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Posts tagged “culture”

A 2019 manifesto: analog over digital

I’ve been thinking about Cal Newport’s post called Join Analog Social Media all day, especially as we get to the end of another year:

The dynamic at play here is that digital activities that are mildly positive in isolation, combine to crowd out other real world activities that are potentially much more satisfying. This is what allows you to love Twitter in the moment when you discover a hilarious tweet, but at the end of the day fear that the app is degrading your soul.

Understanding this dynamic is critical because it tells you that you cannot improve your life by focusing exclusively on digital tools. Triaging your apps, or cutting back phone time, will not by itself make you happier. You must also aggressively fill in the space this pruning creates with the type of massively satisfying, real world activities that these tools have been increasingly pushing out of your life.

Simply cutting back on social media time is only going to leave a weird emptiness behind if we don’t fill that gap with some real connection time with the people in our lives.

I’m not sure about New Year’s Resolutions, but if I have any, it would be to look at everything through the lens of a new manifesto: analog over digital. Just as with the Agile Manifesto, the word “over” is of utmost importance here. It doesn’t mean I’m done with digital. It just means that I want to look at the things I do, and critically evaluate whether or not an analog approach could be more meaningful. For example, should I stop tracking my runs on Strava, and just enjoy them instead? Should I have a go at hand journaling instead of putting everything in Day One? The answer may very well be “no”, but I’d like to ask the question more in 2019.

Happy New Year, everyone.

Best Practices for Building and Managing a Remote Team

The Doist team makes some great points in their article Best Practices for Building and Managing a Remote Team, including something we’re embracing very strongly at Wildbit as well:

Managing a remote team effectively is not about monitoring the amount of time your team members spend online (in fact, that’s a great way to kill employee autonomy and motivation). It’s about building and supporting a team that doesn’t need to be micromanaged in the first place.

We wrote more about our approach to remote work here.

How team structures are like bands

You might think that A rocker’s guide to management sounds like one of those “What X can teach us about Y” articles. And it is, I guess, on the surface. But it’s just so well done. As an intro:

The history of rock groups can be viewed as a vast experimental laboratory for studying the core problems of any business: how to make a group of talented people add up to more than the sum of its parts. And, once you’ve done that, how to keep the band together.

The article is less about management, and more about the different ways that teams can be structured, as well as the good things and pitfalls of each approach.

Who designers work for

Mike Monteiro isn’t always everyone’s cup of tea, but I really like his views in Design Ethics & the Truth About Who Designers Really Work For. In short, designers need to work for users:

When you hire me as a designer, I do not work for you. I may practice my craft at your service, but you haven’t earned the right to shape how I practice that craft. One, you don’t want me designing at your level, you want me designing at mine, which means you don’t get to pull the strings. I do. Two, you’re hiring someone who performs a service, not a servant. There’s a difference. I’m not there to do your bidding, I’m there to solve a problem or reach a goal that we agreed upon.

More importantly, designers work for all users, not just the ones who look like them…

And your job, the glorious job you signed up for when you said you wanted to be a designer, is to support all of these people. Make sure none of these incredible voices get lost. And to fight against those who see that brilliant cacophony as a bug and not the greatest feature of all time.

You are our protection against monsters.

Video games to help fight climate change

Karn Bianco asks What if video games could help fight climate change? No, really:

One of the first in a new line of climate change-focused games was survival game Eco. Developed by Seattle-based Strange Loop Games, this massively ambitious civilization simulator includes everything from detailed ecosystems and realistic climate modeling to player-driven government and economies. Players work together in a shared online world where every action impacts the environment around them. Laws to restrict or encourage almost any kind of behavior can be suggested and enacted to test their effects on the world.

