Designer Q&A · Session 2

Alonso Méndez — five clips for review

Cut from the 10 September session. Each clip is one idea, self-contained, with the question removed and carried in the card instead. Captioned for muted autoplay and sized 4:5 for the LinkedIn feed.

8 clips 30-49s each 1080×1350 · 4:5 Gamanza Engage card
A1 · 40s

How do you stop AI looking generic?

Training AI on Gamanza's own styles and mechanics, and why it still needs a hand on it.

A2 · 49s

What do people get wrong about designers?

A problem solver, not a decorator, and where design parts company with art.

A3 · 30s

What makes a gamification CRM different?

The behavioural signals it runs on, against a sales CRM. One continuous take.

A4 · 31s

How much does data decide the design?

User tests, issue reports and Power BI, and why knowing the user is the job.

A5 · 45s

Why does mobile set the limit?

Designing for a thumb rather than a cursor, and what has to be right on a small screen.

A6 · 36s

How do you avoid overwhelming the user?

Progressive disclosure: CRMs are cluttered by nature, so show only what the selection needs.

A7 · 45s

How do you design for every kind of player?

Finding the common ground in the data, then designing to the psychology behind it.

A8 · 32s

What is design actually for?

Helping players navigate and get what they came for. The clearest line of the session.

Notes

A1 and A2 use the screen recording for picture and the Meet file for sound. Meet cuts to whoever is speaking and lags about a second and a half, so the opening of both those answers plays over the interviewer. The screen capture never switched, but its audio sits 8 dB noisier, so the two were muxed. Offset locked at 9.046s by correlation and checked against four separate passages.

Not covered. How the design team works with the commercial side did not come up. Worth a question next session.