№ 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.
🤪
Paid Attention
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.”

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:
- Prioritize long-term relationships
- Fund art not ads
- Put humans in control

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!

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…)
- I like this
- I agree with the comments about good solitary activities (e.g. “visiting an art gallery” or “reading a book”)
- 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?
- 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.

(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. 😍

🤔 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.

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!