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The End of the English Major
The End of the English Major
. Perhaps you see the liberal-arts idyll, removed from the pressures of the broader world and filled with tweedy creatures reading on quadrangle lawns. This is the redoubt of the idealized figure of the English major, sensitive and sweatered, moving from “Pale Fire” to “The Fire Next Time” and scaling the heights of “Ulysses” for the view. The goal of such an education isn’t direct career training but cultivation of the min
Or perhaps you think of the university as the research colony, filled with laboratories and conferences and peer-reviewed papers written for audiences of specialists. This is a place that thumps with the energy of a thousand gophers turning over knowledge. It’s the small-bore university of campus comedy—of “Lucky Jim” and “Who’s Afraid of Virginia Woolf?”—but also the quarry of deconstruction, quantum electrodynamics, and value theory. It produces new knowledge and ways of understanding that wouldn’t have an opportunity to emerge anywhere else.
English professors find the turn particularly baffling now: a moment when, by most appearances, the appetite for public contemplation of language, identity, historiography, and other longtime concerns of the seminar table is at a peak.
“Young people are very, very concerned about the ethics of representation, of cultural interaction—all these kinds of things that, actually, we think about a lot!” Amanda Claybaugh, Harvard’s dean of undergraduate education and an English professor, told me last fall.
In a quantitative society for which optimization—getting the most output from your input—has become a self-evident good, universities prize actions that shift numbers, and pre-professionalism lends itself to traceable change
One literature professor and critic at Harvard—not old or white or male—noticed that it had become more publicly rewarding for students to critique something as “problematic” than to grapple with what the problems might be; they seemed to have found that merely naming concerns had more value, in today’s cultural marketplace, than curiosity about what underlay them
·newyorker.com·
The End of the English Major
Kogonada’s Urban Neorealism
Kogonada’s Urban Neorealism
one might describe neorealism as a form of methodological and stylistic resistance against the standard filmmaking techniques that weigh each scene’s productivity and efficiency in carrying the linear narrative forward. Neorealism focuses on visual marginalia and gets intentionally lost in the details happening behind the protagonists or at the margins of the frame. Neorealism is slow and processual in method. It’s about what Kogonada identifies as visual lingering.
a different kind of cinema and sensibility in which shots linger and veer off to include others, in which in-between moments seem to be essential, in which time and place seem more critical than plot or story.”
These non-human persons and personalities, in fact, have the power as built structures to influence not only people’s moods but their everyday rituals and patterns of daily life. Columbus is an ongoing experiment about whether architecture and design can influence happiness, productivity, and heighted perceptions of the quality of life.
In the modernist purview, glass has symbolically been associated with purity, hygiene, transparency, fluidity, and openness.
In some vignettes, Columbus as an applied visual-architectural theory perhaps even exceeds the abilities of theory in written, academic form. Take glass as symbolic material for built modernism.
I'm wondering if there are connections to be explored between this and [[Seeing Like a State - Kindle Notes]]' view of high modernism and its role in organizing reality
Glass reveals and conceals. Glass displays and hides and symbolizes. Glass bespeaks transparency but is also disposed towards exclusion and control
·quod.lib.umich.edu·
Kogonada’s Urban Neorealism
Design Thinking Is Fundamentally Conservative and Preserves the Status Quo
Design Thinking Is Fundamentally Conservative and Preserves the Status Quo
Design thinking, in a slight divergence from the original model, suggests instead that the designer herself should generate information about the problem, by drawing on her experience of the people who will be affected by the design through the empathetic connection that she forges with them
In fact, problem-solving is always messy and most solutions are shaped by political agendas and resource constraints. The solutions that win out are not necessarily the best — they are generally those that are favored by the powerful or at least by the majority.
Design thinking has allowed us to celebrate conventional solutions as breakthrough innovations and to continue with business as usual.
In much the same way that the project shelters the young, it protects nascent ideas by providing a protected space for the on-going and collaborative engagement with the ambiguity and uncertainly
the Living Breakwaters project offers an alternative to the closure built into design thinking. It illustrates a design process where the designer is dethroned and where design is less a step-by-step march through a set of stages and more of a space where people can come together and interpret the ways that changing conditions challenge the meanings, patterns, and relationships that they had long taken for granted.
