Wired.com -- The A/B Test: Inside the Technology That's Changing the Rules of Business
yesterday by adamcrowe
'Many web workers, having tasted of the A/B apple, can no longer imagine operating in any other environment. Indeed, they begin to look with pity on the offline world, a terrifying place where each of us possesses only one life to live rather than two (or more) in parallel. “There’s this grilled cheese place down the street,” says Jim Kingsbury, marketing VP at One Kings Lane. “They can’t test anything. Should they price the sandwich at $6 or $6.50? What should be at the top of the menu? Those are purely intuitive choices that they have to make.” At one Silicon Valley office, I overheard an employee complain that dating can’t be A/B tested; an online profile can, to be sure, but once you’re in a relationship with a specific person, 100 percent of the “traffic” is on the line with every decision. The testable web is so much safer. No choices are hard, and no introspection is necessary. Why is B better than A? Who can say? At the end of the workday, we can only shrug: We went with B. We don’t know why. It just works.'
data
numbers
temes
#processing
feedback
consensus
consensusreality
yesterday by adamcrowe
Why Startup Hubs Work by Paul Graham
october 2011 by adamcrowe
'Instead of thinking of most places as being sprayed with startupicide, it's more accurate to think of startups as all being poisoned, and a few places being sprayed with the antidote. The antidote is people. Many observers have noticed that one of the most distinctive things about startup hubs is the degree to which people help one another out, with no expectation of getting anything in return. To make a startup hub, you need a lot of people interested in startups. ...once you have enough people interested in the same problem, they start to set the social norms. Incidentally, this phenomenon is not limited to startups. Most unusual ambitions fail, unless the person who has them manages to find the right sort of community.'
feedback
reflexivity
resilience
october 2011 by adamcrowe
Harvard Business Review -- Three Questions for Effective Feedback by Thomas J. DeLong
august 2011 by adamcrowe
'#What should I stop doing? [Why?] #What should I keep doing? [Why?] #What should I start doing? [Why?]'
feedback
relationships
ethics
from delicious
august 2011 by adamcrowe
Wired -- Sharing Information Corrupts Wisdom of Crowds
may 2011 by adamcrowe
'Members of the crowd ought to have a variety of opinions, and to arrive at those opinions independently. Take those away, and crowd intelligence fails, as evidenced in some market bubbles. The researchers attributed this to three effects. The first they called “social influence”: Opinions became less diverse. The second effect was “range reduction”: In mathematical terms, correct answers became clustered at the group’s edges. Exacerbating it all was the “confidence effect,” in which students became more certain about their guesses. “The truth becomes less central if social influence is allowed,” wrote Lorenz and Rahut, who think this problem could be intensified in markets and politics — systems that rely on collective assessment. “Opinion polls and the mass media largely promote information feedback and therefore trigger convergence of how we judge the facts,” they wrote. The wisdom of crowds is valuable, but used improperly it “creates overconfidence in possibly false beliefs.”'
collectiveintelligence
collectiveunintelligence
groupthink
feedback
reflexivity
homogeneity
from delicious
may 2011 by adamcrowe
YouTube -- TEDxUIUC: Sherry Turkle - Alone Together
march 2011 by adamcrowe
"We can't get enough of each other IF we can have each other at a distance in amounts that we can control." -- "Things go from: I have a feeling, I want to make a call; to: I want to have a feeling, I need to send a text. In other words, the validation of a feeling becomes part of establishing it."
psychology
media
technology
temes
behaviours
ambientintimacy
control
narcissism
feedback
reflexivity
addiction
SherryTurkle
from delicious
march 2011 by adamcrowe
Dubberly Design Office -- Ability-centered Design: From Static to Adaptive Worlds
march 2011 by adamcrowe
'A new order of systems is emerging, that adapt to the worlds in which they play a part. Although the form they take varies widely from example to example, these systems all have in common some means for: #1. “perceiving” two or more states of the environment in which they are embedded; #2. creating, based on these perceptions, a “model” of the environment around them; and #3. adapting, based on this model, in a fashion to best meet the performance objectives of the system in the face of a changing environment. This need not be a one-shot event—it can occur continuously over time. Dynamically co-constructed adaptive worlds give both creators and consumers the ability to design or improvise new activities that honor specific abilities as they emerge. In an adaptive world, objects and processes modify themselves based on information gleaned from people, either through sensing or explicit input.' -- Quadrant: Carbon—Silicon [Operator—Machine]; Doing—Understanding [Diegetic—Non-diegetic?]
design
narrativeobjects
narrativeenvironments
narrativeacts
holodeck
everyware
emergence
feedback
feedforward
extradiegesis
metadiegesis
probabilityspace
possibilityspace
reflexivity
from delicious
march 2011 by adamcrowe
YouTube -- TED: Salman Khan: Let's use video to reinvent education
march 2011 by adamcrowe
'Salman Khan talks about how and why he created the remarkable Khan Academy, a carefully structured series of educational videos offering complete curricula in math and, now, other subjects. He shows the power of interactive exercises, and calls for teachers to consider flipping the traditional classroom script -- give students video lectures to watch at home, and do "homework" in the classroom with the teacher available to help.' -- Global peer mentoring
education
learning
feedback
p2p
internet
from delicious
march 2011 by adamcrowe
Harvard Book Store Channel -- Sherry Turkle (Video)
march 2011 by adamcrowe
'Sherry Turkle discusses Alone Together: Why We Expect More from Technology and Less from Each Other' -- "People start asking simpler questions so they can get immediate answers."
psychology
media
themediumisthemassage
technology
temes
#bandwidth
behaviours
ambientimmediacy
latency
now
feedback
addiction
SherryTurkle
from delicious
march 2011 by adamcrowe
Guardian -- Sherry Turkle: '...efficient in our intimacies and it leaves us diminished.'
february 2011 by adamcrowe
'We'd rather text than talk. It makes us feel more in control. We use digital technology to try to be efficient in our intimacies and it leaves us diminished. A mother explains that she cannot resist the "lure of the little red light" telling her that she has a new message on her BlackBerry, even when she is driving on the highway with her children in the car. We are vulnerable to the seduction of always-on/always-on-us connection. The unread message, that red light, has come to stand for our feelings of hope. That someone wants us, that something new is coming into our lives. -- Much of the reaction to Alone Together has been critical, as though I have told the world to "unplug" ... I have been portrayed as an anti-technology crusader. This rhetoric points to a serious problem.' -- Addiction.
psychology
tethered
ambientimmediacy
feedback
intermittentvariablerewards
addiction
SherryTurkle
from delicious
february 2011 by adamcrowe
STANFORD Magazine -- Digital Immersion
january 2011 by adamcrowe
'Psychiatrist Aboujaoude says that immersion in gaming runs the risk that a player begins to believe that behaviors acceptable in a game might also pass offline: Heavy gamers may develop an offline persona with the swagger and bravado of their avatars. "It also becomes easier to lose perspective on one's divergent priorities: the need to perform well as a favorite game character or as an accomplished player versus the need to function as a responsible adult. It's all one big life with one big 'cumulative' score, the faulty justification goes, and if we are breaking records in an online game, we may feel, in aggregate, responsible and productive enough, and thus allow for some gross negligence elsewhere in life." -- "Addictions happen when people are trying to control their emotional state. You find something that makes you feel better and then you want more of it, but then there is emptiness in the payoff."
psychology
technology
temes
virtuality
simulation
behaviours
extensionsofman
centralnervoussystem
control
feedback
addiction
reflexivity
grandiosity
thegamingofeverydaylife
from delicious
january 2011 by adamcrowe
Raph’s Website -- Feedback does not equal game design
january 2011 by adamcrowe
'If you really want to gamify something, you need to make the core loop be something to explore and master. Buying an airplane ticket or staying at a hotel isn’t something you “master.” Piling up points is not good gamification. The feedback exists to give cues to the user that they are learning something. It isn’t food pellets for rats to reward them for pushing a lever. Good gamification will be less Skinnerian and more like getting an A in class as a recognition of how well you mastered the subject.'
gamemechanics
learning
feedback
possibilityspace
probabilityspace
thegamingofeverydaylife
january 2011 by adamcrowe
OR Books — Program or be Programmed: Ten Commands for Digital Age by Douglas Rushkoff
september 2010 by adamcrowe
'We scramble to keep up with the never-ending inflow of demands and commands, under the false premise that moving faster will allow us to get out from under the endless stream of pings for our attention. For answering email and responding to texts or tweets only exacerbates the problem by leading to more responses to our responses, and so on. Every answered email spawns more. The quicker we respond, the more of an expectation we create that we will respond that rapidly again. We mistake the rapid-fire stimulus of our networks for immediacy, and the moment we are actually living in for the thing that needs to catch up. -- The digital realm is biased toward choice, because everything must be expressed in the terms of a discrete, yes-or-no, symbolic language. We are making choices not because we want to, but because our programs demand them. ...the more we learn to conform to the available choices, the more predictable and machinelike we become ourselves.'
books
digital
media
themediumisthemassage
technology
temes
networks
#bandwidth
#processing
feedback
extensionsofman
centralnervoussystem
bots
choice
now
ambientimmediacy
intermittentvariablerewards
kipple
DouglasRushkoff
september 2010 by adamcrowe
Tweetage Wasteland -- Dude, I’m Totally Wasted on the Internet
august 2010 by adamcrowe
'The multitaskers of Generation TMI are consumed by an always-on internet twitch that keeps them connected to news, friends, data, entertainment, academics, gaming and more; all of which is never farther than the palm of their hand. Not being able to read a book, watch a movie or interact with a friend without texting or opening Facebook is the drug-state of this era. One in three teens sends more than 100 text messages a day. I heard from one parent whose kid broke ten thousand text messages in a month. Think he views a little downtime listening to white noise as a threatening scenario? If i-dosing means putting on your headphones and being alone in your head for a few minutes at a time, then it sounds more like a cure than a disease. Here’s my message to kids: If you think narrowing things down to one incoming signal gets you high, wait until you try zero. The only thing better than being totally out of your mind is being totally in it.'
internet
attention
distraction
feedback
addiction
from delicious
august 2010 by adamcrowe
Newsweek -- Has Arianna Huffington Figured Out the Future?
