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From Tech Critique to Ways of Living — The New Atlantis
From Tech Critique to Ways of Living — The New Atlantis
Yuk Hui's concept of "cosmotechnics" combines technology with morality and cosmology. Inspired by Daoism, it envisions a world where advanced tech exists but cultures favor simpler, purposeful tools that guide people towards contentment by focusing on local, relational, and ironic elements. A Daoist cosmotechnics points to alternative practices and priorities - learning how to live from nature rather than treating it as a resource to be exploited, valuing embodied relation over abstract information
We might think of the shifting relationship of human beings to the natural world in the terms offered by German sociologist Gerd-Günter Voß, who has traced our movement through three different models of the “conduct of life.”
The first, and for much of human history the only conduct of life, is what he calls the traditional. Your actions within the traditional conduct of life proceed from social and familial circumstances, from what is thus handed down to you. In such a world it is reasonable for family names to be associated with trades, trades that will be passed down from father to son: Smith, Carpenter, Miller.
But the rise of the various forces that we call “modernity” led to the emergence of the strategic conduct of life: a life with a plan, with certain goals — to get into law school, to become a cosmetologist, to get a corner office.
thanks largely to totalizing technology’s formation of a world in which, to borrow a phrase from Marx and Engels, “all that is solid melts into air,” the strategic model of conduct is replaced by the situational. Instead of being systematic planners, we become agile improvisers: If the job market is bad for your college major, you turn a side hustle into a business. But because you know that your business may get disrupted by the tech industry, you don’t bother thinking long-term; your current gig might disappear at any time, but another will surely present itself, which you will assess upon its arrival.
The movement through these three forms of conduct, whatever benefits it might have, makes our relations with nature increasingly instrumental. We can see this shift more clearly when looking at our changing experience of time
Within the traditional conduct of life, it is necessary to take stewardly care of the resources required for the exercise of a craft or a profession, as these get passed on from generation to generation.
But in the progression from the traditional to the strategic to the situational conduct of life, continuity of preservation becomes less valuable than immediacy of appropriation: We need more lithium today, and merely hope to find greater reserves — or a suitable replacement — tomorrow. This revaluation has the effect of shifting the place of the natural order from something intrinsic to our practices to something extrinsic. The whole of nature becomes what economists tellingly call an externality.
The basic argument of the SCT goes like this. We live in a technopoly, a society in which powerful technologies come to dominate the people they are supposed to serve, and reshape us in their image. These technologies, therefore, might be called prescriptive (to use Franklin’s term) or manipulatory (to use Illich’s). For example, social networks promise to forge connections — but they also encourage mob rule.
all things increasingly present themselves to us as technological: we see them and treat them as what Heidegger calls a “standing reserve,” supplies in a storeroom, as it were, pieces of inventory to be ordered and conscripted, assembled and disassembled, set up and set aside
In his exceptionally ambitious book The Question Concerning Technology in China (2016) and in a series of related essays and interviews, Hui argues, as the title of his book suggests, that we go wrong when we assume that there is one question concerning technology, the question, that is universal in scope and uniform in shape. Perhaps the questions are different in Hong Kong than in the Black Forest. Similarly, the distinction Heidegger draws between ancient and modern technology — where with modern technology everything becomes a mere resource — may not universally hold.
Thesis: Technology is an anthropological universal, understood as an exteriorization of memory and the liberation of organs, as some anthropologists and philosophers of technology have formulated it; Antithesis: Technology is not anthropologically universal; it is enabled and constrained by particular cosmologies, which go beyond mere functionality or utility. Therefore, there is no one single technology, but rather multiple cosmotechnics.
osmotechnics is the integration of a culture's worldview and ethical framework with its technological practices, illustrating that technology is not just about functionality but also embodies a way of life realized through making.
I think Hui’s cosmotechnics, generously leavened with the ironic humor intrinsic to Daoism, provides a genuine Way — pun intended — beyond the limitations of the Standard Critique of Technology. I say this even though I am not a Daoist; I am, rather, a Christian. But it should be noted that Daoism is both daojiao, an organized religion, and daojia, a philosophical tradition. It is daojia that Hui advocates, which makes the wisdom of Daoism accessible and attractive to a Christian like me. Indeed, I believe that elements of daojia are profoundly consonant with Christianity, and yet underdeveloped in the Christian tradition, except in certain modes of Franciscan spirituality, for reasons too complex to get into here.
this technological Daoism as an embodiment of daojia, is accessible to people of any religious tradition or none. It provides a comprehensive and positive account of the world and one’s place in it that makes a different approach to technology more plausible and compelling. The SCT tends only to gesture in the direction of a model of human flourishing, evokes it mainly by implication, whereas Yuk Hui’s Daoist model gives an explicit and quite beautiful account.
