[HN Gopher] Virtual communication curbs creative idea generation
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       Virtual communication curbs creative idea generation
        
       Author : hammock
       Score  : 97 points
       Date   : 2022-10-13 14:26 UTC (8 hours ago)
        
 (HTM) web link (www.nature.com)
 (TXT) w3m dump (www.nature.com)
        
       | ThalesX wrote:
       | > Our data suggest that this physical difference in shared space
       | compels virtual communicators to narrow their visual field by
       | concentrating on the screen and filtering out peripheral visual
       | stimuli that are not visible or relevant to their partner.
       | 
       | Yeah... how about creative idea generation gets written down
       | somehow and expanded? I've yet to find in my life, a _worthwhile_
       | creative idea, that can 't be written down for dissemination and
       | expansion. What I have found is snake oil peddlers that like to
       | hear themselves speak and throw around 'creative' ideas that get
       | lost in a sea of dialogue.
       | 
       | > Here we show that virtual interaction uniquely hinders idea
       | generation--we find that videoconferencing groups generate fewer
       | creative ideas than in-person groups due to narrowed visual
       | focus, but we find no evidence that videoconferencing groups are
       | less effective when it comes to idea selection.
       | 
       | I don't disagree with the results of this paper, but I disagree
       | with the premise that creative idea generation is something that
       | should get done in a physical huddle.
        
         | idiotsecant wrote:
         | In my experience the best ideas come about when a group of
         | competent people each go off on their own and think deeply
         | about a problem, then talk to each other afterwards about what
         | ideas they have. Often good ideas, particularly to complex
         | problems, come about as fusion of a couple good idea-lets.
        
           | the_snooze wrote:
           | >Often good ideas, particularly to complex problems, come
           | about as fusion of a couple good idea-lets.
           | 
           | This has been the case in my experience as a researcher. My
           | collaborators and I tend to have various seeds of ideas that
           | aren't much more than just "it could be interesting to look
           | at X." But when we sit down at a bar to shoot the shit around
           | some drinks, that's when those ideas combine into something
           | really promising, and we feed off each other's excitement.
           | Hard to have that in a virtual setting.
        
         | [deleted]
        
       | incrudible wrote:
       | Let's skip straight to the actual data:
       | 
       | https://www.nature.com/articles/s41586-022-04643-y/tables/2
       | 
       | The way I see it, even if this data isn't just noise, the
       | difference is negligible. Moreover, generating slightly more
       | ideas isn't necessarily valuable. Most ideas are worthless
       | distractions. Curiously, some of the data suggests that _the
       | virtual team_ picked the better ideas, but again, the difference
       | is negligible.
        
         | Mathnerd314 wrote:
         | It seems they have sufficient data points that the difference
         | in the means is significant even with high variance. For
         | example, take "number of creative ideas" because it has the
         | largest Cohen's d besides the gaze measurements. Doing Welch's
         | t-test to compare and assuming the virtual/physical were evenly
         | split (not reported), the statistic is (14.74-16.77) /
         | sqrt(6.23^2/150 + 7.27^2/150)=2.6 and at 75 degrees of freedom
         | that's something like p=0.03, still pretty significant. In the
         | paper they use a negative binomial distribution because the
         | distributions are significantly non-normal and get a lower
         | p=0.002. Then in the field studies with 745 more pairs they get
         | pretty much the same results. So overall the statistics seem
         | fine and they probably found a replicable effect.
         | 
         | The more likely issue is garbage in, garbage out - their study
         | design is really not that great, e.g. the time taken to switch
         | between the screen and the tablet could be the cause of the
         | difference.
        
         | chewbacha wrote:
         | yea, that's how I read it too. Those standard deviations are
         | pretty wide.
        
       | RcouF1uZ4gsC wrote:
       | Actually, one thing I have found has benefit is switching to
       | async idea generation.
       | 
       | The power of a group chat where people discuss ideas as they
       | occur is really powerful.
       | 
       | Many times in an in-person whiteboard session, you may not fully
       | explore the ideas or people who are not comfortable jumping in
       | get ignored.
       | 
       | An async idea generation session often sees a wide variety of
       | ideas explored as well as more in-depth exploration as people can
       | think about ideas more and cross reference sources. In addition,
       | it is easier for someone who may be more introverted to put out
       | their ideas.
       | 
       | Also this takes advantage of the just got an idea in the shower
       | or while doing a long run phenomenon.
        