july 2010 by adamcrowe
'Editors watch Google to see which search terms are hot at any moment, then craft stories that will show up in response to those searches. The trick is to design stories in such a way that they will get pushed toward the top of search rankings—a black art known as “search-engine optimization,” and an area in which HuffPo excels.' -- Echo... echo.... echo.... Chamber... chamber.... chamber.....
mimesis
forcedmemes
feedback
echochamber
seo
sharecropping
from delicious
july 2010 by adamcrowe
3 Quarks Daily -- How Supermodels Are like Toxic Assets by Ashley Mears
july 2010 by adamcrowe
'In the language of economic sociology, options are performative; they create what they putatively just describe. In other words, the models have agency (that’s market models we’re talking about, not the fashion models, heaven’s no!). Options enable investors to anticipate other investors’ actions, which spurs herding behavior, where actors decide to disregard their own information (i.e., “That Coco Rocha, urgh!”) and imitate instead the decisions taken by others before them (but Russell Marsh optioned her). Herding and cascades are rather problematic to financial markets; they leads investors to artificially bid up asset values... because investors, like fashionistas, react to each other as well as to the aggregate traces of fellow investors’ actions (captured well in signaling instruments like options), they exacerbate systemic risk. Essentially, valuing financial goods is a matter of trying to be in fashion, which is a gamble.'
economics
markets
options
signalling
reflexivity
fashion
success
feedback
mimesis
herd
consenus
consensusreality
trends
consensus
from delicious
july 2010 by adamcrowe
SuperMe
july 2010 by adamcrowe
'SuperMe is a web game which helps you to be better at life. It's about resilience: how to feel good when life chucks you lemons. How to be better at thinking positively. How to cope with, and learn to love, failure. By playing SuperMe you'll learn how to be more resilient in real life, and by playing every piece of content you'll score points. Points! Everyone wants those. There are 500 experience points to be collected in Wisdom, Ability, Influence and Connection. The more experience you collect the better you are, and the higher you'll level up.' -- What these 'games' really need is an exit achievement called, 'DONE NOW. THANKS FOR THE HELP, EVERYONE. I'M OFF!' where you delete the game along with your points, badges and public profile and take your skills/achievements into real life where there's no easy feedback or pats on the head. Maybe there already is such an achievement. Perhaps it couldn't ever be 'built-in'.
thegamingofeverydaylife
gaming
skills
experiencepoints
resilience
ludotopianism
socialengineering
nudge
feedback
narcissism
tethered
self
subsistenceclicking
july 2010 by adamcrowe
NYTimes.com -- Mind Over Mass Media by Steven Pinker
june 2010 by adamcrowe
'Critics of new media sometimes [cite] research that shows how “experience can change the brain.” But cognitive neuroscientists roll their eyes at such talk. Yes, every time we learn a fact or skill the wiring of the brain changes... But the existence of neural plasticity does not mean the brain is a blob of clay pounded into shape by experience. Experience does not revamp the basic information-processing capacities of the brain. ...the effects of experience are highly specific to the experiences themselves. If you train people to do one thing (recognize shapes, solve math puzzles, find hidden words), they get better at doing that thing, but almost nothing else. Music doesn’t make you better at math, conjugating Latin doesn’t make you more logical, brain-training games don’t make you smarter. Accomplished people don’t bulk up their brains with intellectual calisthenics; they immerse themselves in their fields. Novelists read lots of novels, scientists read lots of science.'
media
themediumisthemassage
synaptics
feedback
augmentationistsvsimmersionists
june 2010 by adamcrowe
Wired -- Author Nicholas Carr: The Web Shatters Focus, Rewires Brains
may 2010 by adamcrowe
'The Internet is an interruption system. We want to be interrupted, because each interruption brings us a valuable piece of information. To turn off these alerts is to risk feeling out of touch or even socially isolated. The stream of new information also plays to our natural tendency to overemphasize the immediate. We crave the new even when we know it’s trivial. -- We know that the human brain is highly plastic; neurons and synapses change as circumstances change. When we adapt to a new cultural phenomenon, including the use of a new medium, we end up with a different brain, says Michael Merzenich, a pioneer of the field of neuroplasticity. That means our online habits continue to reverberate in the workings of our brain cells even when we’re not at a computer. We’re exercising the neural circuits devoted to skimming and multitasking while ignoring those used for reading and thinking deeply. ...we are “training our brains to pay attention to the crap."' -- Or filter it (like so).
behaviours
web
media
themediumisthemassage
synaptics
feedback
attention
continuouspartialattention
intermittentvariablerewards
may 2010 by adamcrowe
The Archdruid Report -- The Costs of Complexity
april 2010 by adamcrowe
'...increases in complexity are subject to the same law of diminishing returns as anything else ... one of the ironies faced by a society that has reached the point of negative returns on complexity as a means of problem-solving is that thereafter, the only way it can solve its problems is by not solving its problems. Any attempt to impose additional complexity will simply make matters worse, while allowing some particularly problematic heap of complexity to crash and burn may just reduce the complexity of the whole system to a point at which something constructive can actually be done. In the extreme case, where an entire society has pushed itself past the point of negative returns on complexity, collapse can be an adaptive response to a rising spiral of crisis that can be ended in no other way.'
economics
systems
feedback
complexity
lawofdiminishingmarginalreturns
collapse
JohnMichaelGreer
diminishingmarginalutility
april 2010 by adamcrowe
Umair Haque -- The Efficient Community Hypothesis
april 2010 by adamcrowe
'People, truth, identity, reputation, values are the five elements of an efficient community. Efficient communities sort good information from bad by inducing people to reveal their true expectations and preferences — whether managers, customers, or investors. When people are bound together, they develop shared values — which destroys the incentive to dissemble in the first place. Markets need communities. When we put markets and communities together, efficient communities filter the best information (about reputable buyers, sellers, products, services, etc) and weed out the bad information. Efficient communities send this filtered info to markets, who soak it up and yield more efficient prices. The results of market exchanges create new info that feeds back into the community — driving a more sustainable, smarter kind of growth.'
economics
information
feedback
markets
communities
mutualism
UmairHaque
april 2010 by adamcrowe
TIME -- Should Kids Be Bribed to Do Well in School?
april 2010 by adamcrowe
'The students were universally excited about the money, and they wanted to earn more. They just didn't seem to know how. We tend to assume that kids (and adults) know how to achieve success. If they don't get there, it's for lack of effort—or talent. Sometimes that's true. But a lot of the time, people are just flying blind. Kids may respond better to rewards for specific actions because there is less risk of failure. They can control their attendance; they cannot necessarily control their test scores. The key, then, may be to teach kids to control more overall—to encourage them to act as if they can indeed control everything, and reward that effort above and beyond the actual outcome. Just like grownups, kids need different kinds of incentives to get through the day, some highbrow and some low, some short-term, some longer-term. And money and other external rewards can be a gateway to more substantive motivators.' -- Use rewarded money to fund internally-motivated creative projects?
economics
incentives
rewards
motivation
learning
failure
errorhandling
effort
feedback
control
goals
systems
april 2010 by adamcrowe
Spark -- Full Interview: Jesse Schell on Game Design
april 2010 by adamcrowe
Shame in nurturing games within social environments eg. Farmville: "If you know your friends are visiting your farm everyday you'll spend more time and money to keep it tidy." -- Thoughts/gists: Gameification is inevitable in an attention economy. Once offered, people like maximising reward/loyalty points. New real-time tracking/feedback technology will enable more compelling collecting/optimising/completion experiences. Companies are going to be trying to figure out ways to give you points for doing things. They want to own data you care about. "As a game designer you better figure out what side you're on: 4 groups: #persuaders: motivated by money, #fulfillers: create deep experiences, #artists: advance the medium, #humanitarians: motivate 'better' behaviours"
facebook
farmville
socialgraph
socialdesign
gamemechanics
nurturance
shame
feedback
attention
quantifiedself
thegamingofeverydaylife
advertising
marketing
ethics
JesseSchell
april 2010 by adamcrowe
Slate -- I'm quitting the Internet. Will I be liberated or left behind? By James Sturm
april 2010 by adamcrowe
'I imagine feeling very isolated and desperately missing the little highs that scores of daily e-mails and Google searches bring me throughout the day. I know there's no going back to the pre-Internet days, but I just want to move forward a little more slowly. The reaction thus far: "This will force people to bend over backward to accommodate you!" "It's very selfish of you." "I'm jealous!"'
internet
feedback
addiction
amputation
april 2010 by adamcrowe
Fast Company -- From Addiction to Apathy: The Five Stages of Foursquare Use
april 2010 by adamcrowe
'#Stage Four: Greed: Because Foursquare is meant to be a game, of sorts, there are winners (people who check in all over the place) and losers (people who don't). And as soon as you figure this out--generally after a week of just-for-fun use--the novelty wears off, and the competition kicks in. -- #Stage Five: Apathy: You've scored at least one week atop the Leaderboard. But since the charts reset every week, and you don't get as many points for re-visiting the same places, your moment of glory is fleeting. ...you kind of stop caring. What initially excited you about Foursquare--apart from being able to keep tabs on people you know, which you still may want to do--was getting "rewards" for living your everyday life. Once you have to start working for them (spending more money, traveling greater distances), you realize they're not actually worth it. -- That, or you start appreciating Foursquare for what it really is: a simple(r) way to stalk your friends.'
