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Posts tagged “technology”

Filling our empty moments with sound and noise

In Filling the Silence with Digital Noise, Kate Moran and Kim Flaherty share some research-based findings on how people use digital background noise to make sure it’s never quiet around them:

While many participants reported feeling the need to have some sort of audio in the background during their silent moments, others reported a more intense version of this phenomenon: the need to fill all the empty moments in their lives with some activity to avoid boredom or downtime. This behavior fills the ‘silence’ in a figurative way — people use their devices to keep their minds constantly occupied.

I read this article with interest, because I also do this—albeit for a different reason. I have a condition called tinnitus, which is a consistent ringing in the ears. There is no cure for it—the only way to deal with it is to learn to manage and be ok with it. For those of us who suffer from tinnitus, silence is torture. Because there is no silence. Your only choices are (1) the sounds/noises you put on around you, or (2) a loud ringing in your head that comes from nowhere and everywhere and never goes away.

Guess which option we usually go for…

The future of books is how they’re created, not what they are

In The ‘Future Book’ Is Here, but It’s Not What We Expected, Craig Mod writes that after years of believing books will fundamentally change in the digital age, it’s simply not happening:

I think we can agree that, in an age of infinite distraction, one of the strongest assets of a “book” as a book is its singular, sustained, distraction-free, blissfully immutable voice.

What has changed, instead, is how books are created:

Instead, technology changed everything that enables a book, fomenting a quiet revolution. Funding, printing, fulfillment, community-building—everything leading up to and supporting a book has shifted meaningfully, even if the containers haven’t. Perhaps the form and interactivity of what we consider a “standard book” will change in the future, as screens become as cheap and durable as paper. But the books made today, held in our hands, digital or print, are Future Books, unfuturistic and inert may they seem.

Or, more succinctly:

Our Future Book is composed of email, tweets, YouTube videos, mailing lists, crowdfunding campaigns, PDF to .mobi converters, Amazon warehouses, and a surge of hyper-affordable offset printers in places like Hong Kong.

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.

When friction in software is not a bad thing

Clive Thompson digs into software that aims to add friction to our lives in his Wired essay We Need Software to Help Us Slow Down, Not Speed Up:

It’s certainly possible to slow our software, and thereby ourselves. But it’ll happen only when we become too unsettled by the speed of our journey.

His post reminds me of some other ideas I’ve read about this in the past. Chris Palmieri in A Practice of Ethics:

But some friction is borne of respect, when we present information about the choices available to users and help them make better decisions. An emailed invoice could remind a customer they were paying for a service they no longer use. A checkbox could assure a user of their current content privacy settings before posting a sensitive photo. Recognition of a past purchase can save a customer the hassle of having to return a book they already have, or confirm that they are re-buying exactly the same shampoo.

And here is Andrew Grimes in Meta-Moments: Thoughtfulness by Design:

Meta-moments can provide us with space to interpret, understand, and add meaning to our experiences. A little friction in our flow is all we need. A roadblock must be overcome. A speed bump must be negotiated. A diversion must be navigated. Each of these cases involves our attention in a thoughtful way. Our level of engagement deepens. We have an experience we can remember.

Not all friction is bad…

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.” 

A pragmatic approach to digital ethics

Cal Newport has some thoughts on the “digital ethics” movement. In his post Beyond Digital Ethics he argues that large companies will never turn their backs on revenue just because it’s “the right thing to do”:

Instead of quixotically convincing some of the most valuable business enterprises in the history of the world to behave against their interests, we should convince individuals to adopt a much more skeptical and minimalist approach to the digital junk these companies peddle.

We don’t need to convince YouTube to artificially constrain the effectiveness of its AutoPlay algorithm, we should instead convince users of the life-draining inanity of idly browsing YouTube.

This approach will be challenging too, because we are up against some really strong brain psychology. As Don Norman notes in Why bad technology dominates our lives:

Curiosity is, on the whole, a virtue. We have evolved to be curious. Our nervous system is especially sensitive to change, and changes in the environment attract attention. But the technology-centered view labels this natural, creative trait as a liability: Curiosity is renamed as distraction. A human virtue is now turned into a liability.

Worse, many businesses have learned to exploit our curiosity. The continual bombardment of tantalizing tidbits of information deliberately designed to grab our attention away from other, potentially more valuable activities are distractions that can lead to accidents, injury, and interpersonal problems.

We are in uncharted territory and there are no easy solutions.

How businesses have learned to exploit our curiosity

Don Norman attempts to explain Why bad technology dominates our lives:

Curiosity is, on the whole, a virtue. We have evolved to be curious. Our nervous system is especially sensitive to change, and changes in the environment attract attention. But the technology-centered view labels this natural, creative trait as a liability: Curiosity is renamed as distraction. A human virtue is now turned into a liability.

Worse, many businesses have learned to exploit our curiosity. The continual bombardment of tantalizing tidbits of information deliberately designed to grab our attention away from other, potentially more valuable activities are distractions that can lead to accidents, injury, and interpersonal problems. What kind of business exploits curiosity for its own ends? Almost any business that discovers there are profits to be made by continually engaging people’s curiosity, hopes, and interests. For example gambling, computer games, social networks, and even television series that can go on and on, week after week, year after year, trapping their viewers into addiction.

We talk a lot about “personal responsibility” and how it’s up to each person to make good choices about how they spend their time. That is true as far as it goes, but it brushes over the incredibly strong forces of persuasion theory and how easily humans are manipulated. “Personal responsibility” doesn’t give us a hall pass to exploit the human brain’s weaknesses.

The stress of interacting with voice UIs

This bit from Raluca Budiu and Page Laubheimer’s user study of digital assistants like Alexa, Google Assistant, and Siri echoes my thoughts exactly on why I don’t like interacting with them:

Many participants started speaking before formulating the query completely (as you would normally do with a human), and occasionally paused searching for the best word. Such pauses are natural in conversation, but assistants did not interpret them correctly and often rushed to respond. Of course, answers to such incomplete queries were incorrect most of the time, and the overall effect was unpleasant: participants complained that they were interrupted, that the assistant “talked over them”, or that the assistant was “rude.” Some even went as far as to explicitly scold the assistant for it (“Alexa, that’s rude!”).

Yep. When I interact with voice UIs I spend way more time and energy planning the exact sentence construction and pronunciation than when I simply type and swipe and figure it out as I go. And then, if one word is out of place, the whole thing falls apart. It’s just too stressful. I can’t.