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Reimagining Life with Friendship at the Center
Reimagining Life with Friendship at the Center
classics scholar Craig Williams writes that Romans didn’t use terms like “just friends” or “more than friends” to refer to spouses because “the implicit devaluation of friendly as opposed to romantic or married love would have struck most Romans as perverse.” At that time, he asks, “what could be more than friendship?”
·annehelen.substack.com·
Reimagining Life with Friendship at the Center
Apple Vision Pro And Meta Quest Build Toward Super Vision
Apple Vision Pro And Meta Quest Build Toward Super Vision
Imagine being able to see through walls, or to understand the strength of radio waves emanating from you Wi-Fi router. You'll be able to see which piece of furniture or wall is blocking the signal from getting a reliable connection to that one device in your home constantly getting disconnected.
Imagine never losing your keys or wallet ever again. Like a hint in a video game, the headset will simply highlight its exact location in the house for you through the walls.
Not many people realize Vision Pro’s visual augmentation in passthrough mode is actually a step backward from human vision in many respects. Perhaps that’s part of the reason so many people greet this technology as dystopian? After all, who wants to volunteer to have degraded eyes on the real world? Even for floating windows or the promise of cool virtual worlds to visit, that’s a tall order
·uploadvr.com·
Apple Vision Pro And Meta Quest Build Toward Super Vision
Simple Tricks and Nonsense
Simple Tricks and Nonsense
Android phones still don’t have this effect. It’s not because they don’t have high-enough frame rates or low-enough latency for touch input. It’s just that the math is off for putting everything together to create the illusion of direct manipulation. The physics aren’t quite right. It’s no longer about hardware specs (although that was a factor working against Android in the early years). It’s about craftsmanship
·daringfireball.net·
Simple Tricks and Nonsense
Strong and weak technologies - cdixon
Strong and weak technologies - cdixon
Strong technologies capture the imaginations of technology enthusiasts. That is why many important technologies start out as weekend hobbies. Enthusiasts vote with their time, and, unlike most of the business world, have long-term horizons. They build from first principles, making full use of the available resources to design technologies as they ought to exist.
·cdixon.org·
Strong and weak technologies - cdixon
Writing with AI
Writing with AI
iA writer's vision for using AI in writing process
Thinking in dialogue is easier and more entertaining than struggling with feelings, letters, grammar and style all by ourselves. Using AI as a writing dialogue partner, ChatGPT can become a catalyst for clarifying what we want to say. Even if it is wrong.6 Sometimes we need to hear what’s wrong to understand what’s right.
Seeing in clear text what is wrong or, at least, what we don’t mean can help us set our minds straight about what we really mean. If you get stuck, you can also simply let it ask you questions. If you don’t know how to improve, you can tell it to be evil in its critique of your writing
Just compare usage with AI to how we dealt with similar issues before AI. Discussing our writing with others is a general practice and regarded as universally helpful; honest writers honor and credit their discussion partners We already use spell checkers and grammar tools It’s common practice to use human editors for substantial or minor copy editing of our public writing Clearly, using dictionaries and thesauri to find the right expression is not a crime
Using AI in the editor replaces thinking. Using AI in dialogue increases thinking. Now, how can connect the editor and the chat window without making a mess? Is there a way to keep human and artificial text apart?
·ia.net·
Writing with AI
Richard Reeves on why the modern male is struggling
Richard Reeves on why the modern male is struggling
It seems like you almost have to say, "Look, you can't have rules about these general patterns of masculine and feminine without dishonoring those who don't fit those binaries." I think that's completely wrong. I think in the real world, we're perfectly capable of saying, "Yeah, this is the norm. This is how things usually are. There are some people who's not like that, and we can equally respect each other."
And I'll tell you that my gay friends, but also my trans friends, they're not asking me to be less masculine. They're asking me to respect them for who they are. And they'll do the same in return to me. And so in the real world, we don't live in these zero-sum games and we don't — and we refuse this admonition that we can't think two thoughts at once.
·wbur.org·
Richard Reeves on why the modern male is struggling
Denis Villeneuve Refuses to Let Hollywood Shrink Him Down to Size
Denis Villeneuve Refuses to Let Hollywood Shrink Him Down to Size
preserving the book’s spirit was paramount. “I was trying to be, as a filmmaker, as invisible as possible. I tried my best to keep the poetry of the book, the atmosphere, the colors, the smell, everything that I felt when I read the book. I tried.”
in Herbert’s Dune, computers and artificial intelligence have been banished. Humans try to develop the potential of the human brain, “which is actually the opposite of what we’re trying to do right now,” Villeneuve says.
he worries less about AI “than the fact that we behave like algorithms, as filmmakers. We’re in a very conservative time; creativity is restricted. Everything’s about Wall Street. What will save cinema is freedom and taking risks. And you feel the audience is excited when they see something they haven’t seen before.”