foursquare
gaming
location
grinding
feedback
lawofdiminishingmarginalreturns
homophily
tethered
surveillance
equiveillance
diminishingmarginalutility
april 2010 by adamcrowe
NYTimes.com -- Day Traders 2.0 - Wired, Angry and Loving It
march 2010 by adamcrowe
'“There’s an adrenaline rush. And the thing about day trading is that it gives you pretty quick feedback. If you buy and hold, a lot of things need to happen before you see a result, and much of what happens relates to external factors that are beyond your control. With day trading, you’re in charge.” -- Big, muscular Wall Street veterans like Goldman Sachs have the money, smarts and brute power to dominate this computerized battle, and many day traders may not even be aware how outgunned they now are. “It’s not something we fully understand, but algorithms don’t have emotions,” says Mr. Gomez. “It’s like these machines can smell a human. They can smell the fear of a discretionary trader. Stocks will still go from Point A to Point B. But what used to be a waltz is now more like mosh pit.” Daily hand-to-hand combat with a bunch of robots? It seems kind of crazy. But is it any crazier than leaving your money in the same place where it languished for the last decade?' -- Knives vs Guns
technology
huntergatherer
trading
feedback
addiction
algorithms
blackboxes
march 2010 by adamcrowe
BetterMe
march 2010 by adamcrowe
'Send private, anonymous feedback to coworkers, classmates, and friends. Open, honest communication is crucial, but not always easy. Go ahead... say what you really think.' -- MakeMeJustLikeYou
sousveillance
feedback
socialengineering
politicalcorrectness
goodthink
conformity
griefing
tools
march 2010 by adamcrowe
O'Reilly Radar -- Skinner Box? There's an App for That
march 2010 by adamcrowe
'This brave new inter-networked, socially-mediated, post-industrial, cybernetically-interwoven world is an integrated web of Pavlovian stimulus and response and I'm barking at the bell. Turns out, this isn't a Skinner Box. No, "box" is too confining for this metaphor. This is a fully networked, digitally rendered, voluntarily joined Skinner Borg. It doesn't embed itself in us, we embed ourselves in it. It's Clockwork Orange, self served. The singularity is here, and it's us... also it's dumb, snarky, and in love with itself. Age of spiritual machines? Whatever. Show me spiritual people.'
behaviorism
feedback
addiction
distraction
continuouspartialattention
attention
narcissism
tethered
hivemind
psychology
march 2010 by adamcrowe
Cracked.com -- 5 Creepy Ways Video Games Are Trying to Get You Addicted
march 2010 by adamcrowe
'#3. Making You Press the Lever: The Chinese MMO ZT Online has the most devious implementation of [variable ratio rewards] I've ever seen. The game is full of these treasure chests that may or may not contain a random item and to open them, you need a key. How do you get the keys? Why, you buy them with real-world money, of course. Like coins in a slot machine. Wait, that's not the best part. ZT Online does something even the casinos never dreamed up: They award a special item at the end of the day to the player who opens the most chests. And that's hardly the most ridiculous aspect of the game. Now, in addition to the gambling element, you have thousands of players in competition with each other, to see who can be the most obsessive about opening the chests. One woman tells of how she spent her entire evening opening chests--over a thousand--to try to win the daily prize. She didn't. There was always someone else more obsessed. -- #2. Eliminating Stopping Points.'
psychology
behaviorism
gaming
gamemechanics
intermittentvariablerewards
rewards
grinding
feedback
addiction
march 2010 by adamcrowe
Robotic Shed -- Behaviourist Game Design
march 2010 by adamcrowe
'Every game is a system that you interact with; listening to and responding to your actions in a certain way. Every game is teaching your brain something, every game is a dialogue with its player. Its no wonder that people will spend hours grinding for loot if their brains are conditioned to do so by the most efficient reward system that we know of. Does this mean that they are actually having a good time? They might be, but they might also just say that they had a good time after the fact. Another psychological effect causes us to post fact self-justify the amount of time we spend performing any action because we never like to believe we are wasting our precious resources of time and money. Whether designers are doing this deliberately or subconciously I believe its damaging to the people who play these games...'
gaming
gamemechanics
psychology
intermittentvariablerewards
rewards
incentives
achievements
grinding
feedback
addiction
ethics
march 2010 by adamcrowe
HuffPost -- Couple Let Baby Starve To Death While Raising Virtual Baby Online
march 2010 by adamcrowe
'Kim Yoo-chul, 41, and Choi Mi-sun, 25, would feed their three-month-old baby only when not at 12-hour-online sessions in a local internet café. The pair were obsessed with raising their internet child, called Anima, resulting in the neglect of their unnamed real daughter. After one such session in September the couple found their daughter dead and called police. An autopsy found the baby died from prolonged malnutrition. "It seems that taking care of their on-line game character erased any sense of guilt they may have had for neglecting their daughter."' -- Push button parenting.
virtualworlds
virtuality
surrogacy
parenting
nurturance
simulation
feedback
thegamingofeverydaylife
subsistenceclicking
march 2010 by adamcrowe
Boing Boing -- Persuasive games: ends vs. means
february 2010 by adamcrowe
Comment: Anon -- 'Will everything in this world have to involve some sort of immediate feedback and/or short term reward? I swear this is why everyone runs out and buys GPS when all they do is drive to the corner store - it turns driving into a videogame. Everyone is already grumbling about the Gen-Y's or whatever they're called. Coddled. "Not everyone gets a medal." Will nobody do things *just because they should*?'
thegamingofeverydaylife
numbers
feedback
addiction
entitlement
selfesteem
themediumisthemassage
media
february 2010 by adamcrowe
BBC -- The Virtual Revolution: Homo Interneticus?
february 2010 by adamcrowe
'Aleks examines the popularity of social networks such as Facebook and asks how they are changing our relationships.' -- Sherry Turkle: "There's a new personality type: It moves from, 'I have a feeling, I want to make a call,' to, 'I want to have a feeling, I need to make a call.' There's a sense in which you almost need a sense of validation and the support of the community to feel the feeling in the first place. Bringing other people into the loop of feeling your feeling, this is very seductive."
internet
web
cybernetics
socialnetworking
statusupdates
realtime
feedback
addiction
reflexivity
literaryculturevsoralculture
SherryTurkle
documentaries
AlexKrotoski
psychology
narcissism
february 2010 by adamcrowe
Wired -- TED 2010: Reality Is Broken. Game Designers Must Fix It
february 2010 by adamcrowe
The broader principle being: change the 'conditions' (create "games") to change the incentives (re-enable 'happiness'). -- 'McGonigal: "Games support happiness ... by giving us more satisfying work or concrete tasks that we can accomplish... Studies have shown that playing a short game — having something concrete that you can accomplish — actually gives you the motivation, energy and optimism to go back and tackle real work. ...because when you’re trying to do real-world work it’s frustrating; we don’t see the results of our actions right away. So games give us that sense of blissful productivity... Neurochemically we’re kind of fired up ... to take on challenges... Games take us immediately out of a state of paralysis or alienation or depression and they switch on the positive ways of thinking. They trigger the brain to a state in which it’s possible to do good work. It’s possible to aspire to tough goals."' -- Neo Taylorism? A Brave New 'Chunking' World? Who Games The Game Makers?
thegamingofeverydaylife
gaming
ARG
roleplay
incentives
feedback
work
taylorism
bravenewworld
technocracy
socialengineering
colonialism
vanguardism
idealism
ludotopianism
JaneMcGonigal
february 2010 by adamcrowe
Edge -- 2010: How Has The Internet Changed The Way You Think? -- Daniel Haun
january 2010 by adamcrowe
'REPETITION, NOT TRUTH -- People, including you, believe the examples they can think of right away to be most representative and therefore indicative of the truth. This is called the "availability heuristic". Repetition creates the illusion of truth. Let's reconsider the Internet. [A searched] page's relevance is determined by how many other relevant pages link to it. Repetition, not truth. Your search engine will then present a set of ranked pages to you, determining availability. Repetition determines availability, and both together the illusion of truth. Hence, the Internet does just what you would do. It isn't changing the structure of your thinking, because it resembles it. It isn't changing the structure of your thinking, because it resembles it. It isn't changing the structure of your thinking, because it resembles it.'
internet
information
search
bias
availabilitybias
falsepositive
feedback
replication
#specialization
echochamber
collectiveunintelligence
january 2010 by adamcrowe
The Economist -- Media: A world of hits
january 2010 by adamcrowe
'...not quite popular content that occupies the middle ground between blockbusters and niches [has been losing out]. The stuff that people used to watch or listen to largely because there was little else on is increasingly being ignored. -- Although you might expect people who seek out obscure products to derive more pleasure from their discoveries than those who simply trudge off to see the occasional blockbuster, the opposite is true. William McPhee noted that a disproportionate share of the audience for a hit was made up of people who consumed few products of that type. A lot of the people who read a bestselling novel, for example, do not read much other fiction. By contrast, the audience for an obscure novel is largely composed of people who read a lot. That means the least popular books are judged by people who have the highest standards, while the most popular are judged by people who literally do not know any better. The hit is carried along by a wave of ill-informed goodwill.'
economics
longtail
attention
populism
herd
mimicry
feedback
#specialization
january 2010 by adamcrowe
Psychology Today -- Status: a more accurate way of understanding self-esteem
november 2009 by adamcrowe
'A sense of increasing status can be more rewarding than money, and a sense of decreasing status can feel like your life is in danger. ...when your perceived sense of status goes up, or down, an intense emotional response results. ...people go to tremendous extremes to increase or protect their status. It operates at an individual and group level, and even at the level of countries. The desire to increase status is behind many of society's greatest achievements and some our darker hours of destruction. People don't like to be wrong because being wrong drops your status, in a way that feels dangerous and unnerving. When you decide you are right, the other person must be wrong, which means you don't listen to what he or she says, and he or she experiences you as a threat too. A vicious cycle emerges. Being "right" is often more important to people than, well, than just about anything else, at the cost of not just money but relationships, health, and sometimes even life itself.'
psychology
status
selfesteem
socialcapital
groupthink
wrong
griefing
competition
success
feedback
reflexivity
argumentation
november 2009 by adamcrowe
SFGate -- Attention loss feared as high-tech rewires brain
november 2009 by adamcrowe
"It's just part of society that we're multitasking all the time. We can't stop to think, and if we have to stop and consider something, we get frustrated." -- "Look at language. People are writing the way that they text. Anything complex that takes several paragraphs to develop is information overload at this point." -- "I think of it as regressive. I don't think of it as progressive. It's becoming so normalized in our culture, it becomes hard to catch while it's happening."
technology
feedback
ADHD
attention
continuouspartialattention
intermittentvariablerewards
ambientimmediacy
distraction
addiction
extensionsofman
centralnervoussystem
tethered
cyberbrain
literaryculturevsoralculture
november 2009 by adamcrowe
O'Reilly Radar -- Three Paradoxes of the Internet Age: Part Two
november 2009 by adamcrowe
'#Individual perception of increased choice can occur while the overall choice pool is getting smaller -- '...the long tail has gangrene at its extremity - the niche. More disarming is the conclusion that it isn't just the output of our recommendation algorithms that is leading to what the author calls "monopoly populism"and the end of niche culture ... The network effects that so characterize Internet services are a positive feedback loop where the winners take all (or most). The issue isn't what they bring to the table, it is what they are leaving behind.' -- Success is measured by what's successful.
