From edb927ec203cc61925b8a688fba01764f9e41fa2 Mon Sep 17 00:00:00 2001 From: David Gasquez Date: Thu, 31 Aug 2023 17:01:18 +0200 Subject: [PATCH] :art: --- Emergence.md | 4 ++-- Engineering Process.md | 2 +- Evolution.md | 2 +- Fallacies.md | 2 +- Future.md | 2 +- Game Design.md | 4 ++-- Goals.md | 2 +- Habits.md | 6 +++--- Making Decisions.md | 2 +- Meetings.md | 4 ++-- Mindfulness.md | 2 +- Organizations.md | 4 ++-- 12 files changed, 18 insertions(+), 18 deletions(-) diff --git a/Emergence.md b/Emergence.md index a1b0bb0..89b5842 100644 --- a/Emergence.md +++ b/Emergence.md @@ -2,7 +2,7 @@ ![[Quotes#^620ab0]] -When things interact, they often birth new, unpredictable forms. **The sum total of a system is more than its competent parts**. E.g: biological [[Evolution]], Conway's Game of Life, Wikipedia, Minecraft. +When things interact, they often birth new, unpredictable forms. **The sum total of a system is more than its competent parts**. E.g: biological [[evolution]], Conway's Game of Life, Wikipedia, Minecraft. @@ -12,4 +12,4 @@ You can't top-down plan emergent [[systems]], but you can provoke them into bein - More than one goal that can be achieved in more than one way. - Alphabet: An alphabet is a kit of parts, together with rules for combining them (e.g Lego). The simpler the building blocks, the better. - An easy initial learning curve but infinite potential (e.g. Minecraft). -- Involves multiple agents. It has [[Network Effects]]. +- Involves multiple agents. It has [[network effects]]. diff --git a/Engineering Process.md b/Engineering Process.md index 2b744ac..aee2c92 100644 --- a/Engineering Process.md +++ b/Engineering Process.md @@ -6,4 +6,4 @@ 4. Submit the smallest item of work that makes sense. When creating an issue describe the smallest fix possible, put suggestions for enhancements in separate issues and link them. 5. Do not leave issues open for a long time, issues should be actionable and realistic. If an issue has been addressed or is not relevant anymore, close it. If someone disagrees, they can re-open it and explain what is still relevant. 6. If you complete part of an issue and need someone else to take the next step, re-assign the issue to that person. -7. When working on an issue, ask for [[Feedback]] from your peers. Try to get a [review](https://github.com/thoughtbot/guides/tree/master/code-review) of your work. Even a quick look could do it. If they suggest changes, you get the opportunity to improve. This promotes [[Git#How to Make a Good Pull Request|collaboration and advances everyone's]] skills. +7. When working on an issue, ask for [[feedback]] from your peers. Try to get a [review](https://github.com/thoughtbot/guides/tree/master/code-review) of your work. Even a quick look could do it. If they suggest changes, you get the opportunity to improve. This promotes [[Git#How to Make a Good Pull Request|collaboration and advances everyone's]] skills. diff --git a/Evolution.md b/Evolution.md index 558957d..17bb4e6 100644 --- a/Evolution.md +++ b/Evolution.md @@ -6,5 +6,5 @@ 3. Selection - Evolutionary systems often generate unexpected solutions. [Nature selects for good enough](http://gordonbrander.com/pattern/evolution/). It affects almost everything (life, [[ideas]], communities, [[systems]], ...). - Nature ended up: resilient to disturbances, decentralized, redundant, diverse, and self-healing. -- Every [[Culture]] is the gradual accumulation of useful environmental adaptations combined with random memetic drift. +- Every [[culture]] is the gradual accumulation of useful environmental adaptations combined with random memetic drift. - [[Systems]] that evolve organically are usually, [but not always](https://slatestarcodex.com/2017/03/16/book-review-seeing-like-a-state/), well-adapted to their purpose. Cultures, ancient traditions, and long-lasting institutions contain irreplaceable wisdom that's hard to pin down if you're designing them from scratch. diff --git a/Fallacies.md b/Fallacies.md index c7df68b..e766458 100644 --- a/Fallacies.md +++ b/Fallacies.md @@ -1,5 +1,5 @@ # Fallacies -- A logical fallacy is a flaw in reasoning, a flaw in [[Thinking]]. +- A logical fallacy is a flaw in reasoning, a flaw in [[thinking]]. - Logical fallacies are like tricks or illusions of thought, and they're often sneakily used by politicians and the media to fool people. - They are [tools](https://yourlogicalfallacyis.com/) designed to help us identify and call out dodgy logic wherever it may raise its ugly, incoherent head. diff --git a/Future.md b/Future.md index a154fbe..d25d9ce 100644 --- a/Future.md +++ b/Future.md @@ -17,6 +17,6 @@ History teaches us that in 100 years from now [[Openness|some of the assumptions - Cities are friendly to humans & wildlife, not cars. - More experimentation around [[Learning]] and education (e.g: [teaching game theory](https://twitter.com/BoyanSlat/status/1469063939417907204) as a subject [in the modern curriculum](https://seths.blog/2021/09/the-modern-curriculum/)) - More people aware of the trick our mind does to us ([Mind Field](https://www.youtube.com/playlist?list=PLZRRxQcaEjA4qyEuYfAMCazlL0vQDkIj2) and [The Story Of Us](https://waitbutwhy.com/2019/08/story-of-us.html)) as well as [how diverse humans are](https://youtu.be/fC5qucSk18w). - - More interactive explanations like the ones the awesome [Nicky Case]((https://ncase.me/) do! + - More interactive explanations like the ones the awesome [Nicky Case](https://ncase.me/) do! - More concern around systems with weird incentives causing large amount of pain (Moloch). - Work valuation changes (plumbing more expensive than some software development) due to [Moravec's paradox](https://en.wikipedia.org/wiki/Moravec%27s_paradox). We will automate making a full app before a robot is able to master physical arms and legs like a 5 year old. diff --git a/Game Design.md b/Game Design.md index 2028e34..9407aa5 100644 --- a/Game Design.md +++ b/Game Design.md @@ -2,10 +2,10 @@ Some [principles](https://youtu.be/zaxAdRlyZQ8) to keep in mind: -1. Create concrete, achievable, and rewarding [[Goals]]. +1. Create concrete, achievable, and rewarding [[goals]]. 2. Design for nuanced emotion. 3. Create rapid and robust controls. 4. Make fun toys, and combine them into games. 5. Make the next action obvious. -6. Give clear and immediate [[Feedback]] with no distraction. +6. Give clear and immediate [[feedback]] with no distraction. 7. Balance skills with challenge. diff --git a/Goals.md b/Goals.md index 61a94e1..0a9beda 100644 --- a/Goals.md +++ b/Goals.md @@ -1,6 +1,6 @@ # Goals -Goals are good for setting a direction. [[Systems]] are for making progress. You do not rise to the level of your goals. You fall to the level of your [[Systems]]. Build systems to take the right actions effortlessly. It's the perspective of looking at your life, noticing the parts that are inefficient, or require willpower, or just never get done. There are some underlying points to always bear in mind with systems: +Goals are good for setting a direction. [[Systems]] are for making progress. You do not rise to the level of your goals. You fall to the level of your [[systems]]. Build systems to take the right actions effortlessly. It's the perspective of looking at your life, noticing the parts that are inefficient, or require willpower, or just never get done. There are some underlying points to always bear in mind with systems: - Minimize decision points. The main thing that consumes willpower isn't the process of doing a task, it's deciding to do the task in the first place. The goal is to get stuff done, not to decide to get stuff done. - Shape the default. The ideal situation is for doing the right action to feel like the default. diff --git a/Habits.md b/Habits.md index 982ca74..2cd754c 100644 --- a/Habits.md +++ b/Habits.md @@ -4,7 +4,7 @@ Habits can be great because they help us get tasks done efficiently without having to spend willpower (a limited resource) on them all the time. The purpose of a habit is to remove that action from self-negotiation. You no longer expend energy deciding whether to do it ([ego depletion](https://en.wikipedia.org/wiki/Ego_depletion)). Habits will keep the frontal cortex free to solve other problems. -[Make part of your [[Identity]] to be an agent](https://www.neelnanda.io/blog/become-a-person-who-actually-does-things) that does things. E.g: noticing the small problems, and fixing them. The most effective way to change your habits is to focus not on what you want to achieve, but on who you wish to become. Focus on [[The Four Laws of Behavior Change]]. +[Make part of your identity to be an agent](https://www.neelnanda.io/blog/become-a-person-who-actually-does-things) that does things. E.g: noticing the small problems, and fixing them. The most effective way to change your habits is to focus not on what you want to achieve, but on who you wish to become. Focus on [[The Four Laws of Behavior Change]]. They can also cause addictions and be harmful for us. It's important to be aware of your habits and know how to break habits and know how to make habits. Habits are the compound interest of self-improvement. Make small habits