New Book: Untangling the Web


By Aleks Krotoski: “The World Wide Web is the most revolutionary innovation of our time. In the last decade, it has utterly transformed our lives. But what real effects is it having on our social world? What does it mean to be a modern family when dinner table conversations take place over smartphones? What happens to privacy when we readily share our personal lives with friends and corporations? Are our Facebook updates and Twitterings inspiring revolution or are they just a symptom of our global narcissism? What counts as celebrity, when everyone can have a following or be a paparazzo? And what happens to relationships when love, sex and hate can be mediated by a computer? Social psychologist Aleks Krotoski has spent a decade untangling the effects of the Web on how we work, live and play. In this groundbreaking book, she uncovers how much humanity has – and hasn’t – changed because of our increasingly co-dependent relationship with the computer. In Untangling the Web, she tells the story of how the network became woven in our lives, and what it means to be alive in the age of the Internet.” Blog: http://untanglingtheweb.tumblr.com/
 
 

New Book: Breakpoint, Why the Web will Implode, Search will be Obsolete, and Everything Else you Need to Know about Technology is in Your Brain


breakpointbook.com: “We are living in a world in which cows send texts to farmers when they’re in heat, where the most valuable real estate in New York City houses computers, not people, and some of humanity’s greatest works are created by crowds, not individuals.

We are in the midst of a networking revolution–set to transform the way we access the world’s information and the way we connect with one another. Studying biological systems is perhaps the best way to understand such networks, and nature has a lesson for us if we care to listen: bigger is rarely better in the long run. The deadliest creature is the mosquito, not the lion. It is the quality of a network that is important for survival, not the size, and all networks–the human brain, Facebook, Google, even the internet itself–eventually reach a breakpoint and collapse. That’s the bad news. The good news is that reaching a breakpoint can be a step forward, allowing a network to substitute quality for quantity.
In Breakpoint, brain scientist and entrepreneur Jeff Stibel takes readers to the intersection of the brain, biology, and technology. He shows how exceptional companies are using their understanding of the internet’s brain-like powers to create a competitive advantage by building more effective websites, utilizing cloud computing, engaging social media, monetizing effectively, and leveraging a collective consciousness. Indeed, the result of these technologies is a more tightly connected world with capabilities far beyond the sum of our individual minds. Breakpoint offers a fresh and exciting perspective about the future of technology and its effects on all of us.”

Taking Games for Good to a New Level


Idit Harel Caperton (@idit) in SSIR: “Last month’s Games for Change Festival (G4C) celebrated the promising power of video games to yield social change. The event, now in its tenth year, brings game developers, educators, NGOs, and government agencies to New York City to discuss and promote the creation of social-issue games in an industry with a global market of $67 billion, projected to reach $82 billion by 2017. Big numbers like this prove that the gaming industry has engaged the masses, and G4C wants to push this engagement toward social learning and positive action.
It’s already happening on a small scale. The Games for Change Awards, announced annually at the festival, recognizes effective mission-driven games. This year’s winning games included “Data Dealer,” which raises awareness around personal data and online privacy, and “Quandary,” where players are social pioneers facing decisions that challenge their moral compass. These and other games endorsed at G4C achieve a blend of social influence and technical innovation through engaging gameplay.
G4C has also aligned with larger social impact movements, proving that video games can be vehicles for positive global action through game mechanics. Half the Sky Movement is a transmedia campaign working against the oppression of women worldwide; it includes a book, film, and game. The game, produced by G4C and available for free on Facebook, features game tasks that transfer to real-world donations and social action opportunities. Since launching in March, “Half the Sky Movement: The Game” has raised nearly $350,000 to empower women worldwide. Yet, social issue games production still resides on the edge of the gaming industry. …”