internet
web
behaviours
choice
longtail
populism
recommendation
socialproof
success
feedback
herd
mimesis
heteronomy
circumscription
#ubiquity
#specialization
criticism
technoutopianism
november 2009 by adamcrowe
O'Reilly Radar -- Three Paradoxes of the Internet Age: Part One
november 2009 by adamcrowe
Discuss -- #More access to information doesn’t bring people together, often it isolates us. -- Elizabeth Kolbert: "People’s tendency to become more extreme after speaking with like-minded others has become known as “group polarization,” and it has been documented in dozens of other experiments. In one, feminists who spoke with other feminists became more adamant in their feminism. In a second, opponents of same-sex marriage became even more opposed to the idea, while proponents shifted further in favor. In a third, doves who were grouped with other doves became more dovish still." -- The Internet is becoming a vast petri dish for the group polarization phenomena. As Sunstein puts it “The most striking power provided by emerging technologies,” is the “growing power of consumers to ‘filter’ what they see.” -- Birds of a feather...
psychology
internet
web
socialmedia
consensus
consensusreality
groupthink
socialproof
bias
feedback
#socialization
#specialization
criticism
technoutopianism
november 2009 by adamcrowe
BBC Radio 4 -- Moral Maze (Twitter Mobs Edition)
november 2009 by adamcrowe
The perception IS the reality. That's the inherent danger of the immediate consenus-making ability of twitter and other realtime platforms. -- Brendan O'Neill: "Illiberal liberalism" "Emotional incontinence" Righteous indignation/enthusiasm. That's the inherent danger of immediate action/reaction/gratification as opposed to taking the time to think things through – "Boring, hard work," as Nick Cohen puts it. (As a #moralmaze tweeter said, links to in-depth resources provide the best alibi for "shallow" twitterhappy tweetstormers.) Nick Cohen: "There's a lot of utopianism. It's very shallow and very transient. A lot of it is apathetic. It's people affirming themselves." -- RE #moralmaze. It's not surprising to see tweeters so overly keen to defend any and every perceived threat to twitter, though it's not like its going away—calm down. Defending both their newly-felt right to be heard and the social/cultural capital they've built up over the years... TWITTER IS SERIOUS BUSINESS.
internet
web
socialmedia
twitter
behaviours
ambientimmediacy
consensusreality
groupthink
emotionalism
herd
swarming
smartmobs
dumbmobs
activism
indignation
censorship
thoughtcrime
thoughtpolice
hatecrime
protest
apathy
existentialism
feedback
discourse
retribalization
november 2009 by adamcrowe
Trendwatching -- "NOWISM"
october 2009 by adamcrowe
'The power of all things ‘NOW’ can be traced back to the eternal lure of instant gratification ...many ‘fixed’ items run the risk of becoming synonymous with boredom, hassle (Maintenance! Theft! Going out of style! Repairs!), eco-unfriendliness, and sinking a large part of one’s budget into one object (which impedes spending on multiple experiences). ...'digital' has become synonymous with 'instant'. -- Zygmunt Bauman: "...fragmented lives require individuals to be flexible and adaptable — to be constantly ready and willing to change tactics at short notice, to abandon commitments and loyalties without regret and to pursue opportunities according to their current availability." -- Raw experiences: ...‘live’ cannot be edited, controlled or censored and therefore offers the possibility of boredom-beating surprises. And surprises, excitement, controversy, scandal, realness, and rawness is exactly what many consumers are openly or secretly craving.' -- Have fists, will travel.
now
time
realtime
latency
intermittentvariablerewards
feedback
#bandwidth
#ubiquity
foraging
huntergatherer
guerrilla
violence
performance
experience
trends
retribalization
october 2009 by adamcrowe
FORA.tv -- The Long Now Foundation: Nassim Nicholas Taleb: A Crazier Future
october 2009 by adamcrowe
Remembered prediction: "...you don't remember what you actually predicted. But you revise your memory of what you actually predicted continuously to make it consistent with current events. Not only you do that with your prediction, you also do that with your intentions." -- Feedback preference -- 'Confirmation bias: ...like politicians they do tell you what they did for you not what they didn't do for you. -- Psychological bias: Never take advice from someone wearing suit and tie. It works. It liness up perfectly to the Mediocristan (simple, social, observable) vs Extremistan (complex, virtual, unobservable) distinction. -- Our skepticism is domain dependent. -- Rare Events: Elephants are matrimonial; the ladies dominate, and the old ladies are kept around. Guess why, because they remember droughts, they remember what happened in 1906 or where they have to go to find water, so remember rare events. ...these few have a lot of knowledge, they don't have theories.'
economics
psychology
risk
bias
framing
feedback
blackswans
skepticism
epistemology
philosophy
NassimNicholasTaleb
october 2009 by adamcrowe
Destructoid -- 20% of Japanese men polled want love with game characters
october 2009 by adamcrowe
'In Japan, Konami conducted a lifestyle survey of 500 men in their twenties, just releasing the results late last month. About 40 percent of these men said that they thought in-game love is something worth seeking out. About 20 percent of those polled actually want love with a videogame character.' -- MOAR FEEDBACK
psychology
virtualworlds
relationalobjects
objects
feedback
japan
october 2009 by adamcrowe
Salon Life -- Why we can't stop looking
september 2009 by adamcrowe
'Peep culture involves watching and being watched, snooping and spying, gawking and gossiping; it means exposing our intimacies with an eye toward bonding with others and growing comfortable with the increasingly common slippage between public and private. Peep culture, like pop culture, informs the atmosphere — it is the atmosphere — in which we live. Writes Niedzviecki, “It’s like that famous line about pornography: you know it when you see it. And you do see it. All the time, everyday, everywhere. -- ...people like Twitter because it's connection with low expectations. And that's a phrase that has stuck with me and has become almost an overarching explanation for the whole peep culture phenomenon. ...we want the feeling of connection without the weight of being expected to do something.”
psychology
internet
web
behaviours
ambientintimacy
panopticon
voyeurism
sousveillance
equiveillance
lifecasting
selfservers
oversharing
performance
masks
attention
narcissism
celebrity
transparency
privacy
leaky
socialnetworking
weakties
feedback
#socialization
fame
september 2009 by adamcrowe
CTheory.net -- Media Dopplers
september 2009 by adamcrowe
'When we deal with this condition of outformation, we concern ourselves with rates, flow, vector, flux, and its messaging types [unicast, multicast, broadcast, or anycast]. We deal with paths, closeness, link, connectivity, signaling, entropy, self-similarity, throughput, and latency. It doesn't matter what the content is. Rather, the critical standpoint deals with its entropy, its signaling, its rate, flux density and messaging type. -- The requirement for citizen-actors on reality television reflects not nearly the need for such vocations of entertainment, rather, it is the construct of computer networks and software algorithm attempting and stuggling to learn to mimic the bizarre banality of a society dwelling in the afterburn of failed capitalism. It is not staged idiocy, it is pre-school for the machine screens comprehensively looping the simulation of the western debt class.'
*
internet
networks
cybernetics
feedback
technology
temes
collectiveintelligence
hivemind
puppetry
culture
#storage
#ubiquity
extensionsofman
centralnervoussystem
immunesystem
themediumisthemassage
data
information
outformation
simulation
simulacra
matrix
selfservers
avatars
bots
doppleganger
virtuality
debt
economics
financialization
hologram
via:charlesfrith
media
september 2009 by adamcrowe
Rypple
august 2009 by adamcrowe
'Rypple is a collaborative, social business tool built on the premise that feedback is fundamental to success. Companies use Rypple to supercharge their annual review processes, find customer opportunities to drive revenue, and learn where their people can improve. People use Rypple to reach out to their trusted advisers and get feedback on a wide variety of topics, from business to personal and everything in between. The best habits of high performers are baked right into the service, including frequent requests for direct feedback, an environment that fosters honesty, and regular, short one-on-one conversations to keep feedback timely and relevant.'
work
collaboration
cocreation
feedback
management
customerservice
tools
august 2009 by adamcrowe
Scout Labs -- The Social Media Hierarchy of Needs
august 2009 by adamcrowe
Starting at the base: '#1. Find and fight fires (or CYA) #2. Build relationships with customers. #3. Seek out feedback on products and marketing. Rather than monitoring for the huge PR nightmares, companies ask lots of its employees to listen every day, seeking little insight they can use to improve products and marketing. Product managers, research groups and marketing managers love using Scout Labs in this way. #4. Be a customer-centric organization. #For a company at this stage of evolution, customers are partners. Listening to customers and engaging with them to build better products and sell more is a strategic priority and part of a company’s culture. Everyone—from the CEO to customer service, from product to PR—is tuned in to what customers are talking about, coming up with new, customer-inspired ideas, jumping into conversations to build relationships, and truly innovating.'
socialmedia
sentiment
measurement
feedback
cocreation
customerservice
strategy
august 2009 by adamcrowe
The Archdruid Report -- The Anti-Ecology of Money
july 2009 by adamcrowe
'Negative feedback loops of a very similar kind control the production of primary goods by the Earth’s natural systems. Every primary good from the water levels in a river and the fertility of a given patch of soil, to more specialized examples such as the pollination services provided by bees to agricultural crops, is regulated by delicately balanced processes of negative feedback working through some subset of the planetary biosphere. The parallel is close enough that ecologists have drawn on metaphors from economics to make sense of their field, and it’s quite possible that an ecological economics using natural systems as metaphors for the secondary economy could return the favor and create an economics that makes sense in the real world. It’s when we get to the tertiary economy of financial goods that things change, because the feedback loops governing tertiary goods are not negative but positive. -- ...it’s not unreasonable to call the tertiary economy a kind of anti-ecology.'
*
economics
ecology
energy
industrialization
financialization
securitization
speculation
malinvestment
bubble
feedback
correction
collapse
JohnMichaelGreer
july 2009 by adamcrowe
Max Keiser -- [1042] The Truth About Markets (27 June 2009)
june 2009 by adamcrowe
On twitter stampedes feedbacking volatility markets. -- Subscribe to the herdfeed. Bringing you falseflags daily.
