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Another result is that the state of the art in programming advances much, much faster than we expect it to. No person working in isolation could possibly generate the advances we’ve seen in programming practice in our lifetimes. The whole memesphere is running forward full speed, and it is merely taking us along for the ride.
Code | Meme Hacking

Posted on February 24 2011

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A meme is the smallest atomic unit of information that is stored in the mind that can be socially transmitted and reproduced (Heylighen 1998, Moritz 1990). This includes, but is not limited to thoughts, behaviors, emotions, ideas, and beliefs. Since memes are replicators that may or may not successfully replicate, an evolutionary model may be applied. Memes that successfully replicate more will displaces memes that don’t. Memes can also mutate, which allows new memes to be created. A model must be used to understand and study meme mutation and replication. The included model is based most heavily on Heylighen’s model of meme selection (1998) and Blackmore’s work on memes (1999)
Meme Generator

Posted on February 24 2011

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Hallo Sebastian Schürmann,

Vielen Dank für Ihre Sessionvorschläge.

Nach sorgfältiger Prüfung wurden Ihre Sessionvorschläge wie folgt bewertet und in das Programm der Konferenz aufgenommen:

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Session: Node.js and express.js
Status: genehmigt
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Session: XP practices
Status: genehmigt
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Session: XP priciples workshop
Status: nicht genehmigt
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Für Fragen stehe ich Ihnen gerne zur Verfügung.

Freundliche Grüße
…..

I will be going to PHP Conference in Berlin ;)

Posted on February 23 2011

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The usage of the notion “emergence” may generally be subdivided into two perspectives, that of “weak emergence” and “strong emergence”. Weak emergence describes new properties arising in systems as a result of the interactions at an elemental level. Emergence, in this case, is merely part of the language, or model that is needed to describe a system’s behaviour. But if, on the other hand, systems can have qualities not directly traceable to the system’s components, but rather to how those components interact, and one is willing to accept that a system supervenes on its components, then it is difficult to account for an emergent property’s cause. These new qualities are irreducible to the system’s constituent parts (Laughlin 2005). The whole is greater than the sum of its parts. This view of emergence is called strong emergence. Some fields in which strong emergence is more widely used include etiology, epistemology and ontology.
Emergence - Wikipedia, the free encyclopedia

Posted on February 21 2011

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Emergent (software), Neural Simulation Software
Emergent (album), a 2003 album by Gordian Knot
emergent plant, a plant which grows in water but which pierces the surface so that it is partially in air
emergent evolution, an unpredictable rearrangement of the already existing entities
emergent viruses, the adaptation of a virus to emerge as a new pathogenic strain with a new attribute in a new field not normally associated with that specific virus
emergent coastline, a stretch of coast that has been exposed by the sea due to a relative fall in sea levels
emergent algorithm, a self-stabilizing predictable algorithm
emergent curriculum, curriculum planning based on the EMERGENT student’s interests and passions as well as the teacher’s
emergent gameplay, the creative use of a game in ways unexpected by the game designer’s original intent
emergent strategy, strategies which originate in the interaction of an organization with its environment
emergent democracy
emergent organization
emergent materialism, a theory which asserts that the mind is an irreducible existent in some sense
Emergent BioSolutions, a multinational biopharmaceutical company headquartered in Gaithersburg, Maryland, USA
Emergent Design, a neologism describing a theoretical framework for the implementation of systemic change in education and learning environments
Emerging church, 21st-century ecumenical Christian movement
Other uses include: induced gravity, sometimes referred to as emergent gravity
“Emergent” may also refer to emergence, or its belief system emergentism.
Emergent - Wikipedia, the free encyclopedia

Posted on February 21 2011

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You can’t buy an idea. Instead, people buy things like books, talks, classes, and consulting services. By and large, those buyers don’t measure any actual benefit. When wondering whether they got their money’s worth, they go by feeling and appearance. For early adopters, that can be enough. As people who seek sincerely and vigorously to solve a problem or gain an advantage, they are strongly motivated to find ideas of true value and to make them work. But for the later adopters, their motivation for change isn’t strong. For many, it’s merely to go along with everybody else, or to appear as if they are. Because those later adopters are numerically greater, they’ll be the majority of the market. And unlike early adopters, who tend to be relatively self-sufficient, they will consume more services, making them an even bigger influence. They’ll also tend to be the least sophisticated consumers, the least able to tell the difference between the product they want and the product they need. Putting that together, it suggests that when people want an idea, the most money can be made by selling products that mainly serve to make later adopters look or feel like they’re getting somewhere. Any actual work or discomfort beyond that necessary to improve appearances would be a negative. Bad products and bad ideas could drive out the good ones, resulting in a pure fad. The common perception of the idea would come to be defined by the majority’s behavior and results, burying the original notion. That’s the second chasm: an idea that provides strong benefits to early adopters gets watered down to near-uselessness by mainstream consumers and too-accommodating vendors.
Agile Focus » Blog Archive » Agile’s Second Chasm (and how we fell in)

Posted on February 21 2011

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Usabilitiy Engineering und Scrum, passt das zusammen? In diesem Vortrag möchten wir den Teilnehmer verschiedene Usability-Methoden vorstellen, die einfach in Scrum-Projekten eingesetzt werden können. Dabei wird neben den evidenten Vorteilen auch auf potentielle Gefahren eingegangen. Idealerweise entsteht damit am Ende Software, die die Benutzer mögen!
andrena objects ag - Usability-Engineering mit Scrum

Posted on February 21 2011

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The creation of games is particularly well-suited to provide a model of research through design. In this book’s introduction, Brenda Laurel makes a distinction between the notion of designing “for needs” and designing “for delight.” {see Laurel , Introduction}While all forms of design partake of both of these categories in some measure, game design is particularly skewed toward the creation of delightful experience, rather then the fulfillment of utilitarian needs. Although it is true that we can create and play games for a particular function (for exercise, to meet people, to learn about a topic), by and large, games are played for the intrinsic pleasures they provide.
Play as Research: The Iterative Design Process

Posted on February 21 2011

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Results for #p4a11
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Posted on February 21 2011

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Procrastination (by ism studios)

Posted on February 21 2011