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Transcript: Ezra Klein Interviews C. Thi Nguyen
Transcript: Ezra Klein Interviews C. Thi Nguyen
point systems often don’t measure what we want to measure. They artificially simplify or distort our values. Our goals are messy. They’re strange and complex and multifaceted, but then they are collapsed down to scoring systems. And the thing that can happen here is we lose sight of what we wanted and we begin to want what the point system wants
We are being changed by point systems and structures that we’re not taught to see, that often have incentives and logics that are hidden from us
when you quantify in an institution— and I want to stress here, this is not about quantification in any circumstance, right— this is about quantification in bureaucracies and institutions— what you do is you kind of take really context-sensitive nuanced information that requires a lot of background to understand and then you carve out all of the subtle nuance and all the weird little information that needs a lot of shared context to understand.
So in order to make that information travel well, I need to create this neat little informational packet where I strip off all of the weird context-sensitive stuff and just create something simple. In this case, I rank each student inside a pre-established spectrum— F to A. And that information, right, is totally comprehensible to anyone. It aggregates easily. Everyone collects it in the same way. It’s been standardized. It mounts up.So if you have large-scale bureaucracies that need to be organized and function coherently, then you need these kind of simple, nuance-free packets of information. And I think that’s one of the reasons we’ve seen this constant rise of simplified metrical analysis.
He says, large-scale states can only see the kinds of information they can process. And the kinds of information they can process are things like this— standardized, quantified information.So he thinks that only the parts of the world that are legible to the state, that are put in the terms a state can understand, that’s the only kind of thing the state can process, act on, and see. And so the state wants to transform the world into the kinds of things it can work on. The state can’t see my individual feedback about my students, about you know, what they need for their emotional arc. It can see the letter grade average of the university.
This is scary. The drive toward quantitativeness gives states an incentive to flatten life and remove hard-to-quantify context and nuance from domains. This also makes me think about [[Kill Math]], which proposes that the conceptual limits of math come from its long history, whose tools “extend and limit our ability to conceive the world.”
If our taste and our values and our interests are varying and wide, and plural and rich, the state can’t see that. The state can’t get a handle on my bizarre taste in the tabletop role-playing games.
one thing I like about analytics is that outside of the context of simply argue about the flaws of analytics, not having them allows you to bullshit yourself a lot. Allows you to bullshit yourself about whether or not people are reading you, what you’re really doing here, are you serving an audience. But then having them allows you to stop seeing anything they can’t measure.
Fitbit can capture steps but it can’t capture your joy and ecstasy and physical emotion. If I exercise and I don’t use any objective measures, then I could just be fooling myself. But if I become obsessed with objective measures, then I’m not going to exercise for any of the things that fall outside those objective measures, like the aesthetic joy of movement.
you can track anything. But at some point, the tracking becomes the point.
People who write about games as an art form, as something special, really get super excited by two kinds of games. One are games like Romero’s game “Train,” because it’s so obviously meaningful and ethically potent. And they get really excited about games that tell stories in ways that are familiar to us from movies and novels.
I’m actually a little worried that this kind of focus loses for us something that’s really special about games. It pushes us towards the kind of games that are familiar to us. Those of us that care about art and have read about the theory of fiction or the— that kind of thing we can recognize. Things like the beauty of a really good puzzle game, or the beauty of rock climbing, or the beauty of chess— those are more alien and that’s the thing that I want to understand.
every art form is a crystallization of some common sense experience. That the visual arts are the crystallization of seeing. That music is a crystallization of hearing. And you argue that games are the crystallization of doing.
when you’re playing a game, you’re trying to get some end state. Like if you’re running a marathon, you’re trying to get to a particular point in space. But we don’t actually care about being at that point in space in and of itself, or we would take the easy way. We would take a lift, take an Uber, take a shortcut.
what makes games special is not just that they create a world or an environment, but that the game designer tells you what abilities you have and what obstacles you’ll face, but most importantly, what goals you’ll have. So the punchline in the book is that games are the art form that works in the medium of agency itself.
What the game designer is doing is creating an alternate self for you, an alternate agent, describing the skeleton of that agent, saying here are the abilities you have, here’s what you’re going to care about.
