GameDev 2017 - Валерій Міненко "7 clients that you never should not work with"Lviv Startup Club
The document provides advice for working with different types of clients as a freelancer or small game development studio. It identifies 7 types of difficult clients: 1) those who don't know what they want, 2) greedy clients, 3) those who change requirements frequently, 4) lazy or unresponsive clients, 5) clients who are too active, 6) asshole clients, and 7) clients who want impossible things. For each type, it provides strategies like creating detailed requirements documents, careful budgeting and estimation, clear communication, and setting boundaries. Overall recommendations include clarifying requirements, having a schedule, giving regular updates, and maintaining a collaborative working relationship.
The document discusses the importance of taking a holistic approach to product design. It recommends involving members from all teams, including non-designers, developers, and people with different backgrounds, in design processes like user testings and reviews. This helps ensure business and user goals are both addressed. It also suggests starting collaboration on design at the concept stage and using communication methods like phone calls instead of just email to empower collaboration and get differing perspectives to strengthen ideas.
Holistic approach in product design - Olga Mishyna, Product Designer, AdyenUXDXConf
Olga discusses often what designers think they're doing vs what they're actually doing. What is an idividual team vs whole company, working in multiple tribes and knowing that designers don't need to be an outsider. Invite every team member to user testings. Making friends with developers and get them into conversations early. Great an inspiring talk from Olga at our Amsterdam Community event. Video and YouTube link is available here; https://youtu.be/lN24YcRDk8s
Estimates vs. #NoEstimates - DO PM 18th Jan 2017Ian May
Talk for the Digital Project Management meet-up in Oxford (DO PM). Covers the topic of estimating and some of the arguments for and against the No Estimates movement.
The document summarizes the role and responsibilities of a game designer at Ubisoft Entertainment. It outlines the qualifications needed which include strong communication skills, extensive knowledge of games, experience with multiplayer design, and a passion for games. As a game designer, the individual would focus on level and storyline development and be involved in pre-production and 85% of the production stages. The role is at the core of overseeing many aspects of game development. A college degree is normally required along with experience modifying game levels. It can take 5-10 years to gain the necessary knowledge and experience for the role.
The document discusses best practices for gathering requirements and specifications for a project. It recommends digging for requirements by working with users, using simple notation that communicates well, and avoiding overspecification. Formal methods are described as just one tool among many that can be used, and expensive tools do not necessarily produce better designs. Writing detailed specifications comes with responsibility, and some things are better learned through implementation and testing.
A journey in the world of UX Design for enterprise.Calin Fara
This document outlines 7 key learnings from a senior UX designer's perspective on enterprise projects:
1. Fight to be involved from the beginning to understand problems fully.
2. Deconstruct problems from scratch and propose new structures when big issues arise.
3. Build trust over time by finding allies, solving obvious UX problems, and proving your value.
4. Focus on high impact tasks and delegate basic work, not trying to do everything alone.
5. Measure your impact and ROI to gain recognition for your role after launch.
6. Successes on one project help gain trust for future projects.
7. Remain dedicated but not emotionally attached, to stay
This document provides guidance for using the A3 problem solving methodology. It outlines the key sections of an A3 report, including: (1) clarifying the problem; (2) breaking down the problem; (3) setting targets; (4) analyzing root causes; (5) developing countermeasures and a plan; (6) monitoring and reviewing progress; and (7) standardizing and sharing lessons learned. The document emphasizes thoroughly investigating the problem, asking why it occurs, prioritizing issues, developing countermeasures, and periodically updating the report to track results.
GameDev 2017 - Валерій Міненко "7 clients that you never should not work with"Lviv Startup Club
The document provides advice for working with different types of clients as a freelancer or small game development studio. It identifies 7 types of difficult clients: 1) those who don't know what they want, 2) greedy clients, 3) those who change requirements frequently, 4) lazy or unresponsive clients, 5) clients who are too active, 6) asshole clients, and 7) clients who want impossible things. For each type, it provides strategies like creating detailed requirements documents, careful budgeting and estimation, clear communication, and setting boundaries. Overall recommendations include clarifying requirements, having a schedule, giving regular updates, and maintaining a collaborative working relationship.