It represents a commitment to a process with no clear beginning and end, with a goal that is often no more explicitly defined than imaging and articulating new ways to meet changes that are still murky and immeasurable.
·hbr.org·
Design Thinking Is Fundamentally Conservative and Preserves the Status Quo
Life After Lifestyle
Life After Lifestyle
A hundred years ago, when image creation and distribution was more constrained, commerce was arranged by class. You can conceive of it as a vertical model, with high and low culture, and magazines and product catalogs that represent each class segment. Different aspirational images are shown to consumers, and each segment aspires upward to the higher level.
The world we live in is no longer dominated by a single class hierarchy. Today you have art, sport, travel, climbing, camping, photography, football, skate, gamer.
Class still exists, but there’s no longer just one aesthetic per class. Instead, “class” is expressed merely by price points that exist within consumer subcultural categories
In the starter pack meme, classes of people are identified through oblique subcultural references and products they are likely to consume. Starter pack memes reverse engineer the demographic profile: people are composites of products they and similar people have purchased, identified through credit card data and internet browsing behavior tracked across the web. While Reddit communities for gear were self-organizing consumer subcultures from one direction, companies and ad networks were working toward the same goal from the other direction.
API-ification has happened across the entire supply chain. Companies like CA.LA let you spin up up a fashion line as fast as you’d spin up a new Digital Ocean droplet, whether you’re A$AP Ferg or hyped NYC brand Vaquera. Across the board, brands and middleware were opening new supply chains, which then became accessible entrepreneurs targeting all sorts of subcultural plays. And with Shopify, Squarespace, and Stripe, you can open an online store and accept payments in minutes. Once the goods are readily available, everything becomes a distribution problem—a matter of finding a target demographic and making products legible to it.
Now it’s less about the supply chain & logistics and more about the subcultures / demographics. Brands aren’t distinguishable by their suppliers, but by their targets.
Products begin their life as an unbranded commodities made in foreign factories; they pass through a series of outsourced relationships —brand designers, content creators, and influencers—which construct a cultural identity for the good; in the final phase, the product ends up in a shoppable social media post
way: in the cultural production service economy, all culture is made in service of for-profit brands, at every scale and size.
European and American commentators of all political stripes recognize the current cultural moment as one that is stuck in some way. Endless remakes and reboots, endless franchises, cinematic universes, and now metaverses filled with brands who talk to each other; a culture of nostalgia with no real macro narrative
Beyond our workplaces, what else is stepping in to provide a sense of community and belonging?
All in all, product marketing businesses can only do so much to situate their goods in these broader cultural worlds without eating into their margins. This seemingly insurmountable gap is what my workshops were trying to address. But what would it mean for brands to stop pointing to culture, and to start being it?
Culture is a process, with the end result of shaping human minds.
Today, social media has become a more perfect tool for culture than Arnold could have imagined, and its use a science of penetrating the mass mind. All communication now approaches propaganda, and language itself has become somebody else’s agenda. Little
When you bought Bitcoin and Ether, it’s with the knowledge that there was also a culture there to become part of. Now years later, there are many tribes to “buy into,” from Bitcoin Christians to Bitcoin carnivores, from Ethereum permissionless free market maxis to Ethereum self-organizing collective decentralized coop radicals. Even if none of these appeal to you, you still end up becoming what “the space” (crypto’s collective term for itself) calls a “crypto person.” The creation of more and more “crypto people” is driven by the new revenue model cryptocurrencies exhibit. The business logic of these tokens is “number go up,” a feat accomplished by getting as many people to buy the token as possible. In other words, the upside opportunity is achieved with mass distribution of Bitcoin and Ethereum culture—the expansion of what it means to be an ETH holder into new arenas and practices. Buyers become evangelists, who are incentivized to promote their version of the subculture.
In the 2010s, supply chain innovation opened up lifestyle brands. In the 2020s, financial mechanism innovation is opening up the space for incentivized ideologies, networked publics, and co-owned faiths.
Under CPSE models, companies brand products. They point to subcultures to justify the products’ existence, and use data marketing to sort people into starterpack-like demographics. Subcultures become consumerized subcultures, composed of products
Authenticity, I came to understand, was more than a culture of irony and suspicion of everything commercial culture has to offer. It drew on a deep moral source that runs through our culture, a stance of self-definition, a stance of caring deeply about the value of individuality.