This is a really neat development. I also like the ideas about how this could translate to long-running simulation games like SimCity:

Imagine a SimCity that puts people (not cars) and sustainability (not endless growth) first. Where designing a city that’s easy and safe to navigate on foot or by bike is not just possible but rewarded, with lower pollution and healthier citizens. Where constructing energy-efficient buildings provide long-term in-game benefits like lower energy demands, as well as a chance to learn about real world trends like passive housing.

Why America gave up on mass transit

Jonathan English’s article on mass transit in America starts off sad, and just gets worse from there:

One hundred years ago, the United States had a public transportation system that was the envy of the world. Today, outside a few major urban centers, it is barely on life support. […]

At the turn of the 20th century, when transit companies’ only competition were the legs of a person or a horse, they worked reasonably well, even if they faced challenges. Once cars arrived, nearly every U.S. transit agency slashed service to cut costs, instead of improving service to stay competitive. This drove even more riders away, producing a vicious cycle that led to the point where today, few Americans with a viable alternative ride buses or trains.

It’s important to note that this is not an accident. It is a direct result of urban design:

The story of American transit didn’t have to turn out this way. Look again at Toronto. It’s much like American cities, with sprawling suburbs and a newer postwar subway system. But instead of relying on park-and-ride, Toronto chose to also provide frequent bus service to all of its new suburbs. (It also is nearly alone in North America in maintaining a well-used legacy streetcar network.) Even Toronto’s suburbanites are heavy transit users, thanks to the good service they enjoy.

Likewise, in Europe, even as urban areas expanded dramatically with the construction of suburbs and new towns, planners designed these communities in ways that made transit use still feasible, building many of them around train stations. When cities like Paris, London, and Berlin eliminated their streetcar networks, they replaced them with comparable bus service.

Some further reading that digs into pedestrians and cars a little more:

Data mines vs. data factories

Nicholas Carr discusses the importance of using the right terminology when we talk about how companies use our data in his essay I am a data factory (and so are you). On the problems with the “data mining” metaphor:

Data does not lie passively within me, like a seam of ore, waiting to be extracted. Rather, I actively produce data through the actions I take over the course of a day. When I drive or walk from one place to another, I produce locational data. When I buy something, I produce purchase data. When I text with someone, I produce affiliation data. When I read or watch something online, I produce preference data. When I upload a photo, I produce not only behavioral data but data that is itself a product. I am, in other words, much more like a data factory than a data mine. I produce data through my labor — the labor of my mind, the labor of my body.

On extending the “data factory” metaphor to the platform companies:

The platform companies, in turn, act more like factory owners and managers than like the owners of oil wells or copper mines. Beyond control of my data, the companies seek control of my actions, which to them are production processes, in order to optimize the efficiency, quality, and value of my data output (and, on the demand side of the platform, my data consumption). They want to script and regulate the work of my factory — i.e., my life — as Frederick Winslow Taylor sought to script and regulate the labor of factory workers at the turn of the last century. The control wielded by these companies, in other words, is not just that of ownership but also that of command. And they exercise this command through the design of their software, which increasingly forms the medium of everything we all do during our waking hours.

The factory metaphor makes clear what the mining metaphor obscures: We work for the Facebooks and Googles of the world, and the work we do is increasingly indistinguishable from the lives we lead. The questions we need to grapple with are political and economic, to be sure. But they are also personal, ethical, and philosophical.

This brings up a point I haven’t given much thought to. It’s not just that platforms use the data we create to further their business interests. It’s that they are also invested in having us create a very specific kind of data. Data that can be as useful as possible to advertisers. That changes our behavior and gives rise to the prevailing wisdom that people are not being authentic on social media.

Teens, cheap Instagram marketing, and our weird future

I continue to be fascinated by Instagram’s cultural and economic impact. Taylor Lorenz writes in Posting Instagram Sponsored Content Is the New Summer Job:

Helen Boogzel, CEO of Boogzel Apparel, said her company receives a steady stream of messages from young people — almost universally girls — looking to make extra money, and that teen marketing has been critical to the young company’s growth. “Some companies buy positive reviews or try to get into fashion magazines,” she said. “That’s fake and it kills your brand. It’s better to work with teenagers directly and know their honest opinion about your brand. Our clothes are inspired by culture and the internet. Young people create this culture.”