       | adverbly wrote:
       | As others have said, the researchers got close but missed the
       | mark here.
       | 
       | If you're trying to innovate while staring someone down on a
       | video call, you're doing it wrong. Get a white boarding app.
       | They're better than real world whiteboards in many ways, although
       | not as great in others.
       | 
       | I'd love to see a follow up study with proper screen sharing
       | environments.
        
       | seydor wrote:
       | > we instructed each pair to generate creative uses for a product
       | for five minutes and then spend one minute selecting their most
       | creative idea.
       | 
       | This is published in Nature, why? it's a very narrow definition
       | of "creativeness" . Such claims have a mountain to climb.
       | Scientists have been doing remote work for decades, it's not like
       | all the creative stuff happened in attention-deprived
       | conferences.
        
         | [deleted]
        
         | bdbenton wrote:
         | Who could benefit?
         | 
         | Popular "debate" in the news cycle, scientific authority based
         | on crude subjective judgment, interests of capital.
         | 
         | This sort of viral bad science is something you would expect
         | from reddit but not from hackernews. I suspect this site is
         | becoming more like the former.
         | 
         | To be clear, I'm not making claims on whether or not remote
         | work is more or less creative.
         | 
         | Just highlighting the point that bad science that fits a
         | certain popular trend in online media gets clicks and
         | engagement.
         | 
         | Comments like yours get little to no engagement because it
         | actually addresses the article and is not an empty anecdotal
         | debate for entertainment.
         | 
         | What makes this site intellectually engaging is that it is
         | text-focused and doesn't host porn. It is much better at being
         | what reddit wanted to be, but I think it it is "crossing the
         | chasm" which is a term I learned here.
         | 
         | I think it is time to log off for good and get back to work.
         | This sort of thing enough of a reason. Do not want to waste
         | life scrolling.
        
       | blueyes wrote:
       | Virtual interactions are tied to screens. That's their weak
       | point, because screens affect our vision, how we move and focus
       | our eyes.
       | 
       | Our eyes are the only part of our brain exposed to light and air.
       | It turns out that how we move and focus them affects the rest of
       | brain function.
       | 
       | Andrew Huberman, a neuroscientist at Stanford, has researched and
       | spoken about this deeply and at length. Here are three podcast
       | episodes where he dives in:
       | 
       | https://www.youtube.com/watch?v=ObtW353d5i0
       | 
       | https://www.youtube.com/watch?v=dqCEOJSvgwA
       | 
       | https://www.youtube.com/watch?v=Ze2pc6NwsHQ
       | 
       | I think all three points in these comments can be right: 1) we
       | need alone time; 2) sharing physical space can help creativity;
       | 3) virtual meetings can hurt it.
       | 
       | But we have to isolate the variables. Shared physical space for
       | creative sessions doesn't have to mean open offices, and it
       | doesn't have to mean eliminating solitude. We should also allow
       | for different people responding differently to virtual meetings,
       | shared space, etc, and remember to consider this statistically,
       | as the scientists do. That is, we should try to segment the
       | subjects of the study. Some will prefer screens more, some shared
       | space.
       | 
       | The tech industry remains willfully and obtusely ignorant of the
       | costs of virtualizing human interaction, because people sitting
       | in a room together don't need much software, and nobody's going
       | to build a unicorn on that.
       | 
       | As with long covid, the true and persistent costs of these
       | changes -- virtualizing everything -- will only become apparent
       | in the years to come.
        
         | BlargMcLarg wrote:
         | Virtual interactions aren't tied to screens. That's the first
         | thing people need to stop associating.
         | 
         | Gamers have done this stuff without wasting screen estate for
         | decades. It's the office culture which tries to push video both
         | ways, which creates a vastly different dynamic. It's crazy how
         | researchers largely ignore these subcultures doing just fine.
        
           | blueyes wrote:
           | Phone calls barely merit the name "virtual interactions."
           | 
           | But in any case, when people are working remotely, the vast
           | majority are using audio _while they look at a screen_ ,
           | which underscores my point.
        
           | marcosdumay wrote:
           | Those gamers are still tied to screens.
        
