📻 — Change by Design, Chapter 4 — #yenBOOKCLUB

Good morning yeniverse!

It’s Week #5 of the #yenBOOKCLUB and here are a few of my personal notes that I’ve captured in last week’s reading (Chapter #4) — and, of course, I’d love chat over the book with you during #yenHOURS today! Feel free to stop by if you have time!

A few links for you lovelies:

  1. Upgraded. Mobile predictions. Permalink. Alpe. Oscar. Moot?! Figma.
  2. No more politics? Huh. Brex. Antitrust. Codesee. Station. Weav. Original.
  3. Cheer Snap. 10 times. Payfac. Stumbled. Parade. Masterminds.
  4. Non-fiction, no money? Roku down. Just ship. Vibes. YouTube mayors.
  5. Credit or influence. Innovation. $50M. Bait. Recall? Hype house. Easy.
  6. Owning, renting. Disrupt disrupters. Daily. Costs. Tesla. Persuasive copy.
  7. Crew. Finance notion. Dropbox Community practices. Hiring execs.
  8. Speed. Meet for Slack. Foundations. Flywheels and communities.
  9. Investment habits. Thank them. Screenshots. Magic. Make peace.
  10. Getting hired. Memengine. Rebuilding a comm platform in webflow.

To infinity & community,

— john

Chapter 4 of Design Thinking focused “the power of prototyping” and there were 3 things that stood out to me the most — here they are with some additional thoughts:

I really appreciated this +1 to sketching and models and how they fundamentally produce results faster:

Although it might seem as though frittering away valuable time on sketches and models and simulations will slow work down, prototyping generates results faster. Most problems worth worrying about are complex, and a series of early experiments is often the best way to decide among competing directions. The faster we make our ideas tangible, the sooner we will be able to evaluate them, refine them, and zero in on the best solution.

So much of early-stage startups and new project / product development is an act of play; real experimentation with a few early folks who believe what you believe. Building in the open is also an important part of this strategy.

I love this too:

Prototypes should command only as much time, effort, and investment as is necessary to generate useful feedback and drive an idea forward.

We over-engineer many of our early tests and “prototypes” by convincing ourselves that we just need “a few more things” to make it ready and complete. The reality is that we’re lying to ourselves through a mix of insecurity and vanity; kind of a fucked up combination, if you ask me. But, I’ve been there and done that! We want them to be great but we know that they won’t but we try anyway; amateurish, really:

The amateur theatrics of an experiential prototype can look foolish. It takes a certain confidence for individuals to loosen their ties, slip off their heels, and explore an idea through improvisation.

Get moving, shipping, and creating stuff that your audience and community needs! Time is of the essence.

This might be a useful resource!

Have a good one folks.