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When Grey Jedi Design
In a lot of Star Wars stories, there is a character who stops treating the Force like a two-lane road and starts treating it like a spectrum. Not fully Jedi, not fully Sith, just someone who listens to the moment and chooses balance over allegiance. Design has its own version of that shift. You sit with a layout that isn’t clearly light or loud, minimal or expressive. It lives somewhere in the middle, waiting for intent. The question stops being “which style should I use?” an
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The Co-Pilot Effect
Every hero eventually gets a sidekick. They move fast, make bold calls, and sometimes color outside the lines, not to steal the spotlight but to keep the story moving. That is what AI feels like in design right now. You still set the mission, but suddenly someone, or something, is sketching beside you. The work moves faster, yet the challenge shifts. It is no longer about whether it can help, but whether you can guide it. Direction defines outcome. A sidekick needs a goal be
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Return of Texture
In the early days of gaming, worlds were built from squares. Every hero, mountain, and monster was a mosaic of visible pixels. The edges were rough, yet the worlds felt alive because imagination filled what technology could not, and the grain became part of the magic. Modern design has gone the other way. We polished away every edge until nothing caught the light. Minimalism gave us clarity, but it also stripped away texture, the sense that something human had touched the sur
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Visible Logic
A designer tests a new AI feature. It delivers the right result on the first try. The room nods, impressed, until someone asks how it got it right. The question hangs in the air a little too long, and the excitement fades into quiet uncertainty. The problem isn’t the answer itself, it’s not knowing how the answer came to be. An AI that hides its reasoning makes even good results feel fragile. Trust doesn’t come from speed or accuracy, it comes from clarity. Our work as design
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Designing the Invisible
A hand moves through the air and something answers back. It looks like magic, but it’s really design, a careful balance of motion, timing, and focus. The trick is not in the gesture itself, but in the rules that make it work. Designing for the invisible follows the same pattern. A gesture replaces a click. A voice triggers a command. The screen listens for intent that never touches glass. What feels simple to the user depends on discipline under the surface. We have designed
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Blueprint Mode
In science fiction, there’s always that moment when something new takes form. A ship, a city, a machine that hums to life while its builders watch the structure assemble around them. Sparks fall, systems connect, and imagination turns solid. It’s not magic, it’s design meeting engineering in real time. That same feeling is showing up in our work. You finish a layout and watch it run a minute later. The prototype becomes a product before anyone leaves the room. What used to be
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The Mirror Test
In the old sci-fi stories, the test was simple. You asked the machine a question, then waited to see if it understood you or only mirrored you back. The moment it spoke with too much confidence, people started to wonder who was really in control. We are living our own version of that story. A system gives an answer. It sounds right, it sounds confident, and it is completely wrong. You stare at the screen and realize the issue isn’t just in the data. It lives in the design tha
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The New Showroom
The first time someone stepped into the Holodeck, it wasn’t the technology that amazed them, it was how real it felt. Light had weight, air had color, and fiction stood shoulder to shoulder with the physical world. We are building smaller versions of that moment every day. Point a phone at a wall and a new object appears. A chair, a sneaker, a lamp, each one existing in the same light as your room. For a few seconds, you’re not browsing a product. You’re sharing space with it
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Design on Autopilot
You’re sitting in the cockpit. The runway lights fade, altitude climbs, and the screen shows autopilot engaged. Hands still hover near the controls. Trust takes practice. The system handles altitude and direction, but you still watch for storms. That’s where design is now. AI workflows are the new autopilot, reliable most of the time, risky when left unchecked. The tools can turn a sketch into code, a sentence into a prototype, a dataset into patterns. But no model can read c
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Elven Maps - Naming That Survives Migrations
An old elven map still guides travelers because the names point to meaning, not fashion. Winter Pass is still Winter Pass, even after...
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You’re Running a Starship - a Design Sci Fi story
Imagine you step onto the bridge. Lights warm up, crew at their stations, preflight on the main display. You are the captain, not the...
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The Portal Loop, Testing Your Way to Smarter Flows
You push the button, the floor shifts, and a bright blue portal opens. You jump, land on a ledge, and immediately miss the mark. The...
