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Today — 26 June 2024MIT Technology Review

Learning from catastrophe

26 June 2024 at 05:00

The philosopher Karl Popper once argued that there are two kinds of problems in the world: clock problems and cloud problems. As the metaphor suggests, clock problems obey a certain logic. They are orderly and can be broken down and analyzed piece by piece. When a clock stops working, you’re able to take it apart, look for what’s wrong, and fix it. The fix may not be easy, but it’s achievable. Crucially, you know when you’ve solved the issue because the clock starts telling the time again. 

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Wicked Problems: How to Engineer a Better World
Guru Madhavan
W.W. NORTON, 2024

Cloud problems offer no such assurances. They are inherently complex and unpredictable, and they usually have social, psychological, or political dimensions. Because of their dynamic, shape-shifting nature, trying to “fix” a cloud problem often ends up creating several new problems. For this reason, they don’t have a definitive “solved” state—only good and bad (or better and worse) outcomes. Trying to repair a broken-down car is a clock problem. Trying to solve traffic is a cloud problem.  

Engineers are renowned clock-problem solvers. They’re also notorious for treating every problem like a clock. Increasing specialization and cultural expectations play a role in this tendency. But so do engineers themselves, who are typically the ones who get to frame the problems they’re trying to solve in the first place. 

In his latest book, Wicked Problems, Guru Madhavan argues that the growing number of cloudy problems in our world demands a broader, more civic-minded approach to engineering. “Wickedness” is Madhavan’s way of characterizing what he calls “the cloudiest of problems.” It’s a nod to a now-famous coinage by Horst Rittel and Melvin Webber, professors at the University of California, Berkeley, who used the term “wicked” to describe complex social problems that resisted the rote scientific and engineering-based (i.e., clock-like) approaches that were invading their fields of design and urban planning back in the 1970s. 

Madhavan, who’s the senior director of programs at the National Academy of Engineering, is no stranger to wicked problems himself. He’s tackled such daunting examples as trying to make prescription drugs more affordable in the US and prioritizing development of new vaccines. But the book isn’t about his own work. Instead, Wicked Problems weaves together the story of a largely forgotten aviation engineer and inventor, Edwin A. Link, with case studies of man-made and natural disasters that Madhavan uses to explain how wicked problems take shape in society and how they might be tamed.

Link’s story, for those who don’t know it, is fascinating—he was responsible for building the first mechanical flight trainer, using parts from his family’s organ factory—and Madhavan gives a rich and detailed accounting. The challenges this inventor faced in the 1920s and ’30s—which included figuring out how tens of thousands of pilots could quickly and effectively be trained to fly without putting all of them up in the air (and in danger), as well as how to instill trust in “instrument flying” when pilots’ instincts frequently told them their instruments were wrong—were among the quintessential wicked problems of his time. 

To address a world full of wicked problems, we’re going to need a more expansive and inclusive idea of what engineering is and who gets to participate in it.

Unfortunately, while Link’s biography and many of the interstitial chapters on disasters, like Boston’s Great Molasses Flood of 1919, are interesting and deeply researched, Wicked Problems suffers from some wicked structural choices. 

The book’s elaborate conceptual framework and hodgepodge of narratives feel both fussy and unnecessary, making a complex and nuanced topic even more difficult to grasp at times. In the prologue alone, readers must bounce from the concept of cloud problems to that of wicked problems, which get broken down into hard, soft, and messy problems, which are then reconstituted in different ways and linked to six attributes—efficiency, vagueness, vulnerability, safety, maintenance, and resilience—that, together, form what Madhavan calls a “concept of operations,” which is the primary organizational tool he uses to examine wicked problems.

It’s a lot—or at least enough to make you wonder whether a “systems engineering” approach was the correct lens through which to examine wickedness. It’s also unfortunate because Madhavan’s ultimate argument is an important one, particularly in an age of rampant solutionism and “one neat trick” approaches to complex problems. To effectively address a world full of wicked problems, he says, we’re going to need a more expansive and inclusive idea of what engineering is and who gets to participate in it.  

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Rational Accidents: Reckoning with Catastrophic Technologies
John Downer
MIT PRESS, 2024

While John Downer would likely agree with that sentiment, his new book, Rational Accidents, makes a strong argument that there are hard limits to even the best and broadest engineering approaches. Similarly set in the world of aviation, Downer’s book explores a fundamental paradox at the heart of today’s civil aviation industry: the fact that flying is safer and more reliable than should technically be possible.

Jetliners are an example of what Downer calls a “catastrophic technology.” These are “complex technological systems that require extraordinary, and historically unprecedented, failure rates—of the order of hundreds of millions, or even billions, of operational hours between catastrophic failures.”