that push you forward, little by little, and make them [compound](https://www.investopedia.com/terms/c/compoundinterest.asp). Remember, there are [no hacks](http://www.collaborativefund.com/blog/useful-hacks/) in life! @@ -12,7 +12,7 @@ They can also cause addictions and be harmful for us. It's important to be aware Helpful steps for building habits: -- **Build a [[Routine]]**. Set a specific, repeating time when you will do the thing in your calendar. Keep that slot clear, always. Never let something interrupt this task. Shape the environment to support your routine and habits. Make it easy to start and make it hard or impossible to not do it. If you don't have [[Systems]], your environment determines your actions. Replace self-control with [[Planning]] and proper environment (uninstalling a game makes removes a future decision to play it). You can also **stack habits**. Connect the habit that doesn't appear that much to you to what you strongly like. Then you'll be doing it for what you like. +- **Build a [[routine]]**. Set a specific, repeating time when you will do the thing in your calendar. Keep that slot clear, always. Never let something interrupt this task. Shape the environment to support your routine and habits. Make it easy to start and make it hard or impossible to not do it. If you don't have [[Systems]], your environment determines your actions. Replace self-control with [[Planning]] and proper environment (uninstalling a game makes removes a future decision to play it). You can also **stack habits**. Connect the habit that doesn't appear that much to you to what you strongly like. Then you'll be doing it for what you like. > If you want to change a river's path, you don't place a sign with the direction in which you want water to go, you dig holes so water flows into them. - **Learn to say no**. If someone wants you to do something else during this time slot, say no, and tell them why. - **Never break the routine**. Breaking it once makes it much easier to break the next scheduled time. Instead think about the smallest thing you can perform and make it your goal for the day. If you do break it, feel bad about it and get back on the horse as fast as you can. Use forcing functions to your advantage. A forcing function is any task, activity or event that forces you to take action and produce a result. Have a bias toward taking action. No lazy deferring. When it's habit time, it should require more willpower to break the habit than to keep going. [Become a mindless robot and don't think twice](https://tiffanymatthe.com/not-thinking). @@ -20,7 +20,7 @@ Helpful steps for building habits: - Be proactively lazy by organizing a space for its intended purpose. That way you are priming it to make the next action easy. - **Use the power of accountability to reinforce the routine**. If you can find someone who will hold you accountable, do it. Someone who does the routine with you, or a coach who will call you out if you make excuses. Whatever you value, hang around people that are better at it than you are. - **One thing at a time**. Don't build a big routine of 15 tasks at once. Ease into it one habit at a time. Changing one at a time routine allows you to isolate the benefits. Remove related bad habits at the same time. -- **Don't overload yourself**. Leave [[Time]] in your schedule for play. If it gets to be too much, decide which one you will drop permanently to make rooms for the rest. +- **Don't overload yourself**. Leave [[time]] in your schedule for play. If it gets to be too much, decide which one you will drop permanently to make rooms for the rest. **Cognitive inertia** is the reason that changing our habits can be difficult. The default is always the path of least resistance, which is easy to accept and harder to question. The important thing about inertia is that it is only the initial push that is difficult. After that, progress tends to be smoother. A good life is a series of good days! diff --git a/Making Decisions.md b/Making Decisions.md index 6b35995..43b5b4e 100644 --- a/Making Decisions.md +++ b/Making Decisions.md @@ -1,6 +1,6 @@ # Making Decisions -Decision making is the process we use to identify and choose alternatives, producing a final choice, which may or may not result in an action. It's basically a [[Problem Solving]] activity, and it can be more or less [[Thinking|rational or irrational]] based on the decision maker's [[Values]], beliefs, and (perceived) knowledge. +Decision making is the process we use to identify and choose alternatives, producing a final choice, which may or