feedback
Control and Correlation
The fastest way to learn something is to do something
An Article by David R. MacIverSuppose you have a problem to solve. What do you do?
Well, you sit down and think real hard, and after extensive and careful planning you try the well thought out and rigorous solution that you have thought up. Right?
No, wrong! Bad.
The correct thing to do when you have a problem is:
- Think for a short amount of time.
- Make sure it is safe to try things.
- Try something you think will work.
- Observe the result. If you succeeded, yay you solved the problem! If it didn't work, think about what that means for the nature of the problem and try again.
How can we develop transformative tools for thought?
A Research Paper by Andy Matuschak & Michael NielsenConventional tech industry product practice will not produce deep enough subject matter insights to create transformative tools for thought.
...The aspiration is for any team serious about making transformative tools for thought. It’s to create a culture that combines the best parts of modern product practice with the best parts of the (very different) modern research culture. You need the insight-through-making loop to operate, whereby deep, original insights about the subject feed back to change and improve the system, and changes to the system result in deep, original insights about the subject.
When Customer Journeys Don’t Work: Arcs, Loops, & Terrain
An Article by Stephen P. AndersonThinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us:
- Approach the design of a system as the design of these as small but significant moments of learning.
- Consider the many ways these loops might be sequenced, with the exact order being less important.
Asynchronous Design Critique: Getting Feedback
An Article by Erin CasaliGetting feedback can be thought of as a form of design research. In the same way that we wouldn’t do any research without the right questions to get the insights that we need, the best way to ask for feedback is also to craft sharp questions.
Hyperart: Thomasson
No ordinary objects
Abandoned by the world, no longer of use, but still carefully repaired and preserved, these were no ordinary objects. The reasons for their maintenance remain a mystery. At this point, they could only be described as "art". No—not so much "art" as something that exceeds art...
Hyperart.
Thomassons
This was 1982, the year that Gary Thomasson was batting cleanup for the Yomiuri Giants. Thomasson had the unfortunate nickname of "The Electric Fan", which, if you think about it, was exactly what he was. Night after night, he stood in the batter's box, whiffing mightily at the ball, down on three strikes every time. He had a fully-formed body and yet served no purpose to the world. And the Giants were still paying a mint to keep him there. It was a beautiful thing. I'm not being ironic here either. Seriously, I can't think of any way to describe Gary Thomasson but as "living hyperart".