In the same way that I think we understand some of the art forms as making our senses more acute and our perception of the world more sensitive, games can do that for the way we see the goals and means we adopt in the course of a day.
The thing that was in philosophy that was so delightful and pleasurable quickly and now I have to struggle for four years to get another interesting epiphany. “Baba Is You” is just like epiphany after epiphany after epiphany. You play it for 20 minutes. You solve a level. You had another epiphany. It takes that pleasure and it extracts it and concentrates it.
In the world, our goals and our abilities and the world— a lot of the times they don’t align. You do what you want. And to get what you want, you have to do something incredibly boring and repetitive. Or you face problems that are way beyond you.But in games, because the game designer manipulates what you want to do and the abilities and the obstacles, the game designer can create harmonious action. They can create these possibilities where you’re— what you need to do— the obstacles you face and your abilities just match perfectly. So this is the weird sense in which I feel like games are like an existential balm for the horror of life. A lot of life is you don’t fit. You have to do things. And it sucks and it’s horrible and it’s boring.And in games, for once in your life, you know exactly what you’re doing and you know exactly that you can do it. And then you have just the right amount of ability to do it. It’s a feeling of concentrated, crystallized action. For me, solving puzzles, or balancing over in a rock climb, or seeing a trap ahead in chess, this is ecstasy. And it’s an ecstasy I get once in a while in my non-game life. But game designers have sculpted these little action universes so that we can step into them and just have this ecstasy over and over again.
they are taking what reality is, which is we are constantly opting into these different systems with incentives, and structures, and our skills, and they have to match the means to get to a goal, and distilling that down to a small core.
I think the most important thing about games is the way they manipulate our agency. The way we enter into this alternate self. And that’s I think where you can see the greatest power of games and their greatest danger. The greatest power of games is that you can explore this landscape of different agencies. The greatest danger of games is that you can get sucked into this experience of just craving and wanting to be in a clear, crisp and gentle universe where you know exactly what to do and exactly how well it’s measured.
So when you play chess, you get really sucked into this kind of agency where you are thinking ahead and calculating linearly. When you play diplomacy, you get sucked into this agency where you’re constantly thinking about how you can lie to people and misrepresent yourself. And when you play rock climbing, you get sucked into an agency where all your powers are about balance and fine precision and motion.
the body of games is a kind of library of agencies. The real promise of games, if you take them seriously, is that by playing a ton of them, you can traverse all the different possibilities of agency
The
The biggest danger that I’m worried about for games is if you spend your life playing games, you’ll expect that value systems will be crisp, clear, well-defined, and quantified. And then you leave games, you’ll start looking around for— I don’t know— things to do, or institutions to be a part of, or jobs to do where the outcomes are clear, crystallized, quantified, and shared between people. I’m worried about getting stuck in the world of maximizing your clicks or Wall Street finance just because you have an expectation that what it is to act in the world is to act for clear externally well-defined points.
What might be true is if you spend all your time in point-scoring environments, you will become used to life being about scoring points. And you will begin to adopt that approach and begin to adopt those values without even realizing it. You’ll become habituated. The game will change you. That is a second principle I want to put out here— that games change us.
“Twitter shapes our goals for discourse by making conversation something like a game. Twitter scores our conversation. And it does so not in terms of our own particular and rich purposes for communication, but in terms of its own preloaded, painfully-thin metrics— likes, retweets, and follower counts. And if we take up Twitter’s invitation and internalize those evaluations, we’ll be thinning out and simplifying our own goals for communication.”
This is what I see happening with SEO-spammy feeling twitter threats that seem overly concerned with maximizing engagement and promotion. Or tweet threads that are giving advice on how to make tweet threads.
you can care about all kinds of things going on on Twitter. You can care about having fun. You can care about connecting with a few people. You can care about getting knowledge. You can care about getting understanding. You can care about connecting.But those things aren’t measured by Twitter. What Twitter measures is who clicked like, who clicked retweet, who clicked follow. And what you might think is, oh, because people click like, then that’s just a good proxy for all these other values. They’re only going click like if you actually successfully communicated something. But clicking like is a really narrow information capture.
So I think if you look at what a lot of people in politics and media think they’re doing on Twitter, they are writing things that on their face are meant to be persuasive. A gloss on a news article. A tweet about democracy, or single payer health care, or how Joe Biden is bad, or whatever it might be. But that tweet is then attached to a scoring system that has nothing to do with whether or not you are persuasive to the people you need to convince. It’s whether or not that tweet is applauded by the people who already like you.
These little worlds where every mechanism is something you can internalize, and you can make a plan that encompasses every single mechanism the game has and it all fits.
When you read people who are excited about a conspiracy theory— like the flat earth conspiracy theory— one of the things they say over and over again is they felt so disempowered before the conspiracy theory. And once they became a flat-earther, or something like this, they felt empowered. And the reason, I think, is the conspiracy theories fit inside your head. They’re the right size for you just like games are the right size for you to take some kind of action.
If you believe in a conspiracy theory, now you have total intellectual agency. You don’t have to trust other people. You don’t have to do this awkward weird thing of trusting somebody and trusting who they trust and then trusting all the million things— people they trust. You can think everything through yourself and then come to a conclusion using this engine that’s so powerful that lets you explain anything.
Games are exciting when they test us and they put us right at the limit of our abilities. And then we push through and then we can make it. The games are beautiful when our whole practical self fits the challenge.
So if you expect someone to make a game out of intellectual life, you shouldn’t expect them to make something so complicated that you have to do this horrible trusting thing. And you shouldn’t expect them to make it easy. You should expect them to make it so challenging that it really fully engages people. But it’s just the right size, so if they fight hard, they can actually find explanation for everything.
This is a good framework for any kind of art or theme making, including in films. It’s a similar satisfaction when I watch a film and find that I can pattern or system match in a way that makes the whole movie make perfect sense.
one of the difficult things about being alive during, as you put it, the great endarkenment, is we are all choosing which explanations to believe, built to some degree on structures of social trust, not a first person verification. We can’t verify a lot of what we believe we know about the world.
how do you develop a sensitivity— not a cynicism and maybe not even always a skepticism, but just first a sensitivity to being able to see all the different game-like scored, simplifying systems that you’ve adopted and all of the values they are pushing you towards? How do you develop game mindfulness?
I’m trying to develop the same kind of instinct in belief systems. Someone hands you a belief system and you’re like, oh, this feels so good. That’s— and then you have to pause and be like, wait, is this designed just to make me feel good? So the short answer is I’m now suspicious of pleasure, which I hate.
thinking about games shows me two possibilities that are like two flip sides of the same coin. And the richness of games is when temporary hyper-focus on a goal opens up all this rich, sculpted, interesting activity, all these amazing movements, or decisions, or calculations that are just lovely. That’s the promise of games.AdvertisementContinue reading the main storyAnd the danger of games and the game-like attitude is when we hyper-focus on that goal and we forget about all the other stuff that could happen along the way. And we just narrowly see the goal. And like, games for me are good when you engage in a duality of experience of them. You spend some time buried and trying to win, but you realize that winning isn’t the point. And then you step back and you see, oh my god, the process of doing it was so rich and so lovely.And games are toxic for me when we just get hyper-narrowed on the point system and we never think about the larger outcome of the point system. We never think about what our life is like or what the activity is like under that point system. We never think about what follows from it. The big worry with the impact of highly gamified external systems is it encourages us not to step into a game and step back from it and think about the richness of the activity and whether it was worth it. What I’m worried about is those cases when the point system blocks out everything else from your universe and you don’t see any of the other stuff.
·nytimes.com·
Transcript: Ezra Klein Interviews C. Thi Nguyen
Design can be free (part 3) - Scott Jenson
Design can be free (part 3) - Scott Jenson
as I’ve wrestled with writing this, it’s clear that many just don’t see the problem, as they assume a cheap button is nearly as good as a proper dial. They’ll openly admit a dial is indeed better but a cheap button is “good enough” and that a dial is “just too expensive.” That actually may be true! There are cases when using a push button is the right choice. But not always. We need to understand when to try a bit harder. Yes, you’re spending a tiny bit more on hardware, but you’re creating a product that is usually much easier to use, reduces returns, and builds your brand which improves sales. Is this positive outcome a given? Of course not, nothing is guaranteed but we need to stop pretending there is NO COST to cheaping out on buttons.
