~/talk

Why does it always go worse than planned?

slides:none on file

A classroom dice-based game models a linear handoff process with a Google Sheet and ten sequential rounds; each person rolls 1–6 and passes inventory, teams bet on highest yield. Theory predicts 3.5 per roll or expected 35 vs observed 12–21 items, revealing a non-ergodic asymmetry: upstream shortfalls damage downstream but excess output isn’t reusable. Proposal: smaller teams and timeboxes, add buffers, pay down technical debt, and redesign contracts to increase skin in the game and reduce ruin risk.

AI-written summary · about

  1. 0:00Workshop introduction
  2. 1:06Workshop format
  3. 4:40Game rules
  4. 15:46Debriefing results
  5. 21:14Ergodicity theory
  6. 23:51Non-ergodicity failures
  7. 27:45Risk exposure
  8. 28:50Defining ergodicity
  9. 29:52Software development ergodicity
  10. 31:02Ergodicity discussion
  11. 37:30Improving ergodicity
  12. 43:58Collaboration trade-offs
  13. 49:40Risk aversion biases
  14. 53:55Time management
  15. 57:31Anti-fragility principles
  16. 1:00:06Ludic fallacy
  17. 1:01:32Project contracts
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