·subpixel.space·
Life After Lifestyle
Magic Ink - Information Software and the Graphical Interface
Magic Ink - Information Software and the Graphical Interface
A good industrial designer understands the capabilities and limitations of the human body in manipulating physical objects, and of the human mind in comprehending mechanical models. A camera designer, for example, shapes her product to fit the human hand. She places buttons such that they can be manipulated with index fingers while the camera rests on the thumbs, and weights the buttons so they can be easily pressed in this position, but won’t trigger on accident. Just as importantly, she designs an understandable mapping from physical features to functions—pressing a button snaps a picture, pulling a lever advances the film, opening a door reveals the film, opening another door reveals the battery.
When the software designer defines the interactive aspects of her program, when she places these pseudo-mechanical affordances and describes their behavior, she is doing a virtual form of industrial design. Whether she realizes it or not. #The software designer can thus approach her art as a fusion of graphic design and industrial design. Now, let’s consider how a user approaches software, and more importantly, why.
·worrydream.com·
Magic Ink - Information Software and the Graphical Interface
Kill Math
Kill Math
If I had to guess why "math reform" is misinterpreted as "math education reform", I would speculate that school is the only contact that most people have had with math. Like school-physics or school-chemistry, math is seen as a subject that is taught, not a tool that is used. People don't actually use math-beyond-arithmetic in their lives, just like they don't use the inverse-square law or the periodic table.
Teach the current mathematical notation and methods any way you want -- they will still be unusable. They are unusable in the same way that any bad user interface is unusable -- they don't show users what they need to see, they don't match how users want to think, they don't show users what actions they can take.
They are unusable in the same way that the UNIX command line is unusable for the vast majority of people. There have been many proposals for how the general public can make more powerful use of computers, but nobody is suggesting we should teach everyone to use the command line. The good proposals are the opposite of that -- design better interfaces, more accessible applications, higher-level abstractions. Represent things visually and tangibly. And so it should be with math. Mathematics, as currently practiced, is a command line. We need a better interface.
Anything that remains abstract (in the sense of not concrete) is hard to think about... I think that mathematicians are those who succeed in figuring out how to think concretely about things that are abstract, so that they aren't abstract anymore. And I believe that mathematical thinking encompasses the skill of learning to think of an abstract thing concretely, often using multiple representations – this is part of how to think about more things as "things". So rather than avoiding abstraction, I think it's important to absorb it, and concretize the abstract... One way to concretize something abstract might be to show an instance of it alongside something that is already concrete.
The mathematical modeling tools we employ at once extend and limit our ability to conceive the world. Limitations of mathematics are evident in the fact that the analytic geometry that provides the foundation for classical mechanics is insufficient for General Relativity. This should alert one to the possibility of other conceptual limits in the mathematics used by physicists.
·worrydream.com·
Kill Math
To be a Technologist is to be Human - Letters to a Young Technologist
To be a Technologist is to be Human - Letters to a Young Technologist
In fact, more people are technologists than ever before, insofar as a “technologist” can be defined as someone inventing, implementing or repurposing technology. In particular, the personal computer has allowed anyone to live in the unbounded wilderness of the internet as they please. Anyone can build highly specific corners of cyberspace and quickly invent digital tools, changing their own and others’ technological realities. “Technologist” is a common identity that many different people occupy, and anyone can occupy. Yet the public perceptions of a “technologist” still constitute a very narrow image.
A technologist makes reason out of the messiness of the world, leverages their understanding to envision a different reality, and builds a pathway to make their vision happen. All three of these endeavors—to try to understand the world, to imagine something different, and to build something that fulfills that vision—are deeply human.
Humans are continually distilling and organizing reality into representations and models—to varying degrees of accuracy and implicitness—that we can understand and navigate. Our intelligence involves making models of all aspects of our realities: models of the climate, models of each other’s minds, models of fluid dynamics.
mental models
We are an unprecedentedly self-augmenting species, with a fundamental drive to organize, imagine, construct and exercise our will in the world. And we can measure our technological success on the basis of how much they increase our humanity. What we need is a vision for that humanity, and to enact this vision. What do we, humans, want to become?
