Carl Gustav Jacob Jacobi was a German mathematician famous for his maxim
"Invert, always invert". He believed that the solution of many hard problems can
be clarified by re-expressing them in inverse form. Inversion forces new ways of
thinking and helps uncover hidden solutions.
The tools on the linked website are very basic which are used on a daily basis:
"Issue trees": Write your problem down
"First principles": 5-whys, which you do e.g. in a post mortem
"Second-order thinking": think of mid- and long-term consequences
"Connection circles": side-effects
You maybe think about mental models of which there are a lot (https://fs.blog/mental-models/) and there are some cargo cults and fancy words around them.
They have their right to exist though, e.g. I really like to end a meeting early because of the law of diminishing returns. :)
It included teleporting and picking up objects, full hand tracking and finger positioning.
Overall, it seemed like a decent foundation but clearly needed a LOT of work to be ready for a full game. The skillset and toolset is very different than what web/app devs and backend devs use.
I've got the default VR scene running on my Quest. It works pretty well - there's just a slight bug with the teleport texture.
The Unreal Editor was not as easy to use as I thought it might be, but it isn't too bad. I wish it didn't take an hour to recompile shaders all the time though.
Self-help is good but sometimes I wonder if people who yap about all these tools all the time even get anything substantial out of it.