A FOLDED OCEAN a film by BEN BREWER

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New cracks emerge in Elon Musk's Twitter
DAOs are not corporations: where decentralization in autonomous organizations matters
Launch School - Is This For Me?
In our program, we'll expose you to a lot of knowledge. It's sometimes overwhelming to try to figure out what one should absolutely know as a developer, versus what one should be aware of. This points to two different types of learning goals. We'll call it proficiency vs awareness.
Awareness is adding another bullet point to the general knowledge database in your brain. You can build awareness by watching a video on a topic and then filing that knowledge away.
Proficiency is becoming a skilled practitioner of that topic. You are expected to perform the rituals of that topic extemporaneously and can educate others on that topic. You can only reach proficiency with hundreds or thousands of hours of repetition and practice.
Startup CEO records entire meeting with designer *Live Footage*
Guidelines for Discussing UX – Scott Jenson
Congratulations, Gen Z: You Are the New Societal Scapegoat for Longstanding and Systemic Problems
Stories like these are unhelpful at best, and damaging at worst. Someone skimming the Insider homepage uncritically might see this headline and chuckle at how coddled the kids are these days. That simply is not the case. The kids are alright. It is, as ever, the rich and truly powerful — the actual managerial bureaucracy — who are enriching themselves at the expense of the rest of us.
Gen Z has its own problems to confront: its members began their adult lives in the middle of a pandemic with a whiplashing economy and, in many parts of the world, an overheated market for renting or owning a home. Surveys show they want a healthier balance between their work and personal lives, and they understand developing a successful career takes time and constant learning. They do not want to be pandered to; they just want a reasonable level of respect, as with pretty much everyone else.
complementary
by Molly Mielke
Extrapolating this further, I think women care much more about cultivating beauty and decreasing suffering (emotion-led), while men are primarily motivated by problem-solving and power (conquest-led)
Steadfast but nimble: CEO Christi Shaw on cancer treatment’s cutting edge
@lachlanjc – Lachlan Campbell
I’m a web designer-developer. Studying at NYU Interactive Media Arts. On leave, working on climate at Watershed.
Throughout the rich world, the young are falling out of love with cars
Book Covers no longer displaying for download documents
It Is Happening Again | Erik Baker
Kindle randomly stopped showing my crs book cover as the lock screen
The maze is in the mouse
15 rules for blogging, and my current streak
My favourite 3 lines of CSS
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
‘It’s hard to be human – we’re isolated’: Kogonada on his new film, After Yang
A personal tragedy (he would prefer to leave the exact nature of the tragedy unspoken) “started to resensitise me. My cynicism felt embarrassing and trite in the face of actual loss and heartache. In doing so, it returned me to what I loved about cinema and the cinematic experience. It allowed me to be more honest and open.”
the low-budget drama Columbus. An instant hit at Sundance in 2017, this debut feature explored the world of architecture and matters of the heart with equal perceptiveness.
“As a film-maker, it’s about trying to find that balance between formal and emotional integrity. I happened to be moved by form: the shape of presence and absence. An empty room can break me. But it can also be cold and distant if that’s all there is. My desire is to be equally attentive to the world of emotions. When I enter a theatre, I want to be moved. I don’t want just an intellectual experience. I want to connect. I want to feel.”
for all the technologies that supposedly connect us to one another, there is a growing sense of disconnection. The struggle to truly connect with another human remains. And whatever that might mean, there is a longing for it.”
“The struggle is always that balance between what feels important to you and trying to survive in a capitalistic society, which is to say, making money. I don’t know if I can afford being indulgent. I have a family to support. I grew up working class. But I also struggle with the idea of money as an incentive.”
“In my first two films, I explored connection and disconnection in the context of family, which I imagine will always be of interest to me, but I’m eager to explore this in the context of romantic possibilities.
