Tags: rules

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Derek Powazek - AI is Not a Community Management Strategy

A really excellent piece from Derek on the history of community management online.

You have to decide what your platform is for and what it’s not for. And, yeah, that means deciding who it’s for and who it’s not for (hint: it’s not bots, nor nazis). That’s not a job you can outsource. The tech won’t do it for you. Not just because it’s your job, but because outsourcing it won’t work. It never does.

Password Tips From a Pen Tester: Common Patterns Exposed

I’ve been wondering about this for quite a while: surely demanding specific patterns in a password (e.g. can’t be all lowercase, must include at least one number, etc.) makes it easier to crack them, right? I mean, you’re basically providing a ruleset for brute-forcing.

Turns out, yes. That’s exactly right.

When employees are faced with this requirement, they tend to:

  • Choose a dictionary word or a name
  • Make the first character uppercase
  • Add a number at the end, and/or an exclamation point

If we know that is a common pattern, then we know where to start…

Laws of UX

  1. Fitts’s Law
  2. Hick’s Law
  3. Jakob’s Law
  4. Law of Prägnanz
  5. Law of Proximity
  6. Miller’s Law
  7. Parkinson’s Law
  8. Serial Position Effect
  9. Tesler’s Law
  10. Van Restorff Effect

Not listed:

  1. Murphy’s Law
  2. Sturgeon’s Law

Password Rules Are Bullshit

And here’s another reason why password rules are bullshit: you’re basically giving a list of instructions to hackers—the password rules help them narrow down the strings they need to brute force.

Tom Armitage on Vimeo

Tom talks about “Things Rules Do.”

Tom Armitage

Tom Armitage on Vimeo

Things Rules Do is twenty minutes that looks at games of all forms, and the rules and systems that make their skeleton. It’s about the weird things that rules can do, beyond “tell you how to play”, such as inspire mastery, encourage deviance, and tell stories.

Tom Armitage