As a general public, we can collectively hold technologists to a higher ethical standard, as their work has important human consequences for us all. We must begin to think of them as doing deeply human work, intervening in our present realities and forging our futures. Choosing how best to model the world, impressing their will on it, and us. We must insist that they understand their role as augmenting and modifying humanity, and are responsible for the implications. Collective societal expectations are powerful; if we don’t, they won’t.
·letterstoayoungtechnologist.com·
To be a Technologist is to be Human - Letters to a Young Technologist
Words are polluted. Plots are polluted.
Words are polluted. Plots are polluted.
I care about people more than I care about positions or beliefs, which I tend to consider a subservient class of psychological phenomena. That is to say: I think people wear beliefs like clothes; they wear what they have grown to consider sensible or attractive; they wear what they feel flatters them; they wear what keeps them dry and warm in inclement winter. They believe their opinions, tastes, philosophies are who they are, but they are mistaken. (Aging is largely learning what one is not, it seems to me).
Criticism must serve some function to justify the pain it causes: it must, say, avert a disastrous course of action being deliberated by a group, or help thwart the rise of a barbarous politician. But this rarely occurs. Most criticism, even of the most erudite sort, is, as we all know, wasted breath: preached to one’s own choir, comically or indignantly cruel to those one doesn’t respect, unlikely to change the behavior of anyone not already in agreement.On the other hand! There persists the idea that culture arises out of the scrum of colliding perspectives, and that it is therefore a moral duty to remonstrate against stupidity, performative emoting, deceitful art, destructively banal fiction, and so on. If one doesn’t speak up, one cannot lament the triumph of moral and imaginative vacuity.
One must believe, of course, that there are abstractions worth protecting, and therefore abstractions worth hurting others for, in order to criticize; and the endless repetitiveness of cultural history seems to devalue such abstractions as surely as bad art and cliche devalue words.
·metaismurder.com·
Words are polluted. Plots are polluted.
On the Social Media Ideology
On the Social Media Ideology
Social networking is much more than just a dominant discourse. We need to go beyond text and images and include its software, interfaces, and networks that depend on a technical infrastructure consisting of offices and their consultants and cleaners, cables and data centers, working in close concert with the movements and habits of the connected billions. Academic internet studies circles have shifted their attention from utopian promises, impulses, and critiques to “mapping” the network’s impact. From digital humanities to data science we see a shift in network-oriented inquiry from Whether and Why, What and Who, to (merely) How. From a sociality of causes to a sociality of net effects. A new generation of humanistic researchers is lured into the “big data” trap, and kept busy capturing user behavior whilst producing seductive eye candy for an image-hungry audience (and vice versa).
We need to politicize the New Electricity, the privately owned utilities of our century, before they disappear into the background.
What remains particularly unexplained is the apparent paradox between the hyper-individualized subject and the herd mentality of the social.
Before we enter the social media sphere, everyone first fills out a profile and choses a username and password in order to create an account. Minutes later, you’re part of the game and you start sharing, creating, playing, as if it has always been like that. The profile is the a priori part and the profiling and targeted advertising cannot operate without it. The platforms present themselves as self-evident. They just are—facilitating our feature-rich lives. Everyone that counts is there. It is through the gate of the profile that we become its subject.
We pull in updates, 24/7, in a real-time global economy of interdependencies, having been taught to read news feeds as interpersonal indicators of the planetary condition
Treating social media as ideology means observing how it binds together media, culture, and identity into an ever-growing cultural performance (and related “cultural studies”) of gender, lifestyle, fashion, brands, celebrity, and news from radio, television, magazines, and the web—all of this imbricated with the entrepreneurial values of venture capital and start-up culture, with their underside of declining livelihoods and growing inequality.
Software, or perhaps more precisely operating systems, offer us an imaginary relationship to our hardware: they do not represent transistors but rather desktops and recycling bins. Software produces users. Without operating system (OS) there would be no access to hardware; without OS no actions, no practices, and thus no user. Each OS, through its advertisements, interpellates a “user”: calls it and offers it a name or image with which to identify. We could say that social media performs the same function, and is even more powerful.
In the age of social media we seem to confess less what we think. It’s considered too risky, too private. We share what we do, and see, in a staged manner. Yes, we share judgments and opinions, but no thoughts. Our Self is too busy for that, always on the move, flexible, open, sporty, sexy, and always ready to connect and express.
