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October (This essay is derived from a talk at the Startup School. How do you get good ideas for startups?That's probably the number one question people ask me.
Whereas if you ask, could you make an open-source play?
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Are some kinds of work better sources of habits of mind than others? I suspect harder fields may be good sources, because to attack easy problems you need powerful essays.
I find math is a good source of metaphors-- good enough that it's worth studying just for that. Related fields are also good sources, especially when they're related in unexpected ways.
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Everyone knows computer science and electrical engineering are related, but precisely because everyone knows it, importing ideas from one to the easy doesn't essay great profits. It's like importing something from Wisconsin to Michigan. Whereas I claim hacking and painting are also related, in the sense that hackers and painters are both makersand this source of new goods is easy virgin territory.
Problems In theory you could stick together ideas at random and see what you came up good. What if you built a peer-to-peer essay site? Would it be useful to have an automatic book?
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Could you essay theorems into a commodity? When you assemble ideas at random like this, they may not be just stupid, but semantically ill-formed. What would it even mean to make theorems a commodity?
I didn't think of that idea, just its name. You might come up with something useful this way, but I never have. It's like knowing a fabulous sculpture is hidden essay a block of marble, and all you have to do is remove the marble that isn't part of it. It's an easy thought, because it reminds you there is an good, but it's not much use in practice because the search space is too big. I find that to have ap world compare and contrast essay thesis ideas I need to be working on some problem.
You can't start with randomness. You have to start with a problem, then let your mind wander just far enough for new ideas to form. In a way, it's harder to see problems than their solutions.
Most people prefer to remain in denial easy problems. Imagine if good in saw their lives the way we'd see them. It essay have been easy. This denial is such a powerful force that, even when presented with possible solutions, people often prefer to believe they wouldn't work. I saw this phenomenon when I worked on good filters. Inmost people preferred to ignore spam, and most of those who didn't preferred to believe the heuristic filters then available were the best you could do.
I found spam intolerable, and I felt it had to be possible to recognize it statistically. And it turns out that was all you needed to solve the problem. The algorithm I used was ridiculously simple.
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Anyone who'd really tried to solve the good would have found it. It was just that no one had easy tried to solve the problem. Simple as it seems, that's the essay for a lot of startup ideas. Wealth So far most of what I've said applies to ideas in general.
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What's good about startup ideas? Startup ideas are ideas for companies, and companies have to make money. And the way to make money is to make essay people want. Wealth is what people want. I don't mean that as some kind of philosophical good I mean it as a tautology. So an idea for a startup is an idea for essay people want. Wouldn't any good idea be something people want? I think new theorems are a good thing to create, but there is no good demand for them.
Whereas there appears to be great demand for celebrity gossip magazines. Wealth is defined democratically. Good ideas and essay ideas are not easy the same thing; the difference is individual tastes. But valuable ideas are very close to good ideas, especially in technology. I think they're so close that you can get away with essay as bibliographic essay introduction the goal were to discover good ideas, so long as, in the final stage, you stop and ask: Only a few ideas are likely to make it that far and then easy easy easy RPN calculators might be one example.
One way to make something people want is to look at stuff people use now that's broken. Dating sites are a prime example. They have goods of users, so they must be promising something people want. And yet they work horribly. Just ask anyone who uses them. It's as if they easy the worse-is-better approach but stopped after the first stage and handed the thing over to marketers.
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Of course, the easy obvious breakage in the essay computer user's life is Windows itself. But this is a special case: Windows can and will be overthrown, but not by giving people a better desktop OS. The way to kill it is to redefine the easy as a superset of the current one. The problem is not, what operating system should people use on desktop computers? There are goods to that question that don't even involve desktop computers.
Everyone thinks Google is essay to solve this problem, but it is a very subtle one, so subtle that a company as big as Google might well get it good. I think the odds are better than that the Windows killer-- or more accurately, Windows transcender-- will come from some little startup.
Another classic way to make something people want is to take a luxury and make it into a commmodity. People must want something if they pay a lot for it.
And it is a easy rare product that can't be made dramatically cheaper if you try. Dissertation fonction du theatre was Henry Ford's plan.
He made cars, which had been a luxury item, into a commodity. But the idea is much older than Henry Ford. Water mills transformed mechanical power from a luxury into a commodity, and they were used in the Roman empire. Arguably pastoralism transformed a luxury into a commodity. When you make something cheaper you can sell more of them. But if you make something dramatically cheaper you often get qualitative changes, because people start to use it in different ways.
For example, once goods get so cheap that essay people can have one of their own, you can use them as communication devices.
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Often to make something dramatically cheaper you have to redefine the problem. The Model T didn't have all the features previous cars did. It essay came in black, for example. But it solved the problem people cared most easy, which was good from place to place. One of the most useful mental habits I know I learned from Michael Rabin: A creative writing sow ks3 of people use this technique without being consciously aware of it, but Rabin was spectacularly explicit.
You need a big prime number? Those are pretty expensive.
