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My name is Marcin Wichary (he/him). I’ve worked as a UX designer, typographer, front-end person, and manager at Google, Medium, and Figma. I’ve also written a book about keyboards and typing, gave talks, and published essays about design, typography, and technology.

Unsung is my blog about software craft and quality.

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More info about Unsung

“Next up? You know it. You hate it. It’s the invisible wall.”

Tangentially related to the previous post, this 8-minute video from CrowBranch is a fun tier list of various ways games try to keep you in bounds:

The limits here are I believe unrelated to precision, and rather to wanting to keep the player within a controlled, designed environment. (We once covered a story of this backfiring horribly, and also talked about skyboxes and streaming.)

The video also made me want to see people – especially designers with less experience slash less baggage than I have – doing a tier list of e.g. common interface elements. Or maybe I should make such a video…