Platforms are not stages; they bring together and synthesize (multimedia) data, yes, but what is lacking here is the (curatorial) element of human labor. That’s why there is no media in social media. The platforms operate because of their software, automated procedures, algorithms, and filters, not because of their large staff of editors and designers. Their lack of employees is what makes current debates in terms of racism, anti-Semitism, and jihadism so timely, as social media platforms are currently forced by politicians to employ editors who will have to do the all-too-human monitoring work (filtering out ancient ideologies that refuse to disappear).
·e-flux.com·
On the Social Media Ideology
Deep Laziness
Deep Laziness
Imagine a person who is very lazy at work, yet whose customers are (along with everyone else concerned) quite satisfied. It could be a slow-talking rural shop proprietor from an old movie, or some kind of Taoist fisherman – perhaps a bit of a buffoon, but definitely deeply content. In order to be this way, he must be reasonably organized: stock must be ordered, and tackle squared away, in order to afford worry-free, deep-breathing laziness. Consider this imaginary person as a kind of ideal or archetype. Now consider that the universe might have this personality.
·ribbonfarm.com·
Deep Laziness
Folk (Browser) Interfaces
Folk (Browser) Interfaces
For the layman to build their own Folk Interfaces, jigs to wield the media they care about, we must offer simple primitives. A designer in Blender thinks in terms of lighting, camera movements, and materials. An editor in Premiere, in sequences, transitions, titles, and colors. Critically, this is different from automating existing patterns, e.g. making it easy to create a website, simulate the visuals of film photography, or 3D-scan one's room. Instead, it's about building a playground in which those novel computational artifacts can be tinkered with and composed, via a grammar native to their own domain, to produce the fruits of the users' own vision. The goal of the computational tool-maker then is not to teach the layman about recursion, abstraction, or composition, but to provide meaningful primitives (i.e. a system) with which the user can do real work. End-user programming is a red herring: We need to focus on materiality, what some disparage as mere "side effects." The goal is to enable others to feel the agency and power that comes when the world ceases to be immutable.
This feels strongly related to another quote about software as ideology / a system of metaphors that influence the way we assign value to digital actions and content.
I hope this mode can paint the picture of software, not as a teleological instrument careening towards automation and ease, but as a medium for intimacy with the matter of our time (images, audio, video), yielding a sense of agency with what, to most, feels like an indelible substrate.
·cristobal.space·
Folk (Browser) Interfaces
What is Technology? — Letters to a Young Technologist
What is Technology? — Letters to a Young Technologist
Here the technologist stands, choosing what kind of future, out of the infinite possibilities, that will actually materialize based on our scientific understanding of the present world.
A piece of technology prioritizes some low-resistance path to achieve an end, and its essential nature involves instrumentality and free will. It must inherently be purposive.
·letterstoayoungtechnologist.com·
What is Technology? — Letters to a Young Technologist
How Video Games Inspire Great UX
How Video Games Inspire Great UX
Games felt like they were about sparkles and tension. Great app UX is about minimalism and simplicity. Fortunately, I found Raph Koster, the author of A Theory of Fun. Raph is known as a “Game Grammarian” and deeply deconstructs how games are made.
Another more modern example is this landing page for PayPal. Notice how the page clearly invites you to choose. Are you a “Personal” user or a “Business” user? As you mouse over each section, the story unfolds, expanding your choices, offering you things you can easily understand and identify with. Each branch has a clear call to action. This is a beautiful story telling sequence that pulls you in and gets you to become an active part of the on-boarding process.
There are clearly 3 distinct versions of jumping going on here: Initial jump. Simple button pressLong jump. Long button pressLanding jump. Timed jump What’s so interesting here is that there is only one ‘thing’ you’re learning: jumping. But by stressing subtle aspects of how to jump, the game builds up variations of it. A basic jump gets you over things, a long jump can “open” and landing a jump can “attack”. A boring app designer like me would assume you’d need 3 different verbs/buttons for this but Super Mario does this with a single “Jump” action.
APPSEach feature is in isolation, how it is done usually has little relation to other features (other that using a style guide).GAMESBuild a game through a single, mechanic that grows in expressive power by adding modifiers like time, special keys, or timing.