The dial changes the frequency with a simple twist. The push button device “Deconstructs” the twist dial into two up/down buttons. Each press increments the frequency a tiny amount. This means a twist is replaced with many button presses. Again, they are ‘functionally equivalent’ but the expression and ease of use are quite different.
“Adding a feature” is never free. Always start with the user’s problems first. If pressed into using one of these four abuses, make sure to fully appreciate its impact, the friction it creates, and what you can do to work around it.  Adding a feature shouldn’t also “add a problem.”
As a professional UX Designer, I want devices to offer more. But UX Design isn’t about cramming everything into your product in the vague Hail Mary hope it’ll ship a few more units. That’s the sales team speaking, not the user. It’s the wrong motivation and creates monsters.
·jenson.org·
Design can be free (part 3) - Scott Jenson
Google vs. ChatGPT vs. Bing, Maybe — Pixel Envy
Google vs. ChatGPT vs. Bing, Maybe — Pixel Envy
People are not interested in visiting websites about a topic; they, by and large, just want answers to their questions. Google has been strip-mining the web for years, leveraging its unique position as the world’s most popular website and its de facto directory to replace what made it great with what allows it to retain its dominance.
Artificial intelligence — or some simulation of it — really does make things better for searchers, and I bet it could reduce some tired search optimization tactics. But it comes at the cost of making us all into uncompensated producers for the benefit of trillion-dollar companies like Google and Microsoft.
Search optimization experts have spent years in an adversarial relationship with Google in an attempt to get their clients’ pages to the coveted first page of results, often through means which make results worse for searchers. Artificial intelligence is, it seems, a way out of this mess — but the compromise is that search engines get to take from everyone while giving nothing back. Google has been taking steps in this direction for years: its results page has been increasingly filled with ways of discouraging people from leaving its confines.
·pxlnv.com·
Google vs. ChatGPT vs. Bing, Maybe — Pixel Envy
Privacy Fundamentalism
Privacy Fundamentalism
my critique of Manjoo’s article specifically and the ongoing privacy hysteria broadly is not simply about definitions or philosophy. It’s about fundamental assumptions. The default state of the Internet is the endless propagation and collection of data: you have to do work to not collect data on one hand, or leave a data trail on the other. This is the exact opposite of how things work in the physical world: there data collection is an explicit positive action, and anonymity the default.
I believe the privacy debate needs to be reset around these three assumptions: Accept that privacy online entails trade-offs; the corollary is that an absolutist approach to privacy is a surefire way to get policy wrong. Keep in mind that the widespread creation and spread of data is inherent to computers and the Internet, and that these qualities have positive as well as negative implications; be wary of what good ideas and positive outcomes are extinguished in the pursuit to stomp out the negative ones. Focus policy on the physical and digital divide. Our behavior online is one thing: we both benefit from the spread of data and should in turn be more wary of those implications. Making what is offline online is quite another.
·stratechery.com·
Privacy Fundamentalism
The $2 Per Hour Workers Who Made ChatGPT Safer
The $2 Per Hour Workers Who Made ChatGPT Safer
The story of the workers who made ChatGPT possible offers a glimpse into the conditions in this little-known part of the AI industry, which nevertheless plays an essential role in the effort to make AI systems safe for public consumption. “Despite the foundational role played by these data enrichment professionals, a growing body of research reveals the precarious working conditions these workers face,” says the Partnership on AI, a coalition of AI organizations to which OpenAI belongs. “This may be the result of efforts to hide AI’s dependence on this large labor force when celebrating the efficiency gains of technology. Out of sight is also out of mind.”
This reminds me of [[On the Social Media Ideology - Journal 75 September 2016 - e-flux]]:<br>> 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).