·time.com·
Denis Villeneuve Refuses to Let Hollywood Shrink Him Down to Size
Tools for Thought as Cultural Practices, not Computational Objects
Tools for Thought as Cultural Practices, not Computational Objects
Summary: Throughout human history, innovations like written language, drawing, maps, the scientific method, and data visualization have profoundly expanded the kinds of thoughts humans can think. Most of these "tools for thought" significantly predate digital computers. The modern usage of the phrase is heavily influenced by the work of computer scientists and technologists in the 20th century who envisioned how computers could become tools to extend human reasoning and help solve complex problems. While computers are powerful "meta-mediums", the current focus on building note-taking apps is quite narrow. To truly expand human cognition, we should explore a wider range of tools and practices, both digital and non-digital.
Taken at face value, the phrase tool for thought doesn't have the word 'computer' or 'digital' anywhere in it. It suggests nothing about software systems or interfaces. It's simply meant to refer to tools that help humans think thoughts; potentially new, different, and better kinds of thoughts than we currently think.
Most of the examples I listed above are cultural practices and techniques. They are primary ways of doing; specific ways of thinking and acting that result in greater cognitive abilities. Ones that people pass down from generation to generation through culture. Every one of these also pre-dates digital computers by at least a few hundred years, if not thousands or tens of thousands. Given that framing, it's time to return to the question of how computation, software objects, and note-taking apps fit into this narrative.
If you look around at the commonly cited “major thinkers” in this space, you get a list of computer programmers: Kenneth Iverson, J.C.R. Licklider, Vannevar Bush, Alan Kay, Bob Taylor, Douglas Englebart, Seymour Papert, Bret Victor, and Howard Rheingold, among others.
This is relevant because it means these men share a lot of the same beliefs, values, and context. They know the same sorts of people, learned the same historical stories in school and were taught to see the world in particular kinds of ways. Most of them worked together, or are at most one personal connection away from the next. Tools for thought is a community scene as much as it's a concept. This gives tools for thought a distinctly computer-oriented, male, American, middle-class flavour. The term has always been used in relation to a dream that is deeply intertwined with digital machines, white-collar knowledge work, and bold American optimism.
Englebart was specifically concerned with our ability to deal with complex problems, rather than simply “amplifying intelligence.” Being able to win a chess match is perceived as intelligent, but it isn't helping us tackle systemic racism or inequality. Englebart argued we should instead focus on “augmenting human intellect” in ways that help us find solutions to wicked problems. While he painted visions of how computers could facilitate this, he also pointed to organisational structures, system dynamics, and effective training as part of this puzzle.
There is a rich literature of research and insight into how we might expand human thought that sometimes feels entirely detached from the history we just covered. Cognitive scientists and philosophers have been tackling questions about the relationship between cognition, our tools, and our physical environments for centuries. Well before microprocessors and hypertext showed up. Oddly, they're rarely cited by the computer scientists. This alternate intellectual lineage is still asking the question “how can we develop better tools for thinking?” But they don't presume the answer revolves around computers.
Proponents of embodied cognition argue that our perceptions, concepts, and cognitive processes are shaped by the physical structures of our body and the sensory experiences it provides, and that cognition cannot be fully understood without considering the bodily basis of our experiences.
Philosopher Andy Clark has spent his career exploring how external tools transform and expand human cognition. His 2003 book Natural-born Cyborgs argues humans have “always been cyborgs.” Not in the sense of embedding wires into our flesh, but in the sense we enter “into deep and complex relationships with nonbiological constructs, props, and aids”. Our ability to think with external objects is precisely what makes us intelligent. Clark argues “the mind” isn't simply a set of functions within the brain, but a process that happens between our bodies and the physical environment. Intelligence emerges at the intersection of humans and tools. He expanded on this idea in a follow-on book called Supersizing the Mind. It became known as the extended mind hypothesis. It's the strong version of theories like embodied cognition, situated cognition, and enacted cognition that are all the rage in cognitive science departments.
There's a scramble to make sense of all these new releases and the differences between them. YouTube and Medium explode with DIY guides, walkthrough tours, and comparison videos. The productivity and knowledge management influencer is born.[ giant wall of productivity youtube nonsense ]The strange thing is, many of these guides are only superficially about the application they're presented in. Most are teaching specific cultural techniques
Zettelkasten, spaced repetition, critical thinking.These techniques are only focused on a narrow band of human activity. Specifically, activity that white-collar knowledge workers engage in.I previously suggested we should rename TFT to CMFT (computational mediums for thought), but that doesn't go far enough. If we're being honest about our current interpretation of TFT's, we should actually rename it to CMFWCKW – computational mediums for white-collar knowledge work.
By now it should be clear that this question of developing better tools for thought can and should cover a much wider scope than developing novel note-taking software.
