Category Archives: content

Becoming Antifragile – How To Gain From Disorder

 

Image Credit: Andre Faria Gomes

Image Credit: Andre Faria Gomes via Slideshare: Antifragile: Lessons Learned

“Wind extinguishes a candle and energizes fire. Likewise with randomness, uncertainty, chaos – you want to use them, not hide from them. You want to be the fire and wish for the wind.”

-Nassim Taleb

Last week I gave a talk at the monthly Catalysts Collective event here in San Francisco on the topic of antifragility. The following points are highlights from my talk.

To understand the premise of Antifragile – Things That Gain From Disorder there are three key areas to consider.

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Why Digital Marketing Is The Future (And The Future Is Now)

 

Is building a product actually easier than marketing the thing? Some would answer yes. Perhaps it depends on what you’ve set out to build. (Yo, anyone?) On one hand, while marketing has become easier due to more methods at our disposal and advanced tools for measuring impact, the holistic idea of “marketing” as a whole does have its challenges.

For one, marketing departments don’t have a template to follow. There are no feature sets, no assigned tasks in Jira, no testing build to see if the features actually work.

That’s not to say that building a quality product isn’t challenging — it’s been reported that  less than 0.01 percent of consumer mobile apps actually find financial success. The argument is then reversed. Is marketing to blame for this unfortunate rate of success?  Perhaps.

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Public_Private

Public/Private

Public_Private

Public/Private is a game created to accompany two ongoing research projects undertaken in Mumbai, in cooperation with Partners for Urban Knowledge, Action & Research (PUKAR) and the Design Cell at the Kamla Raheja Vidyanidhi Institute for Architecture and Environmental Studies (KRVIA).

The goal of these studies is to explore the meaning and overall characteristics of privacy. The related interactive project, Public/Private, was created to continue that conversation by opening it up to a global audience.

For the phase 2 direction of the project, we thought a lot about specific locations and where one might go to seek privacy. We considered the correlations between when someone wants privacy versus when someone experiences privacy. We thought about what we wanted users to get out of the survey, and what sort of findings we’d hope to achieve.

With these considerations in mind, we think we came a little closer to the heart of the project.

Public/Private Interactive

Visit Public/Private

The game experience for Public/Private was designed and developed by Collective Assembly and Tom van de Velde.

Public/Private feature in Fast Co. Design