Where did Noivad go?

The Ads really got to me (see prior post). So, after an update with a bad UI, I moved my blog. I really didn’t WANT to host it myself, but if you want something done right…

Anyway, I’ll see anyone that cares to follow me at my ad-free blog http://blog.noivad.net/ now with slick push notifications! :)  Oh, and if you care, I’ll soon have another media outlet, but it will be focusing on a different realm that I have written a bit about here and there. I would announce it now, but we are still setting everything up and I do not want to jinx it. I will say that we are reviving a production I did about 15 years ago that I greatly enjoyed working on. But perhaps I have said too much already?

Thanks for reading.

Almost Everything I learned about Teamwork and Leadership, I Learned in Clan Lord

I’ve been threatening to write this post for about a year. I had this sitting on the back-burner for a month and asked for comments from another player also in the IT Admin field. So, without further ado…

Despite the Graphics, CL has real team-building potential

Despite the Graphics, CL has real team-building potential

For the unwashed, Clan Lord is an archaic, sorely out-of-date Multi-player Online Role-playing Game  (MORPG) that has been running since the late 90s. The single world (server) and small population make it feel like a small town, thus all of the current players have the same goal (job). Thus, like any small group with common goals, it is a bit like a company: You have your people in it who are on the ball because they work well in teams and independently, those that only work in teams because they need direction, those that lead group of people in a direction, those that specialize in a subset of knowledge about the terrain (market or technology) all of whom trade their time and risk profit (experience) to advance, and finally those that just show up to have fun. These flyby ‘fun’ people are equivalent to the people who just show up for a paycheck. In the game, one seemingly minor mistake can lead to the death of the entire group.  This necessitates departing (experience and time loss) which is a bit like working on a project  and having it fail miserable because Joe Paycheck didn’t know or care that you shouldn’t have done X.

Considering the parallels I noticed about the in game group and the group of people you work with  day-to-day, I have found several commonalities that I have taken from work to game and from game to work that have helped me navigate real life teamwork, leadership and relationships.

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Graphic Design Language Consistency

While I have often said that a lot of UI changes are simply eye candy, and add nothing important other than “bling” to a design, not all UI changes fall into that category. However, looking back, I noticed my posts have beat around this huge unaddressed important distinction of UI design that pretty much no company and very few active designers today seems to completely understand, judging from the latest and “greatest” products that are just as confusing for experienced users as they are for newbies.

While, we all seem to inherently understand some form of graphic design language, few aside from UI designers are conscious of it. And even fewer of the professionals understand this graphic design language has rules and conventions based on solid interaction principles. They seem to take for granted, that this control is a certain way without question, and either they use it improperly or worse, they break the convention. Both of these problems are caused because the UI designer does not know the reason behind the convention. I am sure many UI designers will rebuff me — and know the reasons behind certain choices, but not all. The problem is, if the designer has read literature or learned UI from someone else that omitted the explanations and reasoning behind the conventions, they only have half an education.

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Stream Of Thought: The Right Tool for the Job

This post was written in 2 hours, and is very “stream/speed of thought” (read “rough”), but I wanted to share it enjoy…

When I meet other WebDevs, one of the questions I am often asked, after showing them a web project, “What Frameworks/CMS do you use for the backend?” When I say, “None.” Every time I say that, the look I receive is often multifaceted. The look simultaneously says: he’s nuts (Why the hell would any Dev in their right mind do that?), that’s a ton of work, followed by, the realization, “OMG this guy wrote all this stuff from scratch.” The question, “Why?” often comes out. The tone ranges from bewilderment to indignation depending on how set a dev is in their ways and their level of experience.

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20120131 Status Update. AKA: “All Work and No Play Makes M a Tired Boy.”

I have been silent since about the beginning of the year thanks to an old project that is restarting and being revamped (and hopefully finished). So, the focus the next month will be doing that. I’ve intensified my efforts at learning more AJAX and refining both my PHP and MySQL abilities. As I continue to work on one project I find myself using more and more advanced techniques that I simply didn’t use very much before.
It is funny that while working on what I consider prototypes I code a bit “sloppily.” I am often guilty of not commenting my code and only writing about what I did in my dev-log I keep.

