The Amazing, Shrinking Org Chart

About a year ago, an 1855 org chart of the New York and Erie railroad was cascaded worldwide by the VP of the Infographics Department of the Internet. There was a good deal of admiration as well as lamentation. Apparently we no longer care enough about our corporations to create beautiful depictions of their anatomy, ars gratia artis. Whatever else the shortcomings of mid-nineteenth century corporate management (they had a tendency to start wars and gun down workers in pursuit of their Missions and Visions among other things, and you had to be a quick-draw gunfighter to earn a Harvard MBA in those days), they clearly cared. 

orgchart-full

Library of Congress (via McKinsey)

By contrast, a modern set of org charts is usually a showcase of apathetic PowerPoint banality. In fact, you rarely ever see a big global view anymore. Just little local views that could, in principle, be patched together into a global view, but in practice never are. Often, even CEOs only have a coarse, low-resolution view of the whole, with blocks representing entire huge divisions of thousands of humans and billions in capital assets. There is usually no operational capability for drilling down into finer points where the situation demands it (Proctor and Gamble, apparently, is an exception). Most senior executives — VP and above in organizations of 1500 or more people say — are in the position of surgeons operating on the basis of having played the kids’ game Operation rather than on the basis of medical training and tools like MRI machines.

There’s a very good excuse for this though: the pace of organizational and environmental change today turns static maps into garbage very quickly. The part of the organization that is both possible and useful to represent using an org chart has been rapidly shrinking.

What, if anything, should be done about it?

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Let’s Play! Narrative Discovery vs. Expert Guides

Ryan Tanaka is a resident blogger, visiting us from his home turf at http://ryan-writer.com. The latest musical work that inspired this article can be found here. (Animated music video!)

If you’ve been watching South Park’s recent episodes, you might have noticed YouTube commentator PewDiePie making a few cameos here and there near the top corners of your screen.  South Park is typically known for its brutal treatment of celebrity and public figures, but surprisingly, PewDiePie was portrayed in a very favorable light this time around: as the protagonist that saves Christmas and the future of entertainment as a whole.  (No spoilers here, just watch the episode for yourself.)

For those unfamiliar with PewDiePie’s work, most of his videos consist of “Let’s Play” videos, where he literally sits at his computer in his bedroom, playing video games in real-time as he makes commentary and jokes to go along with it.  Most of the dialogue is unscripted and improvised, with him simply reacting to the things that happen on screen.

PewDiePie

“What the fuck is that?  What the fuck?” ~[PewDiePie, pretty much every episode]

Regardless of your opinion of PewDiePie himself, Let’s Play videos are more than just a passing fad: it’s arguably the new paradigm of how game commentary will work from here on out.  It has been wholeheartedly embraced by the indie gaming community and the younger generations of our time, even as critics continue to label the medium as being dumbed down and superfluous.  Commentators may occasionally overreact or throw some acting in there for good measure, but the fact that these videos are filmed in real-time helps to keep the experience of it authentic and genuine — something that tends to be missing in today’s sarcasm and irony-ridden cultural environments.  (Personally I prefer watching Markiplier’s channel, just as a matter of personal taste.)  A good portion of game commentaries are admittedly geared towards juvenile and slapstick humor, but there’s something cathartic and reaffirming about watching these videos as they progress through the game at their own pace.

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On the Design of Escaped Realities

This entry is part 2 of 6 in the series Thinkability

Human beings have this amazing ability to retreat from reality without knowing precisely what reality is, in which direction it lies, and how to solve the converse problem of deliberately approaching it. We have gotten so good at this game of retreat that we’ve even managed to define an entire frontier of virtual reality to explore without quite figuring out what the non-virtual beast is. A question of particular philosophical urgency today is this: are virtual realities currently being designed in 3d game studios going to be more or less of a retreat from reality than the consensual fictions of the past, such as 2d games, novels, sporting events and religious mythologies?

I’ll offer a clear candidate answer later in this post, but it seems likely that all fictions — and fictions may be all we have — are retreats from reality rather than approaches to it.  This is very strange if you think about it. How can we be so good at retreating from something while simultaneously being really bad at approaching it? It’s like we have a compass that reliably points away from reality, but is incapable of pointing towards it.