Computer-generated text, images, video, and audio will transform the way countless industries do business, the most bullish investors believe, boosting efficiency everywhere from the creative arts, to law, to computer programming. But the working conditions of data labelers reveal a darker part of that picture: that for all its glamor, AI often relies on hidden human labor in the Global South that can often be damaging and exploitative. These invisible workers remain on the margins even as their work contributes to billion-dollar industries.
One Sama worker tasked with reading and labeling text for OpenAI told TIME he suffered from recurring visions after reading a graphic description of a man having sex with a dog in the presence of a young child. “That was torture,” he said. “You will read a number of statements like that all through the week. By the time it gets to Friday, you are disturbed from thinking through that picture.” The work’s traumatic nature eventually led Sama to cancel all its work for OpenAI in February 2022, eight months earlier than planned.
In the day-to-day work of data labeling in Kenya, sometimes edge cases would pop up that showed the difficulty of teaching a machine to understand nuance. One day in early March last year, a Sama employee was at work reading an explicit story about Batman’s sidekick, Robin, being raped in a villain’s lair. (An online search for the text reveals that it originated from an online erotica site, where it is accompanied by explicit sexual imagery.) The beginning of the story makes clear that the sex is nonconsensual. But later—after a graphically detailed description of penetration—Robin begins to reciprocate. The Sama employee tasked with labeling the text appeared confused by Robin’s ambiguous consent, and asked OpenAI researchers for clarification about how to label the text, according to documents seen by TIME. Should the passage be labeled as sexual violence, she asked, or not? OpenAI’s reply, if it ever came, is not logged in the document; the company declined to comment. The Sama employee did not respond to a request for an interview.
In February, according to one billing document reviewed by TIME, Sama delivered OpenAI a sample batch of 1,400 images. Some of those images were categorized as “C4”—OpenAI’s internal label denoting child sexual abuse—according to the document. Also included in the batch were “C3” images (including bestiality, rape, and sexual slavery,) and “V3” images depicting graphic detail of death, violence or serious physical injury, according to the billing document.
I haven't finished watching [[Severance]] yet but this labeling system reminds me of the way they have to process and filter data that is obfuscated as meaningless numbers. In the show, employees have to "sense" whether the numbers are "bad," which they can, somehow, and sort it into the trash bin.
But the need for humans to label data for AI systems remains, at least for now. “They’re impressive, but ChatGPT and other generative models are not magic – they rely on massive supply chains of human labor and scraped data, much of which is unattributed and used without consent,” Andrew Strait, an AI ethicist, recently wrote on Twitter. “These are serious, foundational problems that I do not see OpenAI addressing.”
·time.com·
The $2 Per Hour Workers Who Made ChatGPT Safer
We’re Already Living in the Metaverse - The Atlantic
We’re Already Living in the Metaverse - The Atlantic
the metaverse has leaped from science fiction and into our lives. Microsoft, Alibaba, and ByteDance, the parent company of TikTok, have all made significant investments in virtual and augmented reality. Their approaches vary, but their goal is the same: to transform entertainment from something we choose, channel by channel or stream by stream or feed by feed, into something we inhabit.
Dwell in this environment long enough, and it becomes difficult to process the facts of the world through anything except entertainment. We’ve become so accustomed to its heightened atmosphere that the plain old real version of things starts to seem dull by comparison. A weather app recently sent me a push notification offering to tell me about “interesting storms.” I didn’t know I needed my storms to be interesting. Or consider an email I received from TurboTax. It informed me, cheerily, that “we’ve pulled together this year’s best tax moments and created your own personalized tax story.” Here was the entertainment imperative at its most absurd: Even my Form 1040 comes with a highlight reel.
Such examples may seem trivial, harmless—brands being brands. But each invitation to be entertained reinforces an impulse: to seek diversion whenever possible, to avoid tedium at all costs, to privilege the dramatized version of events over the actual one. To live in the metaverse is to expect that life should play out as it does on our screens. And the stakes are anything but trivial. In the metaverse, it is not shocking but entirely fitting that a game-show host and Twitter personality would become president of the United States.
the language of television has come to saturate the way Americans talk about the world around us. People who are deluded, we say, have “lost the plot”; people who have become pariahs have been “canceled.” In earlier ages, people attributed their circumstances to the will of gods and the whims of fate; we attribute ours to the artistic choices of “the writers” and lament that we may be living through America’s final season.