             | TwoCent wrote:
             | True. But the focus is entirely different. Gamers interact
             | while engaged in a task: the task is the focus, and
             | communication happens through speech or text. Playing a
             | game and communicating via Discord is a pleasure. Contrast
             | that with a meeting on Zoom or Teams, and the focus shifts.
             | If the screen is filled with little videos of other people,
             | it's mentally exhausting in a way gaming isn't.
             | 
             | I think online meetings I had 10 years ago, where we'd
             | share a desktop but it was voice-only for all participants,
             | were easier on everyone than the current Hollywood Squares
             | presentation of most online meeting applications. Those are
             | mentally and emotionally taxing in ways that gaming is not.
        
             | BlargMcLarg wrote:
             | Glad you noticed. Now extrapolate to other activities which
             | are not tied to screens, such as... virtual conversation.
             | We've actually done this for decades too: telephones.
             | Radio. Etc.
             | 
             | The joke here is, gamers are less tied to the screen than
             | most video call participants feel or even are. That while
             | one requires near-constant focus on the screen, and the
             | other doesn't.
        
           | bumbledraven wrote:
           | "I do basically no videoconferencing. Screensharing is great,
           | and critical. But typically I find video distracting." -
           | Stephen Wolfram
           | (https://writings.stephenwolfram.com/2019/02/seeking-the-
           | prod...)
        
       | buscoquadnary wrote:
       | I'll be honest in my experience a good idea comes from an
       | individual who has an insight or sees a vision others can't.
       | 
       | I've noticed these ideas can get refined and filtered by group
       | discussion and can go from good to great, but for me at least
       | personally I don't feel like I can come up with good thought out
       | ideas without spending extra time to think through them and
       | understand them.
        
       | fnordpiglet wrote:
       | Linux of course suffers as a purely virtually developed software
       | product a profound lack of creativity apparently.
        
         | lumost wrote:
         | Linux is not purely virtual, it is distributed. Many hardware
         | companies employ kernel dev teams. There are multiple venues to
         | sync-up across dev teams to brainstorm new ideas in kernel
         | development.
        
         | twelve40 wrote:
         | it was most certainly not virtually developed while becoming
         | relevant. if you want to build your house getting inspiration
         | from burj dubai, go for it.
        
       | jacknews wrote:
       | "when it comes to selecting which idea to pursue, we find no
       | evidence that videoconferencing groups are less effective (and
       | preliminary evidence that they may be more effective)"
       | 
       | Personally I've rarely seen really good ideas actually generated
       | in a meeting, they are usually brought in by people having a
       | revelation at the coffee machine or whatever, and then chosen,
       | possibly refined in meeting.
       | 
       | So in fact, contrary to the headline, remote could be the ideal;
       | people bring in ideas from their much more diverse experiences
       | working remotely, and a video conference is a better way of
       | selecting which idea to pursue.
        
         | 9wzYQbTYsAIc wrote:
         | This does seem to imply a new heuristic - ideate in-person, but
         | make decisions over tele-conference.
         | 
         | It will be interesting to see what telepresence tech can do to
         | overcome the screen-dependence issues of modern remote work for
         | creative work.
        
           | sho_hn wrote:
           | > This does seem to imply a new heuristic - ideate in-person,
           | but make decisions over tele-conference.
           | 
           | This is more or less consciously what we ended up doing in
           | remote-first companies I've worked at. Work remotely, but
           | gather twice a year for at least a week to reflect, bond and
           | gather/develop the ideas we'd take into the next interval. At
           | one of them we did this for close to a decade, with 20-30
           | people living all over the planet. I'd say overall this
           | works, and certainly has generated a string of fond memories
           | ("do you remember the one when we came up with ...") for many
           | involved as well. The point of coming together is not so much
           | to get intense work done, and more to discuss and make plans
           | and see what happens.
           | 
           | It's also how we roll in the KDE open source community with
           | the annual conf and the irregular sprints and project-
           | specific gatherings.
           | 
           | At my current company, we were 200 in a building designed for
           | 250 at the start of the pandemic - and now we're up to 800
           | people, still with the same building. We effectively ended up
           | remote-first by logistical necessity, but we use the office
           | for workshops and some cross-functional meetings (we're also
           | building a large new campus for thousands, though).
        
       | whywhywhywhy wrote:
       | My team noticed this during lockdown, we make a point to do all
       | creative discussion IRL now.
        
