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@pakutin’s finds

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Динаміка переглядів
01
(not on product, но очень нравится: https://t.me/r30min/22)
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02
https://overcast.fm/+m_rq3K9uY (Часть, где начинаются беседы с персонажами — прекрасная)
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сегодня в будущем
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Ну и вот вам видос, считаю что это отличный релиз и понятно почему Apple хочет такое. Ждем завтра Google и ответочку. Все еще я вижу в этом большой enterprise business и не очень понимаю как они собрались сделать b2c ибо видеокарт на всех все еще не хватает. Плюс ждем чтобы самим попробовать, как показывает практика демо это одно, а вот живое использование это другое. И еще немного мыслей Сэма Страница модели
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05
https://overcast.fm/+OHO8A2Cv8
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https://medium.com/design-pub/приемы-жкх-верстки-и-её-подражателей-c12c1c6ce0ba
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https://x.com/sdw/status/1788276255671902309?s=46
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Ролик показался самой классной частью киноута: интересно, что часть аудитории восприняла его строго наоборот! https://t.me/niketasfm/2051
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> Vision Pro high-fidelity passthrough experience parallels Apple’s introduction of the iPhone’s original retina display. (...) “Gaze + pinch” input modality is the VR equivalent of the iPhone’s capacitive multi-touch. (...) Optic ID as an overlay on top of live passthrough is a beautiful design decision that only enhances [presence]. > Apple’s decision to over-spec the Vision Pro does, however, lead to the inevitable consequence of a headset weighing above 600g, (...) that makes it difficult for most people to wear it for more than 30-45 minutes. (...) [It] helps prepare the world to receive a more mainstream Apple VR headset that could have product-market fit. > With this in mind, it’s easy to understand two particularly important decisions Apple made for the Vision Pro launch: designing an incredible in-store Vision Pro demo experience [and] launching an iconic woven strap that photographs beautifully even though this strap simply isn’t comfortable enough. > Apple made the Vision Pro display intentionally blurry in order to hide pixelation artifacts and make graphics appear smoother. (...) This is the kind of thing that our hardcore VR engineers at Oculus would have fought against to the end of the world, and I doubt we could have ever shipped a “blurred headset”, LOL! > Apple’s anti-VR stance is a risky move because it negates most of the traditional immersive content. (...) The Vision Pro aspires to become your “spatial iPad Pro”. (...) It's also [a few fixes] away from being a suitable [external monitor]. (...) Carrying a MacBook Air and a Vision Pro [could] give you a reasonably good workstation. > I returned my Vision Pro for a full refund. (...) Apple’s high-risk decision to completely exclude immersive [VR games] — plus their inexplicable failure to create exciting momentum by not having high-quality AR apps at launch — don’t leave them with many options. (...) The only low-hanging fruit is to make productivity really good. https://hugo.blog/2024/03/11/vision-pro/
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(статья выше крайне biased, но и соцсети сломаны beyond repair! так и живём)
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(статья сверху крайне biased, но и соцсети сломаны beyond repair! так и живём)
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> Something went [wrong] for adolescents in the early 2010s. (...) Rates of depression and anxiety in the United States [rose] by more than 50 percent. (...) Friendship, dating, sexuality, exercise, sleep, academics, politics, family dynamics, identity—all were affected. (...) Those were the years when adolescents in rich countries traded in their flip phones for smartphones. > The changes started slowly in the late 1970s and ’80s, [as] many parents in the U.S. grew fearful that their children would be harmed or abducted. (...) In the 1990s, American parents began pulling their children indoors. (…) Young people who are deprived of opportunities for risk taking and independent exploration will, on average, develop into more anxious and risk-averse adults. (...) Shared adventures and shared adversity bound young people together. > Real-world [interactions] are characterized by four features. (...) [They] are embodied, meaning that we use our hands and facial expressions. (...) Synchronous, [so] we learn subtle cues about timing and conversational turn taking. (...) [They] involve one‐to‐one communication, or sometimes one-to-several, [and] take place within communities that have a high bar for entry and exit, so people are strongly motivated to invest in relationships and repair rifts when they happen. > Online interactions can bring out antisocial behavior that people would never display in their offline communities. (...) Kids going through puberty online are likely to experience far more social comparison, self-consciousness, public shaming, and chronic anxiety. (...) All this is made worse by the fact that so much of digital public life is an unending supply of micro dramas. > Girls have much lower rates of addiction to video games and porn, but they use social media more intensely than boys do. (...) Even at the peak of teen cigarette use, in 1997, nearly two-thirds of high-school students did not smoke. (...) [Social media] applies a lot more pressure on nonusers, (…) which puts [them] at risk for anxiety and depression. > Our ultimate goal should not be to remove screens entirely, nor [return to] 1960. [It should be keeping] young people anchored in the real world. (…) If parents don’t replace screen time with real-world experiences involving friends and independent activity, then banning devices will feel like deprivation, not the opening up of a world of opportunities. https://www.theatlantic.com/technology/archive/2024/03/teen-childhood-smartphone-use-mental-health-effects/677722/
