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When to Design for Emergence
In complexity science, ‘emergence’ describes the way that interactions between individual components in a complex system can give rise to new behavior, patterns, or qualities. For example, the quality of ‘wetness’ cannot be found in a single water molecule, but instead arises from the interaction of many water molecules together. In living systems, emergence is at the core of adaptive evolution.
Design for emergence prioritizes open-ended combinatorial possibilities such that the design object can be composed and adapted to a wide variety of contextual and idiosyncratic niches by its end-user. LEGO offers an example — a simple set of blocks with a shared protocol for connecting to one another from which a nearly infinite array of forms can emerge. Yet as we will see, design for emergence can generate value well beyond children’s toys.
In contrast to high modern design, user-centered design takes a more modest position; the designer does not inherently know everything, and therefore she must meticulously study the needs and behaviors of users in order to produce a good design. User-centered design remains the dominant design paradigm today, employed by environmental designers, tech companies, and design agencies around the world.
In this paradigm, design is about gaining knowledge from the user, identifying desirable outcomes, and controlling as much of the process as possible to achieve those outcomes. ‘Design’ remains synonymous with maximizing control.
But consider even the ‘desire path’ example pictured above. The modal user may be well supported by paving the desire path indicated by their behavior, but what good is a paved path leading to stairs for a wheelchair user? In practice, user-centered design tends to privilege the modal user at the expense of the long-tail user whose needs may be just as great.
User-centered design has a better track record than high modern design, but it still exerts a homogenizing effect. The needs of the modal user are accommodated and scaled through software or industrial manufacturing, while power users and those with edge cases can do nothing but actively petition the designer for attention. In most cases, diverse users with a wide variety of niche use cases are forced to conform to the behavior of the modal user.
In design for emergence, the designer assumes that the end-user holds relevant knowledge and gives them extensive control over the design. Rather than designing the end result, we design the user’s experience of designing their own end result. In this way we can think of design for emergence as a form of ‘meta-design.’
In other words, to address the long-tail problem, the tool must be flexible enough that it can be adapted to unexpected and idiosyncratic problem spaces—especially those unanticipated by the tool’s designer.
In contrast to user-centered design, design for emergence invites the user into the design process not only as a subject of study, but as a collaborator with agency and control.
What all these tools have in common is support for open-ended adaptation to highly contextual problems without the need for technical knowledge. Rather than building a static, purpose-built solution to a single common problem with lots of users (and lots of competitors), they’ve won robust user bases by supporting a broad swath of long-tail user needs.
Design for emergence is composable. It provides a limited ‘alphabet’ and a generative grammar that’s easy to learn and employ, yet can be extended to create powerful, complex applications. As Seymour Papert once remarked, “English is a language for children,” but this fact, “does not preclude its being also a language for poets, scientists, and philosophers.”
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Data-Driven Design is Killing Our Instincts
It creates more generic-looking interfaces that may perform well in numbers but fall short of appealing to our senses.
It’s easy to make data-driven design decisions, but relying on data alone ignores that some goals are difficult to measure. Data is very useful for incremental, tactical changes, but only if it’s checked and balanced by our instincts and common sense.
It became clear to the team in that moment that we cared about more than just clicks. We had other goals for this design: It needed to set expectations about what happens next, it needed to communicate quality, and we wanted it to build familiarity and trust in our brand.We could have easily measured how many customers clicked one button versus another, and used that data to pick an optimal button. But that approach would have ignored the big picture and other important goals.
Not everything that can be counted counts. Not everything that counts can be counted.Data is good at measuring things that are easy to measure. Some goals are less tangible, but that doesn’t make them less important.While you’re chasing a 2% increase in conversion rate you may be suffering a 10% decrease in brand trustworthiness. You’ve optimized for something that’s objectively measured, at the cost of goals that aren’t so easily codified.
Design instinct is a lot more than innate creative ability and cultural guesswork. It’s your wealth of experience. It’s familiarity with industry standards and best practices.
Overreliance on data to drive design decisions can be just as harmful as ignoring it. Data only tells one kind of story. But your project goals are often more complex than that. Goals can’t always be objectively measured.