The document discusses the importance of taking a holistic approach to product design. It recommends involving members from all teams, including non-designers, developers, and people with different backgrounds, in design processes like user testings and reviews. This helps ensure business and user goals are both addressed. It also suggests starting collaboration on design at the concept stage and using communication methods like phone calls instead of just email to empower collaboration and get differing perspectives to strengthen ideas.
Holistic approach in product design - Olga Mishyna, Product Designer, AdyenUXDXConf
Olga discusses often what designers think they're doing vs what they're actually doing. What is an idividual team vs whole company, working in multiple tribes and knowing that designers don't need to be an outsider. Invite every team member to user testings. Making friends with developers and get them into conversations early. Great an inspiring talk from Olga at our Amsterdam Community event. Video and YouTube link is available here; https://youtu.be/lN24YcRDk8s
Estimates vs. #NoEstimates - DO PM 18th Jan 2017Ian May
Talk for the Digital Project Management meet-up in Oxford (DO PM). Covers the topic of estimating and some of the arguments for and against the No Estimates movement.
The document summarizes the role and responsibilities of a game designer at Ubisoft Entertainment. It outlines the qualifications needed which include strong communication skills, extensive knowledge of games, experience with multiplayer design, and a passion for games. As a game designer, the individual would focus on level and storyline development and be involved in pre-production and 85% of the production stages. The role is at the core of overseeing many aspects of game development. A college degree is normally required along with experience modifying game levels. It can take 5-10 years to gain the necessary knowledge and experience for the role.
The document discusses best practices for gathering requirements and specifications for a project. It recommends digging for requirements by working with users, using simple notation that communicates well, and avoiding overspecification. Formal methods are described as just one tool among many that can be used, and expensive tools do not necessarily produce better designs. Writing detailed specifications comes with responsibility, and some things are better learned through implementation and testing.
A journey in the world of UX Design for enterprise.Calin Fara
This document outlines 7 key learnings from a senior UX designer's perspective on enterprise projects:
1. Fight to be involved from the beginning to understand problems fully.
2. Deconstruct problems from scratch and propose new structures when big issues arise.
3. Build trust over time by finding allies, solving obvious UX problems, and proving your value.
4. Focus on high impact tasks and delegate basic work, not trying to do everything alone.
5. Measure your impact and ROI to gain recognition for your role after launch.
6. Successes on one project help gain trust for future projects.
7. Remain dedicated but not emotionally attached, to stay
This document provides guidance for using the A3 problem solving methodology. It outlines the key sections of an A3 report, including: (1) clarifying the problem; (2) breaking down the problem; (3) setting targets; (4) analyzing root causes; (5) developing countermeasures and a plan; (6) monitoring and reviewing progress; and (7) standardizing and sharing lessons learned. The document emphasizes thoroughly investigating the problem, asking why it occurs, prioritizing issues, developing countermeasures, and periodically updating the report to track results.
Code review as a technique for improving code quality exists for a very long time, but still it is not something that everybody embraces. Management might consider it time consuming. Developers might have had bad experience or they struggle with reviews.
Correctly done code reviews bring many benefits to everyone included in process: developers individually, teams, companies, clients and end users.
This presentation explains what code reviews are, what benefits they bring and, most importantly, how to do them right.
Learning to program helps develop problem-solving skills and teaches logical thinking. It provides a framework for understanding how to break down complex problems into smaller steps. Mastering the basic concepts of computer programming is an important skill for both career opportunities and understanding today's world.
The document provides instructions for students to complete a multi-step entrepreneurship project, including taking an online quiz, developing a business idea and checklist, writing a business plan, and creating an advertisement. It outlines the deadlines and criteria for evaluation for each step. Completing all steps by the deadlines will result in the highest score.
This document provides guidance on prioritizing tasks and making meetings more effective. It introduces a task priority checker that categorizes tasks as urgent/not urgent and important/not important. Tasks that are urgent but not important or not urgent but important should be considered carefully. Other factors like quality, commercial impacts, and time requirements also influence priority.
The document then lists nine rules for effective meetings: start and end on time; have clear objectives and agenda; come prepared; stay engaged by avoiding phones/laptops; communicate visually; focus on solving problems; hold meetings near the problem location when possible; and avoid meetings that don't discuss, decide, or lead to action. Following these rules can make meetings more productive.
