approaches to designing for positive-sum world-building.
Erica • 2 cards
It is currently too hard to make video games. Making it easier to create video games will massively increase the supply of good video games and cause a gradual revolution in education.