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Quiet Babylon


After The Last Viridian Note

June 7th, 2010 by Tim Maly

As I begin writing this, I’m sitting in a room that consists of an old mattress, some empty shelves and a closet stuffed with boxes – my bedroom on the eve of a move. I finished (and started) packing yesterday. This is a feat that probably makes me unrecognizable to friends who showed up on my doorstep 5 or 10 years ago to find me franticly dumping drawers into garbage bags on moving day.

Lately, I have this ritual when I move – I read Bruce Sterling’s Last Viridian Note. I’m treating it like a devotional text for the comfortably mobile. It helps me refocus my attention on my material conditions, giving me the right kind of steely-eyed attitude when it comes time to ask, “Do I really want to pack this?”

Life Below the Feribot
Creative Commons License photo credit: robokow

An Extended Excerpt

My design book SHAPING THINGS, which is very Viridian without coughing up that fact in a hairball, talks a lot about material objects as frozen social relationships within space and time. This conceptual approach may sound peculiar and alien, but it can be re-phrased in a simpler way.

What is “sustainability?” Sustainable practices navigate successfully through time and space, while others crack up and vanish. So basically, the sustainable is about time – time and space. You need to re-think your relationship to material possessions in terms of things that occupy your time. The things that are physically closest to you. Time and space.

In earlier, less technically advanced eras, this approach would have been far-fetched. Material goods were inherently difficult to produce, find, and ship. They were rare and precious. They were closely associated with social prestige. Without important material signifiers such as wedding china, family silver, portraits, a coach-house, a trousseau and so forth, you were advertising your lack of substance to your neighbours. If you failed to surround yourself with a thick material barrier, you were inviting social abuse and possible police suspicion. So it made pragmatic sense to cling to heirlooms, renew all major purchases promptly, and visibly keep up with the Joneses.

That era is dying. It’s not only dying, but the assumptions behind that form of material culture are very dangerous. These objects can no longer protect you from want, from humiliation – in fact they are causes of humiliation, as anyone with a McMansion crammed with Chinese-made goods and an unsellable SUV has now learned at great cost.

Furthermore, many of these objects can damage you personally. The hours you waste stumbling over your piled debris, picking, washing, storing, re-storing, those are hours and spaces that you will never get back in a mortal lifetime. Basically, you have to curate these goods: heat them, cool them, protect them from humidity and vermin. Every moment you devote to them is lost to your children, your friends, your society, yourself.

It’s not bad to own fine things that you like. What you need are things that you GENUINELY like. Things that you cherish, that enhance your existence in the world. The rest is dross.

Bruce Sterling The Last Viridian Note

Sterling wrote this in late 2008, which was probably exactly when I needed to hear it (I’ve moved 3 times since then which is why I can claim the re-readings are a ritual).

Accidental Simplification

In 2007, I was engaged to be married. We shared an apartment in Toronto that was brimming with stuff, most of it in boxes. After she moved up, her parents had kindly filled a truck with everything she owned and driven it from Nova Scotia. This act of kindness turned out to be a blow from which our material living conditions never recovered.

I already had a bad habit of moving unopened boxes from apartment to apartment; with her stuff added in, it became overwhelming. Both of us worked long hours, both of us meant to get around to sorting through our stuff but progress was slow to non-existent. We lived among boxes. Boxes became furniture. Boxes shaped our pathways through the space.

When we broke up, I’d just gotten back from a 2 week trip to Montreal. I had a suitcase with clothes and a backpack with my laptop and gear. She met me at the station, we went home, she explained her decision, and I walked back out the door carrying the same luggage.

I stayed on the road for 3 months, visiting friends across the country, living out of the suitcase and backpack. I could barely remember what was in the apartment. When the lease expired, I packed it all up, gave away what I could bear, and put the rest in storage. I moved to Ottawa. I was 6 months in to my 2 week trip when I read The Last Viridian Note.