The document provides guidance on how to conduct effective retrospectives for agile teams. It discusses principles behind agile processes and retrospectives from the Agile Manifesto. It emphasizes that retrospectives should be a check-in rather than post-mortem, focus on learning and improvement rather than blame. Various techniques are presented for designing effective retrospectives, including setting goals, using timeboxes, gathering feedback, identifying themes for improvement, and planning actions to implement lessons learned. Common "smells" or issues that can undermine retrospectives are also identified.
6. [pro forma] project pro-forma james horburyjames horbury
The document summarizes a photography student's project involving two photo shoots and editing the resulting images. For the first shoot, the morning session was successful but the afternoon produced more tourist photos. Two images from the morning, IMG_0204.JPG and IMG_9821.JPG, were selected for the final set. Minimal editing is planned for IMG_9821.JPG while lighting will be adjusted for IMG_0204.JPG. The document goes on to describe editing various individual images, discussing techniques like color balancing. Composition, audience, influences, and an evaluation of the project are also reviewed.
The document provides a skills audit and project plan for a student's 3D modelling assignment. The student feels confident in project management, research, and drawing techniques. They are still learning Adobe Illustrator and NewTek LightWave Modeller. The student understands the assignment requirements and timeline. Their goal is to finish before the deadline. They recognize time may be a constraint and plan to work diligently during lessons to overcome it.
Resume Impact Secrets: The Underground Playbook for Writing a Resume that Att...Mālik Mbaye
The document discusses how to effectively showcase impact on your resume. It emphasizes that impact occurs when you clearly articulate what you did, how you did it, and why it matters. Hiring managers have only a few seconds to evaluate candidates, so your resume needs to clearly communicate the value you bring and be easy for anyone to understand. You should answer for each experience: what you did, why you did it, how you did it, and the measurable impact. Quantifying your impact with numbers helps convey your accomplishments and benefits. Following the guidelines and using examples of impact statements from other resumes can help you craft concise, compelling summaries that will make your qualifications and fit for the role apparent to recruiters.
The document discusses pre-production planning for a project, including choosing a font style and color scheme, considering different layout options, listing required props and locations, contingencies for potential issues, health and safety considerations, and a 8-day schedule with planned actions and resource needs.
The document outlines the stages of problem solving: 1) Clearly state the problem, 2) Identify the cause of the problem, 3) Analyze the problem and develop potential solutions, 4) Evaluate the potential solutions and select the best one, 5) Implement the selected solution, monitor its effects, and make changes if needed. Going through each sequential stage helps solve problems in a methodical way.
When creating a PowerPoint presentation, you should first brainstorm your audience and presentation details. The presentation should be kept simple with one idea per slide and slides should not be overloaded with text or images. Color, text, and images should be used intentionally to convey ideas and keep the audience engaged. Sources should always be cited to avoid plagiarism and give the presentation a professional appearance.
The developer created his own browser called Sizzy to simplify previewing websites on multiple devices as a freelance web developer. He initially released it for free on GitHub where it gained popularity but no paid users. His mistake was not properly branding, promoting, and monetizing it from the start. After improving Sizzy, he launched it as a paid subscription browser, ignoring criticism that it should be free. The lesson is to solve your own problems, share solutions early, package and distribute quickly, and have the confidence to charge for your work.
101 Exciting Tips To Get The Site You Need While Saving Time And Money (And G...Myplanet Digital
This document provides 101 tips for getting the website you need while saving time and money. Some key tips include having clearly defined objectives focused on business goals and ROI, being open to vendor ideas, prioritizing quickly, and demanding accountability and demos from vendors. It also discusses using agile principles like valuing working software over documentation and responding quickly to changes. The overall message is to plan effectively, communicate constantly with vendors, and focus on business needs and outcomes above all else.
Dave McClure lists 11 reasons why someone should not do a startup, arguing that most startups fail. The reasons include being a "wantrepreneur" motivated by money rather than solving problems, being lazy and comfortable, having an undeveloped idea or product, lacking leadership skills, inability to raise money or market effectively, and preferring leisure activities to changing the world. The overall message is that starting a company requires significant sacrifices and hard work with a high risk of failure.
