Mental models
Twenty I keep close.
- 1. Circle of Competence Know the edge of what you actually know, and stay inside it when the downside is real.
- 2. Inversion Start with how this fails, then design so those paths are closed.
- 3. Second-Order Thinking Effects have effects; the second move often matters more than the first.
- 4. Opportunity Cost Every yes is a no to something else; price that explicitly.
- 5. Margin of Safety Build room for being wrong before you need it.
- 6. Mr. Market Markets have moods; use them, don’t marry them.
- 7. Probabilistic Thinking Assign odds, don’t demand certainty.
- 8. Bayes / Updating Change your mind when the evidence changes.
- 9. Falsification Prefer beliefs you could prove wrong.
- 10. Occam’s Razor Prefer the simple explanation when it still fits the facts.
- 11. Hanlon’s Razor Don’t assume malice when stupidity or error is enough.
- 12. Map Is Not the Territory The model is useful and incomplete; don’t confuse it with reality.
- 13. Incentives Show me the incentives and I’ll show you the behaviour.
- 14. Skin in the Game Trust people who share the downside.
- 15. Compounding Small edges, kept for a long time, beat clever bursts.
- 16. Leverage Find points where a small input moves a large system.
- 17. Activation Energy The hard part is often starting; design for that.
- 18. Feedback Loops Build systems that tell you the truth early.
- 19. Via Negativa Often improve by removing what doesn’t work.
- 20. Regret Minimisation Prefer the choice you’ll respect in ten years.