Take the average modern jetliner, with its 7 million components and 170 miles’ worth of wiring—an immensely complex system in and of itself. There were over 25,000 jetliners in regular service in 2014, according to Downer. Together, they averaged 100,000 flights every single day. Now consider that in 2017, no passenger-carrying commercial jetliner was involved in a fatal accident. Zero. That year, passenger totals reached 4 billion on close to 37 million flights. Yes, it was a record-setting year for the airline industry, safety-wise, but flying remains an almost unfathomably safe and reliable mode of transportation—even with Boeing’s deadly 737 Max crashes in 2018 and 2019 and the company’s ongoing troubles

Downer, a professor of science and technology studies at the University of Bristol, does an excellent job in the first half of the book dismantling the idea that we can objectively recognize, understand, and therefore control all risk involved in such complex technologies. Using examples from well-known jetliner crashes, as well as from the Fukushima nuclear plant meltdown, he shows why there are simply too many scenarios and permutations of failure for us to assess or foresee such risks, even with today’s sophisticated modeling techniques and algorithmic assistance.

So how does the airline industry achieve its seemingly unachievable record of safety and reliability? It’s not regulation, Downer says. Instead, he points to three unique factors. First is the massive service experience the industry has amassed. Over the course of 70 years, manufacturers have built tens of thousands of jetliners, which have failed (and continue to fail) in all sorts of unpredictable ways. 

This deep and constantly growing data set, combined with the industry’s commitment to thoroughly investigating each and every failure, lets it generalize the lessons learned across the entire industry—the second key to understanding jetliner reliability. 

Finally is what might be the most interesting and counterintuitive factor: Downer argues that the lack of innovation in jetliner design is an essential but overlooked part of the reliability record. The fact that the industry has been building what are essentially iterations of the same jetliner for 70 years ensures that lessons learned from failures are perpetually relevant as well as generalizable, he says. 

That extremely cautious relationship to change flies in the face of the innovate-or-die ethos that drives most technology companies today. And yet it allows the airline industry to learn from decades of failures and continue to chip away at the future “failure performance” of jetliners.

The bad news is that the lessons in jetliner reliability aren’t transferable to other catastrophic technologies. “It is an irony of modernity that the only catastrophic technology with which we have real experience, the jetliner, is highly unrepresentative, and yet it reifies a misleading perception of mastery over catastrophic technologies in general,” writes Downer.

For instance, to make nuclear reactors as reliable as jetliners, that industry would need to commit to one common reactor design, build tens of thousands of reactors, operate them for decades, suffer through thousands of catastrophes, slowly accumulate lessons and insights from those catastrophes, and then use them to refine that common reactor design.  

This obviously won’t happen. And yet “because we remain entranced by the promise of implausible reliability, and implausible certainty about that reliability, our appetite for innovation has outpaced our insight and humility,” writes Downer. With the age of catastrophic technologies still in its infancy, our continued survival may very well hinge not on innovating our way out of cloudy or wicked problems, but rather on recognizing, and respecting, what we don’t know and can probably never understand.  

If Wicked Problems and Rational Accidents are about the challenges and limits of trying to understand complex systems using objective science- and engineering-based methods, Georgina Voss’s new book, Systems Ultra, provides a refreshing alternative. Rather than dispassionately trying to map out or make sense of complex systems from the outside, Voss—a writer, artist, and researcher—uses her book to grapple with what they feel like, and ultimately what they mean, from the inside.

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Systems Ultra: Making Sense of Technology in a Complex World
Georgina Voss
VERSO, 2024

“There is something rather wonderful about simply feeling our way through these enormous structures,” she writes before taking readers on a whirlwind tour of systems visible and unseen, corrupt and benign, ancient and new. Stops include the halls of hype at Las Vegas’s annual Consumer Electronics Show (“a hot mess of a Friday casual hellscape”), the “memetic gold mine” that was the container ship Ever Given and the global supply chain it broke when it got stuck in the Suez Canal, and the payment systems that undergird the porn industry. 

For Voss, systems are both structure and behavior. They are relational technologies that are “defined by their ability to scale and, perhaps more importantly, their peculiar relationship to scale.” She’s also keenly aware of the pitfalls of using an “experiential” approach to make sense of these large-scale systems. “Verbal attempts to neatly encapsulate what a system is can feel like a stoner monologue with pointed hand gestures (‘Have you ever thought about how electricity is, like, really big?’),” she writes. 

Nevertheless, her written attempts are a delight to read. Voss manages to skillfully unpack the power structures that make up, and reinforce, the large-scale systems we live in. Along the way, she also dispels many of the stories we’re told about their inscrutability and inevitability. That she does all this with humor, intelligence, and a boundless sense of curiosity makes Systems Ultra both a shining example of the “civic engagement as engineering” approach that Madhavan argues for in Wicked Problems, and proof that his argument is spot on. 

