“...for the ﬁrst couple years that youre makingstuff, what youre making isnt so good… itsreally not that great. Its trying to be good, it hasambition to be good, but its not quite that good.But your taste, the thing that got you into thegame, your taste is still killer. And your taste isgood enough that you can tell that what youremaking is kind of a disappointment to you, youknow what I mean?
…A lot of people never get past that phase. A lotof people at that point, they quit. And the thing Iwould say to you with all my heart is that mosteverybody I know who does interesting, creativework, they went through a phase of years wherethey had really good taste, they could tell whatthey were making wasnt as good as theywanted it to be, they knew it fell short… it didnthave that special thing that we wanted it tohave… Everybody goes through that…
you gotta know its totally normal, and the mostimportant possible thing you can do is do a lotof work. Do a huge volume of work. Putyourself on a deadline so that every week orevery month you know youre gonna ﬁnish onestory… You create the deadline… [I]ts only byactually going through a volume of work thatyoure going to catch up and close that gapand the work that youre making will be asgood as your ambitions.”-- Ira Glass
We want you tobe as good asyou want to/can bewith your thoughts, too
“...the production of informationsharpens the mind andclariﬁes your thoughts.”-- Clay Johnson
We want you tohave good tools,that sometimeswe didn’t have,until recently
H+E Conceptual Toolkit antiauthority the Velcro theory of forced testable memory prioritization credentials authority interrelations solution focus send destination ﬁnd the core the Sinatra test postcards elements purpose simple credible script critical moves human-scale direct the rider principle ﬁnd bright spots use analogies systems Communications concrete Systems Behavorial Change black & white feedback goals Thinking leverage points unexpected stories emotion motivate the elephant help people grow use checklists opportunities violate schemas outcome traps create mystery shape the path ﬁnd the feeling create action target triggers shrink the change impact from a thing will it get to those expose knowledge know your make it social who need it? gaps mission appeal to idenity tweak the environmentverb engineer early Impact will they use it successes is it needed? correctly? build a culture measure the right thing fail early, fail often embrace constraints drift measure it well harvest ideas, edit applications compelling smart experience recombinations jump fences framework design abductive thinking generative reasoning metaphors ask stupid questions make hope visible combine familiar and surprising