The application of Daoist principles is most obvious, as the above exposition suggests, for “users” who would like to graduate to the status of “non-users”: those who quietly turn their attention to more holistic and convivial technologies, or who simply sit or walk contemplatively. But in the interview I quoted from earlier, Hui says, “Some have quipped that what I am speaking about is Daoist robots or organic AI” — and this needs to be more than a quip. Peter Thiel’s longstanding attempt to make everyone a disciple of René Girard is a dead end. What we need is a Daoist culture of coders, and people devoted to “action without acting” making decisions about lithium mining.
Tools that do not contribute to the Way will neither be worshipped nor despised. They will simply be left to gather dust as the people choose the tools that will guide them in the path of contentment and joy: utensils to cook food, devices to make clothes. Of course, the food of one village will differ from that of another, as will the clothing. Those who follow the Way will dwell among the “ten thousand things” of this world — what we call nature — in a certain manner that cannot be specified legally: Verse 18 of the Tao says that when virtue arises only from rules, that is a sure sign that the Way is not present and active. A cosmotechnics is a living thing, always local in the specifics of its emergence in ways that cannot be specified in advance.
It is from the ten thousand things that we learn how to live among the ten thousand things; and our choice of tools will be guided by what we have learned from that prior and foundational set of relations. This is cosmotechnics.
Multiplicity avoids the universalizing, totalizing character of technopoly. The adherents of technopoly, Hui writes, “wishfully believ[e] that the world process will stamp out differences and diversities” and thereby achieve a kind of techno-secular “theodicy,” a justification of the ways of technopoly to its human subjects. But the idea of multiple cosmotechnics is also necessary, Hui believes, in order to avoid the simply delusional attempt to find “a way out of modernity” by focusing on the indigenous or biological “Other.” An aggressive hostility to modernity and a fetishizing of pre-modernity is not the Daoist way.
“I believe that to overcome modernity without falling back into war and fascism, it is necessary to reappropriate modern technology through the renewed framework of a cosmotechnics.” His project “doesn’t refuse modern technology, but rather looks into the possibility of different technological futures.”
“Thinking rooted in the earthy virtue of place is the motor of cosmotechnics. However, for me, this discourse on locality doesn’t mean a refusal of change and of progress, or any kind of homecoming or return to traditionalism; rather, it aims at a re-appropriation of technology from the perspective of the local and a new understanding of history.”
Always Coming Home illustrates cosmotechnics in a hundred ways. Consider, for instance, information storage and retrieval. At one point we meet the archivist of the Library of the Madrone Lodge in the village of Wakwaha-na. A visitor from our world is horrified to learn that while the library gives certain texts and recordings to the City of Mind, some of their documents they simply destroy. “But that’s the point of information storage and retrieval systems! The material is kept for anyone who wants or needs it. Information is passed on — the central act of human culture.” But that is not how the librarian thinks about it. “Tangible or intangible, either you keep a thing or you give it. We find it safer to give it” — to practice “unhoarding.”
It is not information, but relation. This too is cosmotechnics.
The modern technological view treats information as a resource to be stored and optimized. But the archivist in Le Guin's Daoist-inspired society takes a different approach, one where documents can be freely discarded because what matters is not the hoarding of information but the living of life in sustainable relation
a cosmotechnics is the point at which a way of life is realized through making. The point may be illustrated with reference to an ancient tale Hui offers, about an excellent butcher who explains to a duke what he calls the Dao, or “way,” of butchering. The reason he is a good butcher, he says, it not his mastery of a skill, or his reliance on superior tools. He is a good butcher because he understands the Dao: Through experience he has come to rely on his intuition to thrust the knife precisely where it does not cut through tendons or bones, and so his knife always stays sharp. The duke replies: “Now I know how to live.” Hui explains that “it is thus the question of ‘living,’ rather than that of technics, that is at the center of the story.”
·thenewatlantis.com·
From Tech Critique to Ways of Living — The New Atlantis
The negotiation cycle. — ethanmarcotte.com
The negotiation cycle. — ethanmarcotte.com
my friend showed editorial work they’d done for various publications: beautiful illustrations that would accompany a feature article, a longform essay, or the like. They mentioned they didn’t really do that work any more, in part because of how tiring it was to constantly, quickly, ceaselessly produce concepts for each new piece.
our industry’s relentless investment in “artificial intelligence” means that every time a new Devin or Firefly or Sora announces itself, the rest of us have to ask how we’ll adapt this time. Dunno. Maybe it’s time we step out of that negotiation cycle, and start deciding what we want our work to look like.
I remember them talking about that work, and a phrase they used: “It requires you to be endlessly clever.”
