I use a variant of this from my tabletop gaming days, ever since I noticed that player characters in rpgs don’t really suffer from decision fatigue or hyperbolic discounting in the same way. I simulate myself as a player making choices about the Toggle-character in a game. “If the GM asked me what my character was going to do today/for the next hour/in response to this challenge, what would I say?”
I was having a hard time making an accurate model from my friends or idealized self, but this method really helped me with the concept.
Though, there’s a failure mode I noticed once I started doing it more regularly. When I think about how a PC would do something, they often place very little value on issues like ‘could this action result in me getting into legal or social trouble.’
I use a variant of this from my tabletop gaming days, ever since I noticed that player characters in rpgs don’t really suffer from decision fatigue or hyperbolic discounting in the same way. I simulate myself as a player making choices about the Toggle-character in a game. “If the GM asked me what my character was going to do today/for the next hour/in response to this challenge, what would I say?”
I was having a hard time making an accurate model from my friends or idealized self, but this method really helped me with the concept.
Though, there’s a failure mode I noticed once I started doing it more regularly. When I think about how a PC would do something, they often place very little value on issues like ‘could this action result in me getting into legal or social trouble.’