Reality — which allegedly exists, despite the lack of credible witnesses — is mysterious. I’ve met people claiming to have experienced it, but it turned out they were all lying (especially to themselves — people in this business of “seeking reality” often manage to project their own desire and capacity for moral certainty onto their experienced universe, but that’s a polemic for another day).

The only marginally useful non-nihilistic idea about the mystery of reality that I’ve encountered is that it comprises three irreducibly distinct aspect mysteries: physical, mental and platonic-mathematical.  Roger Penrose made up this useful (and whimsically paradoxical) visualization of the triad in The Road to Reality.

3worlds3mysteriespenrose

Whether or not this triadic view is metaphysically the soundest one, it is a useful starting point for studying escapism.

Escapism. That’s the word we’ve made up to talk about the game of retreating from reality. We routinely accuse each other of indulging in it, and in polite company, avoid calling out each other’s preferred escaped realities. An escape is the opposite of a crash. It is a deliberate entrance into a simpler reality, as opposed to an unplanned entrance into a messier one. An escaped reality (in the computer science sense of the world you escape to, not the world you escape from) is the opposite of a crashed reality. Virtual Reality (VR) and Augmented Reality (AR) are both varieties of technologically mediated escaped realities. So, for that matter, are gated communities, religious festivals, sporting events and other experiencable environments based on more technologically primitive mechanisms.

This deprecation of  escape as a disreputable behavior is unfortunate. Not only is escapism our best proxy for studying how we engage reality (short answer: backwards, in the rear-view mirror created by our fictions), there is an argument to be made that perhaps all existence is escapism. That the only realities (plural) we are capable of inhabiting are escaped ones. If this strong view turns out to be true, then the only way to directly experience reality would be to die. The ultimate crash.

But let’s start with a more familiar notion of escaped realities, of the sort associated with movies, novels, video games, religions, meditative practices and collecting stamps.

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Black Mirror as Hell-Is-Other-People Futurism

Over the break, I watched Black Mirrorthe highly acclaimed British futurist show.  I am tempted to call it a tech-dystopian show, but it isn’t quite that. To count as dystopian, you need a corresponding utopian vision that has failed or is stillborn, and the show doesn’t offer or suggest any. People have also been comparing it to The Twilight Zone, but I think the comparison is off.  The what-ifs of the Twilight Zone are about the nature of the world, in the sense of what if the Earth were spiraling into the Sun? The what-ifs of the Black Mirror are about human nature, as in what if all our relationships are based on lies?

The shows differ in their humor content. Black Mirror is humorless right now, but I suspect The Twilight Zone was at least a little funny back when it first aired. More to the point, while The Twilight Zone has acquired significant camp value (in Sontag’s sense of failed seriousness) today, somehow I don’t think Black Mirror will seem campy in a few decades; merely obsolete like old documentaries. This difference in humor content is significant in a way I’ll get to.

So what we have here is a dark but not dystopian show. A show about a steady loss of innocence through increasing knowledge (enabled by technological evolution rather than a fall from Eden), but not about apocalyptic collapses. A show that is not anti-technology per se, but about the idea that technology makes life easier in part by forcing harder, if rarer, choices upon us, as the price of automating simpler, more commonplace decisions. About going from moral mediocristan to moral extremistan.

It’s not quite a must-watch as far as the entertainment value goes. It has the ponderousness of a lecturing professor. But it’s a must-watch in the sense of cultural homework.  People will be using the show as a reference point for talking about the emerging future for at least a few years.  The conclusion most will jump to is that this is a show about tech dystopias, but it is really a show about the theory that hell is other people. The futurism angle is that information technology makes this particular kind of hell more possible.

I don’t have spoilers in this post, and you don’t need to have watched the show to read it, but if you don’t want to hear a theory of the show before actually watching it, come back later.

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Learning from Crashes

I came up with a neat and compact little definition of a crash as a result of the recent ongoing obsession with the idea we’ve had around here. A crash is an unexpected subjective reaction to an unexpected real-world outcome.

