That's why you can make a LOT of money by selling computers that are very simply and easy to use. That market is much bigger than the one that wants complicated computers with a ton of features. Most people just don't like computers, and they don't care to make computers a central part of their daily existence.
thinks that they can be successful in the market place by appealing to nerds. Hint: nerds are few, they are cheap, and they are high maintenance. You don't make a profit by appealing to this demographic.
Instead of trumpeting flash, usb ports, and processors, you talk about something that adds value to the consumer experience?
Biggest one socially dysfunctional nerds have a problem with. Just because you have perfect memory of an API doesn't mean you should start correcting people. Memorizing some shit correctly is not the same as being able to architect a system or delivery a project. The little bit of knowledge you have has very little value. An older guy may not know python but he certainly knows how to get something done.
- Don't complain
- Take initiative but learn when to ask for help. You gotta figure out the balance between giving something a good faith try and aborting wasteful activity in order to find out the proper way to do something.
- Have a sense of humor. Know one will work with you, talk well about you, give you good reviews, push your for promotion if they don't like you and can't stand to work with you.
Being pleasant to work with is more important than technical skill. Being pleasant to work with is more important than technical skill. Being pleasant to work with is more important than technical skill.
That has to be repeated.
- Hygiene. Just don't smell bad. Shave and dress up if meeting with a customer or higher up
Are there people out of college who want to be sys admins? We are tying to hire a sys admin, but we either get people who are overqualified -- they would not want to do the job for a long time -- or we get people who are under-qualified -- front desk support types you cannot design and manage a whole network.
On top of that, new grads don't usually have a lot of real world knowledge for sys admin work, though we would definitely relax this requirement for someone who is a problem solver and eager to do the job. (We haven't found this person yet, though)
Ok, you have half of the story. Now, how does this compare to industry? In the defense field when comparing private contractors to public employees, the cost structures and jobs are very similar. IOW, private industry isn't doing appreciably better.
Furthermore, the waste rate isn't the measure you should be using. Think about the common venture capital statistic that people use: VCs expect 9/10 companies they fund to fail, but the one that succeeds makes funding the other 9 worth it. The same concept applies to research. It would be interesting to compare private vs. public success rates, if such data existed.
Some have correctly noted that studios could have gained more return on investment by making another movie that was not rated R.
However, if ROI was the only standard by which movies were made, that would encourage studios to be very risk averse at the expense of art.
I would much rather have the studios take gambles so that we do actually get to see creative and original movies get made.
I also suspect that the actual ROI calculation doesn't take into account the soft benefit of allowing actors, writers, and directors to do the projects they want, regardless of prospects of return.
I just started playing grand theft auto 4. The worst part of the game is exactly what the video describes -- when I get killed in a shootout, I have to go back to the start, waste a bunch of time getting across the city, only to risk more time wasting.
Why not just send me back to the start of the fight so I can give it another shot? Going across the city again is
- not fun - doesn't teach me anything! (read: taking the tedium out doesn't make it "training wheels")
On the other hand (even if it is less work) succeeding in a shootout is fun. If this is what call a "neat trick," then I would say it's the neat tricks that are fun.
The goal of any game designer should be to make a game challenging but not tedious. Most games like GTA4 are tedious because game designers are simply not skilled -- it requires less skill to make a game challenging by simply making it more tedious.
Bad game designers ratchet up the tedium. Great game designers are able to find the sweet spot.
(Honestly, it almost feels like most games cater to obsessive compulsive traits.)
That's why you can make a LOT of money by selling computers that are very simply and easy to use. That market is much bigger than the one that wants complicated computers with a ton of features. Most people just don't like computers, and they don't care to make computers a central part of their daily existence.
Long-time NC State women's basketball coach, Kay Yow, who battled cancer for a long time, recorded the eulogy for her own funeral:
http://www.youtube.com/watch?v=1D1NqD0FGhI
thinks that they can be successful in the market place by appealing to nerds. Hint: nerds are few, they are cheap, and they are high maintenance. You don't make a profit by appealing to this demographic.
Instead of trumpeting flash, usb ports, and processors, you talk about something that adds value to the consumer experience?
- Don't be a know it all!
Biggest one socially dysfunctional nerds have a problem with. Just because you have perfect memory of an API doesn't mean you should start correcting people. Memorizing some shit correctly is not the same as being able to architect a system or delivery a project. The little bit of knowledge you have has very little value. An older guy may not know python but he certainly knows how to get something done.
- Don't complain
- Take initiative but learn when to ask for help. You gotta figure out the balance between giving something a good faith try and aborting wasteful activity in order to find out the proper way to do something.
- Have a sense of humor. Know one will work with you, talk well about you, give you good reviews, push your for promotion if they don't like you and can't stand to work with you.
Being pleasant to work with is more important than technical skill. Being pleasant to work with is more important than technical skill. Being pleasant to work with is more important than technical skill.
That has to be repeated.
- Hygiene. Just don't smell bad. Shave and dress up if meeting with a customer or higher up
AFAIK, there are no mature products for making sophisticated use of HTML5's new features. So, this is a natural market for Adobe to go after.
to demonstrate how the UI is laggy and the touch unresponsive?
Are there people out of college who want to be sys admins? We are tying to hire a sys admin, but we either get people who are overqualified -- they would not want to do the job for a long time -- or we get people who are under-qualified -- front desk support types you cannot design and manage a whole network.
On top of that, new grads don't usually have a lot of real world knowledge for sys admin work, though we would definitely relax this requirement for someone who is a problem solver and eager to do the job. (We haven't found this person yet, though)
Or just make them get a mac. It's cheaper than the above if your time is valuable to you.
Ok, you have half of the story. Now, how does this compare to industry? In the defense field when comparing private contractors to public employees, the cost structures and jobs are very similar. IOW, private industry isn't doing appreciably better.
Furthermore, the waste rate isn't the measure you should be using. Think about the common venture capital statistic that people use: VCs expect 9/10 companies they fund to fail, but the one that succeeds makes funding the other 9 worth it. The same concept applies to research. It would be interesting to compare private vs. public success rates, if such data existed.
Some have correctly noted that studios could have gained more return on investment by making another movie that was not rated R.
However, if ROI was the only standard by which movies were made, that would encourage studios to be very risk averse at the expense of art.
I would much rather have the studios take gambles so that we do actually get to see creative and original movies get made.
I also suspect that the actual ROI calculation doesn't take into account the soft benefit of allowing actors, writers, and directors to do the projects they want, regardless of prospects of return.
I just started playing grand theft auto 4. The worst part of the game is exactly what the video describes -- when I get killed in a shootout, I have to go back to the start, waste a bunch of time getting across the city, only to risk more time wasting.
Why not just send me back to the start of the fight so I can give it another shot? Going across the city again is
- not fun
- doesn't teach me anything! (read: taking the tedium out doesn't make it "training wheels")
On the other hand (even if it is less work) succeeding in a shootout is fun. If this is what call a "neat trick," then I would say it's the neat tricks that are fun.
The goal of any game designer should be to make a game challenging but not tedious. Most games like GTA4 are tedious because game designers are simply not skilled -- it requires less skill to make a game challenging by simply making it more tedious.
Bad game designers ratchet up the tedium. Great game designers are able to find the sweet spot.
(Honestly, it almost feels like most games cater to obsessive compulsive traits.)