*
economics
finance
twitter
sentiment
information
misinformation
news
feedback
volatility
markets
reflexivity
realityprogramming
standalonecomplex
herd
falseflag
manipulation
MaxKeiser
retribalization
june 2009 by adamcrowe
Wired -- The Nike Experiment: How the Shoe Giant Unleashed the Power of Personal Metrics
june 2009 by adamcrowe
'Call it Living by Numbers—the ability to gather and analyze data about yourself, setting up a feedback loop that we can use to upgrade our lives, from better health to better habits to better performance. -- ...people change their behavior—often for the better—when they are being observed... -- We tend to think of our physical selves as a system that's simply too complex to comprehend. But what we've learned from companies like Google is that if you can collect enough data, there's no need for a grand theory to explain a phenomenon. You can observe it all through the numbers. Everything is data. You are your data, and once you understand that data, you can act on it. -- For many Nike+ users, doing their exercise becomes inextricable from measuring it. "Forgetting my Nike+ sensor, or my iPod battery being dead, just takes the life out of my run."'
nike+
nikeplus
experience
design
productnarratives
sousveillance
quantifiedself
numbers
analytics
realitymining
performance
data
feedback
reflexivity
thegamingofeverydaylife
june 2009 by adamcrowe
True/Slant -- What if Twitter is leading us all astray in Iran?
june 2009 by adamcrowe
"...rumors can have a longer lifespan on a network of sympathetic blogs, Facebook postings and Twitter feeds. None of this is to excuse the behavior of the government after the election results came out. Or to diminish the bravery and courage of the people who are out in the streets in Tehran getting beaten. But what if it’s based on a lie? A Twitter-fueled, mass delusion of a lie? That the one third of people who voted for Mousavi convinced themselves, via a social media echo chamber that selectively picked rumors and amplified them until they appeared true, that they in fact represented two thirds of the country? And then tried to bring down the government based on that delusion? Maybe it’s not the case this time. But doesn’t this entire episode seem to show how such a thing could happen? And then what?" -- And a whole new reality was set into motion.
internet
networks
web
socialnetworking
socialmedia
twitter
friendfeed
realtime
communication
coordination
activism
smartmobs
signalvsnoise
emergence
misinformation
echochamber
feedback
realityprogramming
standalonecomplex
iranelection
iran
#socialization
#specialization
june 2009 by adamcrowe
Boing Boing -- Terrorism is auto-immune war; war-on-terror does the terrorists' job
june 2009 by adamcrowe
'The Yorkshire Ranter recasts terrorism as an "auto-immune war" -- a war intended to inflict maximum damage by getting the host's defense mechanisms to overfire, damaging the host well beyond than the actual terrorist attacks: "Specifically, auto-immune war is a strategy, but its tactical implementation is the creation of false positive responses. Security obsession gums up the economy with inefficiencies. Terrorism terrorises the public; security theatre keeps them that way. As Kilcullen points out, every day, millions of travellers are systematically reminded of terrorism by government security precautions. Profiling measures subject entire communities to indignity and waste endless hours of police time. Vast sums of money are spent on counterproductive equipment programs and unlikely techno-fixes. National identity cards and monster databases are the specific symptoms of this pathology in the UK, just as idiotic militarism is in the US."' -- The cancer that is killing /e
falseflag
fear
autoimmunity
terrorism!
war
feedback
hysteria
reflexivity
simulacra
securitytheatre
standalonecomplex
#socialization
#ubiquity
june 2009 by adamcrowe
Umair Haque -- Twitter's Ten Rules For Radical Innovators
june 2009 by adamcrowe
Like the meaning of life being 'life', I think he's nailed the "what does twitter mean?" thing, here: '#1. Ideals beat strategies: What infuriates people most about Twitter is that it seems to have no plan, scheme, or angle. "Hey, Twitter" say the pundits: "don't you know the business of business is to profit, by any means necessary?" The business of business is to create value — and that's why Twitter's not playing the tired, old game of value extraction. It is trying, instead, to create a more authentic kind of value — and to do that, you need ideals. Twitter pursues its ideals — democracy, peace, equity — with the quiet intensity of a true revolutionary.' -- '#2. Open beats closed. #3. Connection beats transaction. #4. Simplicity beats complexity. #5. Neighborhoods beat networks. #6. Circuits beat channels. #7. Laziness beats business. #8. Public beats private. #9. Messy beats clean. #10. Good beats evil.'
economics
business
twitter
ambientimmediacy
realtime
feedback
networks
networkeffects
weakties
asymmetry
open
cooperation
coordination
collaboration
communities
markets
publics
civility
ideals
hackersvsvectoralists
#socialization
#diversity
UmairHaque
june 2009 by adamcrowe
The Technium -- Scenius, or Communal Genius
june 2009 by adamcrowe
'Individuals immersed in a productive scenius will blossom and produce their best work. When buoyed by scenius, you act like genius. Your like-minded peers, and the entire environment inspire you. ...scenius is nurtured by several factors: #Mutual appreciation: Risky moves are applauded by the group, subtlety is appreciated, and friendly competition goads the shy. Scenius can be thought of as the best of peer pressure. #Rapid exchange of tools and techniques: As soon as something is invented, it is flaunted and then shared. Ideas flow quickly because they are flowing inside a common language and sensibility. #Network effects of success: When a record is broken, a hit happens, or breakthrough erupts, the success is claimed by the entire scene. This empowers the scene to further success. #Local tolerance for the novelties: The local "outside" does not push back too hard against the transgressions of the scene. The renegades and mavericks are protected by this buffer zone.' -- Group flow
*
groups
learning
feedback
emergence
collectiveintelligence
collectivism
mutualism
sharing
tacitknowledge
trust
communities
collaboration
innovation
agile
creativity
flow
KevinKelly
#bandwidth
#complexity
june 2009 by adamcrowe
New Statesman -- Caught in the net
may 2009 by adamcrowe
"People have always been affected by the taste of those around them, and that susceptibility to influence helps them make up their own minds. The effect discovered by the Columbia University researchers, however, was much bolder and more specific than that. When an electronic feedback loop is called on to make decisions about quality, their work suggests, there arises an effect that throws everything out of kilter and amplifies the decisions of a few early arrivals into a randomly self-reinforcing spiral of continued popularity. Left to fend for ourselves in a sea of online information, with only our online peers for direction, our decisions about quality and taste, it seems, can become snagged in a self-perpetuating feedback loop of follow-the-leader."
criticism
cybernetics
feedback
popularity
socialproof
influence
conformity
groupthink
herd
circumscription
power
may 2009 by adamcrowe
Wired -- Secret of Googlenomics: Data-Fueled Recipe Brews Profitability
may 2009 by adamcrowe
'Selling ads doesn't generate only profits; it also generates torrents of data about users' tastes and habits, data that Google then sifts and processes in order to predict future consumer behavior, find ways to improve its products, and sell more ads. This is the heart and soul of Googlenomics. It's a system of constant self-analysis: a data-fueled feedback loop that defines not only Google's future but the future of anyone who does business online. -- Wu calls Google "the barometer of the world." Indeed, studying the clicks is like looking through a window with a panoramic view of everything. You can see the change of seasons—clicks gravitating toward skiing and heavy clothes in winter, bikinis and sunscreen in summer—and you can track who's up and down in pop culture. Most of us remember news events from television or newspapers; Googlers recall them as spikes in their graphs. ...every bit of data, no matter how seemingly trivial, has potential value.'
*
google
search
adwords
auction
markets
businessmodels
mutualism
economics
econometrics
statistics
modelling
data
datamining
realitymining
surveillance
panopticon
feedback
#complexity
#specialization
simulacra
mirrorworlds
may 2009 by adamcrowe
WSJ.com -- Most-Popular Lists Breed More Popularity
may 2009 by adamcrowe
'And maybe it doesn't matter so much if the most-deserving entrant wins, whether it's Britney Spears ruling pop, or a gossip item leading a list of most-read news articles. "If we view the role of cultural products as giving us something to talk about, then the most important thing might be that everyone sees the same thing and not what that thing is," Prof. Salganik says.' -- Monkey see, monkey do. -- 'Users are shaping news by voting up popular-culture coverage and gossip on many sites. "Celebrities, sex and anything Jon Stewart-related" rise quickly to the top of the list at the news-aggregator Newser, according to Chief Executive Patrick Spain. "This is at odds with what people tell us about what they want in their news -- serious, important stories."' -- Monkey is, monkey isn't.
psychology
groups
behaviours
conformity
groupthink
popularity
mimicry
copycat
socialproof
socialobjects
sharedobjects
objects
culture
circumscription
feedback
negentropy
#socialization
#ubiquity
#specialization
may 2009 by adamcrowe
Marginal Utility -- Brand hegemony
may 2009 by adamcrowe
'... the transaction involved in brand recognition is now the way we understand how we affect and are affected by others; the brand is what we imagine gets fixed as permanent about ourselves after series of social interactions. If that is so, then it will be efficacious to self-brand. People will recognize what you are doing, will interpret it properly, will slot it in with a set of values that have (through the ubiquity of brand talk) established themselves as creditable. ... we are also in danger of reducing our own complexities and the nuances of our relationships to the shape of the brand, to the commercial verities of guarded and proprietary corporate communication. Self-actualization becomes perpetual self-promotion. And worse everyone collaborates to keep it limited to this—every one agrees to “follow you if you follow me. ...measuring our reach... rating ourselves the way a TV show is rated by Nielsen. We degenerate into vulgar utilitarians.'
