этика: люди & ai | ethics: people & ai | blend of cultures
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a journey to find different cultures and ethics applied in software & builder ecosystems | software ecology & cluture
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We believe in a future where developers are amplified, not automated

Signed ✏️

Inviting to sign you too/ 🌱

☀️ https://amplified.dev ✅
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Don't just talk about it. Do it!
Don't be afraid to think big, then act
Challenge accepted limits and approaches


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🌱 https://zed.dev/values
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First time enrolled into coursera course - it was amazing to see a commitment page tips.

Думаю что в каком-то смысле это похоже на code of conduct which is used for many open source communities. Только для самого себя)

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🌱 https://www.coursera.org/learn/learning-how-to-learn
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Первая часть разговора - ответ на вопрос в чем отличие values (principles) Anthropic от Open AI.

Responsible scale policy - measures categories of risk для llm при deploy

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🌱 https://www.youtube.com/watch?v=esCSpbDPJik
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этика: люди & ai | ethics: people & ai | blend of cultures pinned «Экспериментальный канал про этику ведения разработки (экспериментальный, так как не знаю, сработает ли или нет уже сработало, но будет развиваться🍎). Немножко воды🦋 про зачем:) На мой взгляд этические принципы дают три возможности: 1. Ограничения или фокус…»
Flutter Values

Focus on the user and all else will follow.
Our user is the developer. Our developer's user is the end user of the application written with Flutter.

Our first priority is to our developer's user, the end user. Our second priority is to our user, the developer.

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🌱 https://github.com/flutter/flutter/blob/master/docs/about/Values.md
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You begin with something half-seen and half-known, build with others who share your faith, wander widely before settling on a direction, learn by doing rather than by empty theorizing, protect nascent ideas from premature judgment, and persist with agility, refusing to sacrifice excellence on the altar of speed.


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🌱 https://ryolu.notion.site/how-to-make-something-great
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Если подумать, то принципы / ценности можно найти в самых неожиданных / классных местах. Внезапно нашел принципы в ресторане корейской еды быстрого приготовления:) не всегда синоним, но какая-то связь чаще всего есть 🥬🍜🥗
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The Great Team
..the most successful founders.. have a number of seemingly contradictory traits.. rigidity and flexibility.. unstoppability, determination, formidability, and resourcefulness. Intelligence and passion.. "will get it done, no matter what it is.".. Founders that are hard to talk to are almost always bad.


A Great Product - Improvements
..You want to build a “product improvement engine” in your company. You should talk to your users and watch them use your product, figure out what parts are sub-par, and then make your product better. Then do it again..


..learn about a lot of different things. Practice noticing problems, things that seem inefficient, and major technological shifts. Work on projects you find interesting. Go out of your way to hang around smart, interesting people..


The Idea
The best ideas sound bad but are in fact good. So you don’t need to be too secretive with your idea—if it’s actually a good idea, it likely won’t sound like it’s worth stealing. Even if it does sound like it’s worth stealing, there are at least a thousand times more people that have good ideas than people who are willing to do the kind of work it takes to turn a great idea into a great company. And if you tell people what you’re doing, they might help..


Competitors
99% of startups die from suicide, not murder


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🌱 https://playbook.samaltman.com
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Our goal is to make games that will be played for years, based on elegant, replayable systems that are not limited by finite content creation. Our development process emphasizes rapid iteration above all else, requiring our games to be playable as soon as possible so that we have time to find the fun.

Mohawk Games is led by Soren Johnson (Lead Designer of Civilization IV)



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🌱 https://mohawkgames.com
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#Quality

Quality is the result of time, effort, and care. And it is just hard to achieve, but that's okay..


...So if your intention is to create something great and you do everything you need to do to achieve that, people are going to know. They're going to feel it. And the reverse is true too. You know, if you rushed and you didn't really care about the look of settings in your app UI, well, it's going to impact the overall feeling that people have about your app..


