Book Brew 173: "Can You?" — The Game That Will Change How You Use AI
There is a game Paul Sheldon talks about in Misery that I find fascinating and think it is something we could use with AI.
There is a game Paul Sheldon talks about in Misery that I find fascinating and think it is something we could use with AI.
People don’t always need more words.
Sometimes they just need a nap.
Difficult conversations feel hard because we walk in unprepared or overprepared in our heads, yet still end up saying the wrong thing.
Carol Ann Lloyd wrote something along the lines of "Conversational styles are like different types of jackets — choose the one that suits the situation."
There is a cognitive bias called the Curse of Knowledge.
Your brain has gremlins. And no, not the cute Gizmo kind. The after-midnight, coffee-fueled chaos gremlins kind.
If you feel overwhelmed by all the AI tools out there, congratulations…you’re paying attention. It’s like walking into a 1990s Blockbuster. So many choices, so little time before someone charges you late fees for Twister and Jurassic Park.
Synthetic purpose is an idea that Justin Welsh wrote about a few weeks back and I haven't been able to stop thinking about.
A few years ago, Damien and I joined a business community (no, I won't be naming names here).
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