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Posts tagged “culture”

Work and identity (and the machines)

Michael Sacasas has an interesting viewpoint on the “machines are taking our jobs” argument. In Machines, Work, and the Value of People he argues that since we’ve so closely linked our value as human beings to the work we do, the issue of machines taking over hits us pretty hard:

So, to sum up: Some time ago, identity and a sense of self-worth got hitched to labor and productivity. Consequently, each new technological displacement of human work appears to those being displaced as an affront to the their dignity as human beings. Those advancing new technologies that displace human labor do so by demeaning existing work as below our humanity and promising more humane work as a consequence of technological change. While this is sometimes true–some work that human beings have been forced to perform has been inhuman–deployed as a universal truth, it is little more than rhetorical cover for a significantly more complex and ambivalent reality.

SimCity and the virtues of games about societal issues

On the surface, Ian Bogost’s Video Games Are Better Without Characters is a nostalgia piece about SimCity:

Such was the payload of SimCity: not a game about people, even though its residents, the Sims, would later get their own spin-off. Nor is it a game about particular cities, for it is difficult to recreate one with the game’s brittle, indirect tools. Rather, SimCity is a game about urban societies, about the relationship between land value, pollution, industry, taxation, growth, and other factors. It’s not really a simulation, despite its name, nor is it an educational game. Nobody would want a SimCity expert running their town’s urban planning office. But the game got us all to think about the relationships that make a city run, succeed, and decay, and in so doing to rise above our individual interests, even if only for a moment.

But later on it turns into a strong argument for games that are about bigger issues in society. Games not about fighting one’s way out of a prison or getting off a deserted planet, but games that focus on living systems, politics, and the economy. Great article.

Using process for good

Kate Heddleston makes some great points in The Null Process:

When people say they don’t want process, what they’re really saying is they don’t want formalized process. There is really no such thing as “no process.” A process is simply the steps it takes to complete a task, so if a task is completed then by definition a process was used. Without formalized process everyone does things their own way, and there is no documentation for how problems are solved. This informal, undocumented process is the “null process,” and, if used incorrectly, the null process can have major implications for a company.

This reminds me of two things. The first is Rebekah Cox’s definition of Product Design:

Design is a set of decisions about a product. It’s not an interface or an aesthetic, it’s not a brand or a color. Design is the actual decisions.

What this implies is that everything you do in product design has a consequence. So just “letting things happen” is also a decision. It’s just a pretty bad one. Maybe that should be called “null design.” I don’t know, I’m not good at naming things1.

The second is Michael Lopp’s The Process Myth. The whole thing is great, but this quote in particular has always stuck in my mind:

Engineers don’t hate process. They hate process that can’t defend itself.

Also this advice:

Healthy process is awesome if it not only documents what we care about, but is willing to defend itself. It is required to stand up to scrutiny and when a process fails to do so, it must change.

For more reading on what it takes to build good processes (because let’s be honest, what else are you going to do on a Friday night?), I recommend Adam Wuerl’s Avoiding Process Hell and Jeff Gothelf’s Applying Product Thinking to Process Improvement.


  1. Just look at my URL. Seriously, what was I thinking. ↩

The politics of sunlight

Emily Badger wrote a very interesting article on the politics of sunlight and shade in urban design. From In the shadows of booming cities, a tension between sunlight and prosperity:

For cities, shadows present both a technical challenge — one that can be modeled in 3-D and measured in “theoretical annual sunlight hours” lost — and an ethereal one. They change the feel of space and the value of property in ways that are hard to define. They’re a stark reminder that the new growth needed in healthy cities can come at the expense of people already living there. And in some ways, shadows even turn light into another medium of inequality — a resource that can be bought by the wealthy, eclipsed from the poor.

The ethics of slot machine design

Andrew Thompson in Engineers of Addiction, a fascinating profile on the psychology of slot machines:

Game [slot machine] designers are charged with somehow summoning the ineffable allure of electronic spectacle — developing a system that is both simple and endlessly engaging, a machine to pull and trap players into a finely tuned cycle of risk and reward that keeps them glued to the seat for hours, their pockets slowly but inevitably emptying.

In other words, their job description is to make people win just enough so that they come back long enough to lose big. I just can’t wrap my head around that.

Maybe offices aren't so bad, after all

Jamie Hodari makes the point that the recent blowback against office spaces (and open office plans) might be slightly overblown. She asks, Is Working Remotely Sapping Your Creativity?