·ethanmarcotte.com·
The negotiation cycle. — ethanmarcotte.com
The Gap
The Gap
Designers move from idea to a wireframe, a prototype, a logo, or even just a drawing. Developers move from a problem or feature to a coded solution that is solved and released. Both are creative, both are in aid of the end-user. The Design Engineer role is also creative and authors code but systematically translates a design towards implementation in a structured way.  I have never worked anywhere where there wasn't someone trying to close the gap. This role is often filled in accidentally, and companies are totally unaware of the need. Recruiters have never heard of it, and IT consultancies don't have the capability in their roster. We now name the role "Design Engineer" because the gap is widening, and the role has become too complex to not exist.
·linkedin.com·
The Gap
A Student's Guide to Startups
A Student's Guide to Startups
Most startups end up doing something different than they planned. The way the successful ones find something that works is by trying things that don't. So the worst thing you can do in a startup is to have a rigid, pre-ordained plan and then start spending a lot of money to implement it. Better to operate cheaply and give your ideas time to evolve.
Successful startups are almost never started by one person. Usually they begin with a conversation in which someone mentions that something would be a good idea for a company, and his friend says, "Yeah, that is a good idea, let's try it." If you're missing that second person who says "let's try it," the startup never happens. And that is another area where undergrads have an edge. They're surrounded by people willing to say that.
Look for the people who keep starting projects, and finish at least some of them. That's what we look for. Above all else, above academic credentials and even the idea you apply with, we look for people who build things.
You need a certain activation energy to start a startup. So an employer who's fairly pleasant to work for can lull you into staying indefinitely, even if it would be a net win for you to leave.
Most people look at a company like Apple and think, how could I ever make such a thing? Apple is an institution, and I'm just a person. But every institution was at one point just a handful of people in a room deciding to start something. Institutions are made up, and made up by people no different from you.
What goes wrong with young founders is that they build stuff that looks like class projects. It was only recently that we figured this out ourselves. We noticed a lot of similarities between the startups that seemed to be falling behind, but we couldn't figure out how to put it into words. Then finally we realized what it was: they were building class projects.
Class projects will inevitably solve fake problems. For one thing, real problems are rare and valuable. If a professor wanted to have students solve real problems, he'd face the same paradox as someone trying to give an example of whatever "paradigm" might succeed the Standard Model of physics. There may well be something that does, but if you could think of an example you'd be entitled to the Nobel Prize. Similarly, good new problems are not to be had for the asking.
real startups tend to discover the problem they're solving by a process of evolution. Someone has an idea for something; they build it; and in doing so (and probably only by doing so) they realize the problem they should be solving is another one.
Professors will tend to judge you by the distance between the starting point and where you are now. If someone has achieved a lot, they should get a good grade. But customers will judge you from the other direction: the distance remaining between where you are now and the features they need. The market doesn't give a shit how hard you worked. Users just want your software to do what they need, and you get a zero otherwise. That is one of the most distinctive differences between school and the real world: there is no reward for putting in a good effort. In fact, the whole concept of a "good effort" is a fake idea adults invented to encourage kids. It is not found in nature.
unfortunately when you graduate they don't give you a list of all the lies they told you during your education. You have to get them beaten out of you by contact with the real world.
really what work experience refers to is not some specific expertise, but the elimination of certain habits left over from childhood.
One of the defining qualities of kids is that they flake. When you're a kid and you face some hard test, you can cry and say "I can't" and they won't make you do it. Of course, no one can make you do anything in the grownup world either. What they do instead is fire you. And when motivated by that you find you can do a lot more than you realized. So one of the things employers expect from someone with "work experience" is the elimination of the flake reflex—the ability to get things done, with no excuses.
Fundamentally the equation is a brutal one: you have to spend most of your waking hours doing stuff someone else wants, or starve. There are a few places where the work is so interesting that this is concealed, because what other people want done happens to coincide with what you want to work on.
So the most important advantage 24 year old founders have over 20 year old founders is that they know what they're trying to avoid. To the average undergrad the idea of getting rich translates into buying Ferraris, or being admired. To someone who has learned from experience about the relationship between money and work, it translates to something way more important: it means you get to opt out of the brutal equation that governs the lives of 99.9% of people. Getting rich means you can stop treading water.
You don't get money just for working, but for doing things other people want. Someone who's figured that out will automatically focus more on the user. And that cures the other half of the class-project syndrome. After you've been working for a while, you yourself tend to measure what you've done the same way the market does.
the most important skill for a startup founder isn't a programming technique. It's a knack for understanding users and figuring out how to give them what they want. I know I repeat this, but that's because it's so important. And it's a skill you can learn, though perhaps habit might be a better word. Get into the habit of thinking of software as having users. What do those users want? What would make them say wow?