*
branding
identity
feedback
circumscription
theadvertisedlife
may 2009 by adamcrowe
New Scientist -- Innovation: How your search queries can predict the future
may 2009 by adamcrowe
'Google researchers Hyunyoung Choi and Hal Varian combined data from Google Trends on the popularity of different search terms with models used by economists to predict trends in areas such as travel and home sales. The result? Better forecasts in almost every case. It works because searches reveal something about people's intentions. For example, Varian suggests a surge in people using the term "unemployment insurance" may help predict looming economic problems. Google has demonstrated before that search data can predict flu outbreaks, and last week World Bank economist Erik Feyen said he could cut errors in a model that forecasts lending to the private sector by 15% using Google search data. But real time results could have even more predictive power: knowing what people are actually doing, not just thinking, at a particular instant gives a strong hint of the future consequences.' -- Tweet-assisted steering.
google
twitter
realtime
search
intention
trends
forecasting
prediction
markets
collectiventelligence
feedback
reflexivity
negentropy
#complexity
#specialization
collectiveintelligence
may 2009 by adamcrowe
UserVoice - Customer Feedback 2.0
april 2009 by adamcrowe
"UserVoice’s platform makes it easy to build a customer community and quickly start engaging your customers."
web
design
customerservice
feedback
collaboration
prototyping
tools
april 2009 by adamcrowe
Umair Haque -- The Age of Viral Feedback
april 2009 by adamcrowe
"Welcome to the 21st century. What's different about a hyperconnected world? In a word: feedback. The more connected we are, the more feedback matters — because when we're all connected what I do is more likely to feed back onto you. Viral effects are a path to radical strategic innovation. Wanna get radical? Stop thinking about products, services, and processes. Ask instead how you can get viral, not just in terms of marketing, but in terms of production, distribution, pricing, logistics, or even service."
economics
networks
networkeffects
feedback
reflexivity
#socialization
UmairHaque
april 2009 by adamcrowe
YouTube -- TED: Bonnie Bassler: The secret, social lives of bacteria
april 2009 by adamcrowe
"Bonnie Bassler ["the Bacteria Whisperer"] discovered that bacteria "talk" to each other, using a chemical language that lets them coordinate defense and mount attacks. The find has stunning implications for medicine, industry -- and our understanding of ourselves." -- Life within life.
*
bacteria
biology
behaviours
communication
coordination
organisation
feedback
propagation
swarming
collectiveintelligence
ecology
serviceecologies
symbiosis
mutualism
evolution
gaia
april 2009 by adamcrowe
YouTube -- The Onion: Response To Opinions Of Our Uninformed Viewers
april 2009 by adamcrowe
"Viewer Voices: The Onion News Network's Brandon Armstrong responds to viewers' emails, texts, and chats--no matter how inane."
news
tv
chat
opinion
feedback
#bandwidth
#socialization
lulz
television
april 2009 by adamcrowe
TED Blog --The secret, social lives of bacteria: Exclusive interview with Bonnie Bassler
april 2009 by adamcrowe
"... think about multicellularity on this Earth. Every living thing originally came from bacteria. So, who do you think made up the rules for how to perform collective behaviors? It had to be the bacteria."
bacteria
biology
behaviours
communication
coordination
organisation
feedback
propagation
swarming
collectiveintelligence
ecology
serviceecologies
symbiosis
mutualism
evolution
gaia
april 2009 by adamcrowe
New York Times -- Too Busy to Notice You’re Too Busy
april 2009 by adamcrowe
'According to Dr. Hallowell, there are many overlapping reasons we all fall into the trap of being overly busy. A few are: #It is so easy with cellphones and BlackBerrys a touch away. #It is a kind of high. #It is a status symbol. #We’re afraid we’ll be left out if we slow down. #We avoid dealing with life’s really big issues — death, global warming, AIDS, terrorism — by running from task to task. #We do not know how not to be busy. -- Not only are we constantly occupied, but we, as Americans, are also famous for not knowing how to be unoccupied. “You can feel like a tin can surrounded by a circle of a hundred powerful magnets,” he writes. “Many people are excessively busy because they allow themselves to respond to every magnet: tracking too much data, processing too much information, answering to too many people, taking on too many tasks — all in the sense that this is the way they must live in order to keep up and stay in control. But it’s the magnets that have the control.”'
psychology
behaviours
time
status
attention
continuouspartialattention
experience
feedback
gluttony
addiction
control
#bandwidth
#processing
april 2009 by adamcrowe
Telegraph -- 'We don't need a Twittericulum'
april 2009 by adamcrowe
'"Think of a princess, a beautiful princess locked up in a tower. Think about how she must feel, yearning to escape. Now, imagine you are reading a book about that princess, engrossed in what is to become of her. You feel for her, you care about her, you want her to escape. Yes?" she asks. Ah, yes, I suppose so, I nod, wondering where we are going. "You see," she says flashing her trademark, wide-mouthed smile. "Don't tell me youngsters playing a computer game in which the princess is locked in the tower give a stuff if she gets out or not. They don't. They don't because those sort of computer games aren't about empathising with or understanding her plight. She is just there as a goal. The game is all about getting her out of the tower because that means they win. Game over. It's all so meaningless. In the truest sense of the word," she says shaking her head in exasperation. "It… means… nothing," she says slowly, drumming her red fingernails on her desk to emphasise each word.' -- True
*
psychology
thegamingofeverydaylife
gaming
behaviours
augmentationistsvsimmersionists
immersion
imagination
empathy
emotionalintelligence
simulation
numbers
points
continuouspartialattention
attention
concentration
intermittentvariablerewards
feedback
addiction
virtuality
reality
children
learning
education
socialmedia
twitter
boredom
april 2009 by adamcrowe
Marginal Utility -- Outsourced motivation
march 2009 by adamcrowe
On services that... 'attempt to transform everyday life tasks into games by assign values to them and keeping score. ...a world in which collective experience is systematically abrogated, a world in which only competition can “unite” us and corporations reap the profits from our combat. We end up sharing only the ideal of measured achievement: how many more points we can score, how many people are reading our updates, how many more things we can own or add to our list of experiences. Services [that] meet the need we now have to have our social experiences more rigidly structured by an outside party, a referee, some sort of mediator. We seem to have worked ourselves into a corner where we must outsource our ability to be motivated. We need outside parties to generate motivational schemes and point systems to drive us through life activities that were once rewarding enough in and of themselves. ...nullifying the quality of experience and reducing it to a point value.'
criticism
experience
service
games
design
gamemechanics
control
measurement
experiencepoints
points
numbers
rewards
status
hierarchy
simulation
motivation
feedback
existentialism
solipsism
self
selfservers
quantifiedself
thegamingofeverydaylife
#bandwidth
#complexity
march 2009 by adamcrowe
Yahoo! Finance -- Inside the world's biggest hedge fund
march 2009 by adamcrowe
'Does Dalio think of himself as one of the world's great investors? "No," he says, shaking his head, visibly agitated. "First of all, I don't know what the definition is of 'one of the great investors.' It's a totally irrelevant question. I have the fear of messing up. And that fear drives me to ask, 'Well, could this thing happen? Could that thing happen? If it happened in Japan, how do I know it won't happen to me?' Dalio describes himself as a "hyperrealist," in the sense that he is driven to understand the processes that govern the way the world really works, without bringing subjective value judgments into the equation. "I think the thing that makes him different is an intolerance for the inadequate answer," says Bob Prince, 50, Bridgewater's co-chief investment officer, who has been with the firm since 1986. "He'll just keep peeling back layer after layer to get at the essential truth." -- Read on for Dalio's 'radical transparency' workplace practices
economics
investing
simulation
practice
feedback
transparency
management
work
march 2009 by adamcrowe
SlideShare -- Discovery Is The New Cocaine: Going Beyond Engagement
march 2009 by adamcrowe
#Slide 49: "Elements of Addiction: Day Trading/MMORPG -- #Attractor: Things happening outside your control in the system, yet affecting your status. #Motivator: You have a stake (self-esteem, emotional, financial) in changes happening to your status."
psychology
socialmedia
socialnetworking
socialdesign
UX
design
gamemechanics
behaviours
engagement
flow
intermittentvariablerewards
rewards
motivation
trading
arbitrage
addiction
feedback
status
thegamingofeverydaylife
march 2009 by adamcrowe
Ego -- You're important.
march 2009 by adamcrowe
"Your stats in a single glance. Ego gives you one central—and lovely—location to check web statistics that matter to you. ...you can quickly view the number of visits to your website (including daily, hourly and monthly numbers), feed subscription totals and changes, and how many people are following you on Twitter." -- Numbers numb
iphone
applications
sousveillance
ego
attention
selfservers
quantifiedself
distributed
self
selfobjects
objects
feedback
analytics
statistics
numbers
tools
extensionsofman
centralnervoussystem
metabolism
psychology
march 2009 by adamcrowe
NYTimes.com -- The Way We Live Now: Growing Up on Facebook
march 2009 by adamcrowe
'... college was my big chance to [...] reinvent myself, to get busy with the embarrassing, exciting, muddy, wonderful work of creating an adult identity. Can you really do that with your 450 closest friends watching, all tweeting to affirm ad nauseam your present self? Perhaps my nieces will find a new way to establish distance from their former selves, to clear space for introspection and transformation. Perhaps they will evolve through judicious deleting and updating of profile information, through the constant awareness of their public face. It could be that [...] Facebook marks a return to the time when people remained embedded in their communities for life, with connections that ran deep, peers who reined them in if they strayed too far from the norm... Kids [...] will inevitably want to drive a stake into the heart of former lives, may simply abandon [Facebook] and find something new: something still unformed, yet to be invented — much like themselves.'
psychology
socialnetworking
lifecasting
ambientintimacy
ambientexposure
authenticity
performance
stage
masks
behaviours
identity
multitude
self
selfservers
surveillance
sousveillance
feedback
transformation
chrysalis
circumscription
traceeradication
march 2009 by adamcrowe
Sasha Cagen -- This Is Your Brain on Twitter
march 2009 by adamcrowe
"That night, a disturbing thing happened. At 3 am, I semi-woke, finding my brain was restructured into a stream where I was waiting for the latest 140 character outburst from the random collection of people I follow--colleagues, old lovers, the guy I know who is building a space elevator. I was dreaming in Twitter. The static electricity of all these quick, fragmentary thoughts made me feel more jittery and caffeinated than if I had drunk three lattes before bed. I spent between the next four hours waiting for something, but I couldn't figure out what. All I knew was that I wasn't satisfied. I thought of cradling my cuddly iPhone with me in bed. I could read tweets in the middle of the night. That thought terrified me. I felt like I was being watched, if not by others, than by myself, scanning through my existence for the next Twitterable moment. I couldn't sleep for longer than two hours at a time."