The document discusses risk management in video game production. It tells the story of Crytek founder Cevat Yerli, who was so consumed by the video game Kick Off as a child that he crashed his bicycle into a brick wall. It then provides various tools and diagrams for managing risks in game development, such as mapping connected concepts, using robust triangles to represent relationships between risks and flexibility, and depicting the development process as a factory to identify bottlenecks. Key recommendations include minimizing unknowns, increasing flexibility, reducing dependencies, improving efficiency, addressing the biggest risk first, and using techniques like prototyping and applying the theory of constraints.
10+ Testing Pitfalls and How to Avoid them PractiTest
Join Joel Montvelisky, PractiTest's chief solution architect in this webinar as he takes you through the common pitfalls of testing you need to be aware of and how to avoid them.
Tamara stefanovic lightening talk june 6- red flagsTamara Stefanovic
This document discusses common "red flags" or issues that can arise in the workplace. Some of the key issues mentioned include uncontrolled scope creep where project features and requirements continuously change, lack of proper documentation, unclear goals and planning, strained communication, and not getting paid on time or at all. It provides advice on how to avoid these problems such as defining requirements early, having milestones, emphasizing the costs of new features, writing documentation, and following up aggressively if paychecks are late.
The document discusses how an individual's image is shaped by both internal and external factors and provides strategies for improving one's image. It notes that an individual's internal image, including their attitude, thinking patterns, beliefs, and confidence, determines how they project themselves externally through their dressing, grooming, body language, and tone of voice. The document recommends individuals understand their personality and thinking patterns, change any limiting beliefs, and ensure internal and external alignment in order to improve their image and increase their chances of success.
PHP World DC 2015 - What Can Go Wrong with Agile Development and How to Fix ItMatt Toigo
A talk I gave at the 2015 PHPWorld Conference. PDF Version of the slides at www.matt-toigo.com/files/phpworld_2015_presentation.pdf
Agile and Scrum are often pitched together as the definitive silver bullet for eliminating pain from software development, but they include their own sets of problems that commonly drag down development teams. Whether an agile team is executing an internal project or doing work for a client, a very similar set of problems begins to afflict all the members of such teams, regardless of their roles. The common root causes of these problems can be quickly identified, and complementary solutions can be easily implemented to ensure a happy team that continues to deliver high-quality work.
Code review as a technique for improving code quality exists for a very long time, but still it is not something that everybody embraces. Management might consider it time consuming. Developers might have had bad experience or they struggle with reviews.
Correctly done code reviews bring many benefits to everyone included in process: developers individually, teams, companies, clients and end users.
This presentation explains what code reviews are, what benefits they bring and, most importantly, how to do them right.
Learning to program helps develop problem-solving skills and teaches logical thinking. It provides a framework for understanding how to break down complex problems into smaller steps. Mastering the basic concepts of computer programming is an important skill for both career opportunities and understanding today's world.
The document provides instructions for students to complete a multi-step entrepreneurship project, including taking an online quiz, developing a business idea and checklist, writing a business plan, and creating an advertisement. It outlines the deadlines and criteria for evaluation for each step. Completing all steps by the deadlines will result in the highest score.
This document provides guidance on prioritizing tasks and making meetings more effective. It introduces a task priority checker that categorizes tasks as urgent/not urgent and important/not important. Tasks that are urgent but not important or not urgent but important should be considered carefully. Other factors like quality, commercial impacts, and time requirements also influence priority.
The document then lists nine rules for effective meetings: start and end on time; have clear objectives and agenda; come prepared; stay engaged by avoiding phones/laptops; communicate visually; focus on solving problems; hold meetings near the problem location when possible; and avoid meetings that don't discuss, decide, or lead to action. Following these rules can make meetings more productive.
The document provides guidance on how to conduct effective retrospectives for agile teams. It discusses principles behind agile processes and retrospectives from the Agile Manifesto. It emphasizes that retrospectives should be a check-in rather than post-mortem, focus on learning and improvement rather than blame. Various techniques are presented for designing effective retrospectives, including setting goals, using timeboxes, gathering feedback, identifying themes for improvement, and planning actions to implement lessons learned. Common "smells" or issues that can undermine retrospectives are also identified.
6. [pro forma] project pro-forma james horburyjames horbury
The document summarizes a photography student's project involving two photo shoots and editing the resulting images. For the first shoot, the morning session was successful but the afternoon produced more tourist photos. Two images from the morning, IMG_0204.JPG and IMG_9821.JPG, were selected for the final set. Minimal editing is planned for IMG_9821.JPG while lighting will be adjusted for IMG_0204.JPG. The document goes on to describe editing various individual images, discussing techniques like color balancing. Composition, audience, influences, and an evaluation of the project are also reviewed.
The document provides a skills audit and project plan for a student's 3D modelling assignment. The student feels confident in project management, research, and drawing techniques. They are still learning Adobe Illustrator and NewTek LightWave Modeller. The student understands the assignment requirements and timeline. Their goal is to finish before the deadline. They recognize time may be a constraint and plan to work diligently during lessons to overcome it.
Resume Impact Secrets: The Underground Playbook for Writing a Resume that Att...Mālik Mbaye
The document discusses how to effectively showcase impact on your resume. It emphasizes that impact occurs when you clearly articulate what you did, how you did it, and why it matters. Hiring managers have only a few seconds to evaluate candidates, so your resume needs to clearly communicate the value you bring and be easy for anyone to understand. You should answer for each experience: what you did, why you did it, how you did it, and the measurable impact. Quantifying your impact with numbers helps convey your accomplishments and benefits. Following the guidelines and using examples of impact statements from other resumes can help you craft concise, compelling summaries that will make your qualifications and fit for the role apparent to recruiters.
The document discusses pre-production planning for a project, including choosing a font style and color scheme, considering different layout options, listing required props and locations, contingencies for potential issues, health and safety considerations, and a 8-day schedule with planned actions and resource needs.
The document outlines the stages of problem solving: 1) Clearly state the problem, 2) Identify the cause of the problem, 3) Analyze the problem and develop potential solutions, 4) Evaluate the potential solutions and select the best one, 5) Implement the selected solution, monitor its effects, and make changes if needed. Going through each sequential stage helps solve problems in a methodical way.
When creating a PowerPoint presentation, you should first brainstorm your audience and presentation details. The presentation should be kept simple with one idea per slide and slides should not be overloaded with text or images. Color, text, and images should be used intentionally to convey ideas and keep the audience engaged. Sources should always be cited to avoid plagiarism and give the presentation a professional appearance.
The developer created his own browser called Sizzy to simplify previewing websites on multiple devices as a freelance web developer. He initially released it for free on GitHub where it gained popularity but no paid users. His mistake was not properly branding, promoting, and monetizing it from the start. After improving Sizzy, he launched it as a paid subscription browser, ignoring criticism that it should be free. The lesson is to solve your own problems, share solutions early, package and distribute quickly, and have the confidence to charge for your work.
101 Exciting Tips To Get The Site You Need While Saving Time And Money (And G...Myplanet Digital
This document provides 101 tips for getting the website you need while saving time and money. Some key tips include having clearly defined objectives focused on business goals and ROI, being open to vendor ideas, prioritizing quickly, and demanding accountability and demos from vendors. It also discusses using agile principles like valuing working software over documentation and responding quickly to changes. The overall message is to plan effectively, communicate constantly with vendors, and focus on business needs and outcomes above all else.
Dave McClure lists 11 reasons why someone should not do a startup, arguing that most startups fail. The reasons include being a "wantrepreneur" motivated by money rather than solving problems, being lazy and comfortable, having an undeveloped idea or product, lacking leadership skills, inability to raise money or market effectively, and preferring leisure activities to changing the world. The overall message is that starting a company requires significant sacrifices and hard work with a high risk of failure.
The document discusses risk management in video game production. It tells the story of Crytek founder Cevat Yerli, who was so consumed by the video game Kick Off as a child that he crashed his bicycle into a brick wall. It then provides various tools and diagrams for managing risks in game development, such as mapping connected concepts, using robust triangles to represent relationships between risks and flexibility, and depicting the development process as a factory to identify bottlenecks. Key recommendations include minimizing unknowns, increasing flexibility, reducing dependencies, improving efficiency, addressing the biggest risk first, and using techniques like prototyping and applying the theory of constraints.
10+ Testing Pitfalls and How to Avoid them PractiTest
Join Joel Montvelisky, PractiTest's chief solution architect in this webinar as he takes you through the common pitfalls of testing you need to be aware of and how to avoid them.
Tamara stefanovic lightening talk june 6- red flagsTamara Stefanovic
This document discusses common "red flags" or issues that can arise in the workplace. Some of the key issues mentioned include uncontrolled scope creep where project features and requirements continuously change, lack of proper documentation, unclear goals and planning, strained communication, and not getting paid on time or at all. It provides advice on how to avoid these problems such as defining requirements early, having milestones, emphasizing the costs of new features, writing documentation, and following up aggressively if paychecks are late.
The document discusses how an individual's image is shaped by both internal and external factors and provides strategies for improving one's image. It notes that an individual's internal image, including their attitude, thinking patterns, beliefs, and confidence, determines how they project themselves externally through their dressing, grooming, body language, and tone of voice. The document recommends individuals understand their personality and thinking patterns, change any limiting beliefs, and ensure internal and external alignment in order to improve their image and increase their chances of success.
PHP World DC 2015 - What Can Go Wrong with Agile Development and How to Fix ItMatt Toigo
A talk I gave at the 2015 PHPWorld Conference. PDF Version of the slides at www.matt-toigo.com/files/phpworld_2015_presentation.pdf
Agile and Scrum are often pitched together as the definitive silver bullet for eliminating pain from software development, but they include their own sets of problems that commonly drag down development teams. Whether an agile team is executing an internal project or doing work for a client, a very similar set of problems begins to afflict all the members of such teams, regardless of their roles. The common root causes of these problems can be quickly identified, and complementary solutions can be easily implemented to ensure a happy team that continues to deliver high-quality work.
This presentation was developed for a workshop to educate micro businesses with small budgets. It was presented at the Creative Bedfordshire Conference 2015.
Startup 101 for students and aspiring entrepreneursRakesh Soni
This presentation provides an overview of entrepreneurship and the process of taking an idea to a startup. It discusses that entrepreneurship involves creating value by building a business and notes that most startups fail. It then outlines an 8 step process for taking an idea to a startup, including identifying a problem, finding co-founders, validating the problem and potential solution, defining a minimum viable product (MVP), and getting early customer feedback on the MVP. The goal is to help students and aspiring entrepreneurs understand entrepreneurship and how to successfully launch a new venture.
This document provides advice for entrepreneurs and hackers looking to start a business. It discusses finding an idea that scales, leveraging your strengths, and executing well with a minimum viable product. The author shares lessons from starting his own security training site PentesterLab, emphasizing avoiding funding, pricing based on value, automating work, and integrating feedback early. The overall message is to solve real problems simply and just get started.
The document discusses the benefits of presenting solutions along with problems to managers. It notes that presenting only the problem wastes both the manager's and employee's time, as the manager then has to spend hours figuring out possible solutions. By also providing potential solutions, the employee saves the manager's time, allows them to focus on more strategic issues, and gains recognition for being proactive. The document advocates taking initiative to find solutions rather than just stating problems.
User experience (UX) design is important for indie developers. As an indie, you must own the user experience even if you are not a professional designer. To improve your UX skills, manage your fears, develop a vision for your product, and cultivate feedback through iterative testing. Follow a lean process of rapid prototyping and testing assumptions with real users. UX involves visual thinking - use sketches, stories and drawings to explore design ideas before coding. Constantly test your designs and gather feedback to refine the user experience.
This is a presentation I made in the beginning of this year to explain the basics of agile Estimates. Although the presentation doesn't cover exceptions and some special cases (like in the case of hours estimates) it's a good starting point. A text to understand better the presentation will come on my channel on Medium soon.
How to Win at Design: What They Don't Teach You in Schooljason-adam
Ask any creative, and they'll tell you the best design happens when they're free to create. No limitations. No micro-managing. No problem clients. No one telling them to make the logo bigger. Yeah… Good luck with that.
Let's be honest: As soon as aspiring designers hit the workforce, they're confronted by a deluge of obstacles from every conceivable direction.
