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Akhil Dakinedi
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Blog
2025
Nov 24
Design & risk
Jun 05
Half Life Alyx
May 14
Form, function, and feeling
Apr 14
The business of Design
Feb 09
Cultural touchstones
2024
Dec 30
My Best of 2024
Oct 16
Wearables wasteland
Sep 21
Opinionated design
2023
Dec 31
My Best of 2023
Nov 23
The World's Fair
Sep 23
Tears of the Kingdom
Mar 30
Attention
2022
Dec 30
My Best of 2022
Dec 16
Blog format change
Dec 02
The Moon
Oct 27
Steam Deck
Oct 15
Lagging laws
Oct 03
Doors
Aug 27
Music discovery
Aug 18
Elden Ring
Aug 02
Selfies
Jun 28
The IC Designer career ladder
Jun 15
VC-backed bragging rights
Jun 04
America's paradise of wealth
Apr 25
How was your experience?
Apr 17
The tech upbringing
Apr 08
Horizon Forbidden West
Feb 22
Tech: Turnover and tenure
Feb 12
Pokémon Legends Arceus
Feb 03
Car ownership
2021
Dec 30
My Best of 2021
Dec 16
Systems within systems
Dec 04
Designing in big tech
Oct 28
Ring Fit Adventure
Oct 18
The length of design
Oct 06
Curating taste
Aug 23
PlayStation 5
Aug 13
Remote work revolution
Aug 03
Pandemic pessimism
Jun 25
The Twitterverse dilemma
Jun 16
Teslas and touchscreens
Jun 02
Design promotions
Apr 29
Systemic problems
Apr 13
The Design Manager's role
Apr 05
San Francisco
Feb 26
Fixing the design interview
Feb 18
Creation tools & misinformation
Feb 03
When buyers aren't users
2020
Dec 31
My Best of 2020
Dec 12
Design, tech, and capitalism
Dec 05
Writing and me
Oct 23
Hades
Oct 16
Side project slog
Oct 05
Work at home
Aug 25
Cause and effect
Aug 17
Racial bias in design hiring
Aug 03
The Last of Us Pt. II
Jun 21
Design teams: Size and culture
Jun 08
On the color of my skin
Jun 02
Pre-existing privilege
Apr 25
The defining decade
Apr 12
Quarantine gaming
Apr 04
Carnival of idiots
Feb 25
What matters at work
Feb 16
Self-control
Feb 10
Role models in design
2019
Dec 31
My Best of 2019
Dec 17
Wealth, greed, and time
Dec 03
Pokémon Sword & Shield
Oct 23
Design tools
Oct 18
Third places and virtual spaces
Oct 09
Control
Aug 21
Bostonia, est. 1630
Aug 12
Death by donation
Aug 04
Creative intent and fandoms
Jun 21
The introvert's iceberg
Jun 14
Dystopian science fiction + Cosmic Horror
Jun 06
Mobile photography
Apr 24
The quadrilingual life
Apr 16
Accessibility in game design
Apr 09
Rising to the design leadership challenge
Feb 25
Kids on the internet
Feb 14
Sapiens
Feb 04
The slow life
2018
Dec 31
My Best of 2018
Dec 19
Into the Spider-Verse
Dec 12
Holiday gaming
Oct 26
United States of Anxiety
Oct 14
Pushed and challenged
Oct 03
The indie gamedev grind
Aug 25
No strong opinions
Aug 12
Trains of Japan
Aug 01
Solo travel
Jun 22
A Japanese dive into games
Jun 14
Unity Learning Pt. I: Layouts for days
Jun 01
Listen. Inquire. Learn.
Mar 31
Bloodborne: Death and progress
Mar 20
UIs and mental models
Mar 12
Career and meaning
Jan 22
Nationalism
Jan 12
Breath of the Wild
Jan 05
Commodification of art
2017
Dec 31
My Best of 2017
Dec 27
Nintendo's comeback year
Dec 04
The product, the business, and the users
Oct 23
Five years in the real world
Oct 14
Life imitates art imitates life
Oct 02
The American Scream
Jul 17
Selling design systems
Jul 12
Design literacy in product organizations
Jul 05
The FUD scale in design
May 11
Data-driven design
May 09
Designing for emerging markets
May 05
The myth of the T-shaped designer
Apr 19
Existentialism in 2199
Apr 10
Anticipatory design and UX for scale
Mar 21
Abstract: The disciplines of design
Mar 16
The art of awkward pausing
Mar 05
A humbling perspective
2016
Dec 26
Life on autopilot
Dec 23
My Best of 2016
Nov 13
A love letter to Dishonored 2
Oct 18
Consumption vs Production
Oct 10
Confidence bias
Sep 26
Creative isolation
Aug 21
Indie Gaming
Jul 29
Other blog posts!
Jul 24
Design salesmanship
Jul 18
A nostalgic return to Pokémon
Jun 23
Virtual Reality moneymaking
May 17
Commitment to sports
May 10
Overwatch
May 02
More design reading!
Apr 18
Using imagery in apps
Apr 11
PSA to wannabe designers
Apr 04
Creativity on demand
Mar 28
Peak immersion in gaming
Mar 24
The mortality conundrum and VR
Mar 20
Interaction Design and the future
Jan 12
Generation of meaning
Jan 04
Storytelling across the mediums
Jan 02
8-bit narratives
2015
Oct 30
Playfulness in product design
Oct 26
UX lessons from video games
Oct 22
The secret to being a great designer is...
Oct 17
Tips for a productive outlook on life
Oct 09
Team Fortress 2 and economics
Oct 06
Virtual reality and design
Sep 30
Designing for the internet of things
Sep 28
Yawning in the comfort zone
Sep 25
The designer's dayjob dilemma
Sep 15
Dopamine and the anticipation of reward
Sep 08
Automation and emotion
Sep 03
Resurgence of the cartoon
Aug 30
It's a mad, mad world
Aug 23
Minimalism in product design
Aug 17
Creativity on a deadline
Aug 11
Coffee
Aug 06
Video Games -- art or design?
Aug 03
My favorite books (non-fiction)
Jul 31
My favorite books (fiction)
Jul 28
Hiring designers
Jul 25
Designers and prototyping
Jul 22
Photography and me
Jul 19
My design education
Jul 16
Dribbble shots
Jul 13
A fresh start