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by zunger 3100 days ago
On (2) -- I picked a personal anecdote, but I've seen this be very true on much smaller teams, as well. (Including, as it happens, AlphaGo! Think about what went in to creating the circumstances where it could be tested... they did some heroic labor)

On (3) -- not just UX! Interaction with the outside world is a feature of every aspect of how people will use (or misuse) the system.

(5) Totally agree that this is crucial. I did give a few examples (later in the article) but I think that coming up with a good taxonomy of these skills, and patterns for learning and teaching them, is a huge challenge going forward.

Many intuitions are useful: for example, you note that some people want more laughter at work, others don't. A good leader should be able to make that meta-analysis, figure out what the team needs, and create that. But needs to do what? How do we describe the (positive) effects of laughter that you're trying to capture?