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> Something went [wrong] for adolescents in the early 2010s. (...) Rates of depression and anxiety in the United States [rose] by more than 50 percent. (...) Friendship, dating, sexuality, exercise, sleep, academics, politics, family dynamics, identity—all were affected. (...) Those were the years when adolescents in rich countries traded in their flip phones for smartphones. > The changes started slowly in the late 1970s and ’80s, [as] many parents in the U.S. grew fearful that their children would be harmed or abducted. (...) In the 1990s, American parents began pulling their children indoors. (…) Young people who are deprived of opportunities for risk taking and independent exploration will, on average, develop into more anxious and risk-averse adults. (...) Shared adventures and shared adversity bound young people together. > Real-world [interactions] are characterized by four features. (...) [They] are embodied, meaning that we use our hands and facial expressions. (...) Synchronous, [so] we learn subtle cues about timing and conversational turn taking. (...) [They] involve one‐to‐one communication, or sometimes one-to-several, [and] take place within communities that have a high bar for entry and exit, so people are strongly motivated to invest in relationships and repair rifts when they happen. > Online interactions can bring out antisocial behavior that people would never display in their offline communities. (...) Kids going through puberty online are likely to experience far more social comparison, self-consciousness, public shaming, and chronic anxiety. (...) All this is made worse by the fact that so much of digital public life is an unending supply of micro dramas. > Girls have much lower rates of addiction to video games and porn, but they use social media more intensely than boys do. (...) Even at the peak of teen cigarette use, in 1997, nearly two-thirds of high-school students did not smoke. (...) [Social media] applies a lot more pressure on nonusers, (…) which puts [them] at risk for anxiety and depression. > Our ultimate goal should not be to remove screens entirely, nor [return to] 1960. [It should be keeping] young people anchored in the real world. (…) If parents don’t replace screen time with real-world experiences involving friends and independent activity, then banning devices will feel like deprivation, not the opening up of a world of opportunities. https://web.archive.org/web/20240313131003/https://www.theatlantic.com/technology/archive/2024/03/teen-childhood-smartphone-use-mental-health-effects/677722/
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http://lawsofsimplicity.com
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15
> Polish is something only the person who creates it will notice. It’s a paradox; polishing something makes it invisible. (...) Next time you flip a wall switch or plug something into an outlet, take a second and look at the two screws holding the face plate down. (...) Professional electricians will (almost) always line the screw slots up vertically. > A traditional go board isn’t square. It’s very slightly longer than it is wide, with a 15:14 aspect ratio. This accounts for the optical foreshortening that happens when looking across the board. (...) Subtle adjustments go into the shape of letters in a typeface: round letters like ‘e’ and ‘a’ are slightly taller than square letters like ‘x’ or ‘v’. > The polish paradox is that the highest degrees of craft and quality are in the spaces we can’t see, the places we don’t necessarily look. Polish can’t be an afterthought. It must be an integral part of the process, a commitment to excellence from the beginning. The unseen effort to perfect every hidden aspect elevates products from good to great. https://matthewstrom.com/writing/the-polish-paradox/
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> Instead of repetition, you create texture. (...) Steal a technique from gaming and create multiple variations of the same sound. Create 8-12 variations by varying pitch, volume, timing, or mix and randomly play one variation for every new key press. (...) If you’re a sound skeptic, trust me, try this one thing and it’ll blow your mind. > As with visual design, sounds for actions should never be considered in isolation but in how they relate to one another. (...) Opposing actions—open vs close, prev vs next, send vs receive—(...) should sound like similar opposites. A sound might be played in reverse or the emphasis may be moved from the beginning to the end. > Sound within the software world can feel like an echo chamber where most sounds follow what’s been done before—beeps, clicks, pops. If you want to sound like something new, go beyond software. Movies, games, and music all use sound in very sophisticated ways that can be co-opted for software. > Haptics shape our perceptions of a sound. Think of a keyboard key stroke or swinging a hammer. Sound can make the same action feel soft or precise, clean or jumbled, heavy or light. Haptics can also be a substitute for sound in moments where it may be too much or just impractical. https://www.notboring.software/words/the-sound-of-software 🧡