A creative work life requires social relationships and serendipitous interactions. It requires contending with ideas you don’t agree with. It requires getting up and moving around. As a result, it’s becoming increasingly clear that for many people, working at an office isn’t a relic of a pre-digital age, but a vital element in reaching their creative potential.

Bumping into coworkers, chatting in hallways, sitting down over lunch, a day at the office results in dozens of interactions everyday. The result, shown both anecdotally and in statistics, is more creativity and greater effectiveness. For instance, in one study tracking the behaviors of a sales team of a pharmaceutical company, “when a salesperson increased interactions with coworkers on other teams … by 10%, his or her sales also grew by 10%.” Cross-functional, seemingly spontaneous interaction facilitated greater effectiveness on the part of workers–something that would not have been possible had sales representatives been working from their homes.

The product manager is not The Boss

Good thoughts from Martin Eriksson on how the PM is not The Boss. From Product Management is a Team Sport:

The bottom line is that everyone in the company owns the product, and its success or failure lie in the hands of everyone who touches it. A product manager’s job is to lead the team to tackle the product challenges together, to get the best out of everyone on the team when building the product, and to provide a gentle hand to keep it all consistent and going in the right direction.

Why do we work?

I’ve been thinking about the topic of my latest A List Apart column for a while, but I was just too scared to write it. I mean, what right do I have to talk about work and privilege? But I ran the idea by my amazing editor, and since she was really supportive and enthusiastic about it, I went for it.

So I wrote Why?:

Why we work—and what kind of work we do—is a function of our privilege and our history as much as it is a function of our choices and our dedication.

I hope you enjoy reading it, and take something from it. This one took a while to get right.

Automation and the balance of power in workplaces

In The Machines Are Coming, Zeynep Tufekci talks about the kind of tasks that are being automated by machines:

Today, machines can process regular spoken language and not only recognize human faces, but also read their expressions. They can classify personality types, and have started being able to carry out conversations with appropriate emotional tenor.

Machines are getting better than humans at figuring out who to hire, who’s in a mood to pay a little more for that sweater, and who needs a coupon to nudge them toward a sale. In applications around the world, software is being used to predict whether people are lying, how they feel and whom they’ll vote for.

This is not a new topic. Back in 2012, Kevin Kelly proclaimed in Better Than Human: Why Robots Will — And Must — Take Our Jobs:

It may be hard to believe, but before the end of this century, 70 percent of today’s occupations will likewise be replaced by automation.

At the end of last year Claire Cain Miller wrote for the New York Times that As Robots Grow Smarter, American Workers Struggle to Keep Up:

Although fears that technology will displace jobs are at least as old as the Luddites, there are signs that this time may really be different. The technological breakthroughs of recent years — allowing machines to mimic the human mind — are enabling machines to do knowledge jobs and service jobs, in addition to factory and clerical work.

Who knows if this fear is going to turn into reality or not — there are lots of counter-arguments as well (For example, Nicholas Carr has a really interesting historical perspective in Should the Laborer Fear Machines?).

Still, I find the discussion fascinating — especially as it relates to the balance of power in workplaces. Tufekci continues:

Machines aren’t used because they perform some tasks that much better than humans, but because, in many cases, they do a “good enough” job while also being cheaper, more predictable and easier to control than quirky, pesky humans. Technology in the workplace is as much about power and control as it is about productivity and efficiency. […]

This is the way technology is being used in many workplaces: to reduce the power of humans, and employers’ dependency on them, whether by replacing, displacing or surveilling them.

Maybe that’s the real cause for concern here. Not that jobs might go away (although that’s certainly worrisome too), but that power will continue to shift to employers and away from employees.

The fallacy of the full-stack employee

Elea Chang takes on the “full-stack employee” idea in a great critique called The Full-Stack Employee and The Glorification of Generalization:

Hidden inside that “full-stack employee” manifesto is the idea that tech equals work and work equals life. Despite all the talk of learning and growing, the full-stack employee is primarily focused on conquering domains within the tech industry. But there have always been ways to impact the world outside the workplace. Unfortunately, the continuous pursuit of professional skillsets tends to diminish the boundaries between work and everything else, leaving you with less and less time to actually grow as a human being.

I’m very much in agreement with this. Many companies still go out of their way to reward people who work extra long hours, even if that comes at the expense of time spent with family (or, as Elea points out, volunteering outside of work).