How Paperbacks Helped the U.S. Win World War II


The books were Armed Services Editions, printed by a coalition of publishers with funding from the government and shipped by the Army and Navy. The largest of them were only three-quarters of an inch thick—thin enough to fit in the pocket of a soldier’s pants. Soldiers read them on transport ships, in camps and in foxholes. Wounded and waiting for medics, men turned to them on Omaha Beach, propped against the base of the cliffs. Others were buried with a book tucked in a pocket.
“When Books Went to War: The Stories That Helped Us Win World War II” by Molly Guptill Manning tells the story of the Armed Services Editions. To be published by Houghton Mifflin Harcourt on Dec. 2, the book reveals how the special editions sparked correspondence between soldiers and authors, lifted “The Great Gatsby” from obscurity, and created a new audience of readers back home.
The program was conceived by a group of publishers, including Doubleday, Random House and W. W. Norton. In 1942 they formed the Council on Books in Wartime to explore how books could serve the nation during the war. Ultimately, the program transformed the publishing industry. “It basically provided the foundation for the mass-market paperback,” said Michael Hackenberg, a bookseller and historian. It also turned a generation of young men into lifelong readers….”

Can Bottom-Up Institutional Reform Improve Service Delivery?


Working paper by Molina, Ezequiel: “This article makes three contributions to the literature. First, it provides new evidence of the impact of community monitoring interventions using a unique dataset from the Citizen Visible Audit (CVA) program in Colombia. In particular, this article studies the effect of social audits on citizens’ assessment of service delivery performance. The second contribution is the introduction a theoretical framework to understand the pathway of change, the necessary building blocks that are needed for social audits to be effective. Using this framework, the third contribution of this article is answering the following questions: i) under what conditions do citizens decide to monitor government activity and ii) under what conditions do governments facilitate citizen engagement and become more accountable.”

A Vision for Happier Cities


Post by at the Huffington Post:“…Governments such as Bhutan and Venezuela are creating departments of happiness, and in both the US and UK, ‘nudge’ teams have been set up to focus on behavioral psychology. This gets more interesting when we bring in urban planning and neuroscience research, which shows that community aesthetics are a key contributor to our happiness at the same time positive emotions can change our thoughts, and lead to changes in our behaviors.
It was only after moving to New York City that I realized all my experiences… painting, advising executive boards, creative workshops, statistics and writing books about organizational change…gave me a unique set of tools to create the Dept. of Well Being and start a global social impact initiative, which is powered by public art installations entitled Happy Street Signs™.
New York City got the first Happy Street Signs last November. I used my paintings containing positive phrases like “Honk Less Love More” and “New York Loves You” to manufacture 200 government-specification street signs. They were then installed by a team of fifty volunteers around Manhattan and Brooklyn in 90 minutes. Whilst it was unofficial, the objective was to generate smiles for New Yorkers and then survey reactions. We got clipboards out and asked over 600 New Yorkers if they liked the Happy Street Signs and if they wanted more: 92.5 percent of those people said yes!…”

It’s All for Your Own Good


Book Review by Jeremy Waldron of Why Nudge? The Politics of Libertarian Paternalism by Cass R. Sunstein and  Conspiracy Theories and Other Dangerous Ideas by Cass R. Sunstein: “…Nudging is about the self-conscious design of choice architecture. Put a certain choice architecture together with a certain heuristic and you will get a certain outcome. That’s the basic equation. So, if you want a person to reach a desirable outcome and you can’t change the heuristic she’s following, then you have to meddle with the choice architecture, setting up one that when matched with the given heuristic delivers the desirable outcome. That’s what we do when we nudge.
All of this sounds like a marketer’s dream, and I will say something about its abusive possibilities later. But Sunstein and Thaler have in mind that governments might do this in a way that promotes the interests of their citizens. Governments might also encourage businesses and employers to use it in the interests of their customers and employees. The result would be a sort of soft paternalism: paternalism without the constraint; a nudge rather than a shove; doing for people what they would do for themselves if they had more time or greater ability to pick out the better choice….
…allowing dignity to just drop out of the picture is offensive. For by this stage, dignity is not being mentioned at all. Sunstein does acknowledge that people might feel infantilized by being nudged. He says that “people should not be regarded as children; they should be treated with respect.” But saying that is not enough. We actually have to reconcile nudging with a steadfast commitment to self-respect.
Consider the earlier point about heuristics—the rules for behavior that we habitually follow. Nudging doesn’t teach me not to use inappropriate heuristics or to abandon irrational intuitions or outdated rules of thumb. It does not try to educate my choosing, for maybe I am unteachable. Instead it builds on my foibles. It manipulates my sense of the situation so that some heuristic—for example, a lazy feeling that I don’t need to think about saving for retirement—which is in principle inappropriate for the choice that I face, will still, thanks to a nudge, yield the answer that rational reflection would yield. Instead of teaching me to think actively about retirement, it takes advantage of my inertia. Instead of teaching me not to automatically choose the first item on the menu, it moves the objectively desirable items up to first place.
I still use the same defective strategies but now things have been arranged to make that work out better. Nudging takes advantage of my deficiencies in the way one indulges a child. The people doing this (up in Government House) are not exactly using me as a mere means in violation of some Kantian imperative. They are supposed to be doing it for my own good. Still, my choosing is being made a mere means to my ends by somebody else—and I think this is what the concern about dignity is all about….”

Redesigning that first encounter with online government


Nancy Scola in the Washington Post: “Teardowns,” Samuel Hulick calls them, and by that he means his step-by-step dissections of how some of world’s most popular digital services — Gmail, Evernote, Instragram — welcome new users. But the term might give an overly negative sense of what Hulick is up to. The Portland, Ore., user-experience designer highlights both the good and bad in his critiques, and his annotated slideshows, under the banner of UserOnboard, have gained a following among design aficionados.

Now Hulick is partnering with two of those fans, a pair of Code for America fellows, to encourage the public to do the same for, say, the process of applying for food stamps.  It’s called CitizenOnboard.
Using the original UserOnboard is like taking a tour through some of the digital sites you know best — but with an especially design-savvy friend by your side pointing out the kinks. “The user experience,” or UX on these sites, “is often tacked on haphazardly,” says Hulick, who launched UserOnboard in December 2013 and who is also the author of the recent book “The Elements of User Onboarding.” What’s he looking for in a good UX, he says, is something non-designers can spot, too. “If you were the Web site, what tone would you take? How would you guide people through your process?”
Hulick reviews what’s working and what’s not, and adds a bit of sass: Gmail pre-populates its inbox with a few welcome messages: “Preloading some emails is a nice way to deal with the ‘cold start’ problem,” Hulick notes. Evernote nudges new users to check out its blog and other apps: “It’s like a restaurant rolling out the dessert cart while I’m still trying to decide if I even want to eat there.” Instagram’s first backdrop is a photo of someone taking a picture: “I’m learning how to Instagram by osmosis!”….
CitizenOnboard’s pitch is to get the public to do that same work. They suggest starting with state food stamp programs. Hulick tackled his. The onboarding for Oregon’s SNAP service is 118 slides long, but that’s because there is much to address. In one step, applications must, using a drop-down menu, identify how those in their family are related to one another. “It took a while to figure out who should be the relation ‘of’ the other,” Hulick notes in his teardown. “In fact, I’m still not 100% sure I got it right.”…”

OSHA Will Put Workplace Safety Data Online as 'Nudge' to Employers


Josh Eidelson at Bloomberg BusinessWeek: “Starting in January, the Occupational Safety and Health Administration will require employers to notify the government within 24 hours every time someone loses an eye, suffers an amputation, or gets admitted to the hospital with an injury sustained at work. The agency estimates that tens of thousands of injuries go unreported. “Workplace injuries and fatalities are absolutely preventable,” Labor Secretary Thomas Perez said in early September. “These new requirements will help OSHA focus its resources and hold employers accountable for preventing them.”

The rule replaces regulations that require companies to report only incidents that result in three or more hospitalizations—“catastrophes,” in agency parlance. (Workplace deaths will still have to be reported within 8 hours.) OSHA head David Michaels, an assistant secretary in the Department of Labor, announced on Sept. 11 that the injury data will be made public on OSHA’s website.
The site already includes information on worker fatalities and catastrophes….
OSHA is one of several federal agencies taking the name-and-shame approach. The Consumer Financial Protection Bureau is considering a plan to begin online posting of first-person narratives culled from consumer complaints about banks, credit card companies, and payday lenders. Other agencies already put recall and complaint information online, including the Consumer Product Safety Commission and the National Highway Traffic Safety Administration. OSHA’s smaller sibling agency, the Mine Safety and Health Administration, lists on its website workplace incidents like fires that could have harmed someone but didn’t.
The idea is that people increasingly accustomed to looking up product reviews on Amazon.com and restaurant reviews on Yelp might do the same when they choose an employer, car, or credit card company. “Exposing problems early can help other consumers avoid similar problems before they become victims, too,” CFPB Director Richard Cordray said in July. “The market could react to problems as they occur, not years later.”…”

The measurable me: the influence of self-quantification on the online user's decision-making process


Paper by Mimmi Sjöklint for the 2014 ACM International Symposium on Wearable Computers: “The advancement of information technology, online accessibility and wearable computing is fostering a new playground for users to engage with quantified data sets. On one hand, the online user is continuously yet passively exposed to different types of quantified data in online interfaces and mobile apps. On the other hand, the user may actively and knowingly be gathering quantified data through ubiquitous sensory devices, such as wearable technology, e.g. the Jawbone UP and Fitbit. In both instances, the user is exposed to versions of self-quantified measures, namely the aggregation and transformation of personally attributed activity into quantified data. This study approaches the adoption of wearables by looking at active and passive self-quantification online and explores how it may influence and support the user’s cognitive processes and subsequent decision-making process.”

Using Crowds for Evaluation Tasks: Validity by Numbers vs. Validity by Expertise


Paper by Christoph Hienerth and Frederik Riar:Developing and commercializing novel ideas is central to innovation processes. As the outcome of such ideas cannot fully be foreseen, the evaluation of them is crucial. With the rise of the internet and ICT, more and new kinds of evaluations are done by crowds. This raises the question whether individuals in crowds possess necessary capabilities to evaluate and whether their outcomes are valid. As empirical insights are not yet available, this paper deals with the examination of evaluation processes and general evaluation components, the discussion of underlying characteristics and mechanism of these components affecting evaluation outcomes (i.e. evaluation validity). We further investigate differences between firm- and crowd-based evaluation using different cases of applications, and develop a theoretical framework towards evaluation validity, i.e. validity by numbers vs. the validity by expertise. The identified factors that influence the validity of evaluations are: (1) the number of evaluation tasks, (2) complexity, (3) expertise, (4) costs, and (5) time to outcome. For each of these factors, hypotheses are developed based on theoretical arguments. We conclude with implications, proposing a model of evaluation validity.”

Values at Play in Digital Games


New book by Mary Flanagan and Helen Nissenbaum: “All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games.
After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book’s chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.”