twitter
socialmedia
lifecasting
behaviours
sousveillance
consciousness
dreams
attention
experience
performance
feedback
march 2009 by adamcrowe
The Jason Calacanis Weblog -- We Live in Public (and the end of empathy)
march 2009 by adamcrowe
'Josh’s experiments in 2000, during which he and his cohorts became obsessed with their view counts, parallels today’s blogging, social media and YouTube “arms race.” In his experiment, the technology robbed the subjects–and their audience–of every last ounce of empathy. Digital communications is a wonderful thing–at least at the start. Everyone participating in digital communities is eventually introduced to Godwin’s Law: At some point, a participant, or more typically his or her thinking, will be compared to the Nazis. But that’s only part of the breakdown. Eventually, you see the effect of what I’ll call Harris’ Law: At some point, all humanity in an online community is lost, and the goal becomes to inflict as much psychological suffering as possible on another person. Harris’ Law took effect last year when Abraham Biggs killed himself in front of a live webcam audience on life-streaming service JustinTV. The audience’s role? They encouraged him to do it.'
psychology
socialmedia
griefing
trolling
behaviours
feedback
attention
fame
celebrity
voyeurism
panopticon
sousveillance
surveillance
narcissism
cruelty
abuse
anonymity
masks
identity
self
selfservers
information
ambientintimacy
communication
#bandwidth
#socialization
#specialization
empathy
JasonCalacanis
march 2009 by adamcrowe
Marginal Utility -- Theses inspired by Hipster Runoff
march 2009 by adamcrowe
Quotable! -- "#2. Social criticism has been resolved into self-expression. #3. Hipsterism consists of its own repudiation. #4. Social networks mandate identity formation on the model of cloud computing ...we now have self as a service. #5. The variables we transfer to the cloud increasingly delimit the field of identity and condition what sorts of data will subsequently be considered relevant or applicable. #6. Existence online... forces on us unremitting self-consciousness. There can be no harmonizing of action and its preconception; no spontaneous authenticity. #9. The collapse of language into abbreviations, arbitrary conditions of brevity, self-enforced infantilism and the like are attempts to import the the inflexible conditions of reality, against which we shape ourselves, to the online world, which lacks such conditions and threatens us with an amorphous and intolerable incontinence of identity." -- Phew!
internet
web
self
identity
infantilism
criticism
selfservers
sousveillance
feedback
criticaldistance
precuperation
authenticity
reality
virtuality
popculture
culture
march 2009 by adamcrowe
Shirky -- Power Laws, Weblogs, and Inequality
march 2009 by adamcrowe
"Prior to recent theoretical work on social networks, the usual explanations [of group inequalities] invoked individual behaviors: some members of the community had sold out, the spirit of the early days was being diluted by the newcomers, et cetera. We now know that these explanations are wrong, or at least beside the point. What matters is this: Diversity plus freedom of choice creates inequality, and the greater the diversity, the more extreme the inequality. In systems where many people are free to choose between many options, a small subset of the whole will get a disproportionate amount of traffic (or attention, or income), even if no members of the system actively work towards such an outcome. This has nothing to do with moral weakness, selling out, or any other psychological explanation. The very act of choosing, spread widely enough and freely enough, creates a power law distribution."
economics
networks
socialnetworking
socialsoftware
socialobjects
longtail
attention
choice
feedback
popularity
conformity
groupthink
power
success
#diversity
#specialization
ClayShirky
via:neilperkin
march 2009 by adamcrowe
Scientific American -- Rapid Thinking Makes People Happy
february 2009 by adamcrowe
"Results suggested that thinking fast made participants feel more elated, creative and, to a lesser degree, energetic and powerful. Activities that promote fast thinking, then, such as whipping through an easy crossword puzzle or brain-storming quickly about an idea, can boost energy and mood, says psychologist Emily Pronin, the study’s lead author. It is unclear why thought speed affects mood, but Pronin and her colleagues theorize that our own expectations may be part of the equation. In earlier research, they found that people generally believe fast thinking is a sign of a good mood. This lay belief may lead us to instinctively infer that if we are thinking quickly we must be happy. In addition, they suggest, thinking quickly may unleash the brain’s novelty-loving dopamine system, which is involved in sensations of pleasure and reward." -- One for the game happiologists
psychology
cognition
speed
intermittentvariablerewards
rewards
feedback
mood
happiness
gamemechanics
UX
thegamingofeverydaylife
february 2009 by adamcrowe
New Scientist -- Living Online: I'll Have to Ask My Friends (PDF)
february 2009 by adamcrowe
"Our society tends toward a breathless techno-enthusiasm: "We are more connected; we are global; we are more informed." But just as not all information put on the web is true, not all aspects of the new sociality should be celebrated. We communicate with quick instant messages, "check-in" cell calls and emoticon graphics. All of these are meant to quickly communicate a state. They are not meant to open a dialogue about complexity of feeling. Although the culture that grows up around the cellphone is a "talk culture", it is not necessarily a culture that contributes to self-reflection. Self-reflection depends on having an emotion, experiencing it, taking one's time to think it through and understand it, but only sometimes electing to share it."
psychology
ambientimmediacy
ambientintimacy
emotion
emotionalintelligence
feedback
reflexivity
statusupdates
lifecasting
behaviours
extensionsofman
centralnervoussystem
tethered
self
aloneness
solitude
SherryTurkle
pdf
february 2009 by adamcrowe
Scobleizer -- Zuckerberg: Facebook’s “intense” year
february 2009 by adamcrowe
'**Facebook is, he told me, studying “sentiment” behavior. It hasn’t yet used that research in its public service yet, but is looking to figure out if people are having a good day or bad day. He said that already his teams are able to sense when nasty news, like stock prices are headed down, is underway. He also told me that the sentiment engine notices a lot of “going out” kinds of messages on Friday afternoon and then notices a lot of “hungover” messages on Saturday morning. He’s not sure where that research will lead. We talked about how sentiment analysis might lead to a new kind of news display in Facebook. Knowing whether a story is positive or negative would let Facebook pick a good selection of both kinds of news, or maybe even let you choose whether you want to see only “happy” news.'
facebook
surveillance
datamining
research
sentiment
predictions
markets
feedback
thoughtcrime
february 2009 by adamcrowe
YouTube -- Best Jim Rogers Video Ever
january 2009 by adamcrowe
"My passion has always been the world and what's going on in the world... how it all interacts together... this is all fascinating for me... it's a 3 dimensional puzzle and the pieces are always changing... it's such an unbelieveable challenge."
JimRogers
economics
investing
puzzle
paradigms
thinking
synthesis
feedback
reflexivity
inspiration
january 2009 by adamcrowe
related tags
