How To Break Anything

Innovation + experience-minded design strategy. The pieces of a working model for understanding culture + change in an increasingly complex world.

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      1 Apr 2011

      Lessons on tangible data as scaffolding for complex learning from The Birth of A Word

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      The above video is the TED talk by Deb Roy (link here), director of MIT Media Lab's Cognitive Machines group. The entire talk covers his work with capturing and linguistically analysing 5 years' worth of his son's development from birth, through the use of ubiquitous and continuously-tracking audio/video recording systems embedded within his home.

      I'm an advocate of the idea that our current obsession with data is more about the act of defining data as something tangible and less about the seeming amazingness of its existance (see: The rise of open data, and why more data "exists" now than before). So I'd like to focus on just one note from the above, at 7:15:

      It appears that all three primary caregivers -- myself, my wife and our nanny -- were systematically (and, I would think, subconsciously) restructuring our language to meet him at the birth of a word and bring him gently into more complex language. And the implications of this -- there are many, but one I just want to point out, is that there must be amazing feedback loops. Of course, my son is learning from his linguistic environment, but the environment is learning from him. That environment - people - are in these tight feedback loops and creating a kind of scaffolding that has not been noticed until now.

      "Has not been noticed until now" is the key phrase here. Seemingly superfluous - but tangible (read: noticable) - data as scaffolding for complex learning through subtle feedback loops: an idea that's starting to sound more familiar to us more these days (see: "Tangible/intuitive feedback, as illustrated by my broken jump rope").

       

      This is in fact what is at the core of the momentum building around gaming and play.

      (important note: this is about games and play, not about gamification).

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      5 Feb 2011

      Unnecessary obstacles and seemingly superfluous things

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      "What nature requires is obtainable; it is for the superfluous we sweat."
      -Seneca, Epistles, 1st Century

      I was at a talk by Jane McGonigal the other day. She think a lot about games. I found it quite poignant that she noted though it *seems* like the the object of games is to reach a goal, this is in fact not the case. She used golf as an example. Ostensibly, the goal of golf is to get a ball into a hole. Though if this were actually the case, we would pick up the ball, and put it in the hole. Instead, we try to hit to ball into the hole with a stick. From really far away. And on difficult terrain.

      What's happening here is not the act of trying to reach a goal - it's the act of trying to master a challenge. What I liked about Jane's perspective is that she introduced the notion of games as *unnecessary obstacles*.

      As part of my exploration of 'seeming,' (see: Understanding Seemingly Invisible Things) I love thinking about the unnecessary, the superfluous. I think these things are much more important than we initially think. 

      (Oh and here's more smart thoughts on games as mastery not rewards):

        </object><div style="padding:5px 0 12px">View more presentations from Sebastian Deterding.</div></div>
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      Kyle Cameron Studstill
    • Obox Design
  • How To Break Anything

    Hello friends and collaborators. I deal in innovation, working to build fantastic experiences enabled by the digital world. As part of this I track cultural change, primarily through observations guided by models and filters calibrated over years to sort out the cream.

    These pieces of thoughts here reflect concepts that are elements of those models: ecosystem thinking, long-term value, information filters, and pattern recognition.

    ("How to break anything" is an abstract notion that reflects my background in observation and analysis. Rules are meant to be broken, but only through understanding the rules - observing them with an empathetic eye - can they be broken constructively.

    So how to break anything? Observe everything.

    [You can't observe everything so how do you know what to observe? That's another project that I call Filter Theory - see the About link above.])

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