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Critical Attrition | The Editors
The main problem with the book review today is not that its practitioners live in New York, as some contend. It is not that the critics are in cahoots with the authors under review, embroiled in a shadow economy of social obligation and quid pro quo favor trading. The problem is not that book reviews are too mean or too nice, too long or too short, though they may be those things, too. The main problem is that the contemporary American book review is first and foremost an audition — for another job, another opportunity, another day in the content mine, hopefully with better lighting and tools, but at the very least with better pay. What kind of job or opportunity for the reviewer depends on her ambitions.
He wants honest reviews of novels; instead he gets hype and a dizzying, outrageous, stultifying profusion of adjectives. He wants serious literary criticism of novels; instead he gets withering assessments of the era in which said novels are written, which, by endlessly discussing the same five novels, only confirm his fears that literature has reached the unsustainably small gene-pool era of its long, slow slide to extinction. The contemporary reviewer is unhappy too: she works too hard, and still everything she does is wrong and insufficiently compensated. Her careful reviews end up reading like stenography, and when she swings for the fences her actual readers — unlike the trigger-happy tweeters — complain that she has swung too far.
Kevin Kelly on Why Technology Has a Will
The game is that every time we create a new technology, we’re creating new possibilities, new choices that didn’t exist before. Those choices themselves—even the choice to do harm—are a good, they’re a plus.
We want an economy that’s growing in the second sense: unlimited betterment, unlimited increase in wisdom, and complexity, and choices. I don’t see any limit there. We don’t want an economy that’s just getting fatter and fatter, and bigger and bigger, in terms of its size. Can we imagine such a system? That’s hard, but I don’t think it’s impossible.
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in terms of innovation and economic output, the people in these regions are about eight times more productive than the average person.
These regions in 2008 were: (1) Greater Tokyo (2) Boston-Washington corridor (3) Chicago to Pittsburgh (4) Amsterdam-Brussels-Antwerp (5) Osaka-Nagoya (6) London and South East England (7) Milan to Turin (8) Charlotte to Atlanta (9) Southern California (LA to San Diego) (10) Frankfurt to Mannheim. Silicon Valley, Paris, Berlin, and Denver-Boulder also deserve a mention as having some of the highest rates of innovation per person.
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Do Things that Don't Scale
Almost all startups are fragile initially. And that's one of the biggest things inexperienced founders and investors (and reporters and know-it-alls on forums) get wrong about them. They unconsciously judge larval startups by the standards of established ones. They're like someone looking at a newborn baby and concluding "there's no way this tiny creature could ever accomplish anything."
It's harmless if reporters and know-it-alls dismiss your startup. They always get things wrong. It's even ok if investors dismiss your startup; they'll change their minds when they see growth. The big danger is that you'll dismiss your startup yourself. I've seen it happen. I often have to encourage founders who don't see the full potential of what they're building. Even Bill Gates made that mistake. He returned to Harvard for the fall semester after starting Microsoft. He didn't stay long, but he wouldn't have returned at all if he'd realized Microsoft was going to be even a fraction of the size it turned out to be. [4]
The question to ask about an early stage startup is not "is this company taking over the world?" but "how big could this company get if the founders did the right things?" And the right things often seem both laborious and inconsequential at the time. Microsoft can't have seemed very impressive when it was just a couple guys in Albuquerque writing Basic interpreters for a market of a few thousand hobbyists (as they were then called), but in retrospect that was the optimal path to dominating microcomputer software. And I know Brian Chesky and Joe Gebbia didn't feel like they were en route to the big time as they were taking "professional" photos of their first hosts' apartments. They were just trying to survive. But in retrospect that too was the optimal path to dominating a big market.
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Content isn't king — Benedict Evans
The main takeaway is that content is no longer a strategic lever for tech companies like it once was. Music and books no longer matter to tech, and TV is becoming unbundled and fragmented. Content is now mainly used for marketing and revenue, but not as a lever. Amazon is using content as a platform lever, but it is unclear if other tech companies have the same opportunity. Content companies have always needed short-term revenue and have not been able to use exclusivity as a strategic tool. The tech industry is now transforming video with the phone, not the TV, and internet advertising is now bigger than TV advertising.
Meanwhile, whenever I talk to music people or book people, very quickly the conversation becomes a music industry conversation or a book industry conversation. What matters for music are artists and touring and labels and so on, and what matters for books are writers and publishers and rights and Amazon’s bargaining power in books and so on. These aren’t tech conversations.