       | gz5 wrote:
       | idea generation being measured as an output of 2 strangers
       | brainstorming on a random product seems too distant from the
       | scenario in which most creative ideas are actually created.
       | 
       | my experience in real-world enviros:
       | 
       | + no single variable is dominant across all
       | 
       | + trust can be important and often is easier to build in-person
       | 
       | + pairs or teams with trust can innovate over any medium
       | 
       | + a degree of randomness can be helpful and feels underrated to
       | me. it can help us see through blind spots, assumptions, or
       | biases which we didn't realize we had by taking a conversation to
       | a place in which we may not have otherwise taken it, or making us
       | think through a problem in a different way. this randomness can
       | come from many places, including 'outsiders' (experts in other
       | domains is great, but so are newbies)
        
       | [deleted]
        
       | danielvaughn wrote:
       | This has been my experience and I don't understand it.
       | Technically speaking you have the same capabilities on a zoom
       | call - you can see their face, talk to them, use a virtual
       | whiteboard, etc.
       | 
       | But by the end of it you just feel spent, and the creative energy
       | just isn't the same as being physically present.
        
         | m000 wrote:
         | > Technically speaking you have the same capabilities on a zoom
         | call - you can see their face, talk to them, use a virtual
         | whiteboard, etc.
         | 
         | Technically speaking, you don't. Physical whiteboards are much
         | more efficient in quickly scribbling your thoughts for everyone
         | to see than a virtual whiteboard driven by keyboard and mouse.
        
       | uptownfunk wrote:
       | Unpopular opinion: for innovation and creation which requires
       | collaborative team work - especially in early stages of a
       | project/product - nothing better than being together collocated,
       | but once you're in execution mode (requirements finalized, now
       | build) much better to be at home. I can't stand having to
       | transport to the office, but once I'm there there is nothing
       | better
        
         | shakezula wrote:
         | Couldn't agree more. There really is something unique about
         | being in a room with a big white board, a few tough problems to
         | solve, and lunch on the table. I've done my best work in those
         | situations and I'm looking forward to when my job looks like
         | that again.
        
       | TigeriusKirk wrote:
       | Well, this paper will be a rallying point for every RTO manager
       | out there.
       | 
       | And Meta will end up using as a tool to promote metaverse
       | interactions.
        
         | oldstrangers wrote:
         | Probably the article's entire reason for existing.
        
       | Garlef wrote:
       | Judging from the abstract, the title should be actually be
       | 
       | "Videoconferencing curbs creative idea generation".
       | 
       | There's more to virtual communication.
        
         | [deleted]
        
         | Daishiman wrote:
         | I've found most experienced teleworkers like myself rarely use
         | video conferencing for remote work. When I need to work on a
         | creative idea it's much easier to grab the phone, put earbuds
         | on, and sit in the garden to walk and think, or take a walk in
         | the street, or get myself in whatever comfortable position. If
         | there's anything to share it will most likely be a screen with
         | code or text, which is functionally the same as sitting with
         | someone side by side except with all the personal space you
         | can't get otherwise.
        
       | sposeray wrote:
        
       | zerotolerance wrote:
       | In other news, Nature would like you to return to work where
       | you'll be so creative under the florescent lights in your super-
       | cubicles and open floor plans.
        
         | andrei_says_ wrote:
         | I am careful to use the term "Return to long commutes and work
         | from the office" as "return to work" implies that working
         | remotely is not "work".
         | 
         | I believe you meant the former - this is my tiny PSA about the
         | importance of framing and phrasing.
         | 
         | Similarly "quiet quitting" is a frame further normalizing
         | employee exploitation. "Working within contractual obligations"
         | defangs that one.
        
           | lbrindze wrote:
           | I do the same thing, but insist on calling all regular
           | weekends "short weekends" and holiday weekends "regular
           | weekends" or just "weekends". My hope is this catches on and
           | we start thinking of 5 day weeks as "long weeks". (given that
           | I stole this from a podcast producer maybe it already is?)
        
         | gclaramunt wrote:
         | the "big office real estate conspiracy" is in full swing... So
         | many articles shilling for going back, but the genie is out of
         | the bottle now.
        
           | lioeters wrote:
           | > Publisher of Nature (journal) - Nature Research (subsidiary
           | of Springer Nature)
           | 
           | ---
           | 
           | > Springer Nature - Owners: Holtzbrinck Publishing Group
           | (53%), BC Partners (47%)
           | 
           | > In 2017, the company agreed to block access to hundreds of
           | articles on its Chinese site, cutting off access to articles
           | on Tibet, Taiwan, and China's political elite.
           | 
           | ---
           | 
           | > Holtzbrinck Publishing Group is a privately held German
           | company based in Stuttgart which owns publishing companies
           | worldwide. ..The history of Georg von Holtzbrink's publishing
           | activities during the Nazi years 1933-1945 has been
           | controversial. ..In 2015, it merged most of its Macmillan
           | Science and Education unit (including Nature Publishing
           | Group) with Springer Science+Business Media.
           | 
           | ---
           | 
           | > BC Partners is a British international investment firm with
           | over $40 billion of assets under management across private
           | equity, credit and real estate in Europe and North America.
        