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> In researching keyboard options for the Vision Pro, I ended up building the convertible Apple laptop-tablet that I so desperately want the company to make. (...) It’s a Mac with an iPad display that I can detach and use as a tablet whenever I want; it’s an iPad that transforms into a Mac when docked. And, it’s the ideal keyboard and trackpad accessory for the Vision Pro. > The best part of using macOS and iPadOS together [is that] doesn’t feel weird at all. Quite the opposite: thanks to Apple’s consistent design language, (...) they are holistically consistent. (...) Sidecar is surprisingly resilient: (...) I sometimes forget I’m using a wireless display that’s actually an iPad running a different operating system. > You can also scroll any macOS window with two fingers, pinch to zoom, or use the Apple Pencil to click any UI element. (...) Another nice use case for occasional touch interactions? Ripping the “display” apart from the MacBook and using the Apple Pencil to navigate and click around macOS. > I’m fully aware that what I’ve done is absurd, even if it worked out well in the end. (...) [Yet] it’s so liberating to use a convertible Apple computer that can be both a laptop and tablet. (...) An official Apple one can’t come soon enough. https://www.macstories.net/stories/macpad-how-i-created-the-hybrid-mac-ipad-laptop-and-tablet-that-apple-wont-make
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> In researching keyboard options for the Vision Pro, I ended up building the convertible Apple laptop-tablet that I so desperately want the company to make. (...) It’s a Mac with an iPad display that I can detach and use as a tablet whenever I want; it’s an iPad that transforms into a Mac when docked. And, it’s the ideal [keyboard and trackpad] for the Vision Pro. > The best part of using macOS and iPadOS together [is that] doesn’t feel weird at all. Quite the opposite: thanks to Apple’s consistent design language, (...) they are holistically consistent. (...) Sidecar is surprisingly resilient: (...) I sometimes forget I’m using a wireless display that’s actually an iPad running a different operating system. > You can also scroll any macOS window with two fingers, pinch to zoom, or use the Apple Pencil to click any UI element. (...) Another nice use case for occasional touch interactions? Ripping the “display” apart from the MacBook and using the Apple Pencil to navigate and click around macOS. > I’m fully aware that what I’ve done is absurd, even if it worked out well in the end. (...) [Yet] it’s so liberating to use a convertible Apple computer that can be both a laptop and tablet. (...) An official Apple one can’t come soon enough. https://www.macstories.net/stories/macpad-how-i-created-the-hybrid-mac-ipad-laptop-and-tablet-that-apple-wont-make
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Media files
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> In researching keyboard options for the Vision Pro, I ended up building the convertible Apple laptop-tablet that I so desperately want the company to make. (...) It’s a Mac with an iPad display that I can detach and use as a tablet whenever I want; it’s an iPad that transforms into a Mac when docked. And, it’s the ideal [keyboard and trackpad] for the Vision Pro. > The best part of using macOS and iPadOS together [is that] doesn’t feel weird at all. Quite the opposite: thanks to Apple’s consistent design language, (...) they are holistically consistent. (...) Sidecar is surprisingly resilient: (...) I sometimes forget I’m using a wireless display that’s actually an iPad running a different operating system. > You can also scroll any macOS window with two fingers, pinch to zoom, or use the Apple Pencil to click any UI element. (...) Another nice use case for occasional touch interactions? Ripping the “display” apart from the MacBook and using the Apple Pencil to navigate and click around macOS. > I’m fully aware that what I’ve done is absurd, even if it worked out well in the end. (...) [Yet] it’s so liberating to use a convertible Apple computer that can be both a laptop and tablet. (...) An official Apple one can’t come soon enough. https://www.macstories.net/stories/macpad-how-i-created-the-hybrid-mac-ipad-laptop-and-tablet-that-apple-wont-make/?ref=spyglass.org
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https://www.doesthedogdie.com/ 🐶
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> Determine why I am confident in my perspective. Is it because I worked on a similar problem previously? Is it because of research? (...) If you can’t explain why you’re confident, then it’s extremely unlikely you’ll convince others. (...) [You might also] have to start by trying to invest into the relationship before delivering feedback. > Determine the size of the “feedback pipe” between you and the other party. (...) You can deliver a much higher volume of lightweight feedback than heavy feedback. (...) You might have built up a backlog of dozens of pieces of valuable feedback. You have to figure out the order, (...) each piece might take months to work through. > [If it’s being delivered to an uninvolved party], that’s not feedback, (...) that’s just commentary. (...) It polarizes the team. (...) It also frames you as an observer of the problem rather than part of the solution. (...) If you do want to complain, ah, I mean provide commentary, external friends and colleagues are the best recipients. https://lethain.com/constraints-on-giving-feedback/
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(тот же тейк у The Verge)
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https://youtu.be/Bhzno-IjuiY Снова never bet against Mark, получается!
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https://weexpire.org/
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https://youtu.be/yk6UVnMn9ts This is the way 🫡
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https://youtu.be/g-pG79LOtMw ✨
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https://www.airbnb.co.uk/release 🎟️
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https://youtu.be/ddTV12hErTc 20% done is the new 80% done
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https://x.com/obsoletesony/status/1784492753700667506 😍
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https://mastodon.social/@waldoj/112295541191820503
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Friday art, дорогие коллеги: https://t.me/anotheroffice
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https://t.me/niketasfm/2046
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😭😭😭
