adamcrowe + feedback   151

Wired.com -- The A/B Test: Inside the Technology That's Changing the Rules of Business
'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
'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
'#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
'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
"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
'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
'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)
'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.'
'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
'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
'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
'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
'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?
'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
'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
'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
'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
'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
'...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
'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?
'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
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
'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
'#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
'“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
'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
'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
'#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
'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
'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
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?
'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
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
'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
'...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
'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
"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
'#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
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)
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"
'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
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
'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
'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
'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
'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
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
'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
Wired -- The Nike Experiment: How the Shoe Giant Unleashed the Power of Personal Metrics
'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?
"...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
'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
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
'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
"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
'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
'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
'... 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
'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
"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
"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
"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
"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
"... 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
'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'
'"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
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
'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
#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.
"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
'... 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
"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)
'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
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
"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
"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)
"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
'**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
"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
« earlier      

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:



description:


tags: