Ivanish. Ivan Reese.
We try to develop products that seem somehow inevitable. That leave you with the sense that that’s the only possible solution that makes sense. Our products are tools and we don’t want design to get in the way.

When I was a young kid there was a widowed man that lived up the street. He was in his eighties. He was a little scary looking. And I got to know him a little bit. I think he may have paid me to mow his lawn or something.

And one day he said to me, “come on into my garage I want to show you something.” And he pulled out this dusty old rock tumbler. It was a motor and a coffee can and a little band between them. And he said, “come on with me.” We went out into the back and we got just some rocks. Some regular old ugly rocks. And we put them in the can with a little bit of liquid and little bit of grit powder, and we closed the can up and he turned this motor on and he said, “come back tomorrow.” And this can was making a racket as the stones went around.

And I came back the next day, and we opened the can. And we took out these amazingly beautiful polished rocks. The same common stones that had gone in, through rubbing against each other like this (clapping his hands), creating a little bit of friction, creating a little bit of noise, had come out these beautiful polished rocks.

That’s always been in my mind my metaphor for a team working really hard on something they’re passionate about. It’s that through the team, through that group of incredibly talented people bumping up against each other, having arguments, having fights sometimes, making some noise, and working together they polish each other and they polish the ideas, and what comes out are these really beautiful stones.

Stuff to do when I get back

Web Dev: http://jtaby.com/2012/04/23/modern-web-development-part-1.html

Flow Arrows: http://www.jasondavies.com/animated-bezier/

Incredibox: http://news.ycombinator.com/item?id=3900711

TED Serious Games: http://www.ted.com/talks/brenda_brathwaite_gaming_for_understanding.html

SJ 1944: http://www.macrumors.com/2012/05/02/apples-1984-internal-inspirational-video-with-steve-jobs-as-franklin-roosevelt/

& This: http://www.macrumors.com/2012/05/10/steve-jobs-appeared-in-apples-original-1984-blue-busters-video-spoof-of-ghostbusters/

RubyMotion: http://daringfireball.net/linked/2012/05/03/rubymotion

RubyMotion HN Discussion: http://news.ycombinator.com/item?id=3924657

Flash Compiler Stupidity: http://news.ycombinator.com/item?id=3936777

DragonDrop: http://news.ycombinator.com/item?id=3946404

Google Car: http://news.ycombinator.com/item?id=3943056

Rands on Gamification: http://www.randsinrepose.com/archives/2012/05/09/two_universes.html

Good resources: http://www.thetoolbox.cc/

AskHN: http://remembersaurus.com/askhn.html

Secrets: http://the-witness.net/news/2012/05/peter-thiel-on-secrets/

And the rest: http://blakemasters.tumblr.com/peter-thiels-cs183-startup

Bastards Book of Ruby: http://ruby.bastardsbook.com/chapters/installation/

Finally, Habit List: http://habitlistapp.com/

Web Caching: http://www.mnot.net/cache_docs/

Leap: http://www.leapmotion.com/

DSL: http://www.chris-granger.com/2012/05/21/the-future-is-specific/

Languages that compile to JS: http://news.ycombinator.com/item?id=4012596

Icon Art: http://www.mobileinc.co.uk/2012/05/the-art-of-the-ios-icon/

FTL: http://www.kickstarter.com/projects/64409699/ftl-faster-than-light

Machine Learning for A/B: http://stevehanov.ca/blog/index.php?id=132

Workplace Experiments: http://37signals.com/svn/posts/3186-workplace-experiments-a-month-to-yourself

Please Finish Your Game (An old fav worth revisiting/preserving): http://chrishecker.com/Please_Finish_Your_Game

Also, the Blow-Braid playthrough: http://www.youtube.com/watch?v=gwsi7TEQxKc

And these talks: http://www.indiecade.com/index.php/2011/Conference_videos/

Humble Bundle 5.. but I already have everything except bastion… but I don’t have the OSTs, and these guys all deserve money: http://www.humblebundle.com/

Patrick and Katrin seem to like this: http://www.youtube.com/watch?v=qC_T9ePzANg

Penny Arcade recommended this: http://www.amazon.com/Rise-Videogame-Zinesters-Drop-outs-Housewives/dp/1609803728

Three Prongs (Might help me in Calgary): http://amasci.com/amateur/whygnd.html

CoffeeScript 2: https://github.com/michaelficarra/CoffeeScript2

Also, note that I read this: http://www.kalzumeus.com/2012/05/18/kalzumeus-podcast-ep-2-with-amy-hoy-pricing-products-and-passion/

And this (21 pages): http://www.drdobbs.com/architecture-and-design/240001128

And this (and there are other writeups linked): http://the-witness.net/news/2012/05/the-depth-jam/

I don’t consider first-mover or fast-follower to be accurate descriptions of strategy. Success follows from innovation and only from innovation. There are various forms of innovation: there is new market creation, new business models, low cost or distribution innovation.
This is part of the package that new Apple hires get.

This is part of the package that new Apple hires get.

What drove me? I think most creative people want to express appreciation for being able to take advantage of the work that’s been done by others before us. I didn’t invent the language or mathematics I use. I make little of my own food, none of my own clothes. Everything I do depends on other members of our species and the shoulders that we stand on. And a lot of us want to contribute something back to our species, and to add something to the flow. It’s about trying to express something in the only way that most of us know how - because we can’t write Bob Dylan songs or Tom Stoppard plays. We try to use the talents we do have to express our deep feelings, to show our appreciation of all the contributions that came before us, and to add something to that flow. That’s what has driven me.
SJ
For most things in life, the range between best and average is 30% or so. The best airplane flight, the best meal, they may be 30% better than your average one. What I saw with Woz was somebody who was fifty times better than the average engineer. He could have meetings in his head. The Mac team was an attempt to build a whole team like that, A players. People said they wouldn’t get along, they’d hate working with each other. But I realized that A players like to work with A players, they just didn’t like working with C players.
Apparently, Steve attempted to model his hiring process after J. Robert Oppenheimer’s for the atom bomb project.

Your thoughts construct patterns like scaffolding in your mind. You are really etching chemical patterns. In most cases, people get stuck in those patterns, just like grooves in a record, and they never get out of them.

If you want to live your life in a creative way, as an artist, you have to not look back too much. You have to be willing to take whatever you’ve done and whoever you were and throw them away. The more the outside world tries to reinforce an image of you, the harder it is to continue to be an artist, which is why a lot of times, artists have to say, “Bye. I have to go. I’m going crazy and I’m getting out of here.” And they go and hibernate somewhere. Maybe later they re-emerge a little differently.

Steve Jobs, pulled from the Isaacson book. The last thought is my favourite.

Bret Victor, once again, blowing minds.

So what are my principals? I’m not sure yet. But I know where my passions are, and if I explore this space well deeply enough, I’ll find a good moral compass.

If I make tools that save my coworkers time, we’ll be able to raise our ambitions and attack bigger problems. I see a lot of benefit coming from this.

I’d also like to write tools for musicians. I see a great deal of wrongdoing in the history of music. Not least of all, the advent of written notation and the constraints it imposed on creativity, limiting the expression of sound to the aspects easily captured by staff-pitch and notehead-rhythm.

Just keep working hard, and making tools that feel beautiful and resonant.