Comparing the tides of digital entertainment culture to the will of gods is a compelling #theme or parallel
The rise of these hyperreal TV shows coincides with the decline of the institutions that report on the world as it is. The semi-fictions stake their claims while journalism flails.
what Susman called “personality”: charm, likability, the talent to entertain. “The social role demanded of all in the new Culture of Personality was that of a performer,” Susman wrote. “Every American was to become a performing self.”That demand remains. Now, though, the value is not merely interpersonal charm, but the ability to broadcast it to mass audiences. Social media has truly made each of us a performing self. “All the world’s a stage” was once a metaphor; today, it’s a dull description of life in the metaverse
This goes well with [[On the Internet, We’re Always Famous The New Yorker]]
A person, simply trying to get from one place to another, is transformed into a reluctant star of a movie she didn’t know she was in. The dynamics are simple, and stark. The people on our screens look like characters, so we begin to treat them like characters. And characters are, ultimately, expendable; their purpose is to serve the story. When their service is no longer required, they can be written off the show.
The efforts to hold the instigators of the insurrection to account have likewise unfolded as entertainment. “Opinion: January 6 Hearings Could Be a Real-Life Summer Blockbuster,” read a CNN headline in May—the unstated corollary being that if the hearings failed at the box office, they would fail at their purpose. (“Lol no one is watching this,” the account of the Republican members of the House Judiciary Committee tweeted as the hearings were airing, attempting to suggest such a failure.)
In his 1985 book, Amusing Ourselves to Death, the critic Neil Postman described a nation that was losing itself to entertainment. What Newton Minow had called “a vast wasteland” in 1961 had, by the Reagan era, led to what Postman diagnosed as a “vast descent into triviality.” Postman saw a public that confused authority with celebrity, assessing politicians, religious leaders, and educators according not to their wisdom, but to their ability to entertain. He feared that the confusion would continue. He worried that the distinction that informed all others—fact or fiction—would be obliterated in the haze.
Studying societies held in the sway of totalitarian dictators—the very real dystopias of the mid-20th century—Arendt concluded that the ideal subjects of such rule are not the committed believers in the cause. They are instead the people who come to believe in everything and nothing at all: people for whom the distinction between fact and fiction no longer exists.
A republic requires citizens; entertainment requires only an audience.
In a functioning society, “I’m a real person” goes without saying. In ours, it is a desperate plea.
Be transported by our entertainment but not bound by it.
·archive.is·
We’re Already Living in the Metaverse - The Atlantic
On the state of Android apps・The Jolly Teapot
On the state of Android apps・The Jolly Teapot
Some Nerds are blind and only care about the technical specs of software and hardware, no room for feelings. This Porsche Taycan review from MKBHD — a known Tesla aficionado — captures this very well: the Tesla may be better on paper in every way possible, but when it comes to the drive and the feel of the car, the Taycan is on another level, and Marques appreciates this. True Nerds will say that both cars take you from point A to point B, and that their performance is similar at best. But car lovers will see a world of difference. It isn’t about the destination and the time it takes to get there, it’s about the journey itself.
Outside of Google’s own apps and others from big tech companies, apps on Android are generally terrible. Feature-wise they do the job, they are stable enough, not too buggy, decently integrated with the OS, but they are either ugly, weird, or both. “Stable enough, not too buggy, decently integrated” is not how you’d want to describe an app you have to use every day, but it is what it is.
·thejollyteapot.com·
On the state of Android apps・The Jolly Teapot
Making Our Hearts Sing
Making Our Hearts Sing
One thing I learned long ago is that people who prioritize design, UI, and UX in the software they prefer can empathize with and understand the choices made by people who prioritize other factors (e.g. raw feature count, or the ability to tinker with their software at the system level, or software being free-of-charge). But it doesn’t work the other way: most people who prioritize other things can’t fathom why anyone cares deeply about design/UI/UX because they don’t perceive it. Thus they chalk up iOS and native Mac-app enthusiasm to being hypnotized by marketing, Pied Piper style.