The Republic of Choosing


William H. Simon in the Boston Review: “Cass Sunstein went to Washington with the aim of putting some theory into practice. As administrator of the Office of Information and Regulatory Affairs (OIRA) during President Obama’s first term, he drew on the behavioral economics he helped develop as an academic. In his new book, Simpler, he reports on these efforts and elaborates a larger vision in which they exemplify “the future of government.”
Simpler reports some notable achievements, but it exaggerates the practical value of the behaviorist toolkit. The Obama administration’s most important policy initiatives make only minor use of it. Despite its upbeat tone, the book implies an oddly constrained conception of the means and ends of government. It sometimes calls to mind a doctor putting on a cheerful face to say that, while there is little he can do to arrest the disease, he will try to make the patient as comfortable as possible.
…The obverse of Sunstein’s preoccupation with choice architecture is his relative indifference to other approaches to making administration less rigid. Recall that among the problems Sunstein sees with conventional regulation are, first, that it mandates conduct in situations where the regulator doesn’t know with confidence what is the right thing to do, and second, that it is insufficiently sensitive to relevant local variations in taste or circumstances.
The most common way to deal with the first problem—insufficient information—is to build learning into the process of intervention: the regulator intervenes provisionally, studies the effects of her intervention, and adapts as she learns. It is commonplace for statutes to mandate or fund demonstration or pilot projects. More importantly, statutes often demand that both top administrators and frontline workers reassess and adjust their practices continuously. This approach is the central and explicit thrust of Race to the Top’s “instructional improvement systems,” and it recurs prominently in all the statutes mentioned so far.”

Infoglut: How Too Much Information Is Changing the Way We Think and Know


New book by Mark Andrejevic: “Today, more mediated information is available to more people than at any other time in human history. New and revitalized sense-making strategies multiply in response to the challenges of “cutting through the clutter” of competing narratives and taming the avalanche of information. Data miners, “sentiment analysts,” and decision markets offer to help bodies of data “speak for themselves”—making sense of their own patterns so we don’t have to. Neuromarketers and body language experts promise to peer behind people’s words to see what their brains are really thinking and feeling. New forms of information processing promise to displace the need for expertise and even comprehension—at least for those with access to the data.
Infoglut explores the connections between these wide-ranging sense-making strategies for an era of information overload and “big data,” and the new forms of control they enable. Andrejevic critiques the popular embrace of deconstructive debunkery, calling into question the post-truth, post-narrative, and post-comprehension politics it underwrites, and tracing a way beyond them.”

Infographics: Winds of change


Book Review in the Economist:

  • Data Points: Visualisation That Means Something. By Nathan Yau. Wiley; 300 pages; $32 and £26.99.
  • Facts are Sacred. By Simon Rogers. Faber and Faber; 311 pages; £20.
  • The Infographic History of the World. By James Ball and Valentina D’Efilippo. Collins; 224 pages; £20.

“IN THE late 1700s William Playfair, a Scottish engineer, created the bar chart, pie chart and line graph. These amounted to visual breakthroughs, innovations that allowed people to see patterns in data that they would otherwise have missed if they just stared at long tables of numbers.
Big data, the idea that the world is replete with more information than ever, is now all the rage. And the search for fresh and enlightened ways to help people absorb it is causing a revolution. A new generation of statisticians and designers—often the same person—are working on computer technologies and visual techniques that will depict data at scales and in forms previously unimaginable. The simple line graph and pie chart are being supplemented by things like colourful, animated bubble charts, which can present more variables. Three-dimensional network diagrams show ratios and relationships that were impossible to depict before.