I do think there's a meaningful distinction between tools and mediums: Mediums are a means of communicating a thought or expressing an idea. Tools are a means of working in a medium. Tools enable specific tasks and workflows within a medium. Cameras are a tool that let people express ideas through photography. Blogs are a tool that lets people express ideas through written language. JavaScript is a tool that let people express ideas through programming. Tools and mediums require each other. This makes lines between them fuzzy.
·maggieappleton.com·
Tools for Thought as Cultural Practices, not Computational Objects
How can we develop transformative tools for thought?
How can we develop transformative tools for thought?
a more powerful aim is to develop a new medium for thought. A medium such as, say, Adobe Illustrator is essentially different from any of the individual tools Illustrator contains. Such a medium creates a powerful immersive context, a context in which the user can have new kinds of thought, thoughts that were formerly impossible for them. Speaking loosely, the range of expressive thoughts possible in such a medium is an emergent property of the elementary objects and actions in that medium. If those are well chosen, the medium expands the possible range of human thought.
Memory systems make memory into a choice, rather than an event left up to chance: This changes the relationship to what we're learning, reduces worry, and frees up attention to focus on other kinds of learning, including conceptual, problem-solving, and creative.
Memory systems can be used to build genuine conceptual understanding, not just learn facts: In Quantum Country we achieve this in part through the aspiration to virtuoso card writing, and in part through a narrative embedding of spaced repetition that gradually builds context and understanding.
Mnemonic techniques such as memory palaces are great, but not versatile enough to build genuine conceptual understanding: Such techniques are very specialized, and emphasize artificial connections, not the inherent connections present in much conceptual knowledge. The mnemonic techniques are, however, useful for bootstrapping knowledge with an ad hoc structure.
What practices would lead to tools for thought as transformative as Hindu-Arabic numerals? And in what ways does modern design practice and tech industry product practice fall short? To be successful, you need an insight-through-making loop to be operating at full throttle, combining the best of deep research culture with the best of Silicon Valley product culture.
Historically, work on tools for thought has focused principally on cognition; much of the work has been stuck in Spock-space. But it should take emotion as seriously as the best musicians, movie directors, and video game designers. Mnemonic video is a promising vehicle for such explorations, possibly combining both deep emotional connection with the detailed intellectual mastery the mnemonic medium aspires toward.
It's striking to contrast conventional technical books with the possibilities enabled by executable books. You can imagine starting an executable book with, say, quantum teleportation, right on the first page. You'd provide an interface – perhaps a library is imported – that would let users teleport quantum systems immediately. They could experiment with different parts of the quantum teleportation protocol, illustrating immediately the most striking ideas about it. The user wouldn't necessarily understand all that was going on. But they'd begin to internalize an accurate picture of the meaning of teleportation. And over time, at leisure, the author could unpack some of what might a priori seem to be the drier details. Except by that point the reader will be bought into those details, and they won't be so dry
Aspiring to canonicity, one fun project would be to take the most recent IPCC climate assessment report (perhaps starting with a small part), and develop a version which is executable. Instead of a report full of assertions and references, you'd have a live climate model – actually, many interrelated models – for people to explore. If it was good enough, people would teach classes from it; if it was really superb, not only would they teach classes from it, it could perhaps become the creative working environment for many climate scientists.
In serious mediums, there's a notion of canonical media. By this, we mean instances of the medium that expand its range, and set a new standard widely known amongst creators in that medium. For instance, Citizen Kane, The Godfather, and 2001 all expanded the range of film, and inspired later film makers. It's also true in new media. YouTubers like Grant Sanderson have created canonical videos: they expand the range of what people think is possible in the video form. And something like the Feynman Lectures on Physics does it for textbooks. In each case one gets the sense of people deeply committed to what they're doing. In many of his lectures it's obvious that Feynman isn't just educating: he's reporting the results of a lifelong personal obsession with understanding how the world works. It's thrilling, and it expands the form.
There's a general principle here: good tools for thought arise mostly as a byproduct of doing original work on serious problems.
Game companies develop many genuinely new interface ideas. This perhaps seems surprising, since you'd expect such interface ideas to also suffer from the public goods problem: game designers need to invest enormous effort to develop those interface ideas, and they are often immediately copied (and improved on) by other companies, at little cost. In that sense, they are public goods, and enrich the entire video game ecosystem.