"capitalism" ⊕ #bandwidth ⊕ #complexity ⊕ #diversity ⊕ #processing ⊕ #socialization ⊕ #specialization ⊕ #storage ⊕ #ubiquity ⊕ * ⊕ abuse ⊕ achievements ⊕ activism ⊕ AdamCurtis ⊕ adaptation ⊕ addiction ⊕ ADHD ⊕ advertising ⊕ adwords ⊕ affectivelabour ⊕ agile ⊕ AlexKrotoski ⊕ algorithms ⊕ aloneness ⊕ ambientexposure ⊕ ambientimmediacy ⊕ ambientintimacy ⊕ amputation ⊕ analytics ⊕ anonymity ⊕ anthropology ⊕ apathy ⊕ apple ⊕ applications ⊕ arbitrage ⊕ ARG ⊕ argumentation ⊕ asymmetry ⊕ atlasshrugged ⊕ attention ⊕ attentiondeficithyperactivedisorder ⊕ auction ⊕ audience ⊕ augmentationistsvsimmersionists ⊕ aura ⊕ authenticity ⊕ autoimmunity ⊕ autonomy ⊕ availabilitybias ⊕ avatars ⊕ AynRand ⊕ backlash ⊕ bacteria ⊕ behaviorism ⊕ behaviours ⊕ bias ⊕ binary ⊕ biology ⊕ biometrics ⊕ blackboxes ⊕ blackswans ⊕ blogging ⊕ bodylanguage ⊕ books ⊕ boredom ⊕ bots ⊕ brandedcontent ⊕ brandedenvironments ⊕ branding ⊕ brandmodels ⊕ brands ⊕ bravenewworld ⊕ bubble ⊕ business ⊕ businessmodels ⊕ campaign ⊕ celebrity ⊕ censorship ⊕ centralnervoussystem ⊕ change ⊕ chaos ⊕ CharlieBrooker ⊕ chat ⊕ children ⊕ china ⊕ choice ⊕ chrysalis ⊕ circumscription ⊕ civility ⊕ ClayShirky ⊕ climate ⊕ cocreation ⊕ cognition ⊕ collaboration ⊕ collapse ⊕ collectiveintelligence ⊕ collectiventelligence ⊕ collectiveunintelligence ⊕ collectivism ⊕ colonialism ⊕ commons ⊕ communication ⊕ communities ⊕ competition ⊕ complexity ⊕ computer ⊕ computers ⊕ concentration ⊕ conformity ⊕ consciousness ⊕ consensus ⊕ consensusreality ⊕ consenus ⊕ consistency ⊕ consumering ⊕ consumerism ⊕ content ⊕ context ⊕ contextswitching ⊕ continuouspartialattention ⊕ control ⊕ cooperation ⊕ coordination ⊕ copycat ⊕ correction ⊕ corruption ⊕ creativity ⊕ criticaldistance ⊕ criticism ⊕ cruelty ⊕ culture ⊕ customerservice ⊕ cyberbrain ⊕ cybernetics ⊕ damage ⊕ data ⊕ datamining ⊕ death ⊕ debt ⊕ decisions ⊕ depression ⊕ derivatives ⊕ design ⊕ digital ⊕ diminishingmarginalutility ⊕ discourse ⊕ disintermediation ⊕ distraction ⊕ distributed ⊕ documentaries ⊕ documentation ⊕ DONTBEEVIL ⊕ doppleganger ⊕ doublethink ⊕ DouglasRushkoff ⊕ dreams ⊕ dumbmobs ⊕ echo ⊕ echochamber ⊕ ecology ⊕ econometrics ⊕ economics ⊕ editorial ⊕ education ⊕ effort ⊕ ego ⊕ emergence ⊕ emotion ⊕ emotionalintelligence ⊕ emotionalism ⊕ emotionallabour ⊕ empathy ⊕ energy ⊕ engagement ⊕ entertainment ⊕ entitlement ⊕ environment ⊕ epistemology ⊕ equalibrium ⊕ equiveillance ⊕ errorhandling ⊕ ethics ⊕ ethnography ⊕ etiquette ⊕ events ⊕ everyware ⊕ evolution ⊕ evolutionarypsychology ⊕ existentialism ⊕ experience ⊕ experiencepoints ⊕ experimentation ⊕ exponential ⊕ extensionsofman ⊕ extradiegesis ⊕ eye ⊕ eyes ⊕ facebook ⊕ facialrecognition ⊕ failure ⊕ fake ⊕ falseflag ⊕ falsepositive ⊕ fame ⊕ fandom ⊕ fandonvscanon ⊕ fanfiction ⊕ fanon ⊕ farmville ⊕ fashion ⊕ fear ⊕ featurecreep ⊕ feedback ⊖ feedforward ⊕ feeds ⊕ fiction ⊕ finance ⊕ financialization ⊕ flashmobs ⊕ flow ⊕ foraging ⊕ forcedmemes ⊕ forecasting ⊕ foursquare ⊕ framing ⊕ fraud ⊕ freedom ⊕ friendfeed ⊕ friendship ⊕ fun ⊕ funny ⊕ futures ⊕ gaia ⊕ gamemechanics ⊕ gameplay ⊕ games ⊕ gaming ⊕ geology ⊕ GeorgeSoros ⊕ glanceable ⊕ gluttony ⊕ goals ⊕ goodthink ⊕ google ⊕ government ⊕ grandiosity ⊕ griefing ⊕ grinding ⊕ groups ⊕ groupthink ⊕ guerrilla ⊕ gui ⊕ hackersvsvectoralists ⊕ hacks ⊕ happiness ⊕ hatecrime ⊕ healing ⊕ hedging ⊕ herd ⊕ heteronomy ⊕ hierarchy ⊕ history ⊕ hive ⊕ hivemind ⊕ hollywood ⊕ holodeck ⊕ hologram ⊕ homogeneity ⊕ homophily ⊕ humanity ⊕ huntergatherer ⊕ hype ⊕ hysteria ⊕ idealism ⊕ ideals ⊕ ideas ⊕ identity ⊕ ideology ⊕ ignorance ⊕ imagination ⊕ immateriallabour ⊕ immersion ⊕ immunesystem ⊕ incentives ⊕ indignation ⊕ individualism ⊕ industrialization ⊕ infantilism ⊕ influence ⊕ information ⊕ innovation ⊕ insanity ⊕ inspiration ⊕ intellectualproperty ⊕ intention ⊕ interface ⊕ intermittentvariablerewards ⊕ internet ⊕ intimacy ⊕ intuitivism ⊕ investing ⊕ investment ⊕ iphone ⊕ iran ⊕ iranelection ⊕ JaneMcGonigal ⊕ japan ⊕ jargon ⊕ JasonCalacanis ⊕ JesseSchell ⊕ JimRogers ⊕ JohnMichaelGreer ⊕ journalism ⊕ KevinKelly ⊕ kipple ⊕ knowledge ⊕ language ⊕ latency ⊕ lawofdiminishingmarginalreturns ⊕ leaky ⊕ learning ⊕ lending ⊕ leverage ⊕ libertarianism ⊕ life ⊕ lifecasting ⊕ lifehacks ⊕ lists ⊕ literacy ⊕ literaryculturevsoralculture ⊕ loans ⊕ location ⊕ longtail ⊕ lrn ⊕ ludotopianism ⊕ lulz ⊕ machinelearning ⊕ mad ⊕ madness ⊕ magic ⊕ mahalo ⊕ malinvestment ⊕ management ⊕ manipulation ⊕ manners ⊕ mapping ⊕ marketing ⊕ markets ⊕ masks ⊕ materialism ⊕ mathematics ⊕ matrix ⊕ mavens ⊕ MaxKeiser ⊕ measurement ⊕ media ⊕ melancholy ⊕ memory ⊕ metabolism ⊕ metadata ⊕ metadiegesis ⊕ metanarratives ⊕ microblogging ⊕ mimesis ⊕ mimicry ⊕ mirrorworlds ⊕ misinformation ⊕ mmorpg ⊕ mobile ⊕ modelling ⊕ monetization ⊕ money ⊕ mood ⊕ motivation ⊕ movies ⊕ multitude ⊕ music ⊕ mutualism ⊕ myopia ⊕ mystery ⊕ narcissism ⊕ narrativeacts ⊕ narrativeeconomy ⊕ narrativeenvironments ⊕ narrativeobjects ⊕ NassimNicholasTaleb ⊕ navigation ⊕ negentropy ⊕ networkeffects ⊕ networks ⊕ neurosis ⊕ news ⊕ nike+ ⊕ nikeplus ⊕ now ⊕ nudge ⊕ numbers ⊕ nurturance ⊕ objectivism ⊕ objects ⊕ open ⊕ opensource ⊕ opinion ⊕ options ⊕ organisation ⊕ outformation ⊕ oversharing ⊕ p2p ⊕ panic ⊕ panopticon ⊕ paradigms ⊕ parenting ⊕ pdf ⊕ peerproduction ⊕ people ⊕ peoplearethecontent ⊕ performance ⊕ personas ⊕ perverseincentives ⊕ philosophy ⊕ pingbacks ⊕ PKD ⊕ place ⊕ platforms ⊕ play ⊕ playstation ⊕ points ⊕ politicalcorrectness ⊕ politics ⊕ polling ⊕ popculture ⊕ popularity ⊕ populism ⊕ possibilityspace ⊕ power ⊕ practice ⊕ precuperation ⊕ prediction ⊕ predictions ⊕ presentations ⊕ privacy ⊕ probability ⊕ probabilityspace ⊕ problems ⊕ processing ⊕ productivity ⊕ productnarratives ⊕ profile ⊕ propagation ⊕ protest ⊕ prototyping ⊕ psychology ⊕ publics ⊕ publishing ⊕ puppetry ⊕ puzzle ⊕ quantifiedself ⊕ quotes ⊕ ratings ⊕ reactiontimeisafactor ⊕ reactivity ⊕ reading ⊕ realism ⊕ reality ⊕ realitymining ⊕ realityprogramming ⊕ realtime ⊕ recommendation ⊕ recursion ⊕ reductivism ⊕ reflexivity ⊕ relationalobjects ⊕ relationships ⊕ religion ⊕ replicants ⊕ replication ⊕ reputation ⊕ research ⊕ resilience ⊕ retribalization ⊕ rewards ⊕ risk ⊕ roleplay ⊕ rss ⊕ scarcity ⊕ science ⊕ sciencefiction ⊕ search ⊕ searchwiki ⊕ securitization ⊕ securitytheatre ⊕ seeding ⊕ self ⊕ selfesteem ⊕ selfobjects ⊕ selforganisation ⊕ selfservers ⊕ selling ⊕ semanticweb ⊕ sentiment ⊕ seo ⊕ service ⊕ serviceecologies ⊕ shame ⊕ sharecropping ⊕ sharedobjects ⊕ sharing ⊕ SherryTurkle ⊕ shopping ⊕ shortselling ⊕ signalling ⊕ signalvsnoise ⊕ simplicty ⊕ simulacra ⊕ simulation ⊕ skepticism ⊕ skills ⊕ skin ⊕ smartmobs ⊕ sneezers ⊕ socialads ⊕ socialcapital ⊕ socialdesign ⊕ socialengineering ⊕ socialgraph ⊕ socialism ⊕ socialmedia ⊕ socialnetworking ⊕ socialobjects ⊕ socialproof ⊕ socialsearch ⊕ socialsoftware ⊕ sociology ⊕ sociometrics ⊕ software ⊕ solipsism ⊕ solitude ⊕ sony ⊕ sousveillance ⊕ space ⊕ spam ⊕ speculation ⊕ speed ⊕ spin ⊕ stage ⊕ standalonecomplex ⊕ statistics ⊕ status ⊕ statusupdates ⊕ stocks ⊕ stopcallingmeaconsumer ⊕ storygraph ⊕ storytelling ⊕ strangeattractors ⊕ strategy ⊕ subsistenceclicking ⊕ success ⊕ surrogacy ⊕ surveillance ⊕ surveys ⊕ survivalism ⊕ sustainability ⊕ swarming ⊕ sxsw ⊕ symbiosis ⊕ sympathy ⊕ synaptics ⊕ synthesis ⊕ systems ⊕ tacitknowledge ⊕ tactics ⊕ taste ⊕ taylorism ⊕ teaching ⊕ technocracy ⊕ technographics ⊕ technology ⊕ technoutopianism ⊕ television ⊕ temes ⊕ terrorism! ⊕ tethered ⊕ theadvertisedlife ⊕ thegamingofeverydaylife ⊕ themediumisthemassage ⊕ themediumisthemessage ⊕ thinking ⊕ thoughtcrime ⊕ thoughtpolice ⊕ thyroid ⊕ time ⊕ tolerance ⊕ tools ⊕ traceeradication ⊕ trading ⊕ training ⊕ transformation ⊕ transmedia ⊕ transparency ⊕ trends ⊕ trolling ⊕ truisms ⊕ trust ⊕ truth ⊕ tv ⊕ twitter ⊕ UmairHaque ⊕ uncanny ⊕ usability ⊕ user ⊕ usercentred ⊕ users ⊕ usevaluevssignvalue ⊕ UX ⊕ value ⊕ vanguardism ⊕ verisimilitude ⊕ vernacular ⊕ via:charlesfrith ⊕ via:diemkay ⊕ via:neilperkin ⊕ video ⊕ violence ⊕ virtuality ⊕ virtualworlds ⊕ volatility ⊕ voting ⊕ voyeurism ⊕ war ⊕ weakties ⊕ web ⊕ widgets ⊕ wiki ⊕ wikia ⊕ words ⊕ work ⊕ worldofwarcraft ⊕ worldvsplatform ⊕ writing ⊕ wrong ⊕ WTF ⊕ wtf? ⊕ xfn ⊕ youth ⊕Copy this bookmark: