11. A Problem Framing Kernel What you need before you have a problem worth solving A few weeks ago, I caught up with my good friend Lucas Mara , a thoughtful design leader. We were deep in a conversation about 06/04 10:51 ♡
12. Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations Part 4 of the “Gamification Series.” Illustration by Montgomery Singman The education problem: why kids see through bad gamification Let me tell you about a conversatio 06/02 12:15 ♡
13. The Part of Agile Designers Fear the Most: Imperfect Work One insight from Laura Klein that stuck with me is that in a minimum viable product, teams often forget the word “viable.” A thing that surprised me while studying agil 05/28 11:39 ♡
14. Trust Is the Currency, Knowledge Is the Engine What Mastercard’s AI lead understands about enterprise transformation that most organizations are still missing. Federico Cohen Freue fields roughly a thousand AI requests a 05/26 17:18 ♡
15. Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 3: The Framework Part 3 of the “Gamification Series.” Genre matters: the missing framework Here’s the most important thing most gamification designers miss: there is no single  05/26 13:03 ♡
16. Making the Invisible, Visible: 6 Months of Diving Deeper into AI What I didn’t do I have not vibe-coded, crafted the perfect prompt, created a skill to use, or [insert any trending thing right now]. Not because I’m not interested — believe me, i 05/21 15:03 ♡
17. Real AI Strategy Isn’t a Vendor Bake-Off Brian Evergreen on why agentic AI rewards vision-first strategy, and why your RFP is built for a world that no longer exists. The first question is almost never the one on the slid 05/20 20:46 ♡
18. Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 2: The Solution Part 2 of the “Gamification Series.” Gamification 2.0: Learning from actual game design Let me tell you what actually hooks players, drawn from four decades of watching 05/19 10:18 ♡
19. The Spiral Climbs: Ideas Are Expensive, Systems Are Cheap History doesn’t loop; it climbs the same corners to a higher floor. Late ’90s: Function first. Ship it; paint it later. 2010s: Design first. Cheaper dev, better tooling 05/14 11:43 ♡
20. Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 1: The Problem Part 1 of the “Gamification Series.” Illustration by Montgomery Singman The gamification cargo cult Let me tell you about a phenomenon I see everywhere: apps with ̶ 05/12 11:41 ♡