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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      13 Jul 2010

      An historical evolution of utopia: from Eternity to Liberty to Equality to Fraternity

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      Bill Joy, Chief Scientist of Sun Microsystems, once wrote a comprehensive exposition in Wired back in April of 2000, titled "Why the future doesn't need us."
       
      Aside from touching on a wealth on insightful points of conversation, ranging from a detailed evolution of technology in the computer age to dystopia and the complexity of non-linear systems, Joy notes a particularly interesting description of how our perception of utopia has developed over time in accordance with our environmental conditions:

      I recently had the good fortune to meet the distinguished author and scholar Jacques Attali, whose book Lignes d'horizons (Millennium, in the English translation) helped inspire the Java and Jini approach to the coming age of pervasive computing. In his new book Fraternités, Attali describes how our dreams of utopia have changed over time:
       
      "At the dawn of societies, men saw their passage on Earth as nothing more than a labyrinth of pain, at the end of which stood a door leading, via their death, to the company of gods and to Eternity. With the Hebrews and then the Greeks, some men dared free themselves from theological demands and dream of an ideal City where Liberty would flourish. Others, noting the evolution of the market society, understood that the liberty of some would entail the alienation of others, and they sought Equality."
       
      Jacques helped me understand how these three different utopian goals exist in tension in our society today. He goes on to describe a fourth utopia, Fraternity, whose foundation is altruism. Fraternity alone associates individual happiness with the happiness of others, affording the promise of self-sustainment.
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      19 Jun 2010

      Technology as "a repository for utopian energies"

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      [from The Oxford Encyclopedia of The Modern World]

      Two interesting things to consider:

      1) This can refer to "technology" not only as electronics, but as any tool that humans have employed to capture some desired value more efficiently.
       
       2) The use of "in some capacity" to describe utopia seems to indicate that the concept is fundamentally unacheivable (and rightly so) - even through platforms like the Internet work to shift social organization entirely.

      It's worth noting that key technologies have always shifted social organization entirely, and we're no closer to utopia for it. One cant help but wonder if there's an optimal alternative to utopia (an amusing thought, given our standard definitions of 'optimal' and 'utopia'). In fact, I say "rightly so" because of the reactive nature of human culture - it is impossible to escape the shifting of what 'optimal' means when the social structure it is trying to define shifts as well (think of this somewhat similar to Heisenburg's Uncertainty Principle).

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      7 Jun 2010

      Nineteen Eighty-Four/Brave New World, in short

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      Media_http25mediatumb_rhhpm
      via feralsean.tumblr.com

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      3 Jun 2010

      The 'optimal' city: thoughts on gaming, optimization strategies, and utopia

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      A 22-yo architecture student from The Philippines has "beaten" Sim City 3000 by building a city with the largest possible population that sustains itself for 50,000 years. The city, called Manasanti, is not somewhere you would want to live.

       

      There are a lot of other problems in the city hidden under the illusion of order and greatness: Suffocating air pollution, high unemployment, no fire stations, schools, or hospitals, a regimented lifestyle -- this is the price that these sims pay for living in the city with the highest population. It's a sick and twisted goal to strive towards. The ironic thing about it is the sims in Magnasanti tolerate it. They don't rebel, or cause revolutions and social chaos. No one considers challenging the system by physical means since a hyper-efficient police state keeps them in line. They have all been successfully dumbed down, sickened with poor health, enslaved and mind-controlled just enough to keep this system going for thousands of years. 50,000 years to be exact. They are all imprisoned in space and time.

      via kottke.org

      This is absolutely fascinating to me, and precisely the reason I've been reading so much on utopianism lately (latest great find: Historical Dictionary of Utopianism, which has pointed me to my next - Utopia & Anti-Utopia in Modern Times).

      Also precisely why I'm so bullish on the idea that even optimization strategies need optimization strategies - they require a definition of what you're calling optimal, and the act of definition is itself an exercise in optimization. And of course, outside of all the inherent problems surrounding determining what 'optimal/want' is, it requires an additional (perhaps impossible) grasp of who's doing the wanting.

      One of my favorite lines from the creator reflects the post I made earlier on gaming: "Many people say, 'Oh, it’s just a game!' But they are mistaken."

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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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