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    <title>DEV Community: Shivraj Jadeja</title>
    <description>The latest articles on DEV Community by Shivraj Jadeja (@shivraj_jadeja).</description>
    <link>https://dev.to/shivraj_jadeja</link>
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      <title>DEV Community: Shivraj Jadeja</title>
      <link>https://dev.to/shivraj_jadeja</link>
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      <title>Future Thinking Means Designing for What Comes Next</title>
      <dc:creator>Shivraj Jadeja</dc:creator>
      <pubDate>Mon, 02 Nov 2026 03:58:33 +0000</pubDate>
      <link>https://dev.to/shivraj_jadeja/future-thinking-means-designing-for-what-comes-next-2d9m</link>
      <guid>https://dev.to/shivraj_jadeja/future-thinking-means-designing-for-what-comes-next-2d9m</guid>
      <description>&lt;p&gt;One idea from Forbes’ &lt;em&gt;The Twelve Mega Themes That Will Drive Our Future World&lt;/em&gt; that stood out to me is that breakthrough solutions often come from looking at how several future trends may connect, not just solving today’s problem.&lt;/p&gt;

&lt;p&gt;The article talks about themes like connected living, intelligent assistants, digital reality, autonomous systems, and zero-latency technology.  &lt;/p&gt;

&lt;p&gt;I would use futures thinking by asking how a problem might change as these technologies become more common. Instead of only designing for how people work today, I would think about how users may work five or ten years from now and build toward that future.&lt;/p&gt;

&lt;p&gt;For my own game-development idea, this could mean thinking beyond simple merge-conflict tools and imagining smarter collaboration systems that use AI, real-time feedback, and connected development environments.&lt;/p&gt;

&lt;p&gt;My biggest takeaway is that a breakthrough solution should not only fix a current problem. It should also be ready for the direction the world is moving.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Media:&lt;/strong&gt; &lt;em&gt;The Twelve Mega Themes That Will Drive Our Future World&lt;/em&gt; — Forbes&lt;br&gt;&lt;br&gt;
&lt;a href="https://www.forbes.com/sites/sarwantsingh/2019/08/28/the-twelve-mega-themes-that-will-drive-our-future-world/" rel="noopener noreferrer"&gt;https://www.forbes.com/sites/sarwantsingh/2019/08/28/the-twelve-mega-themes-that-will-drive-our-future-world/&lt;/a&gt;&lt;/p&gt;

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      <category>design</category>
      <category>gamedev</category>
      <category>softwaredevelopment</category>
    </item>
    <item>
      <title>Sometimes the Best Ideas Are the Ones People Doubt</title>
      <dc:creator>Shivraj Jadeja</dc:creator>
      <pubDate>Mon, 19 Oct 2026 04:35:56 +0000</pubDate>
      <link>https://dev.to/shivraj_jadeja/sometimes-the-best-ideas-are-the-ones-people-doubt-3li3</link>
      <guid>https://dev.to/shivraj_jadeja/sometimes-the-best-ideas-are-the-ones-people-doubt-3li3</guid>
      <description>&lt;p&gt;One idea that stood out to me from Sam Altman’s Startup School talk was that creativity in entrepreneurship is not always about inventing something completely new. Sometimes it is about having enough confidence to work on an idea that other people think is wrong or unrealistic.&lt;/p&gt;

&lt;p&gt;I agree with that. A good example from the talk was AI itself. Altman explained that years ago, only a small group of people seriously believed AGI was possible, while many others thought the idea would fail or even hurt progress in AI. Instead of waiting for everyone to agree, that small group kept working on it.     Sam Altman_ 10 Takeaways From S…&lt;/p&gt;

&lt;p&gt;That stood out to me because founders probably will not always get positive feedback at the beginning. The important part is having a real reason to believe in the idea, testing it, and being willing to improve it instead of giving up just because other people doubt it.&lt;/p&gt;

