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Don't teach people how to reach the top of a hill

ProfileEnder Ting

acoustic guitar and soft drums

April 18, 2024 at 4:18 PM

v3

When is it faster to learn on your own? When knowledge is tacit, and it can only be shown When there's another way to get the truth And the best way to find it is through experience. With some things, it can be harder to teach Because there's no rule or system to adhere Just experience and intuition together That's how some kinds of knowledge appear. Was I actually unconscious of all the little things? Or could I only recognize my pattern when confronted By someone who hasn't learned the same lesson yet? It's a mystery, but a fascinating one to get lost in. I told friend how to chop the binding off a book But he couldn't do it the way I told him And I didn't understand right away It seemed so simple to me, to cut it in that way I saw the anxious way his body moved And his mind stuck in some kind of rut His self-esteem affected his work By making him unable to grasp what was in front of him But I didn't have my own pride on the line And that allowed me to experiment more In order to find the best methods Without the pressure of self-expectation But I didn't have my own pride on the line And that allowed me to experiment more In order to find the best methods Without the pressure of self-expectation That's why I discovered it earlier When he couldn't even make a start Learning is about failing and trying again Which is why my method worked here better. Think about complex software and how it works It has concepts that need reading and comprehension Like layers and selections in Photoshop Which you'd never discover through experimentation This makes you realize that good game design Should allow for experimentation And the ability to fail And the opportunity to try new things When the interface is friendly and intuitive It doesn't have to be explained It just needs to be understood through interaction The user should figure out how it works just by trying! This makes you realize that good game design Should allow for experimentation And the ability to fail And the opportunity to try new things When the interface is friendly and intuitive It doesn't have to be explained It just needs to be understood through interaction The user should figure out how it works just by trying!

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