APPSJust throw in a bunch of features into a pot.GAMESUnderstand everything is a journey. Work hard to make everything a closely connected arc of events that help the user create a narrative that matches the overall story.
APPSAssume users are at a constant skill level.GAMESUse hints constantly and patiently to move users to the next level.
APPSTend to offer users a large toolbox and let them figure out how to get started.GAMESHave a clear understanding of the journey and say “Start here first”.
The Mac took a very hardware driven concept, turning on your computer, and turned it into theater. Yes it had the boot sound, but it then showed a promise, a compromise of the final desktop and as it booted, ‘inflated’ that promise with the final working model. Why people loved the Mac is often misunderstood. I’d claim that it’s this dedication to taking people on a carefully crafted story, one which allowed users to craft a compatible narrative, that is at the heart of this devotion.
To win the level you must first cross the street. To cross the street requires that you move the frog. To move the frog requires that you understand joystick timing. Each of these sub levels have their own feedback considerations: Street: the cars movementFrog: How it moves, how far it jumps each timeJoystick: Direction and speed of movement (it’s quite slow actually) Games understand that each of these levels has their own set of feedback, motivation and learning that must take place. This level of deconstruction, in a 30 year old game no less, blew my mind. Games were complex! They really paid attention to detail. There was a lot here to understand.
The computer example here is desktop menus. “Selecting a menu item” is actually a fractal cascade of skills where you first start horizontally browsing the menu bar, with a click, you shift into a vertical mode but keep the same basic highlight approach. For hierarchical menus, you need to understand the graphic hint that there is something deeper and then navigate over to reveal and then select that menu. Anyone who has taught beginning computer users the menu system knows how hard it is to master hierarchical menus. It’s takes practice to find, reveal and track over to that menu. There is a fractal cascade of skills required.
Raph has a great quote in his book for this: “Fun is just another word for learning”. In order to have fun, you must learn. I find this inspiring as app design wants your users to learn but we’ve rarely appreciated this could be fun. Games understand that in order to learn you must start thinking in layers. Begin with a basic skill and slowly add more, getting better one layer at a time.
·jenson.org·
How Video Games Inspire Great UX
Back to the Future of Twitter – Stratechery by Ben Thompson
Back to the Future of Twitter – Stratechery by Ben Thompson
This is all build-up to my proposal for what Musk — or any other bidder for Twitter, for that matter — ought to do with a newly private Twitter. First, Twitter’s current fully integrated model is a financial failure. Second, Twitter’s social graph is extremely valuable. Third, Twitter’s cultural impact is very large, and very controversial. Given this, Musk (who I will use as a stand-in for any future CEO of Twitter) should start by splitting Twitter into two companies. One company would be the core Twitter service, including the social graph. The other company would be all of the Twitter apps and the advertising business.
TwitterServiceCo would open up its API to any other company that might be interested in building their own client experience; each company would: Pay for the right to get access to the Twitter service and social graph. Monetize in whatever way they see fit (i.e. they could pursue a subscription model). Implement their own moderation policy. This last point would cut a whole host of Gordian Knots:
A truly open TwitterServiceCo has the potential to be a new protocol for the Internet — the notifications and identity protocol; unlike every other protocol, though, this one would be owned by a private company. That would be insanely valuable, but it is a value that will never be realized as long as Twitter is a public company led by a weak CEO and ineffective board driving an integrated business predicated on a business model that doesn’t work. Twitter’s Reluctance
·stratechery.com·
Back to the Future of Twitter – Stratechery by Ben Thompson
Embracing Being a Generalist.
Embracing Being a Generalist.
Generalists can pursue broader themes, questions, and lenses which, across their interests give them a deep perspective from breadth.For example, a specialist is someone who is obsessed with chess and spends their waking hours practicing, playing, and studying.A generalist is someone who is obsessed with the idea of game-play, and has researched and gone deep on sports, childhood psychology, board games, and philosophy.
Embracing being a coordinate on the map for a point in time is about allowing yourself to be seen as something specific. Generalists can feel trapped by that but the truth is being specific, and being on the map for others is a way of being in service. If you never pin yourself down (just for a time) you miss the benefits of being connected or in service.
·caffeine.blog·
Embracing Being a Generalist.