Parallel Experiments
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Random thoughts and curated resources.
Created by @linghao.
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今天和 Feiran 从这句话聊到 You are as good as your last story 这句话。

想起之前在newsletter 里提过。找来一看,是解散派对初期写的东西。就顺道贴出来存个档。

目前解散派对已经默认录屏分享了,与此同时,更加小范围的 demo 分享流动到了业余公司的咕咕会上,我们把这个大家可以自选感觉到安全的曝光程度的过程叫做「漫长的过渡带」。

其他都没变。



第一期的 demo night 通告里我写下了 demo night 的初衷:

「用作品交流」一直是我最推崇的沟通方式。

一个认真的作品里,处处细节都是「诗」,都是创作者花费大量时间打磨,做了无数取舍后呈现的唯一结果。当一个人把他成熟或不成熟的作品呈现在你面前时,你就已经能感知到他的爱好和厌恶、天赋和笨拙、喜悦和痛苦。

对了,在我看来,demo 就是「你做得再烂大家都不会介意」的意思。任何阶段的 demo 都欢迎来业余公司和大家分享。

我自己做项目的时候,常常会左右互搏,慢慢地,自己就会把自己「吃掉」,然后陷入到一个死循环里。提供一个通过 demo 交流的环境的初衷就是不想让大家创作得那么苦闷。

当你感受到「自己就会把自己吃掉」时,不妨把自己放到一个反馈更迅速的系统里。

写下这段话是半年前,现在我仍然这样认为:

「用作品交流」

大学上新闻写作课,我的老师 Ying Chan 和我们说:「You are as good as your last story。」作为一名新闻教育者,她已经退休多年。我和她也少有联系,但每次在 Twitter 上看到她还在做很硬核的新闻写作时,我就还知道她还好。

作品是最好的自我介绍,当我们抛开学历、工作履历、过往的名声或不堪,唯一能代表你的是你的最新作品。

demo 就是「你做得再烂大家都不会介意」的意思

「解散派对/demo night 会有录屏回放吗?」这大概是近半年我收到最多的问题之一。

我比较在意的是,一旦把「录屏回放」作为一个「默认选项」,我可能会失去那些我很在乎的 demo 和创作者。

他们和我一样,有着一些创作者的「矫情病」。他们对不成熟的作品还不够自信,既害怕展示后不达他人预期,又渴望从他人身上获得一些微小的认同。一旦分享者知道自己的 demo 会被录屏并传播,这种稀有的,微妙的「矫情」可能就会消失。

相比之下,成熟的作品不缺媒介的推广和他人的肯定。我想把 demo night 的时间留给更多不成熟的作品。

「放轻松,just for fun。」我每次都会这样和分享者说,就是希望大家能在一个相对安全的半公开环境下做分享。

「解散派对」诞生于数字媒介,「录屏」在技术上异常方便,但目前看,这个方便的「默认选项」并不适合 demo night 。

当然,我也能理解那些错过活动的会员的遗憾。一方面,一些分享者会自行录制上传自己的 demo,这和录屏不做「默认选项」并不冲突;一方面,我也在思考用一些非录屏的方式把活动内容分享给更多人。

https://club.q24.io/party021/
https://stratechery.com/2022/meta-meets-microsoft

Takeaway: VR adoption would probably look more like the PC than it did smartphones:

> Implicit in assuming that augmented reality is more important than virtual reality is assuming that this new way of accessing the Internet will develop like mobile did. Smartphone makers like Apple, though, had a huge advantage: people already had and wanted mobile phones; selling a device that you were going to carry anyway, but which happened to be infinitely more capable for only a few hundred more dollars, was a recipe for success in the consumer market.

> PCs, though, didn’t have that advantage: the vast majority of the consumer market had no knowledge of or interest in computers; rather, most people encountered computers for the first time at work. Employers bought their employees computers because computers made them more productive; then, once consumers were used to using computers at work, an ever increasing number of them wanted to buy a computer for their home as well. And, as the number of home computers increased, so did the market opportunity for developers of non-work applications like games.

> I suspect that this is the path that virtual reality will take. Like PCs, the first major use case will be knowledge workers using devices bought for them by their employer, eager to increase collaboration in a remote work world, and as quality increases, offer a superior working environment. Some number of those employees will be interested in using virtual reality for non-work activities as well, increasing the market for non-work applications.
https://unfashionable.substack.com/p/the-death-of-intellectual-curiosity

To me the most interseting takeaway is "simplicity on the other side of complexity":

> An important counter-intuitive observation is that mental models do not keep increasing in complexity. Things get simpler after putting enough time and energy into understanding them. This is known as simplicity on the other side of complexity.

> For any given subject or phenomenon, the y-axis (vertical) represents the complexity and the x-axis (horizontal) represents your degree of understanding. For any new subject, you start on the left with low complexity and low understanding. This means you have a lot of wrong assumptions and do not know how all the pieces fit together; you might think you know, but you are most likely wrong. As your understanding grows, the complexity increases as well. You learn that many of the assumptions you had were wrong or overly simplistic and that there is a lot more complexity to the interactions of all different variables than you taught. But after you understand more, things get simpler again. Everything “makes sense” and you know which factors matter so you can now focus on these few variables when analyzing the subject. Depending on the understanding you started with, the mental model “on the other side” is also simpler.

See also https://unfashionable.substack.com/p/elon.
Forwarded from Reorx’s Footprints
🐦 Backpack Hero, 超好玩的 Roguelike 地牢探索游戏,可以免费在 itch 试玩。
游戏的机制是根据物品的形状、效果,合理安排背包的空间和布局,构建独特的装备搭配,满足暗黑玩家整理背包的癖好😛
https://thejaspel.itch.io/backpack-hero

#tweet
Forwarded from 散步中
Google出了个纪录片系列Hacking Google讲网络安全,题材有趣,制作精良。

第一集上来就介绍了Operation Aurora,aka极光行动:09年由中国解放军发起的针对美国互联网企业的大规模网络攻击,目的是获取中国人权活动人士的Gmail信息。

该事件直接导致了Google决定退出中国。

https://youtu.be/przDcQe6n5o
https://coke.do/issues/115-1468280
推荐可乐周报,质量很棒,比如最新这期就有两个非常好的 insight:

- 免费贡献99%的部分,对剩下的1%收费。https://dailywritinghabits.substack.com/p/give-away-99-for-free-monetize-the
- 四种作者,你想成为哪一种?https://qr.ae/pvux48
https://evantravers.com/articles/2022/06/30/dating-other-task-managers/

Great insights. The main takeaway for me is to have "the List" and "the Brain", where "the List" is things you committed to do soon (say today).

I have been using a similar system where there is a list of "immediate todos" and a backlog. The difference is my "immediate todos" are not actually what I committed to do soon. And that sometimes leads to procrastination. I will be trying out this new "the List vs. the Brain" approach to see if it helps.

> Still more intriguing: Brain and List could be separate systems.
E.g. copy items from the List to a piece of paper first thing in the morning.