Sublime
An inspiration engine for ideas
This is a very real thing. Earlier this week, I met with Tyler Hayes at Atom Limbs to see the robotic prosthetic he and his team are building. After he slipped the cuff on my arm and as we were waiting for the system to boot up... See more
Packy McCormick • What Do You Do With an Idea?
The second reason for the project workbook is control of the distribution of information. The problem is not to restrict information, but to ensure that relevant information gets to all the people who need it.
Frederick P. Brooks Jr. • Mythical Man-Month, Anniversary Edition, The: Essays On Software Engineering
Management literature has long known the theorem of “the span of control,” which asserts that one man can manage only a few people if these people have to come together in their own work (that is, for instance, an accountant, a sales manager, and a manufacturing man, all three of whom have to work with each other to get any results).
Peter F. Drucker • The Effective Executive: The Definitive Guide to Getting the Right Things Done (Harperbusiness Essentials)
A second explanation often advanced is that The Mythical Man-Month is only incidentally about software but primarily about how people in teams make things. There is surely some truth in this;
Frederick P. Brooks Jr. • Mythical Man-Month, Anniversary Edition, The: Essays On Software Engineering
A closer look shows that the hierarchies are constructed on a “building block” principle: subsystems at each level of the hierarchy are constructed by combinations of small numbers of subsystems from the next lower level.
Jessica C. Flack • Worlds Hidden in Plain Sight: The Evolving Idea of Complexity at the Santa Fe Institute, 1984–2019 (Compass)
Add one component at a time. This precept, too, is obvious, but optimism and laziness tempt us to violate
Frederick P. Brooks Jr. • Mythical Man-Month, Anniversary Edition, The: Essays On Software Engineering

The research for the State of DevOps Reports from 2013 to 2019 was a cross-population study that spanned over thirty-six thousand respondents over six years. It showed that architecture determined if it was possible for teams to:58 •make large-scale changes to the design of the system without the permission of someone outside the team or depending
... See moreSteven J. Spear • Wiring the Winning Organization: Liberating Our Collective Greatness through Slowification, Simplification, and Amplification
Mario Odyssey and Zelda: Breath of the Wild were built by internal studios within the company, each with its own creative directors and game designers. Imagine having hundreds of people Flintstoning to launch a new network—that’s what happens in the world of new consoles. The strategy worked,