It resonated.

2 Years Later

I tell you all of this not to herald a sudden shift from cyborgs to feelings on this website but to establish some context and qualifications for this next bit. I’ve tried to varying degrees of success to follow the advice that made sense in Sterling’s sermon. I’m very glad to have gone through the exercise. I’ve learned from the experience.

I found that a surprising amount of what you own is hard to get rid of, but easy to live without. I remember very clearly in 2008 agonizing over what to toss and what to put into storage. Today, I’m paying for a locker with only the dimmest memory of what’s in there. I don’t remember at all what I gave away, though I remember very clearly being wracked with indecision about whether I should get rid of whatever it was.

This condition does not seem to have a cure. On the day of the move itself, I set aside two bags of clothes to donate. Included in this pile were some very nice jackets that I had never worn (they were hand-me-overs) and could not foresee myself ever wanting to wear. Yet as we finished for the day aside from a last stop at the drop-off box, I hesitated. What if? What if one day I wanted a jacket like that? They were perfectly good jackets. It took real mental effort to stay the course. Sterling warns that the process will be painful and he’s not wrong.

The sermon focuses very much on the individual. It’s a program for how you might clean up and de-clutter your own life. One area that’s left aside is how this attitude fits into a slightly larger context (he skips straight to the largest context – the condition of the planet). It’s reasonable to ask: how might this approach scale?

Over the past two years I’ve learned over and over how much the highly mobile rely on the stationary for support. I’ve benefitted from countless roommates and hosts who already owned the things needed to maintain a working household. Dishes, for example. If I have been able to move without filling a van, it is because I have lived with people who needed a truck. If I hadn’t had friends, I’d have needed hotels.

(One of my favourite interviews of all time has Joey Comeau and Ryan North discussing this exact thing. Read it here.)

Community Goods

When I was in university, I went to a school that was walking distance from the house that we’d lived in since I was 2. The basement was full of stuff. Quite a few of my friends were from away, and my parents’ basement became this warehouse of resources for the whole community. Need something sawed? We had that. Need extension cords and a hose? We had that too. Need 16mm film of a wedding from the 50s, along with a working projector for your play? Yup.

This basement of miscellany sustained the material needs of about 20 university students for various projects. When my parents moved out and got rid of everything (to their great relief), a resource was lost. There is a value to having things to hand. I only need one of my friends to have a bike repair stand, but boy am I glad that he does.

There is a whole category of objects like this that don’t quite fit into the Beautiful things / Emotionally important things / Tools, devices, and appliances that efficiently perform a useful function / Everything else rubric that Sterling details. One of his criteria for “everything else” is stuff that you haven’t touched in a year. These are very likely things you can toss, but some of them only make sense to toss in a certain context.

There are items that have some critical density of need that is not one per person, but one per household, one per block, or one per neighbourhood. They might be items that you use less than once per year but that your neighbourhood would use in aggregate once every few weeks. This is a coordination problem. I can give away my extension ladder, if you promise to keep yours or vice versa, but between the two of us, we do want a ladder. (This problem is extra persistent with roommates and is how I’ve managed to go 2 years without owning dishes or living room furniture. How many toasters does a household need? Probably 1. Mine has 3.)

Designing Neighbours

In tightly knit communities, these objects can get where they’re needed through informal lending networks. But how to get them into the hands of our glocally situated young professionals who have more connections across the continent then in a 5 block radius?

We might take some inspiration from the smooth rental experience of Zipcars. The cars are just around. You don’t need to plan ahead, you just need to see if one’s available (it probably is). There aren’t forms to fill out in triplicate, heck, you don’t even need to talk to anyone. You can just go and pick it up as if it was yours and put it back when you’re done.

We might also take some inspiration from DIY bike collectives such as Toronto’s Bike Pirates. They have all the tools, even the ones that you need once per bike’s lifetime. You drop in, do some work, leave a donation, and go on your way.

Toy Libraries also show some promise. Many toys expire long before they go bad. They become boring. They are grown out of. Libraries keep them in circulation and out of people’s basements.

With the rise of cheap sensors and cheap ID tags, it’s not hard to imagine lending libraries for all kinds of specialized tools and objects. Think about how much stuff you would get rid of if you felt like you could just grab another one any old time. No need to stop at simple tools, much of what was useful about my parents’ basement was dross that was occasionally extremely useful. Imagine whole emporiums of wonder and miscellany. Think about how much you’d enjoy browsing these places, every shelf stuffed with the intriguing scraps of a project idea.

Hold on! Now we’ve just outsourced the curation and maintenance of our occasionally useful junk to some hapless individual or organization. How do you make a set up like that sustainable? Is it run for profit? Can networks of data tags make the system seamless enough that the curation duties can be distributed across the userbase, much as they are in a regular neighbourhood? These are real design problems that want useable solutions.

Implants. Virii. Walking Botnets.

May 26th, 2010 by Tim Maly

I’ve had a couple of great conversations today deriving from the BBC’s sensationalist First human ‘infected with computer virus’ headline.


Creative Commons License photo credit: tozzer

Tabloid Science

Why do I say sensationalist? Adam Rothstein of the Interdome explains it best.

William Gibson used the term “Tabloid Science” the other day on Twitter, and this couldn’t be a better example (unless it also threatened to increase global warming, discover aliens, and involved robots becoming self-aware).

This story is, as I understand it, about a guy who figured out how to transmit a computer virus using RFID. And yet, we have this all-star headline, reposted everywhere from the BBC to Slashdot. It’s reminiscent of the back pages of popular science magazines (“enslave ants to grow all your woman-attractive pheromones, now only $2.99!”) except this is now science reporting, on the Internet: a domain supposedly rational and free of all that “headline” crap.

Adam Rothstein, private correspondence

From the perspective of the systems being compromised, there is no difference between an RFID attacker that’s moving around the world inside someone’s skin or on top of it. There’s no benefit to doing the implant part of the procedure except that it gets you headlines. Which, I guess, is a pretty big benefit.

There’s something hilariously hair-splitting about how a variation in placement of just a few millimeters – fundamentally cosmetic – makes all the difference in coverage. Malware RFID has been around for years. Here’s the BBC covering it in 2006.

We might be better off conceiving of Dr Gasson’s move as a sort of performance art intervention in the mediasphere.

Under my skin

The tone of coverage speaks directly to the conception of the self. Because the chip is under his skin, the BBC calls it a human infected with a computer virus (though couched in scare quotes) rather than a human wearing a device infected with a computer virus. Slashdot goes further.

Why? I have a much deeper and more integrated relationship with my smartphone than Gasson has with a chip that stays in his body for a few days. It’s like saying that someone with cheap earrings is the first human to rust.

Indeed, the chip as worn by Gasson is substantially less useful than if he’d just stuffed it in his pocket (aside from the “getting media coverage” utility, which we must not dismiss). For one thing, the one in his pocket can be thrown down the sewer when security notices him.

It reminds me of the perennial prediction that cellphone implants are imminent. No they aren’t. Cellphone contracts last 2-3 years and new phones come out even more frequently. Say what you will about the stuff that’s carried on you instead of in you, but at least it’s modular.

For it to be worth accepting implants, they have to offer significant benefits that carry-able items don’t. Medical prosthetics are one obvious category of this kind of thing (though even most of these are things that you wear). Devices or interfaces that give you new senses might be another.

Kevin Warwick’s Project Cyborg 2.0 is relevant here. Implants connected to his nerves allowed him to control a robot arm remotely and to exchange sensations with his wife wirelessly through a rig she also had implanted.

