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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      27 Nov 2011

      "Leadership" in a networked world, from a speech written for human microphones

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      They say that the Occupy Movement has no leadership.
      They are wrong.
      You are the leaders

      The rest of us are your followers.
      What you do here – shows what we can do out there.

      You are the classroom – we are the students

      You are the experiment – we are the results.

      You are the proposition – we are the resolution.

      If you can sleep under tarps
      the rest of us can tell your story to our children at bedtime

      If you can resist the cops.
      The rest of us can resist the market and the mall

      If you can live on shared food
      The rest of us can buy and grow local crops

      If you can live with no money
      The rest of us can start using alternative currencies

      If you can stand firm in the streets
      The rest of us can stand firm in our foreclosed homes
      and stand with our neighbors in theirs.

      If you can occupy Zucotti Park
      The rest of us can occupy reality.

      via occupywriters.com

      Whether describing Occupy Wall Street or not, the leaders/followers notion Douglas Rushkoff employs is an incredibly accurate and genius description of a networked world. That "experiment/results/proposition/resolution" bit completely nails it.

      (In fact it's almost unfortunate that this is used to describe Occupy because so many people will look at it as an OWS argument, confirmation bias will seep in, and its brilliance will be lost on them.)

      Side note: this is a speech, written specifically for the human microphone dynamic at Zucotti Park where amplification devices aren't allowed. That should fire up the media theorists - It's something like the notion of writing a book intended to be distributed by text message. (I'm guessing someone smart will find the right context for that too, and the work will be just as brilliant)

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      25 Apr 2011

      Linear/networked approaches to rendering visual information: camera vs brain

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      Img_20110425_202724-1

       

      (from Slights Of Mind, Macknik and Martinez-Conde)

      A story you're probably familiar with, but I like the camera metaphor.

      Camera manufacturers take the linear approach: more megapixels equals better camera.

      Evolution has taken the networked approach: fewer direct resources - amplified and augmented with layers of information from existing systems - equals better perception.

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      25 Apr 2011

      from "The Really Smart Phone"

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      We have always thought of individuals as being unpredictable," said Johan Bollen, an expert in complex networks at Indiana University. "These regularities [in behavior] allow systems to learn much more about us as individuals than we would care for.
      via online.wsj.com

      It's inevitable that our developing understanding of complex networks will have a profound impact on the way we think of causality and conscious will.

      (I wouldn't be too worried about it; passively-driven, emergent behavior is *much* more fascinating than volition-driven individualistic behavior.)

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      24 Aug 2010

      Competition and better networks

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      Who is Building the Best Central Nervous System?

      HP, IBM and Pachube are all platform companies to watch when it comes to Internet of Things. In upcoming posts, we will look at some products being developed on these platforms.

      Let us know in the comments what you think about the three platforms profiled here. Do you think any one of these Internet of Things platforms is poised to be a big winner, or is there another one that we didn't mention which you think has potential?

      via readwriteweb.com

      The above question is from RWW's recent article profile the three noted emerging systems.

      I haven't done enough thinking on it, but the question initially reminds me of the way mobile telecommunication networks developed in the US (as compared to the way they developed in Asia, where they've been lightyears ahead of the west regarding mobile).

      Here's the 3rd grade level explanation:

      American economies are exceedingly good at empowering individual actors through the forces of competition. In many cases this is a good dynamic; in many cases each individual actor (lets say there are 3 of them) in a particular industry system (and their customers) stands to do better off in the long term if pressured by the others to build a better product.

      This model fails when it comes to building networked infrastructures. Each AT&T and each Verizon and each Sprint that works to build it's own network at the cost of the others detracts from the potential network effects that a robust and effective system requires.

      For the sake of argument I've simplified greatly, of course, but my initial wonder is if the same thing isn't happening between HP and IBM? Pachube stands out to me because it's really just a simple platform that organizes users - there's no attempt here to "build a better network."

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      10 Jul 2010

      An evolutionary account of the spread of technology (a theory of why large empires innovate less)

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      Photo

      [From The Timetables of Technology, Brian Bunch & Alexander Hellemans]

      One could also look at this through the lens of network theory, looking at how nodes isolated from the rest of the network have the opportunity to develop independently. This isn't always a good thing, sometimes it is.

      In fact the authors go on to say that this model breaks down as more complex methods of communication develop in the world; it seems that this kind of isolation is a rare artifact of the era anthropologists are calling the metal age.  

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      3 Jul 2010

      Algorithmically generated city environments

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      Subversion: a procedurally-generated city to infiltrate

      A city is a complicated thing. With districts becoming neighborhoods, neighborhoods becoming streets, streets becoming homes, homes becoming rooms, and so on, there's a near-fractal level of every-increasing detail. So how do you build one in a videogame?

      Grand Theft Auto has long been associated with the creation of realistic, living cities, with Liberty City in GTA IV arguably the peak of that art. Every corner is stuffed full of interesting things to see. But the problem with that approach is that it's very labour-intensive -- creating so much content by hand requires huge teams of designers, modellers and artists, and therefore you have to make compromises, like not allowing the player inside the majority of a city's buildings.

      Introversion Software, the independent games studio behind cult titles Uplink, Defcon and Darwinia doesn't have the resources to hire legions of artists and designers, so it's taking a different strategy -- procedural generation. Procedural generation is a programming technique where pseudorandom number generators are fed into an algorithm, and that then cranks out a near-infinite amount of content. Streets, lamp-posts, rooms, buildings, and anything else that a city needs can be assembled in a relatively short space of time just from a string of numbers.

      via wired.co.uk

      Cities aren't just villages, but bigger - cities represent an evolution of progressively complex relationships, as humans trying to more efficiently access, control, and share resources. The design of complex and networked environments in which humans interact with resources and other humans trying to access resources is actually very fascinating.

      The above is a signal of an interesting concept - that our understanding of how these networks operate is becoming sophisticated enough that we can think about how to generate them automatically. In the above, the only thing being algorithmically generated is the details - "lamp-posts, rooms, and buildings," but it reminds me of how we are also beginning to generate and recreate complex networked infrastructures like rail systems, as illustrated below in Slime Mould Simulates Tokyo Rail Network:

      Screen_shot_2010-07-03_at_11

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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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