Many video games make most of their money from the first few months of sales. While other companies can (and do) come in and copy or riff on any new ideas, it often does little to affect revenue from the original game, which has already made most of its money In fact, cloning is a real issue in gaming, especially in very technically simple games. An example is the game Threes, which took the developers more than a year to make. Much of that time was spent developing beautiful new interface ideas. The resulting game was so simple that clones and near-clones began appearing within days. One near clone, a game called 2048, sparked a mini-craze, and became far more successful than Threes. At the other extreme, some game companies prolong the revenue-generating lifetime of their games with re-releases, long-lived online versions, and so on. This is particularly common for capital-intensive AAA games, such as the Grand Theft Auto series. In such cases the business model relies less on clever new ideas, and more on improved artwork (for re-release), network effects (for online versions), and branding. . While this copying is no doubt irritating for the companies being copied, it's still worth it for them to make the up-front investment.
in gaming, clever new interface ideas can be distinguishing features which become a game's primary advantage in the marketplace. Indeed, new interface ideas may even help games become classics – consider the many original (at the time) ideas in games ranging from Space Invaders to Wolfenstein 3D to Braid to Monument Valley. As a result, rather than underinvesting, many companies make sizeable investments in developing new interface ideas, even though they then become public goods. In this way the video game industry has largely solved the public goods problems.
It's encouraging that the video game industry can make inroads on the public goods problem. Is there a solution for tools for thought? Unfortunately, the novelty-based short-term revenue approach of the game industry doesn't work. You want people to really master the best new tools for thought, developing virtuoso skill, not spend a few dozen hours (as with most games) getting pretty good, and then moving onto something new.
Adobe shares in common with many other software companies that much of their patenting is defensive: they patent ideas so patent trolls cannot sue them for similar ideas. The situation is almost exactly the reverse of what you'd like. Innovative companies can easily be attacked by patent trolls who have made broad and often rather vague claims in a huge portfolio of patents, none of which they've worked out in much detail. But when the innovative companies develop (at much greater cost) and ship a genuinely good new idea, others can often copy the essential core of that idea, while varying it enough to plausibly evade any patent. The patent system is not protecting the right things.
many of the most fundamental and powerful tools for thought do suffer the public goods problem. And that means tech companies focus elsewhere; it means many imaginative and ambitious people decide to focus elsewhere; it means we haven't developed the powerful practices needed to do work in the area, and a result the field is still in a pre-disciplinary stage. The result, ultimately, is that it means the most fundamental and powerful tools for thought are undersupplied.
Culturally, tech is dominated by an engineering, goal-driven mindset. It's much easier to set KPIs, evaluate OKRs, and manage deliverables, when you have a very specific end-goal in mind. And so it's perhaps not surprising that tech culture is much more sympathetic to AGI and BCI as overall programs of work. But historically it's not the case that humanity's biggest breakthroughs have come about in this goal-driven way. The creation of language – the ur tool for thought – is perhaps the most important occurrence of humanity's existence. And although the origin of language is hotly debated and uncertain, it seems extremely unlikely to have been the result of a goal-driven process. It's amusing to try imagining some prehistoric quarterly OKRs leading to the development of language. What sort of goals could one possibly set? Perhaps a quota of new irregular verbs? It's inconceivable!
Even the computer itself came out of an exploration that would be regarded as ridiculously speculative and poorly-defined in tech today. Someone didn't sit down and think “I need to invent the computer”; that's not a thought they had any frame of reference for. Rather, pioneers such as Alan Turing and Alonzo Church were exploring extremely basic and fundamental (and seemingly esoteric) questions about logic, mathematics, and the nature of what is provable. Out of those explorations the idea of a computer emerged, after many years; it was a discovered concept, not a goal.
Fundamental, open-ended questions seem to be at least as good a source of breakthroughs as goals, no matter how ambitious. This is difficult to imagine or convince others of in Silicon Valley's goal-driven culture. Indeed, we ourselves feel the attraction of a goal-driven culture. But empirically open-ended exploration can be just as, or more successful.
There's a lot of work on tools for thought that takes the form of toys, or “educational” environments. Tools for writing that aren't used by actual writers. Tools for mathematics that aren't used by actual mathematicians. And so on. Even though the creators of such tools have good intentions, it's difficult not to be suspicious of this pattern. It's very easy to slip into a cargo cult mode, doing work that seems (say) mathematical, but which actually avoids engagement with the heart of the subject. Often the creators of these toys have not ever done serious original work in the subjects for which they are supposedly building tools. How can they know what needs to be included?
·numinous.productions·
How can we develop transformative tools for thought?
Rumination: Relationships with Physical Health
Rumination: Relationships with Physical Health
Rumination is a form of perserverative cognition that focuses on negative content, generally past and present, and results in emotional distress. Initial studies of rumination emerged in the psychological literature, particularly with regard to studies examining specific facets of rumination (e.g., positive vs. negative rumination, brooding vs. self-reflection, relationships with catastrophic thinking, role of impaired disengagement, state vs. trait features) as well as the presence of rumination in various psychiatric syndromes (e.g., depression, alcohol misuse, generalized anxiety disorder, social anxiety disorder, obsessive compulsive disorder, posttraumatic stress disorder, bulimia nervosa).
·ncbi.nlm.nih.gov·
Rumination: Relationships with Physical Health