north star
the system matrix
| project | the mess | chaos types | system built | outcome |
|---|---|---|---|---|
| Path to Menzoberranzan | 100+ volunteers across 6 departments. No salaries. 50+ hour scope. Indefinite runway. | coordinationconstraints | Contribution pipeline, lore governance system, cross-department build coordination | shipping |
| Skrimp | 11pm kitchens. Budgets that shift. Dietary restrictions nobody warned you about. A fridge full of things that don't obviously go together. | constraintsuser state | Constraint-first AI meal planner — starts from what you have, not what you should have | live |
| My Auntie | Postpartum fog. Weeks of sleep deprivation. Questions too big to google at 3am. | user stateconstraints | Resource scaffolding for overwhelmed new parents — designed for degraded cognition, not ideal cognition | winner ✦ |
| Equinox | 14 strangers. 2 weeks. A puzzle game that had to feel cohesive despite 14 different people touching every system. | coordinationconstraints | Player controller + interaction architecture clean enough that 14 people built on top of it without breaking each other | winner ✦ |
| EndoQuest | Chronic pain dismissed so often, people stop reporting it. Forms nobody finishes. A screener that had to feel like something else entirely. | user stateconstraints | Diagnostic RPG — combat mechanics as a medical screener, because people finish games | semifinalist |
chaos typology
01
Coordination Chaos
Too many people working in parallel. The system has to stay coherent without a single person being able to hold the whole thing in their head at once. The design question isn't "how do we communicate?" — it's "how do we make the right thing the default thing?"
PtM · Equinox
02
Constraint Chaos
The resources — time, money, people, data — are genuinely insufficient for a naive solution. The system has to work with what actually exists, not what ideally would. Constraint-first design isn't a consolation prize; it's the only kind that survives contact with the real world.
Skrimp · PtM · Equinox · MyAuntie
03
User State Chaos
The person using your system is already overwhelmed before they open it. They're not at their best; they may never be at their best. Design for the person who is tired, in pain, grieving, or just out of bandwidth. That's most people, most of the time.
MyAuntie · EndoQuest · Skrimp
context
Real problems don’t arrive in optimal conditions. They arrive at 11pm when you’re tired, or week three of a project when half the team has dropped off, or in the middle of a pain flare you’ve learned not to mention. Most software is designed for a user in their best-case scenario — rested, focused, uninterrupted. I’m interested in the other version.
The measure of a system isn’t how it performs when everything goes right. It’s what it does for the person who is already overwhelmed before they open it.
I came to this through a specific kind of attention — the kind you develop when you care too much about things finishing. A mod that has to ship without a salary. A meal plan that has to work for a household that just got a diagnosis. A postpartum resource that has to be usable when you haven’t slept properly in three weeks. In every case, the constraint isn’t technical. It’s human.
My answer tends to involve incentive structures and friction management more than visual polish. I think about what a system rewards — what behaviour it makes easy, what it makes hard, what it quietly teaches users to expect. A good system is a set of affordances that stay legible under pressure. That’s harder than it sounds, and I think it’s the thing worth practicing.
I try to leave scaffolding for whoever comes after me — contributors, users, future maintainers who will be dealing with a messier world than the one I designed for. The work isn’t done when it ships. It’s done when it stays useful.
design principles
01
Design for Degraded Cognition
Your user's best-case state is a ceiling, not a floor. The system should work for whoever actually shows up.
02
Constraints are the Design
What a system can’t do tells you what it values. Start from real limits, not ideal conditions.
03
Incentive Structures are a Material
Every interface teaches users something. Design the lesson intentionally — make the right thing the easy thing.
04
Build for Whoever Comes Next
Leave scaffolding. The work isn’t done when it ships — it’s done when it stays useful in a messier world than the one you designed for.