Those who see and value the artistic value in software and interface design have overwhelmingly wound up on iOS; those who don’t have wound up on Android. Of course there are exceptions. Of course there are iOS users and developers who are envious of Android’s more open nature. Of course there are Android users and developers who do see how crude the UIs are for that platform’s best-of-breed apps. But we’re left with two entirely different ecosystems with entirely different cultural values — nothing like (to re-use my example from yesterday) the Coke-vs.-Pepsi state of affairs in console gaming platforms.
·daringfireball.net·
Making Our Hearts Sing
Breaking Points, by Agnes Callard
Breaking Points, by Agnes Callard
I have only ever had one friend as crazy as I am. Once, we painted a giant fireplace onto a wall in her apartment as decoration for a dinner party we were hosting. Later, toward the end of the party, she led our guests onto the roof, bringing with her a boom box playing Strauss. I climbed up the fire escape in a ball gown. I held out my hand. We waltzed with speed and gusto. Our friends and professors looked on, terrified: there was no railing.
This is a good opening #writing
The immense effort it took for me to spend a whole day with her and ensure that it was “perfect”—that I did nothing to offend, upset, or bother her—proved to me that we just didn’t work.
When a relationship does not work, each party has the right to exit. It will hurt, but we will get over it, and we will both be better off in the end. The thing is: the pain hasn’t gone away. I still miss her. I still dream about her. And lately I have come to think that part of the problem lies in how I broke things off: unilaterally. I took matters into my own hands, as though there were no rules governing how you break up with someone.
You can’t waltz by yourself. When I lose you, I also lose the me I became for you. And vice versa. Which is why cutting you off, once we have grown together, is an act of violence. I am not cutting anything visible, like your arm or leg, but I am nonetheless cutting away something that is a part of you—me. This is an act of psychological violence.
It would take extraordinary circumstances for someone to feel justified in disowning their child, and this makes sense. Children depend profoundly on their parents, and moreover they did not consent to enter into this dependence. My view is that a relationship with a friend or a spouse differs from a relationship with one’s child in degree, not in kind. My husband and I had come to depend on each other in many ways over seven years of marriage, and those forms of dependence could not simply be ignored or wished or decided away.
The extremes of total bondage and total freedom strike me as being on the wrong scale for human relationships. They are appropriate for creatures much larger or smaller than us. We humans need to do our living, and our moralizing, in the middle.
Often a relationship that doesn’t work in one form might work in another form, a renegotiated one. And even if no livable arrangement can be arrived at, such an ending should be the product of the reasoning of all parties involved.
I am not saying you can never break up or get divorced, but rather that all is not fair when it comes to these endings; you cannot simply cut people off; you are not free to leave at any time. If your life is entwined with someone else’s, then a new arrangement between the two of you must be the product of an agreement you can both live with. Also, you must be open, forever, to revising that agreement if and when the other person offers reasons for doing so.
·harpers.org·
Breaking Points, by Agnes Callard
women see in third person
women see in third person
by Molly Mielke
I know I’m not alone. In fact, I think most women are like this. From my observer seat, women seem to generally be much more comfortable living life through anyone else’s lens but their own. Which makes sense from an evolutionary perspective: seeing in third person unlocks a woman’s ability to appease, making for an excellent survival strategy.
I call this living life in third person. It’s mostly hardwiring that has the side effect of self-erasure. Modern feminist rhetoric would lead you to believe that this was programmed into us via the patriarchy and while I don’t doubt that’s one way this dynamic is amplified, I’m unconvinced that’s the root source of it. Women are simply much more inclined to strategies that guarantee safety than men.
Everyone has experienced some vague sense of “not right”ness that usually boils down to emotional needs not getting met: connection, acceptance, feeling seen, to name a few. If you’re anything like me, after a couple of times getting burned you learned to bury the desires instead of facing the pain of trying and failing to get them satiated.
