Why UX and FOSS clash and what we can do about it
summary
Argues that the real clash is an imagined user = programmer versus a non‑programmer user model, tracing it to Norman 1981 vs Unix rebuttals, and shows three collaboration modes: assimilation (“learn git”), company‑mediated processes, and a third way inspired by itch.io hobby games. Gives concrete practices: distribute as zip/executable, prefer SVN for binary assets, collect quick phone‑based feedback instead of formal tests, split work into assets/scripts/engine, and favor small‑team tooling that welcomes images and sketches rather than plain‑text‑only workflows.
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chapters (6)
- 0:00Introduction to UX and FOSS conflicts
- 1:26Historical roots of the clash
- 8:33Common collaboration models
- 12:22Hobbyist games as inspiration
- 18:20Summary and solutions
- 21:50Closing remarks and Q&A
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