52 Mental models or concepts to help understand the world.

Mental models were popularized by Charlie Munger(Warren Buffett's sidekick). He said that you have to have models in your head and use them constantly in your decision making proces. By combining the most important concepts from each branch(eg Compounding from math and Evolution from biology), you will have a superior thinking proces over those narrowed to their own niche speciality. In advocating this generalist over specialist approach, I have assembled 52 (super) models in a memory friendly manner by relating them to a specific person. To help remember the deck of cards, each suit has its own personality type in reference to Bartle's player types(rich/achiever, loving/social, information/explorers, serious/killer).

Likewise the facevalue of cards are in reference to Ben Franklin's 13 virtues, in which he practised each for 4 weeks until year end.

Diamonds (rich/achiever)

Hearts (loving/social)

Spades (information/explorer)

Clubs (serious/killer)

Temperance (Optimizers)

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Deep work:

  • Managers schedule vs makers schedule
  • Mythical man month
  • Golden goose
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Ockham’s & Hanlon's razor:

  • Simplify
  • "When you hear hoofbeets, think horses."
  • Never attribute to malice that which is more easily explained by stupidity.
  • Fundamental attribution error: think someone IS mean rather than thinking she had a bad day.
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Wheaton eco scale:

  • Contrast
  • Goldilocks temperature
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Complex adaptive systems:

  • Differentation + integration
  • Adaptive & resilient
  • Emergence

Silence (Thinkers)

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Thinking fast & slow:

  • Default mode thinking
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Understanding vs information:

  • Seing the front
  • Roughly right, precisely wrong
  • Cargo cult: when people dont really understand what they're doing, they are cargo cultists.
  • First in first out vs last in first out
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Game theory:

  • Repeated game
  • Simultaneous game
  • Tragedy of the commons / prisoner's dilemma
  • Tit for tat
  • Zero, positive, negative sum
  • Sequence?
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Indirection:

  • Second order thinking
  • Nextbest
  • Road less travelled

Order (Fighters)

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Break points / Critical Mass:

  • Liquid, gas, solid, plasma.
  • Cascading, butterfly effect.
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Parkinson's Law

  • The job expands to the allotted time.
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Slowness

  • Slow is smooth, smooth is Fast
  • Anything worth doing is worth doing slowly.
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Laws of Motion

  • velocity = speed + vector (direction).
  • momentum = mass x velocity, whereas inertia is a function of mass.
  1. an object either remains at rest or continues to move at a constant velocity, unless acted upon by a force.
  2. Object's mass determines the effect of a push
  3. When one body exerts a force on a second body, the second body simultaneously exerts a force equal in magnitude and opposite in direction on the first body.

Resolution (Generals)

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Probability x Payoff:

  • Babe ruth, frequency vs magnitude.
  • Expected value: odds of gain x amount of gain, odds of loss x amount of loss.
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Minimax & Maximin:

  • Offense vs defense. Strength & weakness.
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Marginal Utility:

  • Dimishing returns
  • Too much of a good thing (balance)
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Reciprocation tendency:

  • Revenge / Return the favour. (fairness & guilt)
  • Mutually Assured Destruction
  • Samson complex
  • The only winning move is not to play: tic tac toe
  • Arms race

Frugality (Artists)

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Statue of Liberty and Statue of Responsibility:

  • Freedom vs equality: diversity, the necessary materiel of selection and evolution. Only the man who is below the average in economic ability desires equality; those who are consciuos of superior ability desire freedom.
  • Corporations(right) vs Government(left): the fear of capitalism has compelled socialism to widen freedom, and the fear of socialism has compelled capitalism to increase equality.
  • There's only one kind of people - the kind that likes to divide up into gangs. The same people work for both, switching to whomever pays the most.
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Loose & tight coupling

  • Weakest link in chain
  • Lieblig's law of the minimum
  • Flexibility
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Leverage points

  • Leverage points: Leverage refers to the power one side has over another.
  • Archimedes "Give me a place to stand and I shall move the Earth".
  • Feedback loops - positive, negative, delay.(MAYBE SEPARATE CARD)
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T-shapes:

  • Generalists vs specialists. Breadth vs depth

Industry (Technologists)

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Growth lifecycle:

  • Utterback's Product / Proces model through Fluid, Transitional and Dominant stage.
  • Von Hippel's tech adoption life cycle, S curve innovators(2.5%) - early adopters(13.5%) - early majority(34%) - late majority(34%) - laggards(16%) (excess demand / insufficient demand.)
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Falsification & Confirmation bias:

  • Filter bubble : they filter out links they think you're unlikely to click on
  • Echo chambers: same ideas bounce around
  • Commitment & Consistency Bias: i'm all in.
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Equilibrium:

  • 2nd law of thermodynamics (entropy increases(disorder)) The second law serves as a reminder that orderliness needs to be maintained.
  • Supply & Demand.
  • Homeostatis: when you get too cold, you shiver to warm up; when its too hot, you sweat to cool off.
  • Regression to the mean
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Inversion:

  • c = a + b
  • Discounted cash flow
  • Bird in hand

Sincerity (Football Players )

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Opportunity Cost: forgo alternative

  • Comparative Advantage: trade specializing
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Space:

  • Limit and expand space
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Dunning-kruger effect: (sugar high - immediate drop - low point - plateau - inflection point - fluency)

  • the phenomenon where low ability people think they are high ability(because of the initial fast sugar high). The opposite of the impostor syndrome.
  • Impostor syndrome: focus on their failures or fear of failure lead to high stress and anxiety.
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Friction / War of Art / Procastatination / Fear / Way of least resistance

  • Easy vs hard, worst first, willpower
  • Bike shed (most trivial part is what the debate is about)

Justice (Football Managers)

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Survivorship bias: unhappy employees have chosen to leave the company, but you cannot capture their opinions when you survey only current employees

  • Winner takes all: History written by the victor, and most fail.
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Behaviorism:

  • Pavlov's dogs (ad reflex, price = quality)
  • Skinner box (reward/punish addiction)
  • Game design reward system
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Network effect:

  • Metcalfe's law: grows proportionally to the square of the number of phones. 2 phones = 1 connection; 5 phones = 10 connection; 12 phones = 66 connections.
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Antifragile: some things benefit from shocks; they thrive and grow when exposed to volatility, randomness, disorder, and stressors and love adventure, risk and uncertainty.