Sound hopeless? Nah; it's all in a day's work.
Geared towards current/future freelancers, recent graduates and small firm owners, Jason will share what fifteen years in the design business has taught him about happiness, productivity and success.
The document discusses design improvements and issues faced by the author's team. It provides tips for improving design such as seeing the world like a child, observing details, asking questions, exploring ideas, and thinking visually. Teamwork is important but improper input from teammates can damage projects. The design process requires understanding requirements, proper dimensions, and inputs. Hectic work without planning can lead to errors. For future success, it is important to follow best practices, understand human energy limitations, and ensure a work-life balance and happiness for all.
Similar to 7 clients that you ever should not work with (20)
1.) Introduction
Our Movement is not new; it is the same as it was for Freedom, Justice, and Equality since we were labeled as slaves. However, this movement at its core must entail economics.
2.) Historical Context
This is the same movement because none of the previous movements, such as boycotts, were ever completed. For some, maybe, but for the most part, it’s just a place to keep your stable until you’re ready to assimilate them into your system. The rest of the crabs are left in the world’s worst parts, begging for scraps.
3.) Economic Empowerment
Our Movement aims to show that it is indeed possible for the less fortunate to establish their economic system. Everyone else – Caucasian, Asian, Mexican, Israeli, Jews, etc. – has their systems, and they all set up and usurp money from the less fortunate. So, the less fortunate buy from every one of them, yet none of them buy from the less fortunate. Moreover, the less fortunate really don’t have anything to sell.
4.) Collaboration with Organizations
Our Movement will demonstrate how organizations such as the National Association for the Advancement of Colored People, National Urban League, Black Lives Matter, and others can assist in creating a much more indestructible Black Wall Street.
5.) Vision for the Future
Our Movement will not settle for less than those who came before us and stopped before the rights were equal. The economy, jobs, healthcare, education, housing, incarceration – everything is unfair, and what isn’t is rigged for the less fortunate to fail, as evidenced in society.
6.) Call to Action
Our movement has started and implemented everything needed for the advancement of the economic system. There are positions for only those who understand the importance of this movement, as failure to address it will continue the degradation of the people deemed less fortunate.
No, this isn’t Noah’s Ark, nor am I a Prophet. I’m just a man who wrote a couple of books, created a magnificent website: http://www.thearkproject.llc, and who truly hopes to try and initiate a truly sustainable economic system for deprived people. We may not all have the same beliefs, but if our methods are tried, tested, and proven, we can come together and help others. My website: http://www.thearkproject.llc is very informative and considerably controversial. Please check it out, and if you are afraid, leave immediately; it’s no place for cowards. The last Prophet said: “Whoever among you sees an evil action, then let him change it with his hand [by taking action]; if he cannot, then with his tongue [by speaking out]; and if he cannot, then, with his heart – and that is the weakest of faith.” [Sahih Muslim] If we all, or even some of us, did this, there would be significant change. We are able to witness it on small and grand scales, for example, from climate control to business partnerships. I encourage, invite, and challenge you all to support me by visiting my website.
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
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This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Katharine Kemp, Associate Professor at the Faculty of Law & Justice at UNSW Sydney, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Professor Giuseppe Colangelo, Jean Monnet Professor of European Innovation Policy, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
The importance of sustainable and efficient computational practices in artificial intelligence (AI) and deep learning has become increasingly critical. This webinar focuses on the intersection of sustainability and AI, highlighting the significance of energy-efficient deep learning, innovative randomization techniques in neural networks, the potential of reservoir computing, and the cutting-edge realm of neuromorphic computing. This webinar aims to connect theoretical knowledge with practical applications and provide insights into how these innovative approaches can lead to more robust, efficient, and environmentally conscious AI systems.
Webinar Speaker: Prof. Claudio Gallicchio, Assistant Professor, University of Pisa
Claudio Gallicchio is an Assistant Professor at the Department of Computer Science of the University of Pisa, Italy. His research involves merging concepts from Deep Learning, Dynamical Systems, and Randomized Neural Systems, and he has co-authored over 100 scientific publications on the subject. He is the founder of the IEEE CIS Task Force on Reservoir Computing, and the co-founder and chair of the IEEE Task Force on Randomization-based Neural Networks and Learning Systems. He is an associate editor of IEEE Transactions on Neural Networks and Learning Systems (TNNLS).
