Skip to content

Instantly share code, notes, and snippets.

View wataruoguchi's full-sized avatar
🦥
Curiosity Driven

Wataru Oguchi wataruoguchi

🦥
Curiosity Driven
View GitHub Profile
#!/bin/bash
# Save your first 30 mins of the meetup with this:
# (If you're using Mac, downloading Homebrew is highly recommended)
# Make sure you have pip installed
sudo pip install --upgrade pip virtualenv
&& sudo pip install keras jupyter
&& sudo easy_install pip
&& mkdir tensorflow
&& virtualenv --system-site-packages tensorflow
&& mv tensorflow
@wataruoguchi
wataruoguchi / THE_PSYCHOPATHOLOGY_OF_EVERYDAY_THINGS.md
Created May 26, 2017 15:49
THE DESIGN OF EVERYDAY THINGS - Chap 1: THE PSYCHOPATHOLOGY OF EVERYDAY THINGS

THE DESIGN OF EVERYDAY THINGS

Chap 1: THE PSYCHOPATHOLOGY OF EVERYDAY THINGS

I don't think (products) should look like Hollywood’s idea of a spaceship control room

It reminds me of IoT 2017 - Stove, or dishwasher with the internet - they tend to be hacked beause they're online

What each designer empasize:

@wataruoguchi
wataruoguchi / TheHabitZone.md
Last active September 20, 2017 06:51
HOOKED How to Build Habit-Forming Products - NIR EYAL - 1. The Habit Zone

HOOKED How to Build Habit-Forming Products - NIR EYAL

1. The Habit Zone

  • Habits are one of the ways the brain leans complex behaviours
  • Habits form when the brain takes a shortcut and stops actively deliberating over what to do next
  • The brain automatically choose the action - routine

Increasing Customer Lifetime Value

@wataruoguchi
wataruoguchi / THE_PSYCHOLOGY_OF_EVERYDAY_ACTIONS.md
Created June 13, 2017 03:16
THE DESIGN OF EVERYDAY THINGS - Chap 2: THE PSYCHOLOGY OF EVERYDAY ACTIONS

THE DESIGN OF EVERYDAY THINGS

Chap 2: THE PSYCHOLOGY OF EVERYDAY ACTIONS

How People Do Things: The Gulfs of Execution and Evaluation

  • Gulf of Execution
    • Where people try to figure out how it operates
    • How do I work this? What can I do?
@wataruoguchi
wataruoguchi / KNOWLEDGE_IN_THE_HEAD_AND_IN_THE_WORLD.md
Created June 13, 2017 04:07
THE DESIGN OF EVERYDAY THINGS - Chap 3: KNOWLEDGE IN THE HEAD AND IN THE WORLD

THE DESIGN OF EVERYDAY THINGS

Chap 3: KNOWLEDGE IN THE HEAD AND IN THE WORLD

Precise Behavior from Imprecise Knowledge

Reasons why precise behaviour can emerge from imprecise knowledge

  1. Knowledge is both in the head and in the world
  2. Great precision is not required
@wataruoguchi
wataruoguchi / Trigger.md
Created June 13, 2017 05:10
HOOKED How to Build Habit-Forming Products - NIR EYAL - 2. Trigger

HOOKED How to Build Habit-Forming Products - NIR EYAL

2. Trigger

External Triggers

  1. Paid Triggers
  • Ads, SEO
  1. Earned Triggers
  • Press mentions, viral videos, featured by app store
@wataruoguchi
wataruoguchi / Action.md
Last active August 30, 2019 17:00
HOOKED How to Build Habit-Forming Products - NIR EYAL - 3. Action

HOOKED How to Build Habit-Forming Products - NIR EYAL

3. Action

Action Versus Inaction

Fogg posits that there are three ingredients required to initiate any and all behaviours (1) the user must have sufficient motivation (2) the user must have the ability to complete the desired action (3) a trigger must be present to activate the behaviour

@wataruoguchi
wataruoguchi / KNOWING_WHAT_TO_DO.md
Created July 20, 2017 05:23
THE DESIGN OF EVERYDAY THINGS - Chap 4: KNOWING WHAT TO DO: CONSTRAINTS, DISCOVERABILITY, AND FEEDBACK

THE DESIGN OF EVERYDAY THINGS

Chap 4: KNOWING WHAT TO DO: CONSTRAINTS, DISCOVERABILITY, AND FEEDBACK

Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical

Constraints Examples
Physical USB-A vs USB-C (USB-A has constraints unlike USB-C)
Cultural Chopsticks (In some culture, people have hard time using it)
@wataruoguchi
wataruoguchi / HUMAN_ERROR_NO_BAD_DESIGN.md
Created August 25, 2017 05:06
THE DESIGN OF EVERYDAY THINGS - Chap 5: HUMAN ERROR? NO, BAD DESIGN

THE DESIGN OF EVERYDAY THINGS

Chap 5: Human Error? No, Bad Design

Most accidents are caused by human error: 75-90%

How? They are not. It's a design problem. They must be another underlying factor.

When an accident is thought to be caused by people, we blame them and then continue to do things just as we have always done.

@wataruoguchi
wataruoguchi / DESIGN_THINKING.md
Created September 8, 2017 05:53
THE DESIGN OF EVERYDAY THINGS - Chap 6: DESIGN THINKING

THE DESIGN OF EVERYDAY THINGS

Chap 6: Design Thinking

Rule: Never solve the problem I am asked to solve

The problem I am asked to solve is not the real, fundamental, root problem

  • "How do you know you solved the correct problem?"
  • "Where do you think the problems come from?"