Further intervention

Moving away from hard realities of the current achievement, let’s take for granted for a moment that there will be abilities and senses worth having surgery for. Let’s allow for people with networked nervous systems, reaching far out beyond themselves to a whole host of new conveniences for the modern consumer. I’m thinking about flexible ego boundaries and an artist who replicates Marina Abramović’s Rhythm 0, 1974 for the cyborg era.

In Rhythm 0, 2014 (2024?) the artist turns off her firewalls and publishes her personal IP and secret key. She is almost immediately compromised by the sea of ambient malware that’s just part of the background Internet. The participant/audience of the performance swoop in and begin a battle to take over and clean her system, while others attempt to reroute it for themselves.

The artist’s body goes haywire. She sometimes shouts the names of consumer pharmaceuticals along with other gibberish. She begins to develop a fever as all of her microcontrollers run at full tilt, generating dangerous amounts of heat. After an hour, her assistant intervenes. Her firmware must be wiped and restored. A great debate erupts in the art world about whether this is a success or a failure of the piece.

The debate is part of the performance.

I leave you with these words from Simon Bostock who pointed me to the BBC article in the first place.

I’m pretty sure the best depiction of flexible ego boundaries I’ve read is Vernor Vinge’s A Deepness in the Sky, which, if you can get over the fact it’s a space opera about pirates using enforced-autism as a method of slavery and a war between a race of giant spiders, shows how we’ll probably accrete layers of tech and cyborg accoutrements until we all become reefs.

If we’re going to manage our future selves we’ll all have to get a grasp on what topology means.

Simon Bostock, private correpondence

Points for Everything!

April 12th, 2010 by Tim Maly

Over the weekend, I finally watched Jesse Schell’s DICE 2010 presentation: “Design Outside the Box“. I’m told that it was a huge hit at SxSW. I’ve embedded it below.

It’s 30 minutes long, entertaining, and worth watching but in case you are pressed for time, here’s a summary:

  • Ultra-casual games like FarmVille, Webkinz, Mafia Wars and Club Penguin took the industry by surprise and are making enormous amounts of money.
  • Brian Reynolds should make a slot machine where if you win you get real money and if you lose, you get FarmVille money.
  • People are starved for authenticity and links with the real world.
  • Foursquare and other mobile apps seems like the next big thing.
  • Sensors are becoming cheaper and cheaper and are heading towards ubiquity. (Spimes!)
  • You think point programs and loyalty cards are a thing now? Wait until game designers get their hands on this stuff.
  • Some examples where game designers have redesigned systems with a gaming bent (turning grades from scores into experience levels).
  • An extended bit of design fiction where Schell imagines every action tracked and scored and how that might change our behaviour.

Prior art for a universal scoring system.

First thing: we already have a universal points system. It’s called money. Indeed, just about every example that Schell mentioned in his talk were systems by which we’d get points from corporations and governments that we could convert into money, discounts or tax credits, all of which are just money.

So what we’re actually talking about here is a ubiquitous micropayment system, which tracks your behaviour and rewards you accordingly. He’s talking about turning things into games by attaching a reward scheme to them.

Here’s the thing about Mafia Wars, FarmVille and all the rest. They’re objectively terrible games. They are incredibly tedious, repetitive activities gussied up with adorable (or lukewarmly bad-ass) graphics. There is little to no skill or strategy involved and the main path to advancement is to show up and click on things.

Indeed, the main profit centre for for FarmVille is giving players methods by which they can avoid playing the terrible game. You can either pay money to buy points that you can exchange for things that allow you avoid playing the terrible game, or you can look at advertisements you wouldn’t otherwise look at in order to get points that you can spend on things that allow you to avoid playing the terrible game.*

The lesson of these games is that a well-made reward scheme will get people to do all kinds of tedious fucking things. This really isn’t an exciting revelation. All those gambling addiction ads you see? Those are a consequence of the fact that a variable reward schedule will get some people to sit in front of a glowing box and press a single button over and over again until they run out of money. Casinos have this down to a science.**

Unbelievably comprehensive surveillance.

