• 2 Posts
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Joined 2 years ago
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Cake day: April 27th, 2023

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  • What do you think the overlap is in two groups of outliers?

    Well, seeing as people with abnormal sex genes may have an advantage in competitive women’s sports, you would actually expect to see a significant amount of that “outlier” group in the group of top athletes, as there is a selection happening. You’re right that if you chose independently at random from people who are top athletes and people who have abnormal sex genes, the overlap would be incredibly small. But sports is not a random selection at all. At the top of sports, even the smallest advantage means the difference between winning and losing, so even small variations (like those caused by abnormal sex genes) may give significant advantages (perhaps even “unfair” advantages).


  • Sure, but do you think that’s the test they’re doing?

    I mean they state right there what kind of test they are doing (but perhaps you didn’t read it or missed that part?):

    all athletes over the age of 18 that want to participate in a World Boxing owned or sanctioned competition will need to undergo a PCR (polymerase chain reaction) genetic test to determine their sex at birth and their eligibility to compete.

    The PCR test is a laboratory technique used to detect specific genetic material, in this case the SRY gene, that reveals the presence of the Y chromosome, which is an indicator of biological sex. The test can be a be conducted by nasal/mouth swab, saliva or blood.

    So they are testing for the presence of the Y chromosome. Not sure if that covers any of the questions you asked there but presumably no. But again, we must draw the line somewhere and “presence of the Y chromosome” doesn’t seem to be an unreasonable way to determine that line - at the very least it sounds like a very unambiguous way to draw the line. But I am not an expert so I won’t speak with any confidence about this.














  • It’s not that bizarre when you think about it. As a technical piece of software, Sims is actually quite complex.

    You need a sophisticated character editor with a vast array of clothing options. You need a house editor that allows you to build any house you can imagine. You need a huge array of possible interactions between people and all kinds of objects. You also need lots of randomized interaction and AI (as in traditional game AI) to control NPCs. You need to have all these things be affected by the characters traits and you need them to go through life stages while still being interesting.

    It’s a whole lot. It’s basically impossible to build a game like that as an indie developer. You really need a large team and that means funding. And that’s where it gets hard cause you are up against Sims and I don’t imagine many sources of funding want to make that bet.



  • There’s also a link to Matrix, which I’m guessing is the preferred way to jump in and ask questions about how to contribute.

    Yes but asking directly instead of consuming already-written guidelines is a much higher psychological hill to climb and doesn’t feel welcoming. You need to be very passionate to go to Matrix. Also, frankly speaking, UX people are very unlikely to have a user on Matrix or even know what it is or how it works. Developers on the other hand can easily figure this out. You need to be mindful of tech literacy when you’re trying to cater to UX people - they won’t know anything about Matrix probably.

    In general, I recommend coming with the intention of being assigned work

    I don’t think that’s bad, but for developers this is very easy with all the guidelines and the “good first issues” and all that. For UX people, none of these resources exist.

    Where would you naturally look for this? With developers it’s easy, you look for “CONTRIBUTING.md” or similar in the repo, as well as hints from templates in issues and PRs. Some will have extensive style guides and whatnot, but most are pretty bare bones.

    Should this go on the main website? Somewhere at the start of the technical docs? In the repo in a special place linked from the root?

    At the very least this could be in the contributing guidelines on GitHub, but I think having it on the main website (a place much more familiar and friendly to non-technical people) is much better.

    What about tooling? Should projects set up something like penpot (found after a search for FOSS Figma)? Or are designers okay with images on a wiki or something? Is it reasonable to ask them to submit a GitHub issue and engage that way (they could link to something else)?

    I don’t know, I’m not a UX person. Ask them when they arrive. But I would think they can probably figure out to interact on GitHub issues if directed to do so. Developers intuitively know “Oh I want to contribute so I’ll need a GitHub account and then need to go look at issues” but UX people don’t know this.

    To me, linking a chat and the repo is enough, but maybe it’s not.

    I definitely don’t think that’s enough - UX people probably don’t even know what a “repo” is.


  • What do you mean by “invite”? What would that look like?

    I don’t mean a literal invite - I mean that projects are rarely inviting for product managers and designer (let’s call them “UX people”) and rarely do they encourage those people to contribute.

    Let’s take a look at Lemmy as an example (and please don’t misunderstand, this is not to bash Lemmy specifically, this happens for so many FOSS projects). Let’s put ourselves in the shoes of a UX person who wants to contribute to Lemmy. How would I (the imaginary UX person) do that?

    Well, on join-lemmy.org there’s not really any links to anything to do with contributing but there is a link to “GitHub” in the contact information. As a UX person, I may have a vague idea what git and GitHub is, but obviously that’s not a tool that I use. So then I land on the git repository on GitHub. Oh great, there’s a “Contributing” section! It says:

    Read the following documentation to setup the development environment and start coding

    Oh. So that’s contributing code and stuff. So that’s not me. But okay since there’s nothing else, let’s try and go to the contributing guidelines anyway. But this just gives a technical overview of the different software components of Lemmy, and then goes into how to setup local development. This is all mumbo-jumbo to me, I know nothing about coding, I am a UX person.

    My point is (and again, Lemmy is just an example here), none of these contributing guidelines are helpful unless you are a developer, and the fact that the contributing guidelines only caters to developers makes any UX person feel out of place, as if their expertise is not wanted or needed. This is what I mean when I say it is not very inviting to UX people. It is very inviting to developers though.

    That’s how it should work for design as well. Contribute some designs that you think will improve the UX and if they’re desirable, someone will take up implementing them. If it’s easy (e.g. a new logo), it’ll get done right away, and if it’s more involved, it’ll get done as devs get time.

    I agree! But how are designers supposed to know where to even start? There are “good first issues”, but those are also only for developers. Where’s the contributing guidelines for non-developers? You say “Designers and product managers are certainly welcome”, but this doesn’t look that welcoming to me!

    My perspective of designers and product managers is that they like to own projects.

    I think this is a bit of a mischaracterization. I don’t think a product manager has to “own” the project to help and be valuable to a project.

    One project that does this quite well is bevy. See this video from one of the product manager contributors to bevy: https://www.youtube.com/watch?v=u3PJaiSpbmc


  • people good at UX don’t seem to care as much about FOSS and the open web

    I’m not sure this is true - at least I have an alternative explanation.

    People who do the UX design and all that are rarely invited into the process. Open source projects often look for “maintainers” but this almost exclusively means “developers”.

    There’s documentation and contributing guidelines for developers. Where is the same material for product managers or designers?

    We don’t get product managers and designers in FOSS because they’ve never been invited.