Came for the creativity. Stayed for the community.
I conclude that there are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult. It demands the same skill, devotion, insight, and even inspiration as the... See more
Michael Lewis on how your narrative crafts your character:
If you listen to people, if you just sit around and listen, you’ll find there are patterns in the way they talk about themselves. Some people are always the victim. Some people always get unlucky. Some people are always in the middle of some impossible... See more
Why I don't like algorithmic/filter bubbles/for you feeds:
I refuse to be one thing. I’m two things, three things, a hundred things at once, and I’ll be a hundred different things tomorrow. I don’t want the convenience of being collapsed, defined, optimized for legibility. I want to be aerated, blobby, and porous. I... See more
game designer Margaret Robertson coined the term “pointsification,” arguing that what we consider mainstream “gamification” is really just the process of attaching point values to behavior, without any further “game-like” qualities.