They also, crucially, don’t charge much: Depending on the teen’s audience and experience, most shops typically pay $5 to $20 for a post.

“Teenagers are more affordable to work with because of their follower count and age,” said Christy Oh, an 18-year-old who handles marketing for DouxLashes, which sells fake eyelashes. “They’re not doing insta as a full time thing, they’re just trying to make extra money, so it’s not super expensive to partner with them.”

Here are a few other interesting articles about Instagram’s impact and… bizarreness:

How not to run a remote team

In their article 5 Best Practices for Running a Successful Remote Team, “Sparky” writes:

All team members should have their working hours posted publicly, so colleagues know when they’re “on the clock,” so to speak. If you have a hybrid environment where some people are remote and others aren’t, this will help alleviate pressure on the remote employees to feel like they always have to be available. […]

It’s also a good idea to schedule daily syncs with remote people, as well as weekly feedback sessions where you can dive deeper into anything that needs a course correction.

I’m excited about this awful advice because I get to tell you one of my favorite Wildbit stories.

I joined Wildbit a week before our yearly in-person retreat. It was a little daunting but really exciting to meet everyone I would be working with mostly remotely. Anyway, one of our team sessions was a discussion about the tools we use, and specifically Slack. Up to that point we had this unwritten convention where everyone would say “Hi!” and “Bye!” in the #general room when they come and go. Remote workers went a bit further with messages like “Stepping away to make coffee!” During our discussion it became clear that no one — no one — liked this. It caused noise, didn’t add any value, and just felt like a chore.

At that point I spoke up and mentioned that I think the reason why remote folks tend to tell everyone when we’re getting coffee or lunch is that we don’t want it to look like we’re slacking off. I said something to the effect of, “I don’t want everyone to think I went to a movie in the middle of the day, or something!” The answer I got to that statement was not what I expected. Someone said, “Well, what’s wrong with that? Maybe you needed to go to a movie to clear your head so you can come back later, refreshed and ready to go!”. If I recall correctly, my response to this was, “Uh, this thing where you guys all trust each other? It’s really weird…”

We all had a good laugh together, but I learned pretty quickly that this is just how the company works. The two things that make Wildbit’s remote culture different are:

  1. We all implicitly trust each other.
  2. We optimize for asynchronous communication.

We do this because we learned something that should be painfully obvious. When people have the freedom to work when they are feeling their best, they do their best work, and they enjoy the work more.

So anyway, back to “Sparky”. I don’t want to tell people how to live their lives, but that advice really is terrible. It’s the type of advice you give when you believe the purpose of remote work is to replicate an office. Once you realize that the purpose of remote work is to enable everyone to do their best work, everything changes.

I guess my one piece of advice for remote cultures is this: try trusting each other first. Imagine what your work environment would look like if every employee is trustworthy. And if that’s too difficult to imagine, maybe ask why you’re not able to trust your employees.

Is it a bug or a feature?

Nicholas Carr chases down the origin of the phrase ”It’s Not a Bug, It’s a Feature.” This bit stuck with me:

INABIAF—the initialism has earned a place in the venerable Acronym Finder—is for programmers as much a cri de coeur 1 as an excuse. For the rest of us, the saying has taken on a sinister tone. It wasn’t long ago that we found software ­dazzling, all magic and light. But our perception of the programmer’s art has darkened. The friendly-seeming apps and chatbots on our phones can, we’ve learned, harbor ill intentions. They can manipulate us or violate our trust or make us act like jerks. It’s the features now that turn out to be bugs.

It seems that more and more, we simply don’t trust our software any more. And I don’t think that’s a bad thing.


  1. I googled this so you don’t have to. It means “passionate appeal, complaint, or protest.”