Tech needed content to make their devices viable, but having got the content (by any means necessary), and with it of course completely resetting the dynamics of the industry, tech outgrew music and books and moved on to bigger opportunities.
All of this of course takes us to TV, the industry that’s next on the tech industry’s content journey. Just as new technology unlocked massive change in music and (rather less so) in books, it is now about to break apart the bundled, linear channel model of the TV industry (this is especially the case in the USA, which has a hugely over-served pay TV market). As this happens, there are all sorts of questions that follow on: what happens to channels that might be able to make more going direct to consumer (HBO, perhaps); what happens to channels that might benefit from being in a bundle and lose from having to go direct (ESPN, perhaps), where the syndication model goes, and so on, and so on.
Just as for music or books, though, these are all fundamentally TV industry questions. What viewing distribution, what rights structure, what exploitation chain, what relationship between creatives, financiers, aggregators and distributors - these are all southern California questions, not northern California questions. So, what are the northern California questions, and will this end up being any more strategic than books or music?
Amazon and Netflix have entered TV content creation and ownership in ways and on a scale that no-one from tech ever did for music or books. Amazon did try to get into book publishing and has a significant self-publishing arm, but it had little success recruiting existing mainstream authors; neither Apple nor Spotify created a record label.
Netflix, of course, is a TV company, in the context of this conversation - it isn’t using content for leverage for some other platform (Spotify is the same, without the commissioning). But Amazon clearly is using content for platform leverage - as something else to speed up the Prime flywheel. Prime has become a third pillar to Amazon’s business, next to logistics and the ecommerce platform, and Amazon is always looking for ways to add more perceived value to it, preferably with no marginal cost - TV content that it owns outright is exactly that.
You don't close your Facebook account - you just go there less. You might stop paying for the Youtube TV service, but that won’t cut off your access to any other part of Google - nor would anyone want it to - the purpose of these businesses is reach. Nor, really, will you fundamentally change your search behaviour if Google discovers the next Game of Thrones. That is, cancel Prime and you'd lose Amazon, but what do Google & FB have to cancel? Without some platform decision to lock you into, content is marketing, and revenue, but not a lever.
Apple has always preferred a very asset-light approach to things that are outside its core skills. It didn’t create a record label, or an MVNO, and it didn’t create a credit card for Apple Pay - it works with partners on the existing rails as much as possible (even the upcoming Apple Pay P2P service uses a partner bank).
Part of ‘content is king’ was the idea that (at least in theory) content companies can withhold access to their libraries entirely, and in the past one might have presumed that that meant they had the power to kill any new service at birth. In reality, rights-holders have always had too strong a need for short-term revenue to forgo broad distribution, and few of them individually had a strong enough brand to extract a fee that was high enough to justify exclusivity. They always have to take the cheques - individually to meet their bonus targets, and collectively to meet their earnings estimates.
This is a multi-sided market place with too many players on both sides for anyone to exert dominance: Apple dominated purchased music and Amazon dominates ebooks (thanks to the DoJ), but there is no such dominance on the buy or sell side for TV, for now.
The reason Apple TV, Chromecast, FireTV and everything else feel so anti-climactic is that getting onto the TV was a red herring - the device is the phone and the network is the internet. The smartphone is the sun and everything else orbits it. Internet advertising will be bigger than TV advertising this year, and Apple’s revenue is larger than the entire global pay TV industry. This is also why tech companies are even thinking about commissioning their own premium shows today - they are now so big that the budgets involved in buying or creating TV look a lot less daunting than they once did.
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Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire
All an “Uncharted” movie had to accomplish — all that it possibly could accomplish — was to capture the glint and derring-do that helped the series port the spirit of Indiana Jones into the modern world. And while it’s true that the best moments of Ruben Fleischer’s thoroughly mediocre (if not unpleasant) adaptation manage to achieve that goal for three or four entire seconds at a time, this generic multiplex adventure falls so far short of its source material because it fails in the areas where history says it should have been able to exceed it. The areas where movies have traditionally had the upper hand over video games: Characters. Personality. Humor. Humanity! You know, the things that films get for free, and video games have to create through witchcraft. The same things that someone up the ladder decided to leave behind when they took a solid-gold brand like “Uncharted” and turned it into an IMAX-sized chunk of cubic zirconia, resulting in a movie that isn’t just less playable than the game on which it’s based, but less watchable too.
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