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A batch of the best highlights from what Felicity's read, .

Let’s fix it: Ask how they currently solve X and how much it costs them to do so. And how much time it takes. Ask them to talk you through what happened the last time X came up. If they haven’t solved the problem, ask why not. Have they tried searching for solutions and found them wanting? Or do they not even care enough to have Googled for it?

The Mom Test

Rob Fitzpatrick

This is an incredibly important lesson for all designers. ***Your game - through the theme, back-of-box copy, artwork, everything - is making a promise to the players.*** Make sure that the actual game matches that promise. Don’t undercut your own vision.

"Is It Cake?" Mistakes

Geoff Engelstein

Three helpful lines of questioning to strengthen your scope: When someone decides to buy and read your book, what are they trying to achieve or accomplish with it? Why are they bothering? After finishing it, what’s different in their life, work, or worldview? That’s your book’s promise. What does your ideal reader already know and believe? If they already believe in the importance of your topic, then you can skip (or hugely reduce) the sections attempting to convince them of its worth. Or if they already know the basics, then you can skip those. Who is your book not for and what is it not doing? If you aren’t clear on who you’re leaving out, then you’ll end up writing yourself into rabbit holes, wasting time on narrow topics that only a small subset of your readers actually care about. Deciding who it isn’t for will allow you to clip those tangential branches.

Write Useful Books

Rob Fitzpatrick und Adam Rosen

...catch up on these, and many more highlights