may not result in an action. It's basically a [[problem solving]] activity, and it can be more or less [[Thinking|rational or irrational]] based on the decision maker's [[values]], beliefs, and (perceived) knowledge. - Living a good life depends on our ability to make good decisions constantly. - Not perceiving the world accurately makes us worse at making decisions. diff --git a/Meetings.md b/Meetings.md index f1f15f3..06db83b 100644 --- a/Meetings.md +++ b/Meetings.md @@ -5,8 +5,8 @@ - Nominate a note-taker prior to the start of the meeting. - Share a draft agenda prior to the meeting (with consideration for time zones) - Review the agenda at the top of the meeting, asking for other items and the order. -- During the meeting, collect to-do’s, blockers/asks, and DRIs. -- You can add [[Feedback]] as an agenda item, and ask the participants to take a few minutes to jot down feedback for the next meeting. +- During the meeting, collect to-do's, blockers/asks, and DRIs. +- You can add [[feedback]] as an agenda item, and ask the participants to take a few minutes to jot down feedback for the next meeting. - When asking for a meeting, send a message with: 1. **Purpose.** State reason for meeting. Include necessary information, links, context, ... 2. **Duration.** State restrictions (i.e. "at least 30 min", "at most 50min"). diff --git a/Mindfulness.md b/Mindfulness.md index 789dcd4..85e6f28 100644 --- a/Mindfulness.md +++ b/Mindfulness.md @@ -2,7 +2,7 @@ - Enjoy Life. Enjoy people. Appreciate the fact that [you're alive](https://youtu.be/9D05ej8u-gU). Be grateful and [[Meditation|mindful]] about it. You take things for granted, and then they're gone. Don't wait to do things that matter, and savor the time you have. Be present and enjoy the moment as a child does. [Life is short](http://paulgraham.com/vb.html), [enjoy the silly bit in between](https://youtu.be/-mu780uB7mI). - [Humans quickly return to a relatively stable level of happiness despite major positive or negative events or life changes](https://en.wikipedia.org/wiki/Hedonic_treadmill). Optimize for tranquility in your life. -- Make [[Time]] to reflect. Don't waste time doing anything by momentum if you don't enjoy it. Not doing something that isn't worth doing is a wonderful way to spend your [[Time]]. Look at the big picture and don't climb the current mountain out of inertia (ranks in business, status among friends, ...). [If you haven't done it already, schedule a day and time when you can realistically assess how you want your life to affect you and other people, and what you must change to better achieve this](https://www.lesswrong.com/posts/4psQW7vRwt7PE5Pnj/too-busy-to-think-about-life). +- Make [[time]] to reflect. Don't waste time doing anything by momentum if you don't enjoy it. Not doing something that isn't worth doing is a wonderful way to spend your [[Time]]. Look at the big picture and don't climb the current mountain out of inertia (ranks in business, status among friends, ...). [If you haven't done it already, schedule a day and time when you can realistically assess how you want your life to affect you and other people, and what you must change to better achieve this](https://www.lesswrong.com/posts/4psQW7vRwt7PE5Pnj/too-busy-to-think-about-life). - One task at a time. [[Focus|No distractions]]. - **KISS**. What would less/simple look like? - When [[Communication|communicating]], do it in a clear and concise way. diff --git a/Organizations.md b/Organizations.md index 0081523..31686ce 100644 --- a/Organizations.md +++ b/Organizations.md @@ -14,8 +14,8 @@ - The purpose for which the company exists. - The way people within a company do things—how they communicate, how they create, how they decide—is that company's operating system. - All organizations have their own way of doing things ([[Culture]]) and their own particular views of how the world should work (vision). - - **Vision** is the change in the world you want to see. - - **Mission** defines the approach that you will execute to make your vision a reality. The **strategy** further refines the mission into concrete steps. + - **Vision** is the change in the world you want to see. + - **Mission** defines the approach that you will execute to make your vision a reality. The **strategy** further refines the mission into concrete steps. - There are two core processes that take place within any company: making decisions and doing work. - Align [[incentives]]. Make the right thing to do the easiest thing to do. - The layout of the organization impacts how many hops the information has to do.