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> When I started Dropbox, I started because I kept forgetting my thumb drive, emailing myself files, (...) under this bigger problem I had of: “My stuff is everywhere; I can’t find it.” (...) What used to be 100 files on my desktop is now 100 tabs in my browser or actually both. (...) When you go to work, you have 10 search boxes, not one. > What was great about the file system, in the beginning, was that it was where all your stuff was. It was like a single source of truth. (...) When you think about the web world, it just evolved without really a container concept and just bizarre because files have folders, songs have playlists, links have... There’s not really an answer to that. > I think we can do better from a UX standpoint. (...) You can still use Spotify as an iTunes-style catalog and manually curate everything. You can go all the way to the other end of the spectrum and be like, “AI DJ, just press play.” But then, a lot of stuff in between. (...) We see that as a huge opportunity for Dropbox to rethink this. > If you think about questions like “When does my lease expire?” or “Where’s the slide from last year’s product launch where we talked about that?” ChatGPT can’t answer these questions because it’s not connected to your stuff. But that’s what we do at Dropbox. We’ve always been platform-agnostic and trusted. > We were invited to come down and meet Steve [Jobs in 2009]. (...) He’s like, “You’re a feature, not a product. You don’t have distribution. (...) You don’t control the operating system.” I was like, “Alright, agree to disagree.” Because every pair of companies has its issues, too. Apple controls Apple stuff, but they don’t control Google [or] Microsoft stuff. > Dropbox has about 18 million subscribers, two and a half billion in revenue. (...) For big files, video production, and the creative community, Dropbox has long been standard because we handle big file syncing and that volume of data better than anyone else. We’re uncomplicated in that we’re not trying to advertise against your data. https://www.theverge.com/24128606/dropbox-drew-houston-ai-remote-work-virtual-organization
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https://youtu.be/NTsU-rC2PyQ vibes are 💯
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> I’ve spent over 1,000 hours playing the video game DOTA 2, but I remember almost zero of that time. (...) I once went to a DOTA 2 International tournament with a friend, though, and [significant] parts, [like waiting in line], were unfun. (...) [Yet] there’s something more fun about complex fun, even if the individual moments might score lower. > Life and fitness used to be deeply intertwined. (...) Now they are separate: fitness is a cute thing rich people do in their Lululemon after work. (...) Biking was something you did outside, often with friends. (...) Then the exercise element was captured in stationary bikes, placed in a gym. (...) Then we got Peloton. (...) The richness of biking is gone. > Atomization encourages us to reduce multivariate experiences, often the most important parts of life, to their single most obvious element. (...) If you looked at an Italian neighborhood dinner and said “wow what a waste, don’t they know they could just drink a Huel and get back to work?” then, well, oof. > We separate “I’m working” and “I’m playing.” We want to make everything extremely efficient. (...) Could you make your workout less perfectly optimized so you can do it with friends? Can you loosen the reigns on your Super Duper Productive Routine to hang at a coffee shop with friends for a few hours a week? And for the love of God, can you please stop drinking fucking Huel or Soylent at your desk and talk to someone instead? (…) De-atomization is the secret to happiness. https://blog.nateliason.com/p/de-atomization-is-the-secret-to-happiness 🤝
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> It's safe to say the Ai Pin deserves an exhibit alongside Juicero and Clinkle in the museum of Silicon Valley misfires. (...) Humane might have worked out if it followed a traditional VC startup formula. Instead, they tried to follow The Apple Way, where 1.0 products need to be so insanely polished as to blow people away. > The Apple Watch wasn't a flop, but it did struggle a bit. (...) After a launch, [they found that] the best pitch for Apple Watch wasn't "The Rolex of Tech," but rather, "A very fancy FitBit." (…) Humane spent five years developing their product in a vacuum. They lacked a FitBit to prove their concept. They had little evidence people want to ditch their phones. > When interest rates went up in 2022, startups suddenly found it harder to raise money. (...) At this point Humane had raised $130m. (...) I'll guess they were burning $30m per year in salaries alone. (...) So Humane needed to ship something to look like a later stage company. (...) They decided to latch on to AI. > I thought, "Maybe they found a solution to projecting in daylight without getting really hot and egregiously depleting the battery." They didn't. They patched over it. Short battery life? Battery swaps! Doesn't work in daylight? Uh… don't use it in daylight! (...) Maybe they did build prototypes but convinced themselves it would be solved. > It's that funding that will be Humane's undoing. (…) Before the Ai Pin launch, they convinced investors the company is worth $850 million. When they go back for their next round, they need to argue with a straight face that the company is now worth $1.7 Billion. (…) Good luck with that. > For all of Humane's talk about freeing users from technology, they shipped technology in search of a purpose. I blame the team's nostalgia. They clearly want to recreate the Apple from 2007, but that's impossible under venture capital constraints and without the momentum of Apple. https://www.sandofsky.com/humane/
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(not on product, но очень нравится: https://t.me/r30min/22)
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30 минут с Русланом

