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Thing we have learned:

— For each insight from the class, on average 75% people get it right, 25% get it wrong.

— The questions you get wrong are the most valuable. You don’t need a class, if your intuition can replace it.

— People hate making mistakes. It’s a big UX challenge to make mistakes natural and non-hurting.

— It’s fun to invite few specific people to compare scores. Hope, more educational apps will support competitive learning.

Uh, I got some of these "wrong" that aren't wrong. As in, in the past I did the advice given in "wrong" answer, in the context of building a startup, and it was wildly successful.

The problem with making startup advice into a right/wrong game is that some of it is actually really important, like building a product that people want, and some of it is much more debatable. This just conflates the two together and is at best misleading.

Totally agree. We are looking for a better UX that does not use right/wrong model. Maybe more like "what's YC recommendation on X".