Back to the “ubiquitous” of Schell’s ubiquitous point scheme.

In computer games, the way that we can give you scores, points and achievements for the things that you do is that we know exactly what your avatar is doing at all times. Indeed the bulk of all hacking and cheating in games consists of giving the game bad information about where you are and what you are up to.

So what Schell is envisioning is a ubiquitous, perpetual, highly efficient surveillance society. Efficient to a degree that it orders of magnitude more effective than the worst fears about 1984. Is this plausible?

Well, on the one hand, people are already voluntarily giving out their locations to anyone who asks and voluntarily wear tracking devices so they can exchange bragging rights. On the other hand sometimes people are extremely reluctant to share. It’s a highly nuanced question, with very complex results.

If you can play it, you can cheat at it.

Let’s assume for a second that the right alchemy of incentives, fun, fad, and reassuring privacy policy can be found, and most of us choose to play. A lot of us are going to cheat.

We already do. We made the Game Genie a best-seller so that we could break our single player games. Every set of patch notes for every multiplayer game ever made includes changes made to close loopholes and code exploits that allow cheaters to teleport, fly, fire with perfect aim, and on and on. This is a constant battle waged over games where the gold, points, and scores have no real-world value whatsoever.

That’s just at the code level. There’s a social problem too. You can, right now, hire someone in China to play your game for you. These kinds of things are much, much harder to police and it’ll be much, much worse with real world games giving real world rewards.

Foursquare got their first taste of this when users started checking in from home. Their fix promptly ran afoul of mistaking legit check-ins for cheats. What happens when getting Foursquare points is valuable enough that it’s worth lending your phone or account login to a friend who bikes around the city collecting points for everyone in your crew? People will do it, that’s what happens. Did you hear about the US Dollar Coins exploit that gave infinite frequent flier miles? Ever considered cheating at Nike+? Here’s a guide for you.***

There are a lot of tools in the designer’s box.

The lesson here is one that economists have know for ages. Changing the incentive structure will change the way that people behave but it will rarely be in the way that you envision. People will poke at the problem and some of them will find the most efficient way to tackle it, and then they’ll post a strategy guide.

All that said, I’m pretty enthusiastic about turning the best parts of game design to the problems of the world. The promise of ubiquitous sensors that Schell mentions is that it will offer many new ways to make the invisible visible, to nudge us towards better habits and better behaviour. After all, what gets measured gets done, right?

But the emphasis in Schell’s talk on scoring systems – the bluntest, worst hammer in the game design toolbox – is the wrong approach. We already knew that we could get you to do things you didn’t want to do by offering a reward. It’s why we’re paying you to show up at work all the time.

I’m much, much more interested in using game design techniques to make the activities themselves more fun, engaging, and valuable. Instead of replicating FarmVille’s success at papering over a terrible gameplay experience with an effective reward scheme, what if we tried to replicate the successful mechanics of genuinely good games? Jonathan Blow examined this question much more eloquently in 2007.


Notes

*One might think that an easier way to avoid playing FarmVille would by to simply stop playing it. Well, I have a theory about that.

I grew up in a household that was fairly suspicious of television. TV time was very limited and so TV was only on when it was time to watch TV; I never got used to just having the TV on in the background. The result is that I’m helpless when there’s a TV on. I can’t help but stare when I’m at bar or whatever. Meanwhile, my friends who grew up with TVs in the background are perfectly able to ignore the things. The people playing FarmVille aren’t gamers. They haven’t built up an immunity. Gamers take a look at FarmVille, figure out that it’s a shallow game and go waste their time somewhere else.

I wonder what will happen when this kind of scheme becomes commonplace. I think there will be huge pricing crash. Don’t believe me? When was the last time you clicked on a flashing banner ad? How much attention do you pay to point reward programs? Did you collect Popsicle Pete Points, or Coke Points, or McDonald’s Monopoly tickets?

