I have seen the type always conform to a style or structure. The designers like to talk to design bent leads on devevelopment and manage only a subset of issues that could materialise.
A dev team for three or more years brings a better structure to code and developement. Just the fact, the leisure time well spent in code and banter bring enough structure to the team.
I guess you have to know your team better than your desk-jockeys.
Paul, the notes from the developer is very much relevant and reflect on the model we expect. The values in the freemium model has depreciated. If only you can derive any significant value over time. Dropbox, evernote has already given out the rewards system (towards all). But the one we would like to model is Rovio mobiles Angry birds.
Expecting to get paid on a depreciating model is lunatic. Without any metric over such - this model works, but expecting to get paid on a depreciated value, never does.
Open source segments need the design considerations - Even with its size and limits with scope.
An important read but not very relevant to open source whitneyhess.com/blog/2011/04/23/youre-not-a-user-experience-designer-if/
The user perspective is the most important gain for any designer/team. Build a team to challenge each other in user perception and details. Settings and preferences are the most valid arguements for such choices.
Clutter is unacceptable.
good to see the requirements, excellent illustration.
That's why its imperative that founders learn the effective strategies themselves. The content is important as any product strategy.
http://marco.org/2011/09/14/instapapers-antisocial-network gives a clear account of instapaper's alignment with curating. Traditional curation topics doesn't work with instapaper; personal curation. Pulling others steams does not serve any purpose, at all.