Governing Gets Social


Government Executive: “More than 4 million people joined together online in December 2011 to express outrage over the Stop Online Piracy Act, a bill Congress was considering that would have made content-sharing websties legally responsible for their users’ copyright violations, with punishments including prison time.
Experts called the campaign a victory for digital democracy: The people had spoken— the ones who don’t have lobbyists or make large campaign donations. And just as important, their representatives had listened.
There was a problem, though. Through social media, ordinary citizens told Congress and the president what they didn’t want. But the filmmakers, recording artists and others concerned about protecting intellectual property rights, many of whom supported SOPA, had a legitimate beef. And there was no good way to gauge what measures the public would support to address that.
A handful of staffers in the office of Rep. Darrell Issa, R-Calif., thought they might have a solution. As the debate over SOPA rose to a boil, they launched the Madison Project, an online forum where users could comment on proposed legislation, suggest alternative text and vote those suggestions up or down. It was a cross between Microsoft Word’s track changes function and crowdsourced book reviews on Amazon.
Not all examples of this new breed of interactive social media happen at the macro level of legislation and presidential directives. Agencies across government have been turning to the platform IdeaScale, for instance, to gather feedback on more granular policy questions.
Once an agency poses a question on IdeaScale, anyone can offer a response or suggestion and other discussion participants can vote those suggestions up or down. That typically means the wisdom of the masses will drive the best ideas from the most qualified participants to the top of the queue without officials having to sift through every suggestion….
What many people see as the endgame for projects like Madison and Textizen is a vibrant civic culture in which people report potholes, sign petitions and even vote online or through mobile devices.
The Internet is great at gathering and processing information, but it’s not as good at verifying who that information is coming from, says Alan Shark, a Rutgers University professor and executive director of the Public Technology Institute, a nonprofit that focuses on technology issues affecting local governments.
“Star Trek is here,” Shark says. “We have these personal communicators, their use is continuing to grow dramatically and we’re going to have broader civic participation because of it. The missing piece is trusted identities.”

Social: Why Our Brains are Wired to Connect


Book by Matthew D. Lieberman : “Why are we influenced by the behaviour of complete strangers? Why does the brain register similar pleasure when I perceive something as ‘fair’ or when I eat chocolate? Why can we be so profoundly hurt by bereavement? What are the evolutionary benefits of these traits? The young discipline of ‘social cognitive neuroscience’ has been exploring this fascinating interface between brain science and human behaviour since the late 1990s. Now one of its founding pioneers, Matthew D. Lieberman, presents the discoveries that he and fellow researchers have made. Using fMRI scanning and a range of other techniques, they have been able to see that the brain responds to social pain and pleasure the same way as physical pain and pleasure; and that unbeknown to ourselves, we are constantly ‘mindreading’ other people so that we can fit in with them. It is clear that our brains are designed to respond to and be influenced by others. For good evolutionary reasons, he argues, we are wired to be social. The implications are numerous and profound. Do we have to rethink what we understand by identity, and free will? How can managers improve the way their teams relate and perform? Could we organize large social institutions in ways that would work far better? And could there be whole new methods of education?”

Gamification: A Short History


Ty McCormick in Foreign Policy: “If you’re checking in on Foursquare or ramping up the “strength” of your LinkedIn profile, you’ve just been gamified — whether or not you know it. “Gamification,” today’s hottest business buzzword, is gaining traction everywhere from corporate boardrooms to jihadi chat forums, and its proponents say it can revolutionize just about anything, from education to cancer treatment to ending poverty. While the global market for gamification is expected to explode from $242 million in 2012 to $2.8 billion in 2016, according to market analysis firm M2 Research, there is a growing chorus of critics who think it’s little more than a marketing gimmick. So is the application of game mechanics to everyday life more than just a passing fad? You decide.
1910
Kellogg’s cereals offers its first “premium,” the Funny Jungleland Moving-Pictures book, free with every two boxes. Two years later, Cracker Jack starts putting prizes, from stickers to baseball cards, in its boxes of caramel-coated corn snacks. “A prize in every box” is an instant hit; over the next 100 years, Cracker Jack gives away more than 23 billion in-package treasures. By the 1950s, the concept of gamification is yet to be born, but its primary building block — fun — is motivating billions of consumers around the world.
1959
Duke University sociologist Donald F. Roy publishes “Banana Time,” an ethnographic study of garment workers in Chicago. Roy chronicles how workers use “fun” and “fooling” on the factory room floor — including a daily ritual game in which workers steal a banana — to stave off the “beast of monotony.” The notion that fun can enhance job satisfaction and productivity inspires reams of research on games in the workplace….”