Честность с самим собой, честность с другими — необходимое условие для здоровья, отношений, энергии и всех других прекрасных вещей, следующих из этого. В мою жизнь идею честности принес Дима Шаменков (похоже, самый упоминаемый человек в моих постах). Дальше она стала популярной и в более широких кругах. Не врать себе, не лукавить перед другими, не избегать сложных, но необходимых разговоров и ситуаций. Мне нравится здесь “честность” как ключевое. Оно очень сильное, прямое и широкое. В то же время, широта его значения делает его иногда, возможно, слишком абстрактным, немного недодающим деталей. Поэтому, когда мне хочется понять это принцип точнее, я вспоминаю что честность — это единство чувств, мыслей, слов и действий. И тогда разворачивается целая картинка: — Это единство внутреннего (чувств и мыслей) и внешнего (слов и действий) — Это единство декларируемого (мыслей и слов) и фактического (чувств и действий) Все компоненты и их синхронность необходимы. Между четырьмя компонентами — шесть связей. Что происходит…

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https://overcast.fm/+m_rq3K9uY (Часть, где начинаются беседы с персонажами — прекрасная)
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Meet Kevin’s A.I. Friends — Hard Fork

They gave him notes on his outfits and reassurance before a big talk, and they shared made-up gossip about each other.

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05:55
Відео недоступнеДивитись в Telegram
сегодня в будущем
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🐳 4🤡 1
Repost from ChillHouse
05:55
Відео недоступнеДивитись в Telegram
Ну и вот вам видос, считаю что это отличный релиз и понятно почему Apple хочет такое. Ждем завтра Google и ответочку. Все еще я вижу в этом большой enterprise business и не очень понимаю как они собрались сделать b2c ибо видеокарт на всех все еще не хватает. Плюс ждем чтобы самим попробовать, как показывает практика демо это одно, а вот живое использование это другое. И еще немного мыслей Сэма Страница модели
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О конфликтах на работе, манипуляциях, отстаивании границ, карьерном росте и управлениями эмоциями — make sense podcast

«Даже если ты считаешь, что у вас с коллегой близкие отношения и сегодня ты матернулся и поистерил, а завтра вы об этом поговорили, ты извинился и все как будто бы ok, то и это тоже разрушает отношения. Но когда ко мне приходят и говорят, зачем мне такой человек, я говорю, что всегда есть разные способы решения проблемы. Естественно, можно уволить сотрудника, отправить в отпуск, поговорить потом, но есть инструменты, которые уже в моменте помогут решить солидную часть проблем. Именно для этого необходимо учиться работать с эмоциями». «„Ты слишком часто отстаиваешь свои права и границы — это нежелание работать,” — это очень крутая манипуляция, которая будет обязательно использована определенными руководителями. Но для меня сотрудник, который умеет отстаивать свои границы, создавать для себя комфортную атмосферу, в которой он круто и продуктивно работает, задавать вопросы, которые могут казаться неудобными и неприятными руководителю, давать руководителю обратную связь, как с ним работать, имеет больше…