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Quest Maps and Helpful NPCs
Picture the town square. The quest giver does not mumble lore, they hand you a clear map, a deadline, and what counts as “done.” Good...
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Jurassic Stack, When Connectors Break the Fences
Every innovation park starts the same way, a spark of wonder. Designers gather at the fence line, watching AI connectors move and think,...
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Holodeck Briefings, When Chat Turns Into Diagrams
You describe an idea, and the holodeck lights up. Notes appear, lines connect, the map builds itself around your words. That’s what this...
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Guardians of the AI, ep.4 - Small talk with Nebula: Why AI Misses Nuance
Nebula is deadly with a blade, terrifying in a fight, and brilliant at tactics. But drop her into a casual conversation? Disaster. She...
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Guardians of the AI, ep.3: Faster Than Light: Prototyping Without Losing Direction
Rocket never builds just one gadget. He’s always tinkering, stacking new parts on old ones, and testing whether this version explodes...
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Guardians of the AI, ep.2 – Trust Issues: Weapons, Shields, and AI Reliability
Every Guardian has a favorite tool. Star-Lord’s blasters, Gamora’s blades, Rocket’s improvised gadgets that probably shouldn’t be legal....
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Guardians of the AI, ep.1: Vibe Coding: Assemble Your Misfit Crew
The Guardians didn’t start as a team. They started as a disaster. A talking raccoon with a weapons obsession, a tree that only says one...
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UX/UI & Board Games, Ep. 12: The Game’s Not Broken, You Just Didn’t Read the Rules
A player gets frustrated. They call the game unfair, impossible, and badly designed. Then someone points to the one paragraph they missed...
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UX/UI & Board Games, Ep. 11: Designing for Replayability
Some games hit the table once and then gather dust. Others keep calling you back. Not because the rules change every time, but because...
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UX/UI & Board Games, Ep. 10: The UI is Not the Whole Game
Some games look incredible out of the box. Sculpted minis. Shiny cards. Gorgeous art. Then you play, and it feels like someone mixed...
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UX/UI & Board Games, Ep. 9: The Power of Player Roles
In "Pandemic" you are not a generic scientist. You are a specific role with real strengths and limits. The Researcher shares knowledge....
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UX/UI & Board Games, Ep. 8: How Playtesting Saves You From Your Own Genius
You design the perfect game. Elegant mechanics. Clean iconography. Balanced cards. Then five minutes into the first session, players...
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UX/UI & Board Games, Ep. 7: Watch Someone Misunderstand Your Work
In "The Crew: Mission Deep Sea" you and your team are completing missions in silence. No table talk. No rescue monologues. Just tiny...
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UX/UI & Board Games, Ep. 6: When the Players Take the Wheel (and Set It on Fire)
You think the haunted house will unite the team. Then someone hoards the med kits and sprints to the attic with a cursed doll. Welcome to...
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UX/UI & Board Games, Ep. 4: Design Reviews and the Curious Case of Too Many Opinions
“Sherlock Holmes: Consulting Detective” game hands you a mystery and then steps away. No hint system. No turn order. Just a London map, a...
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UX/UI & Board Games, Ep. 3: Flexible Systems, Familiar Engines
Fluxx is chaos with rules. Same core engine every time, different theme each box. You change the vibe, not the fundamentals, and it still...
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UX/UI & Board Games, Ep. 2: The Rulebook Test
Some games hand you a 60-page rulebook and a headache. Others teach you in two minutes and you are already playing. Guess which ones hit...
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UX/UI & Board Games, Ep. 1: Designing Alone Is Faster. But You'll Get Eaten by Zombies
(Spoiler: this series also doubles as board game mini reviews and recommendations.) The game “Zombicide: Green Horde” punishes lone...
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Design Loops and Time Travel, Ep. 8: The TARDIS, UX, and Bigger-Than-It-Looks Systems
From the outside, the TARDIS looks like a blue phone box. Simple. Compact. Friendly. Until you walk in… and realize it contains infinite...
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Design Loops and Time Travel, Ep. 6: Back to the Figma
In Back to the Future, the DeLorean doesn’t just take Marty to the past - it lets him fix the future. Design has one of those too. It’s...
