Talking and writing Talking is natural. Writing is not. It may seem strange that the manual dexterity needed to hold a pencil—or use a keyboard—comes later than the lingual and mental dexterity needed to speak. But it does. Verlyn Klinkenborg, Several Short Sentences About Writing speech
Applause lights Most applause lights are much more blatant, and can be detected by a simple reversal test. For example, suppose someone says: We need to balance the risks and opportunities of AI. If you reverse this statement, you get: We shouldn’t balance the risks and opportunities of AI. Since the reversal sounds abnormal, the unreversed statement is probably normal, implying it does not convey new information. There are plenty of legitimate reasons for uttering a sentence that would be uninformative in isolation. “We need to balance the risks and opportunities of AI” can introduce a discussion topic; it can emphasize the importance of a specific proposal for balancing; it can criticize an unbalanced proposal. Linking to a normal assertion can convey new information to a bounded rationalist—the link itself may not be obvious. But if no specifics follow, the sentence is probably an applause light. Eliezer Yudkowsky, Rationality: From AI to Zombies speech
Perilous to be sure It would not be clear where the boundary of sanctioned speech lay until an attempt had been made to cross it and that attempt had failed. Such efforts Wittgenstein regarded with benevolence. He treated them as reconnaissance expeditions, perilous to be sure, but well worth the effort expended on them. H. Stuart Hughes, The Sea Change wordsexplorationspeech
Idiolect A Definition en.wikipedia.org Idiolect is an individual's unique use of language, including speech. This unique usage encompasses vocabulary, grammar, and pronunciation. An idiolect is the variety of language unique to an individual. This differs from a dialect, a common set of linguistic characteristics shared among a group of people. Things you didn't know you can be bad at languagepersonalityidentityexpressionspeech
Writing and Speaking An Essay by Paul Graham paulgraham.com Being a really good speaker is not merely orthogonal to having good ideas, but in many ways pushes you in the opposite direction...there's a tradeoff between smoothness and ideas. All the time you spend practicing a talk, you could instead spend making it better. writingspeechcommunicationpractice
The primacy of interpretation over sensation A Fragment by Mark Liberman languagelog.ldc.upenn.edu Our memory of exact word sequences usually fades more quickly than our memory of (contextually interpreted) meanings. More broadly, the exact auditory sensations normally fade very quickly; the corresponding word sequences fade a bit more slowly; and the interpreted meanings last longest. These generalizations can be overcome to some extent if the sound or the text has especially memorable characteristics. (And the question of what "memorable" means in this context is interesting.) memorysensesmeaningspeechwords
The Fidelity Curve An Article by Ryan Singer m.signalvnoise.com How do we choose which level of fidelity is appropriate for a project? I think about it like this: The purpose of making sketches and mockups before coding is to gain confidence in what we plan to do. I’m trying to remove risk from the decision to build something by somehow “previewing” it in a cheaper form. There’s a trade-off here. The higher the fidelity of the mockup, the more confidence it gives me. But the longer it takes to create that mockup, the more time I’ve wasted on an intermediate step before building the real thing. I like to look at that trade-off economically. Each method reduces risk by letting me preview the outcome at lower fidelity, at the cost of time spent on it. The cost/benefit of each type of mockup is going to vary depending on the fidelity of the simulation and the work involved in building the real thing. Four levels of fidelityTime to build versus confidence gained prototypesinterfaces
Four levels of fidelity Suppose we have four levels of fidelity… Rough sketch (on paper or an iPad) Static mock-up (eg. Photoshop or Sketch) Interactive mock-up (eg. Framer, InVision) Working code prototype (HTML/CSS, iOS views) Depending on the feature you’re working on, these levels of fidelity take different amounts of time to create. If you plot them in terms of time to build versus confidence gained, you could imagine something like a per-feature fidelity curve.
Time to build versus confidence gained Show image 0 Show image 1 Show image 2 Take a simple CRUD web UI, where you’re just navigating between screens. It doesn’t take much more time to build the real version than it does to mock it when the design is simple. If you were to build out an interactive mock first, you would end up spending twice as much time in total without gaining much out of it. Contrast that with a complicated Javascript interaction. Or a native iOS feature that requires programmer time to build out. If it takes substantially more time to build the real code version, then it may be smart to do an interactive mockup first.