  • Antifragility is beyond resilience or robustness. The resilient resists shocks and stays the same; the antifragile gets better. (thrive on chaos, stress immune system, working out)
  • Feast & famine, use it or lose it.

Moderation (Investors)

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Compounding:

  • Exponential growth
  • Surfing the wave.
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Margin of safety:

  • Redundancy.
  • 10 Permaculture principles:
  1. Observe
  2. Connect(web)
  3. Catch and store energy and materials
  4. Each element performs multiple functions
  5. Each function is supported by multiple elements (redundancy)
  6. Leverage points (least change for greatest effect)
  7. Grow by chunking (start at the doorstep)
  8. Optimize edge(adjacent possible)
  9. Collaborate with succession(maturity)
  10. Use renewable resources
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Maslow's hammer:

  • Product / market fit: first to market seldom matters, first to product/market fit is almost always the long term winner.
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Myopic loss aversion: frequency

  • Deprival super reaction, near miss.
  • Sunk cost fallacy: am i throwing good money after bad?
  • Twice the reaction of loosing vs winning

Cleanliness (Scientists)

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Noise: Source - Transmitter - Channel - Receiver - Destination (use correction device)

  • Garbage in, garbage out
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Relativity:

  • General (space time)
  • Special (matter <=> energy)
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Four Forces:

  • Elektromagnetism
  • Weak(half life) & Strong(matter)
  • Gravity
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Natural selection/evolution: the species that survives is the one that is able best to adapt and adjust to the changing environment in which it finds itself.

  • Competition & Cooperation.
  • Creative destruction, Paradigm shift.

Tranquility (Comedians)

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Carbon Creativity: imagine, create, play, share, reflect.

  • Master toolkit: 20 combination blocks (10^19) more than seconds since big bang.
  • 1) Adjacent possible - 2) Liquid networks - 3) Slow hunch - 4) Serendipity - 5) Error - 6) Exaptation - 7) Platforms - 8) Constraints
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Hindsight: look back twice as long as you want to predict.

  • 5 whys, you can ask any number of whys to get to the root cause.
  • Postmortem: examination of dead body to determine cause of death
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Perception(the mind filters everything into a template, which means we dont have all the data(dimensions) of the world) / lens / belief / paradigm / empathy / point of view:

  • Quantum thought (2 thoughts at a time) / Shrodinger's cat / Law defendant & accuser
  • Thinking gray: is the ability to hold two opposing thoughts at the same time while still retaining the ability to function.
  • 3 oldest Black & White arguments: fight/flight, us/them, right/wrong
  • Chaos theory: Heisenberg's uncertainty principle
  • Entanglement
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Social proof:

  • Mimicking the herd
  • Wisdom of the crowd

Chastity (Famous women)

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Envy:

  • Status anxiety. Keeping up with the Jones's. Fear of missing out.
  • Fairness, jealousy.
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80 / 20 pareto: the one thing

  • Focus: Arjuna - "I can only see the eye of the bird"
  • Two front wars, multitasking: if you chase two rabbits, you'll lose them both. You can do anything, but not everything.
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Buridan's ass: paralysis by analysis

  • Hick's law: a greater number of choices increased the decision time logarithmically. (User experience design)
  • Tyranny of small decisions: death of a thousand cuts
  • Paradox of choice, decision fatigue: Obama wear only blue or gray suits. I dont want to make decisions about what im eating or wearing.
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Fog of War / WYSIATI:

  • Incomplete information / Complete information
  • Imperfect information / perfect information.
  • Asymmetric information

Humility (Actors)

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Incentive caused bias:

  • Whose bread I eat, his song I sing. (Fed ex, Serpico)
  • Intrinsic vs Extrinsic motivation (personal goal vs money bonus fx)
  • Moral hazard: you take on more risk, once you have information that encourages you to believe you are more protected.
  • Goodhart's law: when a measure becomes a target, it ceases to be a good measure. (perverse incentives)
  • Cobra, hydra effect
  • Shirky principle: institutions will try to preserve the problem to which they are the solution.
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Trust:

  • Like / dislike, trust / denial, authority
  • Gresham's law: Bad behaviour drives out the good. Fraudulent system.
  • Potemkin village: something specifically built to convince people that a situation is better than it actually is. (killing homeless people before world cup)
  • Dunbar's number: maximum group size a stable group can be maintained. Team structure changes when reaching about 10-15 people, and 30, and 50.
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Scale:

  • Rare tigers. Law of large and small numbers. Bell curve / pyramid.
  • Pascal's wager / Black swans
  • What type of customer are you hunting? ( Whale, Dinosaur, elephant, elk, wolf, mouse, bee, germ)
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Scarcity:

  • Lock in, switching costs & barriers to entry
  • Free rider problem, public good
  • Externalities/spillover effect
  • Cost benefit analysis
  • War of attrition: leaving vulnerable the side that starts to run out of resources first.