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LLM Knowledge Base

Linked notes on learning systems, language study, and software work with LLM agents.

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Project Updates

2026-07-03
  • The Floor Rose, the Ceiling Is the Job

    Vibe coding lowers the floor of who can build software, and anyone can ship a working app in an afternoon. The ceiling stays a job: whether the result is correct, secure, and worth building, judged by someone who knows what correct looks like.

  • Doctrine With a Half-Life

    AI advice rots fast, but not evenly. Splitting notes into invariants and dated tactics keeps them trustworthy: claims about what stays human in one section, today’s model-specific tricks stamped with a date in the other.

  • Automation and the Job Iceberg

    Sixty years of census data record exactly one job eliminated outright by automation. The rest were transformed or multiplied, and 60% of today’s jobs did not exist 50 years ago. Whether a role gets augmented or replaced turns on whether it can absorb responsibility.

  • Mindset, Condensed

    The mindset corpus compressed to doctrine: difficulty read as fuel, mistakes as the mechanism of improvement, motivation as startup fuel with defusion carrying the daily load, and gains judged by whether they compound.

2026-07-01
  • Usable Intelligence: Sonnet 5 vs Opus 4.8

    For controlled-vocabulary authoring behind a fail-closed gate, Sonnet 5 becomes the default author at 0.6 times Opus 4.8's per-token price with near-identical first-pass gate rates, and Opus stays the orchestrator and the fallback for calls the gate cannot verify.

2026-06-30
  • Human vs AI Capability Lens

    Every capability scores on two independent axes, Human and AI, each broken into five facets, and lands in one of four zones: Own, Augment, Delegate, or Low-leverage.

  • Design Two-Track Extraction

    Two design books split into an Agent Track of 66 executable UI rules and a Human Track of 35 taste-and-judgment calls.

2026-06-29
  • Story Cards as Memory Scenes

    The dictionary's Story card becomes a single-character memory scene, carrying only the residue the Form card leaves: the arbitrary binding of components and the part of the sound the phonetic series does not predict.

  • The First Principles of the Story Card

    The rules a memory scene must obey reduce to two axes that generate every card: thirty character situations crossed with forty-two memory levers.

  • The Story-Card Catalog

    Those two axes generate thirty-four card archetypes, the working set a future authoring agent selects from and extends.