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hyperthesis
searching PlanetScale…
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61.
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hyperthesis
3y ago
It's thought to be 1.7% Neanderthal DNA in Europeans, which I think would require substantial interbreeding.
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hyperthesis
3y ago
From my armchair, I wonder if these published academics considered that the comfort of a cat also increases risk tolerance? BTW The EMyth, though on lifestyle not startup businesses, claimed that a major motivation of entrepreneurs is auton
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hyperthesis
3y ago
the shorter it is, the less likely it will be invalidated by some future change. This is the main rule of thumb for ARCHITECTURE — only specify things that are unlikely to frequently change. Don’t try to keep it synchronized with code.
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hyperthesis
3y ago
The ones that don't no longer exist. Survival of the Obstructionest. Some institutions obsolete themselves. Though I can't think of one as they are arguably not "institutions".
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hyperthesis
3y ago
Necessity is the mother of invention. Humanity's greatest creation is therefore manufactured scarcity, through marketing, mortgages and competition.
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hyperthesis
3y ago
Similar to TFA's footnote 4 (switching from `cat` to `curl`), it's easier to edit the filename with `cat`, because it's nearer the start.
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hyperthesis
3y ago
Yes, there's an argument that our "increasing returns" are related to population size, not technology itself. So the coming population plateau may be interesting. Perhaps AI's will compensate for this.
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hyperthesis
3y ago
Tooth decay rate? Smoking and obesity related diseases?
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hyperthesis
3y ago
I think getting something worthwhile done is a better focus (actually quite hard!), and naturally increases your productivity as a side-effect. Productivity has no inherent value - like efficiency and perfection, it is necessarily of someth
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hyperthesis
3y ago
I've always thought a x10 is one who sits back and sees a simpler way - like some math problems have an easy solution, if you can see it. Also: change the question; change the context (Alan Kay) (And absolutely not brute-force grinding
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hyperthesis
3y ago
What aspects does fidelity improve? Your point on a/v feedback reminds me of "cow clicker", started as a joke, creating the idle-game genre.
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hyperthesis
3y ago
So, important game mechanics and interactions, not the entire game. If it's fun even without full-fidelity, it's fun. But if it's not fun, it might just be the lack of fidelity - not believable enough. I guess one needs an op
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hyperthesis
3y ago
Thanks! Seems like you had excellent ideas, for all to end up being workable. I did similar at about 15yo, wrote a game, exhausted myself actually completing it. A game store agreed to stock it, I just needed to supply the game on media an
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hyperthesis
3y ago
For vague, nebulous, frog-boiling decision-points, it's good to decide on a threshold, for what would it take, for you to decide to stop.
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hyperthesis
3y ago
Just to be clear, you've regretted abandoning projects every single time? Or just when a similar project took off? How often has the latter happened?
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hyperthesis
3y ago
"artificially create poverty" - don't like this being imposed either, but I find the real survival motivation in a wilderness situation very enjoyable. I think their concern is that people won't work without it - they m
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hyperthesis
3y ago
Please elaborate. A well-executed game can be fun, when a poorly-executed version of the same idea is not. But if execution is everything, how can you experiment to test the hypothesis without making the whole thing?
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hyperthesis
3y ago
I like the sheet music vs hearing analogy. I think the standard trick for testing hypotheses of user experience is to fake it . e.g. a GUI with no literally backend. It feels real. (Perhaps a "sizzle reel" in pitching movies i
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hyperthesis
3y ago
Divide into testing market/user-experience vs technical hypotheses: "Would it be fun" you can test by faking it, like curating it by hand for a small specific area (e.g. a popular street in a popular part of a popular cit
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hyperthesis
3y ago
Could you elaborate on it being a "psychology problem" please? I agree with your perfectionism point; but how to test the hypothesis that it would be "fun"? A rough prototype can easily not be fun, even if the hypothesis
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hyperthesis
3y ago
I can see becoming more efficient at feeling confident in your opinion, but how can you know you were right - particularly the ones you dismissed? (Though I don't know what else one could do). Never tell me the odds.
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hyperthesis
3y ago
Learning out of interest is surely the most effective way to learn, by far.
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hyperthesis
3y ago
HN began as startup news, and remains part of YC (news.ycombinator.com): commercialization bias.
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hyperthesis
3y ago
I think your attitude is healthier. But fame and fortune do attract people. There is also something else exciting about a gap in the market: a kind of discovery and a way for the impact and usefulness of your efforts to be multiplied.
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hyperthesis
3y ago
> I've been delaying sharing a complete list of my personal work for about 10 years Can relate. I think the problematic word is "complete"; it's a kind of perfect. Initially aim at incomplete/minimal, then build.
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hyperthesis
3y ago
winners never quit and quitters never win but those who never win and never quit are idiots https://despair.com/products/stupidity
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hyperthesis
3y ago
I think this is really important, because pushing through on one project that's not working makes you neglect other projects that are more deserving of your time, attention, effort, love, blood, sweat and tears. Opportunity cost. I had
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hyperthesis
3y ago
Reminds me of Feynman saying that when he learnt a new mathematical technique, he'd try it to see if it helped on his unsolved problems.
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hyperthesis
3y ago
I meant it's a superficial rather than fundamental design flaw, easily rectified.
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hyperthesis
3y ago
interesting idea + overblown expression = advertisement
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