When a pre-employed person says, “I don’t know how to code and I’m not interested in selling,” we need to pause for a moment and think about what we built school for. When he continues, “I don’t really have anything interesting to say, and I’m not committed to making a particular change in the world, but I’m pretty good at following instructions,” we’re on the edge of a seismic shift in our culture. And not a positive one.
No, the good jobs aren’t coming back. But yes, there’s a whole host of a new kind of good job, one that feels fundamentally different from the old days. It doesn’t look like a job used to look, but it’s the chance of lifetime if we can shift gears fast enough.
You don’t have to like this shift, but ignoring it, yelling about it, cutting ourselves off from it is a recipe for a downward spiral. It’s an opportunity if we let it be one.
Seth Godin on software (and everything else in life):
The reason it’s so difficult to test and improve is that it requires you to acknowledge that your original plan wasn’t perfect. And to have the humility and care to go ahead and fix it.
Making shit work is the easy part.
Making sure it doesn’t break is the hard part.
Quartz says traditional home pages are obselete // Apple Watch Scooped Up Over Half The Smartwatch Market In 2015 // The new Google Ventures logo is nice and gestalt-y // “Resilience is a skill, one that’s probably more valuable than most.” —Seth Godin // The Allegory of the Cave, Monty Python styley (via Open Culture) // only in 2016 does Android get forced icon size consistency (it’s about time, guys) // boredom helps creativity (agreed! don’t be afraid of it) // Snapchat Explained… Using Snapchat (video) // Shot: home for fingers over lenses, severed limbs, missing heads, misfires, bad crops, oddly lit, badly composed, inadvertent close-ups and all photographs so bad they can only be described as Shot (via Coudal) // The less you hear about a relationship, the better it’s going.
The Wright Brothers decided to solve the hardest problem of flight first.
It’s so tempting to work on the fun, the urgent or even the controversial parts of a problem.
There are really good reasons to do the hard part first, though. In addition to not wasting time in meetings about logos, you’ll end up getting the rest of your design right if you do the easy parts last.
This is great advice for planning Kickstarter projects and avoiding the potential pitfalls associated with them.
One reason we easily dismiss the astonishing things computers can do is that we know that they don’t carry around a narrative, a play by play, the noise in their head that’s actually (in our view) ‘intelligence.’
It turns out, though, that the narrative is a bug, not a feature. That narrative doesn’t help us perform better, it actually makes us less intelligent. Any athlete or world-class performer (in debate, dance or dungeonmastering) will tell you that they do their best work when they are so engaged that the narrative disappears.