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FamousAspect

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Monetization design consultant @FamousAspect.

Former Design Manager at BioWare. Producer of Dragon Age Legends.

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"Interestingly, highly engaged riders (those averaging 12 or more rides per month) spend less per ride than infrequent riders"

Thinking about my own Lyft use here, I became a frequent user after discovering that Lyft Line was a great and cheap way to get to work if I was running late. So one could hypothesize that people become heavy users because Uber allows them to take a frequent trip affordably.

Tried to access, pressing the download button has no response on Chrome, can you please post to google docs or maybe drop box with a download link?

Great article. Something I think is missing is regular 1 on 1 sessions between managers and employees, as well as between co-founders. As the article points out, stress has a big impact on health, and one great way to relieve stress, solve problems in the workplace and help your employees grow is to provide a regular forum for feedback, coaching and airing of grievances.

I work as a game designer in the video game industry, and even though GroupTalent and Folyo focus on graphic design, a lot of the sentiment holds true, especially this:

"If you’re trying to hire full time, you’re going to have to steal somebody from another company by being the brightest bird in the forest, or you’re going to have to find somebody young with aptitude, and teach them how to be great."

In the general talent wars withing Silicon Valley, I generally had lots of luck hiring young designers (and engineers) with aptitude and helping them grow, which is generally a more pleasant experience on the hiring manager end than getting in a bidding war over high priced talent.

UI is the perfect storm of annoying mess for the type of coder that lives solving difficult problems. It's tedious work, takes a lot of effort and iteration but isn't truly challenging, documentation is usually spotty, etc. it tends to feel like a chore if you're not the type who cares deeply about user presentation. Plus, almost every social and mobile game needs lots of it. The supply of people who enjoy the work does not match the demand for the amount of UI work on a typical game project.