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Care

So I asked him, "How would you describe care?"- " Just that someone, excuse my French, gave a sh**t."

...I look at it from 2 lenses of care. Did I care enough to make it the best it could be? But do I also care about what your experience is? Be it you. Be it my mum. Be it my next-door neighbor. Be it anybody around the world. You have to kind of, sort of take yourself out of the equation, put yourself in their shoes so you can be sure that their experience is a quality experience. So you have to care enough to do that. It's not just about caring about your own sense of, "Oh, I like my design, and I cared enough to make it good for me." It's about it being good for as many people as possible or for the target audience, if it happens to be a more narrowly focused thing..


What makes a great app? It's simple. It doesn't try to do more than it needs to do. And what it does, it does it really well..


You don't want people to feel distracted. Simple, easy-to-understand apps that just work, well, they help keep people focused..


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Active Discovery

Games should absolutely aspire to be stunning.

Games are a perfect escape from this world into a different one. And they accomplish this through stunning, immersive visuals.

But there is one essential thing that all games must do.

They must teach you, the player, the rules.

...With games in particular, there's a real joy that can come from discovering what they can do and learning for yourself. People tend to remember things the best when they experience them themselves, when they learn them through some sort of active discovery..


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Durability.. Design to be timeless..


I literally scrolled through all of my apps, and I thought, which ones have a positive effect on my life? You know, wouldn't it be great if life just had a little more positivity? So next time you design, strive for simplicity because real life if where we need to be spending our energy..


Show people prototypes and learn from their feedback.


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🌱 https://developer.apple.com/videos/play/wwdc2018/801
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Shorebird описывает целиком всю структуру компании как open source licensed under Creative Commons: CC BY 4.0.

https://handbook.shorebird.dev
an encapsulation of our guiding principles
Valve is self-funded.
Valve owns its intellectual property... to make our own decisions about our products


when you ... recruit the most intelligent, innovative, talented people on Earth, telling them to sit at a desk and do what they’re told obliterates 99 percent of their value.

We want innovators, and that means maintaining an environment where they’ll flourish.


Employees vote on projects with their feet (or desk wheels). Strong projects are ones in which people can see demonstrated value; they staff up easily.


If you’re working here, that means you’re good at your job. People are going to want you to work with them on their projects, and they’ll try hard to get you to do so.


- Of all the projects currently under way, what’s the most valuable thing I can be working on?
- Which project will have the highest direct impact on our customers? How much will the work I ship benefit them?
- Is Valve not doing something that it should be doing?
- What’s interesting? What’s rewarding? What leverages my individual strengths the most?


Check your assumptions. Pull more people in. Listen. Don’t believe that anyone holds authority over the decision you’re trying to make. They don’t; but they probably have valuable experience to draw from, or information data that you don’t have, or insight that’s new.
When considering the outcome, don’t believe that anyone but you is the “stakeholder”. You’re it. And Valve’s customers are who you’re serving. Do what’s right for them


But rather than simply trusting each other to just be smart, we also constantly test our own decisions


While people occasionally choose to push themselves to work some extra hours at times when something big is going out the door, for the most part working overtime for extended periods indicates a fundamental failure in planning or communication.


Providing the freedom to fail is an important trait of the company- we couldn’t expect so much of individuals if we also penalized people for errors. Even expensive mistakes, or ones which result in a very public failure, are genuinely looked at as opportunities to learn. We can always repair the mistake or make up for it.


We are all stewards of our long-term relationship with our customers. They watch us, sometimes very publicly, Sometimes they get angry with us. But because we always have their best interests at heart, there’s faith that we’re going to make things better, and that if we’ve screwed up today, it wasn’t because we were trying to take advantage of anyone.


Everyone is a designer. Everyone can question each other’s work. Anyone can recruit someone onto his or her project. Everyone has to function as a “strategist,” which really means figuring out how to do what’s right for our customers.


