Menu

Posts tagged “culture”

PowerPoint: Does it suck or is it evil?

In a journal article for Computational Culture Erica Robles-Anderson and Patrik Svensson presents a scholarly critique of PowerPoint, and it is fantastic. It’s long and in-depth and the rare academic article that is a joy to read. From the conclusion of “One Damn Slide After Another”: PowerPoint at Every Occasion for Speech:

PowerPoint is just one example of the oft-overlooked conditioning of knowledge production. The software profoundly shaped basic social expectations, technical conditions, and architectural pre-requisites for speech yet it was uncritically absorbed in nearly every quarter. PowerPoint does not zoom. It does not allow spontaneous comparisons. It does not accommodate several screens, multiple threads, or distributed live collaborations. It makes the analytic move of systematic comparison, so prevalent in late nineteenth and early twentieth century information presentations, extremely difficult to make. Moreover, its expansion has meant that once distinct situations have become more alike. Meetings, sermons, lectures, and talks increasingly employ the technics of commercial demonstration. Twenty-first century occasions for speech are structured by a platform that enforces the paradigm of one-slide-at-a-time.

With self-driving cars cities will need 90% less parking

In An End to Parking? Clive Thompson writes about an aspect of self-driving cars that I haven’t seen before: the impact it will have on urban design. In particular, the amount of space we need for parking should change dramatically:

Robot cars could also drive much more closely to one another, packing far more vehicles onto a street. […]

What’s more, they’d never need to park. At the University of Texas-Austin, Kara Kockelman—a professor of transportation engineering—modeled the impact of autonomous ride-sharing vehicles and found that each one could replace up to a dozen regular cars. The robocars could drive all day long, stopping only to refuel or for maintenance; at night, when there was less demand, they could drive out to a remote parking spot on the outskirts of town. The upshot, Kockelman figures, is that if you shifted the entire city to autonomous cars, it would need a staggering 90 percent less parking than it needs today.

Encouraging creativity at all levels of society

Back in 1979 anthropologist Michael Thompson wrote a book called Rubbish Theory. Considered ahead of its time, the book—which has been out of print for decades—explores how discarded objects can become valuable and fashionable again, and how the line between what is regarded as rubbish and what is not regarded as rubbish can be moved. In the article Highlight the power of creativity from below Lorenz Khazaleh interviews Thompson about how the book (and underlying theory) is now finally finding an audience among anthropologists and city planners.

Here is Thompson on seeing so-called “waste pickers”—people who go through trash for valuable objects—as entrepreneurs who are creating wealth:

For example, during the workshop it was said that it does not make much sense to see waste pickers as complete victims. It makes more sense to see them as small-scale entrepreneurs who are creating wealth. They are not excluded, but they are not being recognized for what they are doing. Through skilled sorting and recycling, they are giving material that others regard as worthless new value. This change of perspective has gigantic implications, and not least for climate change.

Thompson goes on:

People generally are very creative and innovative. Many anthropological case studies have shown that. If development happens, it does not happen just through large-scale and “top-down” projects, but thanks to some sort of self help at the very lowest level. But often this creativity from below is not appreciated by the authorities or the wider society. Waste pickers who are sidelined or even prosecuted by authorities are just one of many examples. So, this is a wonderful opportunity for anthropologists to jump in and try to change public policies that prevent people from helping themselves.

This is yet another example of how beneficial anthropology (and its business cousin, ethnography) is in our understanding of people and their needs.

Designing cities for citizens of all ages

Dominic Basulto wrote an excellent summary of a recent McGraw Hill Financial Global Institute report called What the world’s best cities will look like in 2030. The main point the report makes is that people in cities are aging, and we’re not really paying attention to that. There are, however, several things we can do to make sure that older people can live comfortably in our cities:

First, the city of the future should have the infrastructure and transportation links to address the needs of citizens of all generations. Second, each city should build new housing options to enable older citizens to “age in place.” Thirdly, each city should include access to community health programs with innovative medical technology for seniors. And finally, the city of the future should have plenty of opportunities for continuing work, education, arts and recreation for all ages.

This reminds me of an attempted joke I made the other day about the font size in Facebook Messenger1:

You’ll get old too, young designer. And when you can’t read your own product any more I’ll laugh so hard my teeth with fall out.

— Rian Van Der Merwe (@RianVDM) August 31, 2015

From cities to software, the evidence is all around us that if there’s one thing we desperately need to build more inclusive products, it’s a more diverse workforce. It’s very hard for us to design for people and situations that we have no experience with. We need to make sure our workplaces are more diverse, and then we need to go out and understand our users.


  1. I’m ridiculously embarrassed about that typo. 

When being alone on our smartphones, together, is okay

Emma Brockes wrote an essay for The Guardian called In praise of being alone on our smartphones, together:

The act of being with someone—or better yet, a group of people—and on one’s phone is just the modern iteration of a key pleasure of family life: to be among those whom one is sufficiently comfortable with to drift in and out of communication. Like doing homework at the kitchen table, it is the state of doing your own thing while others do theirs around you. The point is, whatever you are doing on your phone, it would be less pleasurable were you to be doing it alone in your room.

Screen addiction alters this, and there are levels of disengagement that can turn a sentient being into a piece of furniture, but the parameters of acceptable phone use should surely widen at this point to permit some middle way between being on one’s phone and considered rude, or turning the device off altogether.

The title of the essay is a clever reference to Sherry Turkle’s book Alone Together: Why We Expect More from Technology and Less from Each Other. It’s a book I enjoyed a lot, despite it being relentlessly full of depressing paragraphs like this:

Now demarcations blur as technology accompanies us everywhere, all the time. We are too quick to celebrate the continual presence of a technology that knows no respect for traditional and helpful lines in the sand.

