Intellectual Headaches

Game design

They got the key, and then some other stuff happened, and then they reached the door, and were able to open it; but “acquiring the key” and “opening the door” were stored as two separate, disconnected events in the player’s mind.

If the player had encountered the locked door first, tried to open it, been unable to, and then found the key and used it to open the door, the causal link would be unmistakable. You use the key to open the locked door, because you can’t open the locked door without the key.

Math education

I’ve drawn parallels between game design and education before, but it still took me a while to realize that problem-solution ordering issues crop up just as often in the classroom as they do in games.

Remember how, in high school math class, a lot of the work you were doing felt really, really pointless?

Consider Dan Meyer’s question for math educators: if math is the aspirin, then how do you create the headache?

In other words: if you introduce the solution (in this case, a new kind of math) before introducing the kind of problems that it’s meant to solve, the solution is likely to come across as pointless and arbitrary. But if you first let students try to tackle these problems with the math they already understand, they’re likely to come away with a kind of intellectual “headache” – and, therefore, to better understand the purpose of the “aspirin” you’re trying to sell.

Functional programming

— Locked doors, headaches, and intellectual need

— 27 October 2015

— Affording Play

Here are some excerpts of an elegant essay. Please go to the author’s website to read the whole.

— Me@2015-11-03 03:46:41 PM

2015.11.03 Tuesday ACHK

Just fix broken

So if you want to come up with organic startup ideas, I’d encourage you to focus more on the idea part and less on the startup part. Just fix things that seem broken, regardless of whether it seems like the problem is important enough to build a company on. If you keep pursuing such threads it would be hard not to end up making something of value to a lot of people, and when you do, surprise, you’ve got a company.

— Paul Graham

2014.02.09 Sunday ACHK

時空膠紙 1.2

尋找下一步 1.5 | Meaningful 11.5

這段改編自 2010 年 4 月 3 日的對話。

所以,理論上,你心中的「機會成本評價系統」,應該會為了賺錢,令你有心機、提起勁,去從事你日常的工作事務。

記住,「金錢」可以連接起「現實」和「理想」,有時。即使你的「現實」和「理想」,沒有自然直接的因果關係,在部分情況下,你仍可以透過「金錢」,人工搭建。

而實際上,你卻在上班時間中,長期處於失落無奈的狀態。那就代表了,你的「工作內部」和「理想生活」兩團因果網絡,真的相差大遠,金錢也於事無補。你處於那樣的境況,有幾種可能的原因:

1. 你的那份工作的薪金太少,對生活的影響力不夠。

2. 你的薪金太多,早早過了你的生活安全線和舒適線,對生活的革命性不足。

相反,如果你現在的財政正處於「目標臨界線」,即是僅僅不夠一點金錢,去達成你的目標,你賺錢的動機,自然嚴重增加。

例如,假設你現在很想有自己的房子。但是,還差一點點金錢才購買得起。而你又發現,你上司對你有一定程度的賞識;只要你在上班時,努力一點處理工作事務,就可以大大提升,升職加薪的機會率。再加上,那潛在的加薪幅度,原來足以令你,由買不起房子的凡人,進化成買得起房子的天神。那樣,你上班的意欲,自然光速增長。

— Me@2013.07.03

2013.07.03 Wednesday (c) All rights reserved by ACHK

尋找下一步 1.3

Meaningful 11.3

這段改編自 2010 年 4 月 3 日的對話。

微觀一點,你可以集中解決,你自己的個人問題。人生本來就是,問題無窮,煩惱無盡。那就保證了,「解決問題」這個旅程,一定是沒完沒了,一直可以玩下去。

那亦是為什麼孟夫子會說,生於憂患,死於安樂。

「憂患」即是「很多問題」。你可以透過解決,或都躍過那些問題,衍生出很多「下一步」,從而感受到人生的「意義」。你的人生道路,是一個「無限旅程」,因為有無限個「下一步」;那就為之「生路」。

記住,「有意義」的同近義詞有

~ 不斷地有下一步

~ 有用處

~ 有價值

「安樂」即是「太少問題」。在過份「安樂」的處境,你可以透過化解問題,來創造出來的「下一步」數目,非常有限。你自然會體會到人生的「空虛」。你的人生道路,是一個「有盡旅途」,又名「窮途末路」,因為只有有限個「下一步」;那就為之「死路」。

每個人的腦海中,都有一個「機會成本評價系統」,會自動刪除沒有「用處」的東西。當你的潛意識偵察到,你的生活並不是「不斷地有下一步」時,自然會標籤你自己為「沒有用」,企圖把他「刪除」。「刪除」自己的方法五花八門,洋洋大觀,包括「多病多痛」、「昏昏欲睡」和「精神恍惚」等。那些都是令你虛度光陰的有效方法。

— Me@2013.06.26

2013.06.27 Thursday (c) All rights reserved by ACHK