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San Francisco Sr. Product Designer at YouTube Joined about 9 years ago
Something that I used to do after every project if I had the capacity was to reward myself and take a break completely. I'd just switch off turn my attention to something else for a few days/week. I found this to be really important as far as performance and creativity goes.
I travelled, learnt new skills, invested more time into my hobbies and actually made more of an effort with friends. All of these things helped clear my head and had a positive impact whenever I returned to the desk to start the next project.
I think structure is important too. It's often over looked, but knowing how time my is going to be divided up throughout the week helps me to stay focused on what I need to get done on a day-to-day basis. It takes a lot of stress off my mind and allows me to roll onto the next task at hand.
Being a professional athlete as well as a product designer has taught me that time management and planning is important for being efficient and performing well. I used to be the type of person that left a lot of things to the last minute and improvise a lot of the time but I quickly started to realize that my performance across the board over time wasn't as efficient as if I'd taken the time to plan in advanced.
I set myself many short-term achievable goals in order to keep myself progressing. Rewarding myself after each one I complete, gives me something to look forward to which helps keep me hungry and excited.
I hope this helps!
Did you have an Air before switching to the rMBP? I've been thinking about making the switch from the 15" rMBP to either an air or the 13" just for the portability aspect.
The 15" is cool but can sometimes be a bit of a hassle to carry around when constantly when you're on the move. I'm running a top spec mid 2012 so it may be a little heavier than the latest release.
Hey bud,
Thanks for the insight, and I totally agree. I share the same points of view as some of the ones you mentioned. I took a look at the Kickoff boilerplate a few weeks back and I loved the work you did feel it was a very useful example of how to get the ball rolling.
Right now I've taken it upon myself to build a very vanilla version of the final framework we will switch too. As we're pushed for time right now I've opted to roll with Foundation. A number of reason being it's has a heavy focus on mobile first (a lot more than bootstrap does) and it seems a lot less work to work with from a aesthetic point of view. Elements are a lot simpler to style and aren't as distracting. Another added benefit was it also being built using SASS. This is an attraction for me as I, much like you prefer it over LESS.
Totally agree with you regarding Breakpoints. I usually set my own based on my design and use the defaults as a guide. I think the issues I've seen with many frameworks boils down to the grid systems they offer. A lot of them force you into adapting your design to the way their grids work, which in some situations isn't ideal; especially when you want to spawn different sized grids/gutters at different breakpoints. The Foundation grid isn't perfect but it has definitely been a lot better than others I've seen. Another issue I've found is a lot rely on the need to clutter HTML code with unsemantic class names to specify columns which I've found to be real annoying to debug.
Your grunt file was another good indicator of some of the things that I should think about. I liked the way that it was laid out and felt it was fairly easy to work with, coming from the point of view using your boilerplate for the first time.
I love to see how you guys use the kickoff on larger projects to get a better idea of structure and maintainability. What is your usual workflow for this?
These resources were spot on - thanks for these!
Someone give this guy a home, he's a champ.
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One of the things I've always found annoying, and I'm surprised it hasn't been addressed or changed, is the actual position of the camera.
If you notice when you hold the device in landscape mode and try to take a photo (much like you would on a traditional camera) your right hand actually blocks the camera lens. Obviously there are ways around it. The most common being to awkwardly hold that side of the device in your finger tips whilst using the volume buttons to capture.
I'm sure I'm not the only one that has this issue. With the iPhone being such an expensive piece of kit, it'd be nice to not be forced into having to hold it in a way that increases the chances of you potentially dropping it.
Them feels are never fun.