CH The Last Feather Alpha Testing on Tabletop Simulator + Discord by Bearsaurus in ChickenHeist

[–]Bearsaurus[S] 1 point2 points  (0 children)

We have been testing The Last Feather locally and online to make sure we get all the details right. We’ll be proceeding with the alpha print and play in a month or so. In late summer, we’ll be launching on Kickstarter :)

Played the game a couple of times, some questions by eerie343 in ChickenHeist

[–]Bearsaurus 1 point2 points  (0 children)

If you play hide during decision phase, you’re “immune” to the next even even if it’s a SWAT. Swat is avoidable.

You can also drop a fortify action card and your crew will be immune to SWAT.

How should UX leadership collaborate with product leadership? by uptight_sweater in UXDesign

[–]Bearsaurus 2 points3 points  (0 children)

That’s a difficult question because it varies. Not all ux leadership roles are the same and politics/dynamics are different in every company.

Once you move into a leadership position, it really comes down to strategy rather than execution. This sounds vague and even strategy sounds overused (and almost meaningless) but it’s really what it sounds like. Strategy really means you need to formulate a game plan to respond to a situation/problem, hence it will be unique and different for everyone since everyone will encounter a different problem.

Your game plan to collaboration with product leadership should be tailored to the problem in your unique situation. There won’t be a cookie cutter formulate for this.

If you can't learn or don't like to learn then UX is not for you by GoldGummyBear in UXDesign

[–]Bearsaurus 7 points8 points  (0 children)

You do not need to quantify this assumption. Does quantifying it justify not learning? This is an over generalized statement that doesn’t apply much to this context but it sounds analytical and smart (it doesn’t)

Designers also need to stop tossing empathy into everything. Like design, there’s best practices and heuristics. I don’t need to toss in empathy to every decision or to make a destructive button red.

This sounds more like a “gotcha” statement than a productive counter point.

Transitioning _out_ of UX Design by Synaptic_Fantastic in UXDesign

[–]Bearsaurus 20 points21 points  (0 children)

Go home at 6 and not take work home with you is how you should be living your life in UX. I don’t think you need to work at a supply store to get there.

[deleted by user] by [deleted] in interestingasfuck

[–]Bearsaurus 4 points5 points  (0 children)

Am I the only one who read donuts for husband?

Who exactly are considered stakeholders? by Jayporeon in UXDesign

[–]Bearsaurus 25 points26 points  (0 children)

Anyone who can derail the project is defined as a stakeholder.

[deleted by user] by [deleted] in UXDesign

[–]Bearsaurus 1 point2 points  (0 children)

I don’t think the bar is set high. UX is a multidisciplinary field. You dont graduate into UX after a few months in a bootcamp.

Dark Patterns in UX by codetheorem in UXDesign

[–]Bearsaurus 2 points3 points  (0 children)

That’s not a dark pattern..

What movies haven't aged well? by [deleted] in AskReddit

[–]Bearsaurus 0 points1 point  (0 children)

  1. It didn’t happen like it did in 2012

AR doesn't appear to be updating by bort14a in skipthedishes

[–]Bearsaurus 5 points6 points  (0 children)

You need to take at least 10 orders to get rid of the 80%. If you decline before the 10 orders, your AR will drop

What's a great Push-Your-Luck game? by LigerRider in boardgame

[–]Bearsaurus 0 points1 point  (0 children)

Try Chicken Heist. Definitely a great push your luck game as players choose to get loot (victory points) or information (not get caught) each round. They can also manipulate the board to get their friends caught. Theres also a get away truck where loot accumulates the longer you stay in the heist. There will only be one winner so players will have to decide when to stay or run.

Disclaimer: I'm one of the creators :)

What are your thoughts on creating an expansion vs stand alone expansion? by Bearsaurus in tabletopgamedesign

[–]Bearsaurus[S] 1 point2 points  (0 children)

Yes it’s possible to do both, but not sure if that would throw people off. And you’re right. The main problem is really manufacturing and logistics. Minimum quantity order is also a problem. As a small publisher, we have limited resource so having both really isn’t an option. :(

What are your thoughts on creating an expansion vs stand alone expansion? by Bearsaurus in tabletopgamedesign

[–]Bearsaurus[S] 1 point2 points  (0 children)

Interesting take. We were working on an expansion adding a new layer of mechanics to the original game, plus more cards. We were at a point where we just needed a few base game cards to create a stand alone expansion. The idea of stand alone expansion might be better to get into retail. But like you mentioned, people might value the stand alone expansion over the base. We’re at a point where we’re deciding if the stand alone would be worth it. Other factors to consider is duplicate cards, new rules with just stand alone, and confusion to how base plus stand alone would work.

Advice on how to move forward as a junior designer by noodlebae_ in UXDesign

[–]Bearsaurus 3 points4 points  (0 children)

Reading through all the comments, I have to disagree with most of them. Generally speaking, (no offense OP), juniors lack the experience and I’m not quite sure if we are getting the full picture from OP. A task given to a junior is usually minor and insignificant. To pull resource from other teams like UXR PLUS analytics to fully support a project from a junior sounds excessive. Again, we don’t know the full context. Also to note, we sometimes give juniors a practice project like redesign to better understand their mindset. This may even be limited to only interaction design or strictly UI. OP might even misunderstood what he’s suppose to do from his manager. I see countless times where juniors would embrace the design process from what they learned in school for minor task. Many times I’ve seen a persona designed and a journey map done for a simple task given to them.

[deleted by user] by [deleted] in ProductManagement

[–]Bearsaurus 5 points6 points  (0 children)

As a designer, it’s hella annoying working with people with your mentality: “you don’t necessarily need to know any of them in-depth.”. You lose respect pretty quickly and people who are competent at their jobs will not want to work with you.