Games are built to endure. So why do we treat the people who make them as expendable?
Notes from a moderately-successful book club I ran for Designing Data-Intensive Applications.
"Disagree and commit" is disingenuous. This is a better idea.
This simple, repeatable framework for building a culture of open feedback has been a part of my toolkit for over a decade.
System boundaries tend to follow communication boundaries. Plan for that or pay in meetings and glue code.
“There are things we can and must do to shift movements for justice toward a powerful posture of joy and victory. Such a metamorphosis is not inevitable, but it is essential. This essay describes the problems our movements face, identifies underlying causes, analyzes symptoms of the core problems, and proposes some concrete solutions to reset our course.” #Teams [Link]
Fred Brooks on why staffing up a late project often pushes the finish line out, not in.
What Robin Dunbar's ~150 limit claims, and how it shows up in org design, on-call, and communication load.
A comprehensive guide to working remotely and asynchronously. Covers foundational principles like information availability and clear goals, practical team processes for meetings and work tracking, and the personal challenges of staying productive without real-time collaboration.