       | BlargMcLarg wrote:
       | Study is full of easily poked at holes.
       | 
       | Pairs were assigned at random and the study was short. That alone
       | could create bias in favor of in-person. It also ignores many
       | real life settings not working in pairs, but larger groups at
       | dedicated moments while stuffed with solo work otherwise
       | (retrospectives and sprint planning say hi).
       | 
       | Pairs interacted with a single 15 inch screen. I mean, come on.
       | 
       | Focus was primarily on _video_ , then extrapolates to the
       | entirety of virtual (audio-only exists too).
       | 
       | >By contrast, we found preliminary evidence that decision quality
       | was positively impacted by virtual interaction. In-person teams
       | had a significantly higher top-scoring idea in their generated
       | idea pool
       | 
       | This seems far more important than it's given space for, too.
       | What good is quantity in the face of quality and bias?
       | 
       | Disclaimer: I do personally believe in-person to have more
       | potential, but this ain't it chief.
        
         | [deleted]
        
       | acd wrote:
       | You could have a video conference while outside in nature. Or you
       | could be traveling to a different country. Most book authors work
       | "remote" which is creative.
        
         | profstasiak wrote:
         | they don't work remote, because they work alone
        
       | Mathnerd314 wrote:
       | Last I checked, there were studies like
       | https://www.sciencedirect.com/science/article/abs/pii/S00221...
       | that touted the importance of (solitary) individual time for idea
       | generation. And the virtual communication enhanced idea
       | selection. So the only lesson I get from this is that continuous
       | virtual communication is overdoing it, but that a mix of virtual
       | and alone time is probably better than all the stupid in-person
       | meetings.
        
         | Loughla wrote:
         | My take is that it's the same lesson we've already known. You
         | need time alone to brainstorm independently, and you need to be
         | more in-person to use those ideas as a team to be creative.
         | 
         | But the main takeaway is that everyone should consider every
         | meeting. Is it necessary. Should it be virtual or in person. IS
         | IT NECESSARY.
         | 
         | But, again, I feel like that's always been a thing.
        
           | chaxor wrote:
           | I think what we learn from this study is that scientists are
           | great at showing their hypotheses to be true, no matter what
           | they may be. So if two groups have opposing hypotheses, both
           | still get published, the differences only show up in the raw
           | data, and the nuisances are then explained away in the
           | discussion. If it has to do with something as flimsy as
           | behavior, you should put very little trust in the
           | conclusions.
        
             | bee_rider wrote:
             | There of course could be all sorts of clever statistical
             | explanations for two experiments coming up with conflicting
             | results, but a simpler explanation seems to be that these
             | two hypotheses aren't in direct opposition.
             | 
             | The abstract of the first says:
             | 
             | > Our results suggest that virtual interaction comes with a
             | cognitive cost for creative idea generation.
             | 
             | and the abstract of the second says
             | 
             | > Three experiments were designed to test the efficacy of
             | ideation procedures that involved alternation of individual
             | and group idea generation sessions (hybrid brainstorming)
             | as compared to traditional individual and group ideation.
             | [...] The results of the experiments support the original
             | suggestion by Osborn (1953) that the most effective
             | brainstorming process is one that involves a variation in
             | individual and group ideation.
             | 
             | This all seems to fit what common sense would have us
             | believe, right? A mix of alone and group time helps,
             | virtual group time isn't a perfect replacement for in-
             | person group time for some tasks.
        
       | oliwary wrote:
       | > we demonstrate that videoconferencing hampers idea generation
       | because it focuses communicators on a screen, which prompts a
       | narrower cognitive focus.
       | 
       | I wonder what including virtual reality in the study would have
       | resulted in. I feel like being surrounded by a shared
       | environment, and (in the near future) seeing facial expression
       | and gaze tracking might make VR a better environment for idea
       | generation.
        
       | Jcampuzano2 wrote:
       | Ah yes, let's arm middle management and corporate executives who
       | already barely go into any office themselves with more propaganda
       | for them to present as half baked evidence that everyone should
       | be back in office.
        