Gamify it until you make it Improving Agile Development and Operations with ...Ben Linders
So many challenges, so little time. While we’re busy developing software and keeping it operational, we also need to sharpen the saw, but how? Gamification can be a way to look at how you’re doing and find out where to improve. It’s a great way to have everyone involved and get the best out of people.
In this presentation, Ben Linders will show how playing games with the DevOps coaching cards can help to explore your current development and deployment (DevOps) practices and decide as a team what to improve or experiment with.
The games that we play are based on an engagement model. Instead of imposing change, the games enable people to pull in ideas for change and apply those in a way that best suits their collective needs.
By playing games, you can learn from each other. Teams can use games, exercises, and coaching cards to discuss values, principles, and practices, and share their experiences and learnings.
Different game formats can be used to share experiences on DevOps principles and practices and explore how they can be applied effectively. This presentation provides an overview of playing formats and will inspire you to come up with your own formats.
This presentation by OECD, OECD Secretariat, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
1. that you ever should not work with
Valerii Minenko
Founder & Owner at Twigames
7clients
2. Who am I?
10 years in IT
7 years in game development
From 2015 – founder of Twigames studio
3. Why I’m talk?
Many small projects – many different clients
In different areas
And different styles of games
From many locations
Сustomer-oriented approach, not stable
(chaos-style) development process
5. Most frequent and most risky one
If you don’t understand what he wants – very
likely you will create something that he would
not like and need
Big risk to provide invalid estimates
1. He doesn’t know what he wants
6. Clarifying requirements is your job
Create GDD (at least for 2 first milestones)
Make client to pay for it (never happens)
Pay for it yourself, then add money for it to
the budget and hope that it will ride
Add additional risks to the budget for unclear
features
1. He doesn’t know what he wants
7. Wants to spend money as less as it is possible
Argues about budget
When you try to add risks – he says that you
should not worry, everything will be fine (it
won’t be)
Quality falls, project looks horrible, so neither
you nor the client likes it. Client is not satisfied
and thinks that it is you fail (and he is right)
2. He is greedy
8. 2. He is greedy
Most detailed GDD and estimates ever
He will understand better why you charge
money
He would be able to cut some features if he
does not have enough resources
9. 3. He changes requirements every day
Review of GDD is always a stress (especially if
you review the budget)
Estimate suggests some sequence of
development
More changes – more difficult to provide
correct estimate
10. 3. He changes requirements every day
Be ready for that (it is all about Agile)
GDD always helps
Do small fixes for free (everybody likes gifts)
If you have to review budget too often
multiply your rate for changes
11. 4. He is lazy (unresponsive) one
Breaks development process
Breaks deadlines
Does not give you a feedback so it cause a risk
to create something wrong and useless
12. 4. He is lazy (unresponsive) one
Regular meetings
Make him work with your team
Give him an access to the repository
Stop work and make him wait
Move deadlines
13. 5. He is too active
Distracts from the process
Takes too much of your time
14. 5. He is too active
Create a schedule for meeting
Define feedback process
Add some time between feedback and its
implementation, give him time to think
Ignore unscheduled messages
15. 6. He is an asshole
You just hate to communicate to him
16. 6. He is an asshole
Budget x2
If does not help – budget x3
17. 7. He is stupid
Wants impossible things
Wants to add shitty features
18. 7. He is stupid
Stop and think – maybe “stupid” is about you?
Always say sorry (works for your girlfriend,
works for you client)
Explain
Explain
Explain one more time
Just do it!
And take it easy
19. 10 advices for you
1. Make requirements clear to everybody
2. Note them somewhere
3. Involve client into the process
4. Have a schedule
5. Talk to your client
6. Give him updates as often as it is possible
7. Make him gifts
8. Be critical to yourself
9. Say ‘sorry’
10. Take it easy
20. 10 advices for your client
1. You should work as well
2. Be part of the process
3. Listen to your developers
4. But don’t trust them
5. Play your game
6. Ask if you don’t understand
7. Show only half of available budget
8. Change requirements if you need it
9. Say ‘sorry’
10. Don’t be greedy