Moll how2012-teams

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Moll how2012-teams

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

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