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A ride in an autonomous vehicle should be far less expensive than a ride in a manually driven Uber vehicle.

If the end goal for both is a fleet of autonomous vehicles and a strong app to facilitate the use of that fleet by the public, I would much rather be in Tesla's position. Having a fleet and needing to create an app sounds a lot more promising than having an app but no fleet. Tesla will be able to get an app up and running far sooner than Uber will be able to get a fleet.


The revenue thing is addressing a conflict in LinkedIn's approach. The value in the platform is the users but their monetization of that platform tends to drive off users (due to being spammy). So they are saying they need to find a monetization system that encourages user growth rather than detracts from it.

You may not agree with that, but that's their logic. It's not quite as tautological as you make it seem.


I understand what the article was saying and I don't disagree. In fact, I'm saying it's obvious. Your explanation effectively repeated it, using equally vague terms.

And that was my point. The author says that LinkedIn needs to find a completely different revenue model in midstream that works for them and that its users love. Do you think there's really a revelation in there? Do you think that's never occurred to LinkedIn (or anyone who's paying attention)?

Making vague and obvious statements as a commentator is also easy. For the article to have value, it should have offered some concrete examples of how these problems could be solved.


I can see where you're coming from but I think you're oversimplifying it. Spending money and showing up ARE ways that you CAN get good at things. They might not be the only ways or even the most important ways but they are definitely ways.

No matter how skilled you are you can only get so far in life without spending any money. You'll definitely lag behind less skilled people that are willing or able to spend money. I don't like in app purchases myself either but even I can recognize when a timely purchase can have a big payoff. Sure, some games make to too easy to pay to win, but that's a balance each company has to discover.

Likewise, sometimes a big part of success IS just showing up. Much of luck is putting yourself in a position to take advantage of situations when they arise. Even in MMO type of games - I've seen plenty of people go from terrible to pretty good just by showing up enough and learning how to play.

Of course, by themselves, neither of these are good indicators of success and perhaps they are overvalued in some games, but they are definitely applicable to real life.


I'd kind of like to see an actual post before I sign up. Your first post is short and just telling me what to expect - why not just give me a real post so I can see what I'd be getting? Right now you're asking me to sign up without really giving me any idea of what I might be getting in return.


First thanks for the comment, now to answer your feedback, the reason I haven't provided the first post yet is because I am still working on it! I expect to have the first post finished by (hopefully) this weekend, and then I will post it on next Monday. I will update the landing page with the blog posts as I post them also so future visitors can see some of the content/all of the content before deciding to sign up. I hope this provides an understandable excuse!


Suggestion: write two or three posts, publish them at your regular interval and then re-launch.


I will certainly re-post with an update as soon as I have more content, thanks for the feedback!


When I worked as a dev I hated having people walking around behind me. I worked at a place where my desk was near a relatively high traffic area so there was a constant stream of people walking past.

I find it hard to really concentrate on something with random people walking around or hanging out behind me. It has nothing to do with them looking at my screen even - just knowing someone is standing around behind me can be a little unnerving. I'd much prefer having them in front of me than behind me.

It almost feels like a primal survival instinct. When you're concentrating on work you're more vulnerable because you're less aware of your surroundings. It's not like I'm really expecting to be attacked from behind or anything but something deep in my brain is sending up an alarm.


Every customer of mine pays through a bank transfer.

Some pay monthly, some pay the full contract upfront. We offer a discount for those that pay upfront so it's the customer's choice.

Most of our customers pay within 15-30 days. Our invoice says Net15 but some customers insist on different terms. It's just another negotiation point for us. Often the company policy is something like Net60 and the people we are talking to can't change that.

Whatever the terms end up being, some customers are really good about sticking to them, and some aren't. Sometimes a customer doesn't pay for 2-3 months and then we get a deposit for all those payments lumped up at once.

In almost all cases, the people making the payments have no relation to the people who bought your product. They most likely don't even know them or even work in the same state (or country). The bigger the company the more likely this is.

Once you've worked with a particular customer for a while you at least have a good idea of how they pay.


I just hate sites that won't accept spaces and restrict how long a password can be (usually to something relatively short like 8 or 12 characters). Also, many require you to use mixed case and/or numbers or "special" characters. I usually just use complete sentences.


I definitely think gamification is in a hype stage right now. Some people seem to think it fix anything and others are happy to take their money. Gamification is young and no one has a good grasp of what it actually is or how it can best be applied.

I like the idea that it can act as a better source of feedback. I think the Stack Exchange sites do a good of this. It obviously works - HN itself moved to make karma less noticeable because it was altering behaviors so much. The key will be to figure out how to best harness it apply it to a worthwhile end. We're working to use gamification to help people learn new systems faster, understand what is expected of them, and drive business goals. It's working pretty well towards those goals so far.


I think the game layer is real - I like Shell's statement - 'how can it not happen?'

see - http://g4tv.com/videos/44277/dice-2010-design-outside-the-bo...


Talking and sharing things with friends wasn't new before "social". Gamification is about better feedback for the end user in real time.

Yes, people have been doing it for a long time but they've been using low-tech means. I've seen a lot of "leaderboards" on white boards, Word docs, and emails. They get updated every few days. The data exists to make these measurements much more complex and yet present the results in a simplified, easy to consume fashion. Gamification is taking these existing practices and moving them into the modern age.

Managers get a lot of this data already, it's just often not exposed to the end user, and it might be confusing if done so in the same manner. Gamification allows us to present meaningful metrics to the end user to help them understand how they are meeting expectations. People may resent that information but not displaying it doesn't mean it doesn't exist. Instead of getting feedback in an annual review now they can get it anytime they want.


Yes, they mentioned that was the best centralized place to do it from.


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