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Приемы ЖКХ верстки и её подражателей

Каждый, чей дом обслуживается УК Жилищник, или подключен к городским сетям газа и водоснабжения, регулярно видит на подъезде объявления…

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Sebastiaan de With (@sdw) on X

I found it interesting to read the Japanese backlash responses to this, some particularly disturbed because of a belief in “Tsukumogami” — the idea that creative tools can possess a spirit of their own (a beautiful notion), so destroying them is truly evil. … not a great look

Ролик показался самой классной частью киноута: интересно, что часть аудитории восприняла его строго наоборот! https://t.me/niketasfm/2051
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Радиорубка Лихачёва

Со вчерашнего мероприятия Apple про новые айпады больше всего обсуждений — про то, что новый iPad Pro стал самым тонким из всех устройств Apple, и связанный с этим рекламный ролик под названием «Crush», который запостил у себя в Твиттере даже Тим Кук. Лично мне этот самый ролик показался достаточно логичным — он в тренде вирусных видео про гидравлический пресс, он залипательный и доносит основной маркетинговый посыл. Но вот у доброй половины комментаторов он вызвал другие эмоции. Apple обвинили в том, что они ненароком запечатлели метафору, мрачное пророчество — тотальное уничтожение прекрасных и уже существующих инструментов для творчества одним-единственным технологическим устройством. Ролик называли tone deaf (бестактным), сделанным мимо ценностей молодого поколения, которое и является основным потребителем креативных инструментов, и даже увидели в нём эффект, обратный их знаменитой рекламе «1984»: тогда Apple разрушала мрачную антиутопию, где корпорация пыталась убить свободу самовыражения — а тут она сама же эту антиутопию и создаёт. Один из ярких примеров в этой дискуссии — переделанная версия, где всё идёт задом наперёд под песню «I Got You Babe». Действительно оставляет совершенно иное впечатление, хотя и маркетинговый посыл доносит.

> Vision Pro high-fidelity passthrough experience parallels Apple’s introduction of the iPhone’s original retina display. (...) “Gaze + pinch” input modality is the VR equivalent of the iPhone’s capacitive multi-touch. (...) Optic ID as an overlay on top of live passthrough is a beautiful design decision that only enhances [presence]. > Apple’s decision to over-spec the Vision Pro does, however, lead to the inevitable consequence of a headset weighing above 600g, (...) that makes it difficult for most people to wear it for more than 30-45 minutes. (...) [It] helps prepare the world to receive a more mainstream Apple VR headset that could have product-market fit. > With this in mind, it’s easy to understand two particularly important decisions Apple made for the Vision Pro launch: designing an incredible in-store Vision Pro demo experience [and] launching an iconic woven strap that photographs beautifully even though this strap simply isn’t comfortable enough. > Apple made the Vision Pro display intentionally blurry in order to hide pixelation artifacts and make graphics appear smoother. (...) This is the kind of thing that our hardcore VR engineers at Oculus would have fought against to the end of the world, and I doubt we could have ever shipped a “blurred headset”, LOL! > Apple’s anti-VR stance is a risky move because it negates most of the traditional immersive content. (...) The Vision Pro aspires to become your “spatial iPad Pro”. (...) It's also [a few fixes] away from being a suitable [external monitor]. (...) Carrying a MacBook Air and a Vision Pro [could] give you a reasonably good workstation. > I returned my Vision Pro for a full refund. (...) Apple’s high-risk decision to completely exclude immersive [VR games] — plus their inexplicable failure to create exciting momentum by not having high-quality AR apps at launch — don’t leave them with many options. (...) The only low-hanging fruit is to make productivity really good. https://hugo.blog/2024/03/11/vision-pro/
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Vision Pro is an over-engineered “devkit” // Hardware bleeds genius & audacity but software story is disheartening // What we got wrong at Oculus that Apple got right // Why Meta could finally have its Android moment

by Hugo Barra (former Head of Oculus at Meta) Friends and colleagues have been asking me to share my perspective on the Apple Vision Pro as a product. Inspired by my dear friend Matt Mullenweg&#821…

(статья выше крайне biased, но и соцсети сломаны beyond repair! так и живём)
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