User Experience

Finishing Your 23-Year-Old Passion Project Is a Terrible Idea

We love the story of an indie dev finishing a game after 23 years, but the reality is often a usability nightmare. When a 2003 vision meets modern tech, the result can be a Frankenstein monster that alienates users. Finishing is a personal triumph, but shipping a good product requires a brutal negotiation with reality.

Stop Adding Features. Mario Proved Simplicity Wins.

Weโ€™ve been conditioned to believe that depth requires complexity. But the enduring success of Mario proves the exact opposite. By applying the Pareto principle, we see that a tiny core of mechanicsโ€”running and jumpingโ€”drives almost all player engagement. Stop adding features. Master the basics.

Why Bad Formatting Is Cruel to Non-Native Readers (And the Fix You Didn’t Expect)

Most readability tools are judged by how good they make text look. But the real value is cognitive: reducing the mental load for readers, especially non-native speakers who are already straining to process a foreign language. A simple cleanup tool can become an access tool โ€” and that changes everything.

ESA Wants AI for Space. Its Website Can’t Even Handle a Phone.

The European Space Agency is asking for cutting-edge autonomous software for an asteroid mission โ€” but its own website can’t handle mobile responsiveness. The top comment says it all: ‘My idea is to make this esa site mobile responsive.’ This isn’t just a web design failure; it’s a symptom of a deeper gap between ambition and institutional adaptability. The real autonomous experiment should be on the platform itself.

I Built a Map for My Blind Friend. It Broke Everything I Knew About Design.

When I built a tactile 3D map for my blind friend, I discovered that most accessibility design is just lazy translation โ€” converting visual content into another format instead of rethinking how a non-visual mind actually processes spatial information. The real innovation isn’t tactile maps; it’s designing for cognition, not for sight.

The Game That’s Unplayableโ€”And Why That’s a Good Thing

Hop.earth is a buggy OpenStreetMap racing game that’s nearly unplayable, yet players still enjoy it. That tension between frustration and fun reveals a crucial lesson: ambition and emotional spark matter more than technical polish. For anyone building location-based products, it’s a case study in prioritizing the magic over the mechanics.