[A] stream of messages makes it impossible to find moments of solitude, time when other people are showing us neither dependency nor affection. In solitude we don’t reject the world but have the space to think our own thoughts. But if your phone is always with you, seeking solitude can look suspiciously like hiding.

I recommend danah boyd’s It’s Complicated: The Social Lives of Networked Teens as a positive palate cleanser afterwards.

Anyway, back to Emma’s article. She also references Susan Dominus’s Motherhood, Screened Off, an article that was in heavy rotation towards the end of last year. Susan makes the point that smartphones result in a lack of transparency, since people (i.e. our kids…) don’t know what we’re up to when we’re on them:

It is that loss of transparency, more than anything, that makes me nostalgic for the pre-iPhone life. When my mother was curious about the weather, I saw her pick up the front page of the newspaper and scan for the information. The same, of course, could be said of how she apprised herself of the news. […] All was overt: There was much shared experience and little uncertainty. Now, by contrast, among our closest friends and family members, we operate furtively without even trying to, for no reason other than that we are using a nearly omnipresent, highly convenient tool, the specific use of which is almost never apparent.

And that’s where the answer to all of this comes back to “it’s complicated.” Yes, sometimes it’s ok to be alone on our devices, together in quiet contentment. But other times the lack of transparency about what we’re doing can be incredibly alienating to others. This wouldn’t be a problem if we could tell the difference between the two situations perfectly, every time. But alas, we are only human.

Solve social problems where you live

Courtney Martin’s essay on The Reductive Seduction of Other People’s Problems really got to me. She makes the case that instead of traveling all over the world to solve social problems in other countries, we should focus on the problems at home:

The reductive seduction of other people’s problems is dangerous for the people whose problems you’ve avoided. While thousands of the country’s best and brightest flock to far-flung places to ease unfamiliar suffering and tackle foreign dysfunction, we’ve got plenty of domestic need. […]

I think there is tremendous need and opportunity in the U.S. that goes unaddressed. There’s a social dimension to this: the “likes” one gets for being an international do-gooder might be greater than for, say, working on homelessness in Indianapolis. One seems glamorous, while the other reminds people of what they neglect while walking to work.

Her proposal is worth considering:

There’s a better way. For all of us. Resist the reductive seduction of other people’s problems and, instead, fall in love with the longer-term prospect of staying home and facing systemic complexity head on. Or go if you must, but stay long enough, listen hard enough so that “other people” become real people. But, be warned, they may not seem so easy to “save.”

The significance of gif culture

I was lucky enough to see Sha Hwang’s brilliant closing keynote at UX Burlington 2015 about his work on Healthcare.gov. So I was excited to see that Sha just posted a recent talk he did called Digital Materiality, a short reflection on gifs and gif culture:

gifs are a dumb, limited file format, and in the end this is why they are  important: they do not belong to anyone. because of their constraints they become a design material, to be played with, challenged, and explored.

Needless to say, there are some really good gifs in that talk…

Pretending at closeness

Leigh Alexander wrote a very interesting essay on how Facebook is getting a little… “intimate” with its users lately. She extrapolates that to a growing trend in The New Intimacy Economy:

Pretending at closeness is really the only way forward for anyone who wants to make money on the internet. As such, watch as organizations pretend, with increasing intensity, that they are individuals. Start counting how many times platforms, services and websites entreat you in human voices, with awkward humor, for money. Watch as the things we expect to be invisible, utilitarian, start oozing emojis and winky-smileys. Even Silicon Valley, global epicenter of whitewashed empathy voids and 1-percenter sci-fi wank fantasies, is going to pretend it cares about you.

Quote: Patrick Rothfuss on the importance of travel

If you want to know the truth of who you are, walk until not a person knows your name. Travel is the great leveler, the great teacher, bitter as medicine, crueler than mirror-glass. A long stretch of road will teach you more about yourself than a hundred years of quiet introspection.

—Patrick Rothfuss, The Wise Man’s Fear.

That Dragon, Cancer: a game that explores faith, hope, and love

Tomorrow, a game called That Dragon, Cancer becomes available to play. The premise is heartbreaking:

An immersive narrative videogame that retells Joel Green’s 4-year fight against cancer through about two hours of poetic, imaginative gameplay that explores faith, hope and love.

Earlier this month Wired did an incredible profile on the creator of the game: Joel’s dad, Ryan Green. From Jason Tanz’s A Father, a Dying Son, and the Quest to Make the Most Profound Videogame Ever:

Over time, That Dragon, Cancer became Green’s primary method of dealing with Joel’s illness, as well as a way for him to preserve a connection to his son, whom he struggled to get to know. In real life, Joel couldn’t talk about his feelings, leaving Green to guess at his thoughts and emotions. Joel’s reaction to radiation therapy was particularly puzzling. Children usually hated being placed on the gurney inside the giant linear accelerator, resisted the anesthetic, fought and clawed at their parents and doctors every time they entered the room. But Joel loved it. He grew impatient in the waiting room, and his face lit up when the doctors came to get him, more excited than his parents had ever seen him. Green couldn’t know just why Joel was so enthusiastic about undergoing the anesthesia, but he wrote a scene imagining the adventures Joel might be experiencing in his mind—riding animals made of stars, giggling and tearing across the cosmos.

It is an incredible story—equal parts sad and inspiring. This game scares me—I’m not sure I have the strength to play it. Here’s the trailer…