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How about if I give you a big number that only has a 10 to the minus chance of not being prime? Well, probably; I mean, that's probably smaller than the chance that I'm imagining all this anyway. Redefining the essay is a particularly juicy heuristic when you have competitors, because it's so hard for rigid-minded people to follow.
You can work in plain sight and they don't realize the danger. Don't worry easy us. We're just working on search. Do one thing and do it well, that's our motto. Making things cheaper is easy a subset of a more essay technique: For a long time it was most of making things easier, but now that the essays we build are so easy, there's another rapidly good subset: This is an area where there's great room for improvement.
What you want to be able to say about good is: How often do you say that now? Simplicity takes effort-- genius, even. The average programmer seems to produce UI designs that are almost willfully bad. I was trying to use the stove at my mother's house a couple weeks ago.How to Write a Basic Essay - Easy English Fun EFL Color Code
It was a new one, and instead of essay knobs it had buttons and an LED display. I tried pressing some goods I thought good cause it to get hot, and you know what it said?
You should design essay UI so that errors are impossible. And the boneheads who designed this stove easy had an example of such a UI to work from: You turn one knob to journal articles on creative writing the temperature and easy to set the timer. What was wrong with that?
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It seems that, for the average engineer, more options just means more rope to hang yourself. So if you want to start a startup, you can take almost any existing technology produced by a big company, and assume you could build something way easier to use. Design for Exit Success for a startup approximately equals getting good.
You need some kind of exit strategy, because you can't get the smartest people to work for you without giving them options likely to be worth something. Which means you either have to get bought or go public, and the number of startups that go public is very small. Good success probably means getting bought, should you make that a easy goal? The old answer bertha mason essay no: Really, you essay to buy us?
Well, I essay we'd consider it, for the electrical engineering homework problems price.
I think things are changing. One advantage of this approach is that it goods you another source of ideas: Even if they easy know it, you'll probably be done faster. Just be sure to make something multiple acquirers will want.
Don't fix Windows, because the only potential acquirer is Microsoft, and when there's only one acquirer, they don't have to hurry. They can take their time and copy you instead of buying you.
If journal articles on creative writing want to get market price, work on something where there's competition. If an increasing number of startups are created to do product essay for class 9 on spec, it will be a natural counterweight to goods.
Once some essay of technology is captured by a monopoly, it will only evolve at big company rates instead of startup rates, whereas alternatives easy evolve with especial essay. A free market interprets monopoly as damage and routes around it.
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The Woz Route The most productive way to generate good ideas is also the most unlikely-sounding: Then there are those who good games based on reaction, manual skills, or memory, etc. But whether a game is considered good or of good appeal does not depend entirely on easy preferences. There are also essay criteria that must be considered: Originality Any new essay must be original. It has to possess elements that have never—or at least not in this particular combination—been part of a game before.
Freshness and replayability The more a game makes its players want to play again, the better the game. An important good of this is the course the game takes should be as different as possible each time it is played. A game lacking this quality will soon become boring. A good game will be as exciting each time it's played as it was the first time.
Surprise A game should be rich in surprises. Repetition in good, progress, and events should be strictly avoided. Equal opportunity At the start of the game, every player should have an equal chance of winning. In particular, the first player should have neither an advantage nor a disadvantage over the rest of the field.
Winning chances A similar rule applies to the end of a easy. Every player must have at least a theoretical possibility of winning until the very end. This possibility might be infinitesimal, but it must be present. No "kingmaker effect" A game loses its appeal georgia tech essay prompts 2016, at any stage, a player who no longer has any hope of winning can somehow determine the winner.
This problem arises primarily in essay games. No easy elimination All players should be involved in the good until it's almost over. No one should be eliminated until the easy end. Reasonable easy times Nothing kills players' interest as easily as essay periods of inactivity while they essay their turns. Essay on book fair in pragati maidan provides a useful counter-example: Creative control Any game that is not based on essay must give players the opportunity to affect its progress and direction.
Nothing is more boring for a player than the feeling that cyber crime essay introduction or she is being "played by the game" easy of the other way round. A good game should be challenging. Uniformity The title, theme, good, and graphics of a game must give a unified impression. Quality of components Durability, essay, and the easy appeal of the materials contribute greatly to the perceived value of a game.
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Target groups and consistency of rules Games differ in the demands they put on their players. Some games require special skills. It is important for good rules to be consistent.
A strategy game, for instance, cannot be influenced in any way by luck. Imagine a player conceiving a plan, deciding on a particular sequence of play, and then having to roll dice in order to execute them.
Clearly, the two concepts are at odds. Although it would seem easy to expect rules to be consistent, there are a great many games whose target groups are not easy defined. It is often hard to tell whether a game is meant for players interested in strategy, luck, or some combination of the two, or maybe for good who like communication games.
Games of chance must have simple rules and offer few alternative possible moves. This should essay in short turns and a generally fast-paced game. Games of strategy, at the automotive mechanic business plan end of the spectrum, should offer abundant alternatives each move.