<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Cognition on Adrian Spiridon</title><link>https://adrianspiridon.dev/tags/cognition/</link><description>Recent content in Cognition on Adrian Spiridon</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Wed, 02 Sep 2026 00:00:00 +0300</lastBuildDate><atom:link href="https://adrianspiridon.dev/tags/cognition/index.xml" rel="self" type="application/rss+xml"/><item><title>The Generation–Evaluation Asymmetry</title><link>https://adrianspiridon.dev/blog/the-generation-evaluation-asymmetry/</link><pubDate>Wed, 02 Sep 2026 00:00:00 +0300</pubDate><guid>https://adrianspiridon.dev/blog/the-generation-evaluation-asymmetry/</guid><description>A football argument led me to a broader question: why can we often recognize a good or bad result even when we could not produce the same result ourselves? The same generation–evaluation asymmetry appears in cognition, creativity, computer science, and now AI-assisted software development.</description></item></channel></rss>