Both parts are important. If you have an unexpected outcome to an activity, but are able to just roll with it without experiencing any mental states you haven’t encountered before, it isn’t a crash. Having a flight canceled isn’t a crash. It’s simply a contingency that you deal with by replanning your travel. Annoying, but hardly a case of unexplored emotional reaction territory.

Equally, having an invisible and private emotional meltdown with no visible external trigger events is not a crash (though it might lead to one).

A crash is something like a failure, but more general and less loaded with negative connotations (think “crash a party”). You can generally predict the kind of emotional reaction in a failure, but not the degree. A crash generalizes this idea: with a crash, both kind and degree of emotional reaction are unexpected. So unlike failures, crashes can be both positive and negative, and are invariably interesting, which to me is a more interesting feature of a situation than its emotional quality.

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The Future of Tipping

A couple of weeks ago, I was introduced to the bitcoin-based tipping service for Twitter, ChangeTip, by Leslie John Dilley. It is a fascinating thing to experiment with, and you should try it out if you’re interested in bitcoin. What makes it particularly interesting is that you can define your own pseudo-currency units called “monikers”. The result is a deceptively simple-seeming UX that not only lowers online tipping friction dramatically, but nails the psychology of tipping in a very powerful way. You simply mention who you want to tip in a tweet, and how much (using either a standard unit or a personalized moniker), and cc @ChangeTip. The service then sends out a tweet inviting the recepient to collect. The second tweet looks like this (notice how the 2nd and 3rd examples in the image are using personalized monikers; “bits” in the first one is one of the standard system-wide monikers):

ChangeTip

 

Besides making you feel all important because you get to name your own currency, it is interesting because it helps you shape the social perceptions that ride along with a tip. One of my personal monikers, for instance, is “refactorings” where a refactoring is worth one penny. If I tip somebody 100 refactorings on Twitter, it means they get a dollar if they choose to collect, and if they know me, they also know that they’re getting it because one of their tweets helped me see something in a new way.

The idea of shaping the perceived meaning of a transaction is a hugely important one I think, and opens up very interesting new territories for economics. One of its effects might well be to increase the importance of tipping and decrease the importance of “meaningless” basal transactions. This is an interesting development because one of my assumptions so far has been that digital transactions break tipping cultures.

I have now changed my mind to the polar opposite view: going digital will eventually strengthen tipping culture to the point where the tipping economy might even become bigger than the basal transactional economy.

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The Design of Crash-Only Societies

Ryan Tanaka is a resident blogger, visiting us from his home turf at http://ryan-writer.com.  The improv session that inspired this article can be found here.

Blue Screen of Death Windows 8

Crash-only software: it only stops by crashing, and only starts by recovering.  It formalizes Murphy’s Law and creative-destruction into an applicable practice, where the end-of-things and the worst of outcomes are anticipated as something to be expected as a routine occurrence.  When done well, however, it has the potential to make software more reliable, less erratic, faster and easier to use overall.

But there is also a social component to crash-only designs that has yet to be fully explored: the potential for using these ideas to develop practices for building communities and social applications online.  As the worlds of tech, politics, and culture continue to collide, the demand for alternative modes of communication will likely continue to rise.  Crash-only designs hint at possible new approaches toward community and content moderation on the web, expanding the means and methods by which online content and interactions can be organized more effectively and intuitively.

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The Rhythms of Information: Flow-Pacing and Spacetime

Ryan Tanaka is a blogging resident visiting us from ryan-writer.comFor every article that he writes, Ryan also improvises a live musical piece as means of organizing his ideas. (Below, or here.)

“Flow Pacing” is a phrase used in chemical, sewage, and water facilities in order to describe the treatment methods of its contents, often referring to techniques that inject/extract chemicals and materials into its flow.  Flow pacing can be a very interesting challenge for engineers, because in addition to tracking physical dimensions and working with limitations of resources, you also have to take time into consideration when dealing with its problems and potential solutions.  When the flow of content is non-stop and never ending, you don’t really have the luxury of measuring change in terms of absolutes — it must be introduced gradually, as a series of iterations or applications happening over time.