**The moment of hope is that game design techniques can be used for improving bad situations. The same techniques that get people to play the lottery? With a few tweaks, you can get them to feed a savings account. On the other hand, here’s a fun assassination game that anyone can play!

***We’ve hardly even started with the spime games and there are proto spime game hacking tools.

The Future is Near

December 21st, 2009 by Tim Maly

Right at the top of the links blog, I keep a quotation by either Bruce Sterling or William Gibson. “The future is already here, it’s just not well distributed yet.”

I’ve been thinking about this a lot, lately.

techno distance
Creative Commons License photo credit: loungerie

I spend a great deal of time consuming the seeds of the future. I watch TED talks and Seminars about Long Term Thinking and I skim WIRED and Icon and I have RSS feeds out the wazoo of visionaries and cranks and journalists, repackaging their glimpses of the world to come. It’s easy to feel like an outsider, like I’m just on the edge of perception, getting it all third and fourth hand from bloggers re-linking to the online edition of an interview with someone who talked to a bunch of people who have some ideas about the future.

It’s easy to feel like a visionary, too. No matter where you are, there is someone further down the chain, who has not heard the news. Did you know that there are still people who are kind of skeptical about Wikipedia? Not in the healthy “I check the references before making rash decisions” kind of way. But in the fundamental “what do you mean, anyone can edit it?” way.

I met dozens of them last summer at a workshop for teachers interested in introducing technology to the classroom. These were the ones who had bothered to take some time out of their weekends to come and hear us tell them what was coming. Who knows how many of their colleagues there are out there, overworked, underpaid and no time or intention of even trying to sort this stuff out.

As I write this, I’m looking at a guy across the aisle, sitting down with a book wrapped in the kind of loose amateur-looking dust-jacket covering that screams “local library”. The chapter he’s just started has a heading that goes Where Do I Find Blogs To Read?

Think about what needed to happen for this to be the case. He needed to know enough about the Internet to know that there were blogs. He needed to be uncomfortable enough with the whole thing to decide that going to the library and finding a book on the topic was the way to go. The book is probably hopelessly out of date. The time distance from research to writing to publishing to library-acquisition to check-out is not kind to computer books. Yet, this is still how a lot of people try to come to grips with the world. If they even have access to books.

When my friends go to the library it’s for the free Wi-Fi and an excuse to get out of the home-office.

Chris Anderson of WIRED has a chart he likes to show of the media hype for new technology. It charts the rise and fall and rise again from announcement to excitement to disappointment to the slow rise to ubiquity, as the thing gets used in ways that no one expected.

What’s happening in that dip? For the technologies that make it, it’s the slow spread through all of the places that aren’t especially newsworthy, or interesting. It’s slowly seeping out to all of the people who have too many other things on their minds to keep up with every fancy new development.

This is the status quo. Unevenly distributed innovation, pockets of solved problems, and seas of that same problem, waiting to be solved. Repeating other people’s successes isn’t really glamourous. It doesn’t get you on the front page of TIME. But it’s where the lasting work gets accomplished.

So, to Gibson and Sterling’s aphorism, I add the following: We need to back-port the future.

There’s a lot of back-porting work to be done.

Filed under criticism having View Comments

Google, News Corp., and Bing: Douglas Rushkoff’s muddled moral war.

November 28th, 2009 by Tim Maly

((Hi there, how’s your weekend going? This is slightly off-topic for Quiet Babylon, but it’s about the future of journalism which is one of my side-obsessions.

It concerns this hilarious opinion piece to which Jay Rosen linked on Twitter. Douglas Rushkoff is afraid that journalism (and by extension all content creation) can’t survive what he sees as Google’s parasitism and sees in Microsoft and Rupert Murdoch a glimmer of hope. There is so much wrong with the argument.

Hope you enjoy it. I promise that Monday will be about lanyards and augmented reality.)) Read the rest of this entry »

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