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Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
Moll how2012-teams
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Moll how2012-teams

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Transcript

  • 1. TOOLS FORBUILDING YOURINTERACTIVEDREAM TEAM@CAMERONMOLL
  • 2. checkthis.com/ixteams
  • 3. @AUTHENTICJOBS AUTHENTICJOBS.COM
  • 4. authenticjobs.com/seven
  • 5. BASECAMP basecamp.comCAMPFIRE campfirenow.comGITHUB github.comDROPBOX dropbox.comINVISIONAPP invisionapp.comPAPER BY 53 fiftythree.com/paperGOOGLE+ HANGOUTS google.com/hangouts
  • 6. 1QUALITY & SHIPPINGARE IN A CONSTANTTUSSLE FOR TOPPRIORITY.
  • 7. Programmers dont burn out on hardwork, they burn out on change-with-the-wind directives and not shipping.@MARKAB
  • 8. 2PROTOTYPINGHAPPENS EARLY,FREQUENTLY, ANDHABITUALLY.
  • 9. R
  • 10. Let’s change the phrase “designing in thebrowser” to “deciding in the browser.”@DANIELMALL
  • 11. R
  • 12. IN•SPEC•TOR•AT•ING verbIterating in code using WebKitsInspector.
  • 13. 3CULTURE & FIT AREINDISPENSABLE TOTHE TEAM’S SUCCESS.
  • 14. The single most important indicator ofthe overall health of a company? Howteams spend their lunch hour.MARK O’BRIENCEO, Newfangled
  • 15. RAW SOFT ABILITY SKILLSTEAM CREATIVE THINKING FIT
  • 16. Skills can be taught, but working with ajerk is no fun for anyone.NOAH STOKESC0-founder, Bold
  • 17. DISCPROFILES4U.COM
  • 18. 4PAUSING FROMWORK IMPROVES THEWORK.
  • 19. 5COLLABORATION &ISOLATION AREVALUED EQUALLY.
  • 20. THE 3 Qs FOR GREATEXPERIENCE DESIGNuie.com/articles/the3qs/
  • 21. 6WHAT IS THEEXPERIENCE LIKEFIVE YEARS FROMNOW?
  • 22. CAN YOU SEE FIVE YEARS AHEAD?
  • 23. 7IN THE PAST SIXWEEKS, HAVE YOUSPENT TWO HOURSOBSERVING THEUSER EXPERIENCE?
  • 24. Hours of useless meetings and endlessdebates could be replaced with just acouple hours of testing to see what usersare really doing.JARED SPOOL (paraphrased)UIE
  • 25. BIG SPACESHIP: READYTO GO BIG?d.pr/xMti
  • 26. BUILD A TEAM THEY’LLNEVER LEAVE: THE 4THINGS THAT MATTERd.pr/kEmi
  • 27. REWORKby Jason Fried & DavidHeinemeier Hansson
  • 28. 8NET EFFECT ISEVANGELIZED.
  • 29. PHOTO: MARK AVINO
  • 30. THANK YOU.@CAMERONMOLL

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