Also, even though I plan out the overall architecture of a site, I tend to build things organically from there—only referring to the plan after each component is fleshed out. I know this is not the way pro devs work, and that this practice would be unacceptable in a team development environment. But this approach works for me because I tend to learn faster that way. When I look back at the original files, I can see my evolution as a scripter.

During second pass, I tend to add comments and refine the scripts further. Sometimes I rewrite old blocks of code or methods to use fewer lines and run a bit faster. But most of the time I just pretty up the code and double-check my indenting, method names—making the classes and declarations follow a consistent pattern, etc.

Aside from that I have been delving into other designer’s and developer’s blogs, and have found some of them worth more than just the coding knowledge they have in them. I have found a few programs to track how I spend my time. One of them, RescueTime is a neat one that I wish I could afford/justify the paid version. Just using the free version, my past 3 weeks efficiency ratings have been kind of insane. Last week’s rating was 1.26 (where 1 = 100% efficiency). I owe this to my quickly switching apps and RescueTime double-logging (I think). Either way, I am working between 30 and 60 hours a week.

Also, I have downloaded a ton of free apps using AppAdvice.com’s AppsGoneFree iOS app. Almost everyday there’s a neat app to try in addition to the free games. One app: aTimeLogger, I started using to see how much time I was wasting each week. After a few weeks I can safely say that I do not waste as much time as I thought. This month, I have spent around 30% of my time working (including learning and staying current), 20% of my time sleeping, 20% socializing, 10% absorbing TV, Movies, Music or Books, 8% on maintenance (eating, bathing, chores, record keeping), 5% on traveling, and the last 7% doing miscellaneous things. 30% of a person’s day is about an 8 hour workday. So, I guess working outside an office actually does work for me. What I didn’t realize is that I spend an average of 1 hour traveling each day. If I lived in a place where I could take public transit, I could reclaim at least some of that and use it for reading and learning more.

About learning: The more I learn the more there is to learn. Hopefully I can finish up the revisions to the site and get it to a state were I am happy showing it off. CSS3 is a lot of fun, and I want to play with some of the newer features. My older layouts depended on CSS 2.1 sleight of hand. CSS3 is another step in the right direction, but still not “there.” Good thing there are plenty of trailblazers with helpful blogs about CSS3, PHP and AJAX. Stack Overflow is becoming more and more useful as I try to find the “magic words” to learn how to do things better, smarter, faster.

Last, I have been slowly working on the Communication Series. As I said, I want to finish it and look it over for overall consistency and make it something that flows seamlessly (while also hyperlinking the hell out of it). It is still about 30% written, but that might change, because I also write organically. DiceNews is still on the back burner, but they seem to be backed up a lot. Hopefully my latest revision will make it through the editing process unscathed.

BTW: I just realized today is the 12th anniversary of my first personal web site! Add another 4 years to that and your go back to my first hand coded sites—oh how I hated kludgy table layouts. Add another 4–5 years to that and that’s how long ago I was using dial up to connect to BBSes to connect to the Usenet and argue with people about the Sci-Fi books I was reading. Heh. How times change.

Until next time.

Technology Failures or “Hammering with a Screwdriver”

The guiding principle of technology is, technology is supposed to make our lives better by alleviating the drudgery from our lives and letting us have more time doing what we enjoy. But there is a dark side to technology, and I am not talking about surveillance this time. This dark side is perpetrated by people who create it and use it. I’m going to talk about two things: design/process failure and computer etiquette “netiquette” because they have the same basic root cause.

There are many failures in use of  technology by companies that should know better that I wonder how the people in charge manage to keep their jobs. Now it is easy for me to sit here atop my perch and take pot shots, insulated from all the conflicting pressures of making products that both please the management’s bottom line and customers. However, I have always been of the opinion that there is a way to do both. There are solutions that can actually deliver more satisfaction to both company and customer.

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