I learned at a young age that I couldn’t depend on people to be there for me consistently, so, for efficiency purposes, it only made sense to turn off all parts of me that desired to depend on anyone but myself. I became a micromanager of my wants to mitigate the shame of having them. Granted this didn’t feel particularly fulfilling — but at least assuming such an active role made me feel like I had a choice in the matter.
Wait is this me???
I adopted a similar mindset when interrogating my feelings — constantly asking myself questions like: is this thought defensible? Are you sure? These are good questions to ask yourself in any scenario except the one where they’re not thoughts and instead feelings. Questioning and then discounting feelings prematurely tends to have the opposite effect of its hyper-rational intention — leaving a person in a loop of confusion, uncertainty, and unmet needs.
Living life in third person means the possibility space of things I allow myself to say and feel are constrained to the aesthetics of how I want to be perceived. At risk here is ownership of the little thing I call my life.
·mindmud.substack.com·
women see in third person
The Instrumentalist | Zadie Smith | The New York Review of Books
The Instrumentalist | Zadie Smith | The New York Review of Books
Whereas if you grew up online, the negative attributes of individual humans are immediately disqualifying. The very phrase ad hominem has been rendered obsolete, almost incomprehensible. An argument that is directed against a person, rather than the position they are maintaining? Online a person is the position they’re maintaining and vice versa. Opinions are identities and identities are opinions. Unfollow!
I’m the one severely triggered by statements like “Chaucer is misogynistic” or “Virginia Woolf was a racist.” Not because I can’t see that both statements are partially true, but because I am of that generation whose only real shibboleth was: “Is it interesting?” Into which broad category both evils and flaws could easily be fit, not because you agreed with them personally but because they had the potential to be analyzed, just like anything else
We are by now used to apocalyptic bad guys with the end of the world in mind, but it’s a long time since I went to the movies and saw an accurate representation of an ordinary sinner.
Spotting a hot young cellist, Olga, in the bathroom of her workplace, Tár later recognizes this same young woman’s shoes, peeking out from beneath those screens orchestra directors use to preserve the anonymity of “blind auditions.” Next thing we know Tár has given Olga a seat in her orchestra. Then decides to add Elgar’s Cello Concerto to the program, and to give that prestigious solo to the new girl instead of the first cello. And this move, in turn, allows her to organize a series of one-on-one rehearsals with Olga at that apartment she maintains in the city…There’s a word for this behavior: instrumentalism. Using people as tools. As means rather than ends in themselves. To satisfy your own desire, or your sense of your own power, or simply because you can
Every generation makes new rules. Every generation comes up against the persistent ethical failures of the human animal. But though there may be no permanent transformations in our emotional lives, there can be genuine reframings and new language and laws created to name and/or penalize the ways we tend to hurt each other, and this is a service each generation can perform for the one before.
·archive.ph·
The Instrumentalist | Zadie Smith | The New York Review of Books
Teenage Skeuomorphic Desktop Designs
Teenage Skeuomorphic Desktop Designs
Meticulously detailed icons became the thing. The Icon Factory were at the peak of their game making bespoke icon sets.
·maggieappleton.com·
Teenage Skeuomorphic Desktop Designs
The Empty Sentiment of The Last of Us
The Empty Sentiment of The Last of Us
One of the most engaging aspects in the storytelling of The Last of Us is that, because Joel dictates how you move forward in the game, you’re implicated in his increasingly gray decision-making. On TV, the viewer is primed to be sympathetic toward a main character, so there’s not the same level of friction as experienced by the gamer. Story lines that feel alive as an active participant in the game instead feel hackneyed on television. Watching The Last of Us, I wanted to pick it up and shake it free from its preconceptions about what it has to do in order to be faithful to its source material and what it wants to do in order to be taken seriously as television. As a series, it says nothing new in either case.
·vulture.com·
The Empty Sentiment of The Last of Us
A brand is more than a logo or word-mark
A brand is more than a logo or word-mark
How they translate into 3D spaces, how they are integrated with architecture, lighting, textures & materials enables more avenues for brand expression, and often elevates the perception of a brand over time and exposure, even if the logo fades somewhat into the background.
·clipcontent.substack.com·
A brand is more than a logo or word-mark