A couple things I’ve been learning and constantly repeating to myself while developing spot.us.
1. Keep it agile and iterative.
- I can’t predict how people are going to engage with my site. I shouldn’t try and force them into a user experience they don’t want. I must stay iterative. That’s why the wiki has been so informative.
2. Ten people in one chatroom is more valuable than ten people in ten different chatrooms.
- I’ve tried to cut back on sprawl as much as possible. This was one of the great downfalls of Assignment Zero in my humble opinion.
- UPDATE via the Comments: When I think of “sprawl” I picture Assignment Zero. When we first launched we created hundreds (probably close to 150) of small assignments people could do. Each assignment then had “tasks” (2-3 tasks per assignment). As such – people were forced to find a small area on Assignment Zero and stay there. We created hundreds and hundreds of chatrooms with one person in each room, talking to themselves. Start small with one chatroom – see if the conversation splits – and THEN build a new room.
3. Path of least resistance.
- Given the lesson of #1 – sometimes it’s best to take the path of least resistance – get something up and working so people can interact with it and you can react. Spending four or so months building a dynamic site won’t do you anygood if during those four months all you did was build a site. Create and accomplish concrete steps along the way.
4. It’s not a race.
- What spot.us is trying to figure out (how to pay for investigative journalism) won’t be figured out anytime soon. What I’m trying to accomplish isn’t a “solution” – more like a step in the right direction.
5. There is no such thing as a competitor.
- Competitors are just collaborators in disguise. This is especially true if what you believe in is the larger mission – not just your specific project.
I definitely believe in small steps and iterative design based on feedback from user interaction. When you sit down and watch someone use your site is when you get the most feedback and the most surprises.
Point #1 is key. Release early, release often. There’s no such thing as a perfect product, just a perfectly evolving product.
Can you elaborate on what you mean by ‘avoiding sprawl?’ Not sure I got it.
Cheers!