This post explores a model that for orchestrating (and thus getting our mental hands around) the near constantly changing relationships between people, the goals they have (Ends), and the Means by which they try to achieve those goals.
Development should be a lot more like design and design should be a lot more like development. At least when it comes to making things that people use, it's time to look at a unified process.
Now, most people see pessimism in a universally negative way. But I don't. There is, to my mind, good and bad pessimism. Or at least good and bad aspects of a basic inclination toward pessimism.
Some experiences, like some jobs I suppose, can produce a state of learned helplessness. I mean, most often people will flee the kinds of experiences that make one feel helpless. But not always.
Most people probably think of coaching as a kind of leadership, teaching (skill development), and mentoring activity. And it is to an extent. But really, at the core, it's a design exercise.
It seems that we can arrive at impressive innovations that change the world by actually exploring and embracing the elements that bound us.
The small thoughts often make a big difference. I have had this thought for some time that UX is a little too user-centric. There is a more expansive way to do UX, which points us towards a model and system that can help us orchestrate our design activities in a better way.
This headline relates to a story in Thinking, Fast and Slow by Daniel Kahneman. It is a funny anecdote that illustrates some cognitive processes that govern the way we form impressions and underscores how important it is to consistently produce high quality experiences.