Ambient-Minimalism

If today’s improv were to be written down in musical notation, it might look something like this.

 

Chlorine injections that flow too slowly leaves the water tainted; too fast, poisonous.  But the solution is never to dump chemicals into the flow as a one-time event: the process is always ongoing, constant and never-ending, so long as the mechanism itself exists.

I think that it makes a lot of sense to think of the internet in this way, since we already tend to conceptualize information networks as though they were servicing liquids of some sort.  Information “delivery” was an oft-used phrase in technical fields in the past, but due to the increased reliability and consistency of today’s information networks, it’s more common now to conceptualize information as “flowing” from one point to another.  We have increasingly begun to see information as being fluid rather than solid, in other words.

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Close Encounters of the Missing Kind

My daily routine is a strange attractor.  Every morning, I decide whether to hit one of the cafes on my regular circuit or work at the desk I rent from a local business. After lunch, and sometimes a nap, I pick a different location for my second work session. My most frequent cafe choices are as follows:

  • A downtown  cafe inside an office high-rise, patronized mainly by the herds of people who work there and ebb and flow through it, guided by the invisible pilot waves of office rhythms.
  • A somewhat dingy cafe that has some mix of locals, homeless people, tourists and what I suspect are gang members who seem to hang out there in the afternoons.
  • A cafe a few blocks from downtown inhabited by a mix of office workers getting away and a few sad people, obviously impoverished, who sit for hours nursing a coffee and browsing on cheap laptops or smartphones.
  • A self-consciously alternative cafe staffed by attractive, tattooed goth baristas, which attracts more conventional looking people apparently looking for a change of scenery, as well as the tattooed classes.
  • A rather precious hippie cafe with an ideological menu of offerings, which seems to be a crossroads for the local crunchy and nightclub sets.

If I decide to take my bike, or am in the mood for a longer walk, my range expands to perhaps twice as many locations.

There are enough cafes in my bike-accessible prowling territory that I could probably go months without repeating myself, but I don’t like either a routine that’s continuous exploration or complete predictability. A strange attractor seems to work perfectly for me. I’ve been doing this for perhaps fifteen years now, and my circuit has generally ranged from two to a dozen work locations. Home, surprisingly, has rarely been on my circuit. Home offices are really hard (read “expensive”) to get right.

It’s a lifestyle on the edge between settled and nomadic and between unsociable and sociable. I think my days of experimenting with true nomadism are over. My circuit is still more cloud mouse than metro mouse, with more big-chain cafes on it than indie, but I think I’ve become more willing to self-localize lately, and less freaked-out at being recognized by baristas.

I think a lot more people, like me, are starting to lock onto a strange attractor routine: it’s more stimulating than a regular routine, but not as demanding as full-blown nomadism. The third place is not a place so much as a pattern of movement in a socially fertile zone.

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The Deliberate Practice of Disruption

Recently, I concluded that our understanding of expertise, especially in the sense of the 10,000 hour meme, is seriously flawed. Even though there is something real there. And I don’t just mean the understanding conveyed by Malcolm Gladwell, who popularized the idea. I include the primary researchers such as K. Anders Ericsson on whose work the popular accounts are based.  

The problem isn’t what you might think. It’s not the basic model of 10,000 hours of practice coupled with metacognition that’s the problem. The observation that you can get to useful levels of skill short of mastery in less time doesn’t fundamentally challenge the model. Nor is there a serious problem with the ideas that practice is necessary or that practice without metacognition is insufficient. That’s all true enough. Nor is the idea vacuous and tautological as some suggest.

The real problem is that research on expertise focuses on fields where “expertise” is a well-posed and objectively codified notion. This means mature fields that are closed and  bounded, and can be easily observed, modeled and studied under laboratory conditions. So it is not surprising that the work of researchers like Ericsson is based on fields like “medicine, music, chess and sports” (Wikipedia) or “music, science, golf and darts” (Ericsson’s own website).

Notice something? They’re all sharply circumscribed and regulated domains.

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