·paulgraham.com·
A Student's Guide to Startups
How Panic got into video games with Campo Santo
How Panic got into video games with Campo Santo
So when ex-Telltale Games designer and writer Sean Vanaman announced last month that the first game from Campo Santo, his new video game development studio, was "being both backed by and made in collaboration with the stupendous, stupidly-successful Mac utility software-cum-design studio slash app/t-shirt/engineering company Panic Inc. from Portland, Oregon," it wasn't expected, but it wasn't exactly surprising, either. It was, instead, the logical conclusion of years-long friendships and suddenly aligning desires.
"There's a weird confluence of things that have crisscrossed," he said. "One is that we're lucky in that Panic is the kind of company that has never been defined by a limited mission statement, or 'We're the network tool guys' or anything like that. I mean, we made a really popular mp3 player. Then we kind of fell into network tools and utilities, but we've always done goofy stuff like our icon changer and these shirts and all that other stuff. "I kind of love that we can build stuff, and the best reaction that we can get when we do a curveball like this is, 'That's totally weird, but also that totally makes sense for Panic.'"
"To me," Sasser said, "when you have actually good people who are more interested in making awesome things than obsessing over the business side of things or trying to squeeze every ounce of everything from everybody, then that stuff just goes easy. It's just fun. The feeling that you're left with is just excitement.
·polygon.com·
How Panic got into video games with Campo Santo
You Will Never Be A Full Stack Developer | Seldo.com
You Will Never Be A Full Stack Developer | Seldo.com
Every software framework you've ever used is in the abstraction game: it takes a general-purpose tool, picks a specific set of common use-cases, and puts up scaffolding and guard rails that make it easier to build those specific use cases by giving you less to do and fewer choices to think about. The lines between these three are blurry. Popular abstractions become standardizations.
·seldo.com·
You Will Never Be A Full Stack Developer | Seldo.com
How to evaluate the UX maturity of a company | Matej Latin
How to evaluate the UX maturity of a company | Matej Latin
n order for designers to do high-quality design work, they need to work at companies that truly understand design. Here’s the catch though, there’s a tiny amount of such companies out there.
They treat it as something that makes things look pretty, so they hire UI designers to do UX design for them.
·matejlatin.com·
How to evaluate the UX maturity of a company | Matej Latin
Foundational skills
Foundational skills
Not all design work is done in code, prototyping tools, or sketches. Likewise, not all engineering work is done in code or technical diagrams. Natural language, text, and conversations should be some of your primary mediums for creative work.
one of the most important sub-skills for writing and conversation as a design medium is learning how to create great analogies. Douglas Hofstadter thinks that analogies are actually the core of cognition, which I buy.
the web has some amazing advantages for launching new projects, which include (but aren’t limited to): Super fast distribution and updates Cross platform Huge tooling ecosystems Enormous, worldwide community If you’re into games, awesome! If you’re into mobile or native development, that’s cool too. There are lots of platform-specific toolkits and environments to make those. There’s also a lot of effort in creating cross platform tools and community-driven projects for both domains (like Unity and Flutter). They all have their advantages, but to me, nothing beats the portability and speed of launching new websites and using web tech to get ideas out the door.
using web tech for 80-90% of my projects has a lot of skill transfer effects. Since I’m using similar tools for lots of different projects, I can still refine my core skillset no matter what I’m making. If I’m making a drawing tool concept, a game, or a text editor— I’ll can still probably build all three with React. Of course there are specific libraries or APIs I might need to learn to make each kind of project, but there’s enough in common between all the projects that I can focus on the new content instead of yakshaving and deliberating over unnecessary details.
There are also market pressures that imply focusing on web will have long term payoff, like the rise of wasm, new browsers, and collaborative apps becoming the norm.
·tyler.cafe·
Foundational skills
LinkedIn’s Alternate Universe - Divinations
LinkedIn’s Alternate Universe - Divinations
Every platform has its royalty. On Instagram it's influencers, foodies, and photographers. Twitter belongs to the founders, journalists, celebrities, and comedians. On LinkedIn, it’s hiring managers, recruiters, and business owners who hold power on the platform and have the ear of the people.
On a job site, they’re the provisioners of positions and never miss the chance to regale their audience with their professional deeds: hiring a teenager with no experience, giving a stressed single mother a chance to provide for her family, or seeing past a candidate’s imperfections to give them a once-in-a-lifetime opportunity. These stories are relayed dramatically in what’s now recognizable as LinkedIn-style storytelling, one spaced sentence at a time, told by job-givers with a savior complex.
·every.to·
LinkedIn’s Alternate Universe - Divinations