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Design Loops and Time Travel, Ep. 5: Edge of Tomorrow – Live. Test. Repeat.
In Edge of Tomorrow, our armored hero learns one thing very quickly: The only way out is through brutal trial and error. He dies, resets,...
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Design Loops and Time Travel, Ep. 4: Gandalf the Grey Came Back in White
Sometimes a layout dies. You kill it off during a review. You archive it quietly. You walk away muttering, “Well, that’s not making a...
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Design Loops and Time Travel, Ep. 3: The Multiverse of Design Madness
In the multiverse, every version of you made a different design decision. One chose bold typography. One went full minimalist. One...
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Design Loops and Time Travel, Ep. 2: The UI Resets at Midnight
In Groundhog Day, Phil Connors lives the same day over and over - until he learns from every tiny failure, applies what he’s learned, and...
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Design Loops and Time Travel, Ep. 1: Dr. Strange and the 14 Million Design Version
In Infinity War, Dr. Strange looks into 14,000,605 possible futures to find the one version where everything works. That’s basically...
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What Sci-Fi Taught Me About Design, Ep. 8: The Federation Handbook for Emotional Interface Design
The Federation doesn’t yell. It doesn’t use dark patterns. It doesn’t default to full-screen popups in red. Its interfaces - like its...
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What Sci-Fi Taught Me About Design, Ep. 7: Dropped Mid-Mission with No Briefing
In Starship Troopers, the rookies are given weapons, shoved onto a drop ship, and launched into a full-blown alien war. No real intel. No...
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What Sci-Fi Taught Me About Design, Ep. 6: How the Borg Get Design Systems Right (Too Right)
The Borg have the most consistent design system in the galaxy. Every interface? Identical. Every ship? A basic geometric shape, with...
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What Sci-Fi Taught Me About Design, Ep. 5: The Star Wars Aesthetic Is Cool but Deeply Unusable
The Star Wars universe looks amazing. Glowing panels, holograms, endless corridors, chrome everything. But if you actually had to use any...
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What Sci-Fi Taught Me About Design, Ep. 4: Worf and the Angry User Problem
Worf is a warrior. He believes in honor, clarity, and hand-to-hand solutions. He also spends a surprising amount of time visibly annoyed...
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What Sci-Fi Taught Me About Design, Ep. 3: Why HAL 9000 Failed Usability Testing
HAL 9000 is sleek. HAL 9000 is intelligent. HAL 9000 will quietly remove the humans from the equation. Which is a bit of a UX fail. On...
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What Sci-Fi Taught Me About Design, Ep. 2: The Jedi Council Has Too Many Stakeholders
The Jedi Council is powerful, wise, and deeply respected. It’s also the slowest decision-making body in the galaxy. Twelve masters in a...
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What Sci-Fi Taught Me About Design, Ep. 1: Why the Enterprise Bridge is Still the Best Layout in the Galaxy
Before touchscreen dashboards, voice-controlled apps, or smart chairs that give posture advice… There was the bridge of the USS...
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Navigating Creative Gravity, Ep. 8: The Job Title Isn’t the Work
Some of the best leadership in design doesn’t come with a title. No “Lead,” no “Head of,” no “Manager of Pixel-Based Destiny.” Just...
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Navigating Creative Gravity, Ep. 7: The Signal and the Noise
The more experience you gain, the more feedback you receive. And not all of it is a clear transmission. Some of it’s useful. Some of it’s...
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Navigating Creative Gravity, Ep. 6: User Testing Isn’t a Boss Fight
When I was a younger designer, I treated user testing like a boss battle. I'd prep like I was entering a final level: 🕹️ Defend the...
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Navigating Creative Gravity, Ep. 5: Orbital Re-entry - Giving Up Control Without Losing Vision
If you’ve ever handed over a design project and then hovered like a satellite waiting to intercept the first draft… Congrats, you’ve...
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Navigating Creative Gravity, Ep. 4: Captain’s Log - Energy at 7%
It usually starts with small things. You reread the same Slack message three times. Your Figma file is open, but you’re just moving...
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