We believe that high-performance people are generally self-improving.


Hiring well is the most important thing in the universe.


How do we choose the right people to hire?
..here are some questions we always ask ourselves when
evaluating candidates:
- Would I want this person to be my boss?
- Would I learn a significant amount from him or her?
- What if this person went to work for our competition?

We’re looking for people stronger than ourselves.


Q: If all this stuff has worked well for us, why doesn’t every company work this way?
A: Well, it’s really hard. Mainly because, from day one, it requires a commitment to hiring in a way that’s very different from the way most companies hire. It also requires the discipline to make the design of the company more important than any one short-term business goal. And it requires a great deal of freedom from outside pressure—being self-funded was key. And having a founder who was confident enough to build this kind of place is rare, indeed.


https://www.valvesoftware.com/en/publications
"same day shipping" или "what if we did it today" under 45 minutes = fun при грамотном управлении, high burnout при чрезмерном применении (не в пятницу вечером и не ночью) - "make it fun, make it clear"

Gumloop Handbook
https://www.gumloop.com/blog/handbook
https://youtu.be/Qw9P1zvCupE?si=XjeGtgPeDadlTKmj&t=578
в окончании поста Christie Kaplan о дизайне

*Disclaimer*
Post 100% written by human / No AI
Photo Cred: Visual Electric


думаю это может быть хорошим этическим принципом - упоминать что, как и кем было сделано, точно так же, как в титрах после фильма указываются люди / технологии кто сделал этот фильм
FOCUS ON EXCELLENCE
“Everyone here is really good at what they do. For me personally, I only want to work at places that are going to push me and my craft, and not just in animation, but also the craft of making a really good game.”
MIKE YOSH, ANIMATION DIRECTOR


DIGITAL-FIRST STUDIO
“So much of our work is thinking through tough problems. Our digital first approach gives us the freedom to create our ideal environment to focus and become more effective at problem-solving.”
JON PAQUETTE, SENIOR NARRATIVE DIRECTOR


COLLABORATION
“The reality is a game is made up of a thousand tiny moments and a thousand little ideas and we want everyone to be able to contribute.”
AL HASTINGS, HEAD OF ARCHITECTURE


ANYONE CAN MAKE AN IMPACT
“At Insomniac there’s just a general culture that everyone’s opinion is valued…you can speak up and your opinion matters.”
BEN VAN DYKEN, ADVANCED SENIOR ANIMATOR


CREATIVE OWNERSHIP
“In Sunset Overdrive, our lead animator was working on character death respawns and he thought what if we did them in a cool Insomniac way that really fit the tone of the game? We ended up making a lot of them and it kinda made you want to die in the game just to see the next respawn. I think THAT kind of thing is what makes Insomniac, Insomniac.”
BRIAN HASTINGS, HEAD OF CREATIVE STRATEGY


OPEN-DOOR POLICY
“Ted and I both have said people can come talk to us anytime about anything. Maybe that doesn’t exist at other studios, maybe part of that is because when you’re that big you can’t just walk into a leader’s office. But that’s what’s cool about being here. People at every level at Insomniac are invested in the projects we’re making.”
JOHN FIORITO, HEAD OF OPERATIONS


TO CREATE GAMES THAT HAVE A POSITIVE AND LASTING INFLUENCE ON PEOPLE’S LIVES.

TO INSPIRE PLAYERS WITH STORIES OF UNDERDOGS AND CREATE UNFORGETTABLE WORLDS

TO SET THE INDUSTRY BAR WITH OUR CRAFTSMANSHIP AND BE LEADERS IN GAME DEVELOPMENT

TO CHALLENGE AND INSPIRE EACH OTHER WITHIN OUR COLLABORATIVE CULTURE AND HELP THE LESS FORTUNATE

TO CALIBRATE OUR WORK FOR BROAD APPEAL AND COMMERCIAL SUCCESS


https://insomniac.games