&lt;p&gt;I also found it interesting that AI is making it much faster and cheaper to build ideas today, which gives entrepreneurs more chances to experiment with things that may have been too difficult before.&lt;/p&gt;

&lt;p&gt;Media: Sam Altman: 10 Takeaways From Startup School 2026&lt;br&gt;
&lt;a href="https://www.the-ai-corner.com/p/sam-altman-startup-school-2026" rel="noopener noreferrer"&gt;https://www.the-ai-corner.com/p/sam-altman-startup-school-2026&lt;/a&gt;&lt;/p&gt;

</description>
      <category>ai</category>
      <category>learning</category>
      <category>startup</category>
    </item>
    <item>
      <title>Customer Feedback Should Shape the Product, Not Just Confirm It</title>
      <dc:creator>Shivraj Jadeja</dc:creator>
      <pubDate>Mon, 05 Oct 2026 05:25:27 +0000</pubDate>
      <link>https://dev.to/shivraj_jadeja/customer-feedback-should-shape-the-product-not-just-confirm-it-4aph</link>
      <guid>https://dev.to/shivraj_jadeja/customer-feedback-should-shape-the-product-not-just-confirm-it-4aph</guid>
      <description>&lt;p&gt;One thing that stood out to me from ASU’s How do I gather and respond to customer feedback? module is that feedback should happen early and continuously, not only after a product is finished. The module emphasizes using insights from users, buyers, and other stakeholders to validate whether you are solving the right problem and whether people actually value the solution. ASU Entrepreneurship Training&lt;/p&gt;

&lt;p&gt;For my own project, SceneSafe, I am exploring ways to reduce merge conflicts for student game-development teams. Instead of assuming I already know what features developers need, I want to talk with students, team leads, and instructors about where collaboration actually becomes difficult.&lt;/p&gt;

&lt;p&gt;The biggest takeaway for me is that useful feedback is not just about hearing that an idea is good. It should help reveal what needs to change, what matters most to users, and whether the original idea needs to be improved.&lt;/p&gt;

&lt;p&gt;Media: &lt;a href="https://training.entrepreneurship.asu.edu/your-product-or-service/how-do-i-gather-and-respond-to-customer-feedback/en/index.html#/" rel="noopener noreferrer"&gt;[How do I gather and respond to customer feedback? — ASU Entrepreneurship + Innovation]&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>product</category>
      <category>startup</category>
    </item>
    <item>
      <title>Who Is the Customer? It Might Not Be Who Uses the Product</title>
      <dc:creator>Shivraj Jadeja</dc:creator>
      <pubDate>Mon, 21 Sep 2026 00:57:14 +0000</pubDate>
      <link>https://dev.to/shivraj_jadeja/who-is-the-customer-it-might-not-be-who-uses-the-product-4phi</link>
      <guid>https://dev.to/shivraj_jadeja/who-is-the-customer-it-might-not-be-who-uses-the-product-4phi</guid>
      <description>&lt;p&gt;One idea that stood out to me from The Sneaky Economics of Ticketmaster was that the customer is not always the most obvious person.&lt;/p&gt;

&lt;p&gt;Ticketmaster grew by focusing heavily on venues, not just the people buying tickets. That made me think about my own idea around improving collaboration and merge conflicts in game development.&lt;/p&gt;

&lt;p&gt;The possible customers could include student game developers, team leads, instructors, and small indie studios. For now, I would focus on student game-development teams because they directly experience the problem and are easy for me to speak with and learn from.&lt;/p&gt;

&lt;p&gt;The biggest takeaway for me is that the user, customer, and payer can all be different people and identifying that early on can change how a solution is designed.&lt;/p&gt;

&lt;p&gt;Media: The Sneaky Economics of Ticketmaster&lt;br&gt;
&lt;a href="https://thehustle.co/the-sneaky-economics-of-ticketmaster" rel="noopener noreferrer"&gt;https://thehustle.co/the-sneaky-economics-of-ticketmaster&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>product</category>
      <category>startup</category>
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