       | stjohnswarts wrote:
       | This is just middle management and landlord propaganda porn. I
       | have never been as creative when I'm not being disturbed by
       | office noise and gossiping office mates.
        
         | marysnovirgin wrote:
         | 100%
        
       | bigbacaloa wrote:
       | Doesn't pass the smell test.
        
       | sandGorgon wrote:
       | _> By contrast, we found indications that virtual interaction
       | might increase decision quality.
       | 
       | >Virtual pairs selected a significantly higher scoring idea (M =
       | 4.28, s.d. = 0.81) and had a significantly lower decision error
       | score (M = 0.78, s.d. = 0.67) compared with in-person pairs_
       | 
       | works for me.
        
       | civilized wrote:
       | The experiment is interesting, but the interpretive claims made
       | in this article extrapolate well beyond what the evidence
       | actually shows. It reads like a mediocre university press release
       | about the research, except it's the actual research article
       | itself that is making uncritical, overgeneralized claims about
       | what it showed.
       | 
       | My comments on the abstract:
       | 
       | > we show that videoconferencing inhibits the production of
       | creative ideas.
       | 
       | No. _At most_ you showed that people doing videoconferencing in
       | 2022 have less creative ideas on average than people in a shared
       | physical space in 2022. You didn 't show that videoconferencing
       | is the unconditional, eternal, inherent, invariant _cause_ of
       | this.
       | 
       | > we demonstrate that videoconferencing hampers idea generation
       | because it focuses communicators on a screen, which prompts a
       | narrower cognitive focus.
       | 
       | No. _At most_ you showed that communicators using
       | videoconferencing in 2022 focus more on a screen, which prompts a
       | narrower cognitive focus. Why do the communicators do that? Did
       | the videoconferencing _force_ them to focus on the screen? You
       | didn 't demonstrate that, and it's probably not true.
       | 
       | Maybe we have bad social norms around how videoconferencing is
       | used because we have not had sufficient time to develop and
       | spread best practices. Maybe we feel obligated to sit very still
       | and stare at each other's faces, when we could instead have a
       | shared norm that it's OK to stop doing that and focus on our
       | tasks while on the call. Maybe we should feel free to turn the
       | camera off from time to time (Slack huddles _default_ to video
       | off, a gutsy and visionary choice). Maybe we should feel free to
       | pace around the room, like some of us might do in a physical
       | space. Maybe we need to set each other free to be humans when
       | speaking to each other virtually, rather than reducing each other
       | to motionless bodies that exist to present stationary faces on a
       | screen.
       | 
       | We need to look at the _interaction between the technology and
       | our social norms_ before we jump to the conclusion that some
       | aluminum and silicon _forces_ us to behave in certain ways and
       | that we are _helpless_ to do otherwise.
       | 
       | If you had to guess, what kills human creativity? An inanimate
       | object made of metal and glass that makes pictures and sounds if
       | you ask it to... or social pressure -- which could be explicit
       | and external or implicit and internalized -- to conform to
       | behaviors that kill creativity?
        
         | seti0Cha wrote:
         | Good points. I find myself wondering whether everyone was
         | equally affected. I don't always stare at the screen during
         | video calls. I do when I'm trying to communicate, but when I'm
         | thinking I do what I do in person - I stare off into space. I
         | think this is fairly common. Looking at a person's face, you
         | are getting all kinds of information, even when they aren't
         | speaking. When people are concentrating, I think they often
         | look at their notes, at the ceiling, out the window. The
         | problem may simply be that some people don't understand that's
         | ok in a videoconference format.
        
       | jdlshore wrote:
       | Interestingly, this matches what Bjorn Freeman-Benson said in
       | 2019, before the pandemic. He's a CTO with a lot of experience
       | with remote development:
       | 
       | > Due to communication friction, "we got much less creativity out
       | of our [distributed teams] at InVision," Bjorn said. "We had to
       | overstaff to get the same amount of creativity. In other words,
       | if communication was 80% as effective, we'd have to hire 30% more
       | people." Communication friction didn't necessarily affect
       | productivity, but it did affect creativity. And in InVision's
       | startup environment, creativity was key.
       | 
       | He calls it "The Friction of Communication Problem." There's more
       | in the article:
       | 
       | https://www.jamesshore.com/v2/blog/2019/three-challenges-of-...
        
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