№ 108 | Paid Attention, Algorithms to Serve People, Algorithms That Don’t Serve People, the Meaning Matrix, Historical Problem Space Framework, Games as Information Systems, Four Video Games to Change How We Think, and the Circularity Deck

№ 108 | Paid Attention, Algorithms to Serve People, Algorithms That Don’t Serve People, the Meaning Matrix, Historical Problem Space Framework, Games as Information Systems, Four Video Games to Change How We Think, and the Circularity Deck

I’m back again with even more playful things to think with, and think about!

Chances are, this edition of the Thinking Things newsletter gets lost in the FLOOD of “best deal of the year” emails. 

Anyway…

I’m busy.

You’re busy.

This will be the “straight to the point” edition. Less commentary from me. For better or worse.

🤪

What if we were—quite literally—paid for our attention? That’s the concept behind Paid Attention, a public art project designed to “comment on the way the advertising industry profits from constantly taking our attention at no benefit to us.”

A receipt that says paid attention city of Melbourne test sites. Time sold 1 min 16 seconds. Your earnings $0.53 thank you for paying attention we will see you again. A claim QR code is obscured

Speaking of our attention…

[VIDEO] “I am building a better algorithm that doesn’t rot your brain”

Setting aside the obvious promotion for Patreon, here’s an engaging video explaining the problems with algorithms (familiar territory) before turning to three recommended solutions:

  1. Prioritize long-term relationships
  2. Fund art not ads
  3. Put humans in control
Retro-futuristic text floating in a bubble (text content is the 3 bullet listed above)

I love this bit at the end: It’s possible “for algorithms to serve people instead of people serving algorithms.” Yes, and… while we’re at it, let’s also think about (return to?) the internet as our common platform.

And rounding out this little trio on attention…

The Harmful Effects of Algorithms

You know that little quip about how our tools shape us…? Yeah…. 😬. Here’s an episode of NPR’s Fresh Air exploring “How social media algorithms 'flatten' our culture by making decisions for us.”

The Meaning Matrix

The Meaning Matrix is a simple 2x2. But oh… what lovely labels bring this to life!

A 2x2 matrix titled 'The Meaning Matrix' with axes labeled 'Alone' vs 'Together' (horizontal) and 'Consuming' vs 'Creating' (vertical). The top-left quadrant (Alone/Consuming) is pink and labeled 'BAD' with examples like scrolling/Netflix, shopping, and Duolingo. The top-right quadrant (Together/Consuming) is yellow and labeled 'FUN' with examples like getting coffee, movie night, eating-holidays, and gaming. The bottom-left quadrant (Alone/Creating) is pale yellow and labeled 'GOOD' with examples like cooking for yourself, solo art/tech projects, and making things. The bottom-right quadrant (Together/Creating) is mint green and labeled 'MEANING IS FOUND HERE' with examples like starting a band/club/company, building a camp, putting on a show, and group crafts.

From the creator: “My theory of life is just to maximise the amount of time spent in quadrant four.” Nice.

(And hey, did you catch the reference to our hijacked attention in this model? It’s as if there’s a recurring theme that sneaked into this roundup!)

My thoughts (I know I promised not to share, but…)

  1. I like this
  2. I agree with the comments about good solitary activities (e.g. “visiting an art gallery” or “reading a book”)
  3. I feel like there’s something missing between consumption and creation —maybe it’s play? What’s the label for playing board games or going river rafting together?
  4. Maybe to address 2, there’s a distinction between active vs passive engagement?

Shifting gears… let’s talk about games!

Historical Problem Space Framework

Earlier this year, one of my sons took a US history class that focused a lot on playing—and making—history games (sidenote: I really need to meet this professor!). Anyway, he (we) could have used the Historical Problem Space framework to think about designing games.

A framework diagram titled 'Agential Problem Space Framework' showing how game-worlds present content from literature, science, and social science. The diagram shows a flow from left to right within a box labeled 'Genre conventions (shape the agential problem space)' and 'Gameworld (contains the APS, explicit and implicit spaces)'. On the left is a circle labeled 'PLAYER AGENT' with 8 spatial action-choices listed: occupy, travel, explore, control, contest, exploit, develop, and witness. These connect to five hexagonal elements in the center labeled '5 Gameworld Elements': Agents (non-player, help & hinder), Obstacles (block progress), Metrics (measure states & trigger events), Resources (acquired & spent), and Tools (acquired & used for benefits). Each hexagon lists associated action choices. A large arrow points from these elements to a box on the right labeled 'GAME GOALS' (primary & secondary, evaluable or quantifiable outcomes, score, win v. lose).

(Note: This version of the framework is from this more recent post on LinkedIn)

Games as information systems

Yes 💯 to thinking of “games as information systems.” Check out how Dan Brown diagrams the flow of information in the board game Wingspan. 😍

A flowchart diagram titled 'The structure of Wingspan' by Dan Brown, showing the game's mechanics through three nested loops: a pink Turn Loop (outer), an orange Round Loop (middle), and a blue Game Loop (inner). The diagram flows from a green START button on the left to a red END button on the right, with various action boxes, decision diamonds, and circular nodes connected by arrows showing the game's progression through player actions, resource management, and scoring phases.

🤔 I’d love to see Dan repeat this with a few more (fundamentally different) games, for comparative analysis.

And continuing with our game theme…

Four video games to change how we think

Here’s a four-for-one find! Back in issue № 105, I shared The Farmer Was Replaced (Steam) as a fun, game-based way to learn coding. This post “gamED #2: Unlocking How We Think” offers a roundup of four video games (including The Farmer Was Replaced) that “target the process of how you think.”

What?! Did you think I’d end things without mentioning a card deck? 😉

Circularity Deck

The Circularity Deck is collection 50 principles to help organizations explore ways to shift to a circular economy. These principles are organized into 5 strategies, which align to the underlying Circularity framework.

Top down photo showing hands arranging cards and sticky notes onto a circular flow diagram. The diagram shows different stages labeled 'Narrow,' 'Slow,' 'Close,' and 'Regenerate' arranged around a central circle labeled 'FLOWS.' Various white cards contain printed strategies like 'Maximize capacity use of products,' 'Repurpose existing products and components,' and 'Recycle products in proper facilities.' Green sticky notes with handwritten text include ideas inspired by these cards.

Bonus: there’s a nice “masterclass” video on the Circularity Deck that introduces the circular economy and demonstrates these cards in action.


Oh, and shout out to Deb Fuller for two of the game-related finds I included in this issue. Deb is a fount of inspirational game and education related finds.

Until next issue, cheers!

Read more

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