Skip to main content

People are interesting

...and people are interested.
I like talking with people, when you first describe them an idea, you say:
- Hm, it should be some sort of white-board....
They feel very suspicious , some heard about white-boards, some didn't but always they are trying to imagine this in their head, then you give them link to check. In few days, when you meet again during the coffee break, usually they start talking about the project:
- It's very cool, but I've noticed that it would be cool to have ....
So from that point you feel that not only you are involved in developing start-up, it become some sort of public and now your colleagues and other people that you met online are part of it, they own your product. This is one of exciting moments that help you continue development, so you know that you are on good track.
Few weeks ago I've had feedback from one guy from the Mexico, he was reporting some hibernate issues upon Owely, some of them we fixed in next release, but it's not a point. I've used some recommendation from “Getting real”, so all support communication is not automated, like: Thank you for your reply,.....
I'm writing every reply myself and signing the email with my name. That gave good results, some of users are generating really nice feedback telling about issues and errors they have, trying to solve them with our team. I wasn't ready for this kind of chat, but it was pleasant and gave energy for improving the system, making it better.
For all who start their projects I would like to suggest to talk with users, they are people and you are one of them.

Comments

Popular posts from this blog

Why Magento sucks?!

p.p1 {margin: 0.0px 0.0px 13.0px 0.0px; font: 13.0px Arial; color: #1022a3} p.p2 {margin: 0.0px 0.0px 13.0px 0.0px; font: 13.0px Arial} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px Arial} p.p4 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px Arial; min-height: 15.0px} span.s1 {letter-spacing: 0.0px color: #000000} span.s2 {text-decoration: underline ; letter-spacing: 0.0px} span.s3 {letter-spacing: 0.0px} span.s4 {text-decoration: underline ; letter-spacing: 0.0px color: #1022a3} This post was inspired by  http://www.commercestyle.com/e-commerce/magneto-sucks I don't agree on everything that wrote there, I won't say that is so sucky and hard. It's childish way to say system is too complicated, read the f**king manual, omg is this so hard?! So from perspective technical guy that have a lot of finished high loaded projects on the back, I want to explain my "sucky" point about it.  1) The thing that bothers me for last few weeks is news about Magento acquir...

How to kill old Resque workers and don't loose your face

In first thought trivial problem, `god gem` is keeping your Resque workers busy and when you deploy it just ask `god` to kill them by: god remove {group_name}. This is prety common misunderstanding thinking that workers will stop running at same moment, some of them can even live forever trying to establish their life inside your production server and continiously eating memory. One of walkarounds looked like this: in resque.rake create new task namespace :resque task :restart => :environment do    pids = Resque.workers.map(&:worker_pids) || []    pids.uniq!    if pids.any?        system("sudo kill -QUIT #{pids.join(' ')}")        puts "killed: #{pids.join(' ')}"    else        puts "resque wasn't running: #{pids.join(' ')}"    end end end It worked fine till one moment when rake stopped running initilizers before task and that cause ugly(hard) to find error...

Bounds.intersect is bad, mkay?!

I was trying to check when enemy ships are getting out of screen to destroy objects (optimization). First version Vector2 screenSize = new Vector3 (Screen.width, Screen.height, Mathf.Abs (Camera.main.transform.position.z)); Bounds screenBounds = new Bounds (new Vector2(0f,0f), screenSize); Debug.Log ("Ship " + ship.renderer.bounds + " Screen " + screenBounds); if (!ship.renderer.bounds.Intersects (screenBounds)) ship.Destroy (); So apparently this operation is taking significant time to check, end up replacing with this Vector3 screenPos = Camera.main.WorldToScreenPoint( ship.transform.position ); Vector3 screenSize = Camera.main.WorldToScreenPoint( ship.renderer.bounds.size); if (screenPos.x + screenSize.x < 0) ship.Destroy ();