Game Feel: The Secret Ingredient
The Limits of Computational Photography
How much of that is the actual photo and how much you might consider to be synthesized is a line I think each person draws for themselves. I think it depends on the context; Moon photography makes for a neat demo but it is rarely relevant. A better question is whether these kinds of software enhancements hallucinate errors along the same lines of what happened in Xerox copiers for years.
Discussion Thread: House Jan 6 Public Hearings Day 4 - 06/21/2022 at 1 pm ET
ChatGPT Is a Blurry JPEG of the Web
This analogy to lossy compression is not just a way to understand ChatGPT’s facility at repackaging information found on the Web by using different words. It’s also a way to understand the “hallucinations,” or nonsensical answers to factual questions, to which large language models such as ChatGPT are all too prone
When an image program is displaying a photo and has to reconstruct a pixel that was lost during the compression process, it looks at the nearby pixels and calculates the average. This is what ChatGPT does when it’s prompted to describe, say, losing a sock in the dryer using the style of the Declaration of Independence: it is taking two points in “lexical space” and generating the text that would occupy the location between them
they’ve discovered a “blur” tool for paragraphs instead of photos, and are having a blast playing with it.
A close examination of GPT-3’s incorrect answers suggests that it doesn’t carry the “1” when performing arithmetic. The Web certainly contains explanations of carrying the “1,” but GPT-3 isn’t able to incorporate those explanations. GPT-3’s statistical analysis of examples of arithmetic enables it to produce a superficial approximation of the real thing, but no more than that.
In human students, rote memorization isn’t an indicator of genuine learning, so ChatGPT’s inability to produce exact quotes from Web pages is precisely what makes us think that it has learned something. When we’re dealing with sequences of words, lossy compression looks smarter than lossless compression
Generally speaking, though, I’d say that anything that’s good for content mills is not good for people searching for information. The rise of this type of repackaging is what makes it harder for us to find what we’re looking for online right now; the more that text generated by large language models gets published on the Web, the more the Web becomes a blurrier version of itself.
Can large language models help humans with the creation of original writing? To answer that, we need to be specific about what we mean by that question. There is a genre of art known as Xerox art, or photocopy art, in which artists use the distinctive properties of photocopiers as creative tools. Something along those lines is surely possible with the photocopier that is ChatGPT, so, in that sense, the answer is yes
If students never have to write essays that we have all read before, they will never gain the skills needed to write something that we have never read.
Sometimes it’s only in the process of writing that you discover your original ideas.
Some might say that the output of large language models doesn’t look all that different from a human writer’s first draft, but, again, I think this is a superficial resemblance. Your first draft isn’t an unoriginal idea expressed clearly; it’s an original idea expressed poorly, and it is accompanied by your amorphous dissatisfaction, your awareness of the distance between what it says and what you want it to say. That’s what directs you during rewriting, and that’s one of the things lacking when you start with text generated by an A.I.
I (20M) was confessed to by my best friend (19M) and dont want to hurt him
Eren influencing the first Attack Titan
Productive Procrastination
I do a pretty good job of channeling my procrastination into adjacent creative tasks which, in the end, influence, shape, and improve the chunks of work I do complete. And that looks like productivity from the outside. But trust me, from the inside, it usually just feels like avoidance and procrastination. But I’ve learned to accept that’s the cost of doing the kind of work I feel good at, so I let it be what it is.
The particularly nice thing about coding is that it offers many little “wins”: I get a function working, I figure out a piece of design
“Can’t face work? Then cultivate some side projects — and channel your work-avoidance into fun opportunities to learn” and once you’re done, you’ll 1) have something productive to show for it, and 2) be much more fit, rested, and ready to tackle that project at work.
In other words: rather than fight your penchant for procrastination, work with it. It’s a judo move: don’t fight your enemy, use its momentum against it for your benefit.
Modern JavaScript Explained For Dinosaurs
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.
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.
Michael Tsai - Blog - Search Engines and SEO Spam