Bryan Gardiner is a writer based in Oakland, California.

Before yesterdayMIT Technology Review

How gamification took over the world

13 June 2024 at 05:00

It’s a thought that occurs to every video-game player at some point: What if the weird, hyper-focused state I enter when playing in virtual worlds could somehow be applied to the real one? 

Often pondered during especially challenging or tedious tasks in meatspace (writing essays, say, or doing your taxes), it’s an eminently reasonable question to ask. Life, after all, is hard. And while video games are too, there’s something almost magical about the way they can promote sustained bouts of superhuman concentration and resolve.

For some, this phenomenon leads to an interest in flow states and immersion. For others, it’s simply a reason to play more games. For a handful of consultants, startup gurus, and game designers in the late 2000s, it became the key to unlocking our true human potential.

In her 2010 TED Talk, “Gaming Can Make a Better World,” the game designer Jane McGonigal called this engaged state “blissful productivity.” “There’s a reason why the average World of Warcraft gamer plays for 22 hours a week,” she said. “It’s because we know when we’re playing a game that we’re actually happier working hard than we are relaxing or hanging out. We know that we are optimized as human beings to do hard and meaningful work. And gamers are willing to work hard all the time.”

McGonigal’s basic pitch was this: By making the real world more like a video game, we could harness the blissful productivity of millions of people and direct it at some of humanity’s thorniest problems—things like poverty, obesity, and climate change. The exact details of how to accomplish this were a bit vague (play more games?), but her objective was clear: “My goal for the next decade is to try to make it as easy to save the world in real life as it is to save the world in online games.”

While the word “gamification” never came up during her talk, by that time anyone following the big-ideas circuit (TED, South by Southwest, DICE, etc.) or using the new Foursquare app would have been familiar with the basic idea. Broadly defined as the application of game design elements and principles to non-game activities—think points, levels, missions, badges, leaderboards, reinforcement loops, and so on—gamification was already being hawked as a revolutionary new tool for transforming education, work, health and fitness, and countless other parts of life. 

Instead of liberating us, gamification turned out to be just another tool for coercion, distraction, and control.

Adding “world-saving” to the list of potential benefits was perhaps inevitable, given the prevalence of that theme in video-game storylines. But it also spoke to gamification’s foundational premise: the idea that reality is somehow broken. According to McGonigal and other gamification boosters, the real world is insufficiently engaging and motivating, and too often it fails to make us happy. Gamification promises to remedy this design flawby engineering a new reality, one that transforms the dull, difficult, and depressing parts of life into something fun and inspiring. Studying for exams, doing household chores, flossing, exercising, learning a new language—there was no limit to the tasks that could be turned into games, making everything IRL better.

Today, we live in an undeniably gamified world. We stand up and move around to close colorful rings and earn achievement badges on our smartwatches; we meditate and sleep to recharge our body batteries; we plant virtual trees to be more productive; we chase “likes” and “karma” on social media sites and try to swipe our way toward social connection. And yet for all the crude gamelike elements that have been grafted onto our lives, the more hopeful and collaborative world that gamification promised more than a decade ago seems as far away as ever. Instead of liberating us from drudgery and maximizing our potential, gamification turned out to be just another tool for coercion, distraction, and control. 

Con game

This was not an unforeseeable outcome. From the start, a small but vocal group of journalists and game designers warned against the fairy-tale thinking and facile view of video games that they saw in the concept of gamification. Adrian Hon, author of You’ve Been Played, a recent book that chronicles its dangers, was one of them. 

“As someone who was building so-called ‘serious games’ at the time the concept was taking off, I knew that a lot of the claims being made around the possibility of games to transform people’s behaviors and change the world were completely overblown,” he says. 

Hon isn’t some knee-jerk polemicist. A trained neuroscientist who switched to a career in game design and development, he’s the co-creator of Zombies, Run!—one of the most popular gamified fitness apps in the world. While he still believes games can benefit and enrich aspects of our nongaming lives, Hon says a one-size-fits-all approach is bound to fail. For this reason, he’s firmly against both the superficial layering of generic points, leaderboards, and missions atop everyday activities and the more coercive forms of gamification that have invaded the workplace.

three snakes in concentric circles
SELMAN DESIGN

Ironically, it’s these broad and varied uses that make criticizing the practice so difficult. As Hon notes in his book, gamification has always been a fast-moving target, varying dramatically in scale, scope, and technology over the years. As the concept has evolved, so too have its applications, whether you think of the gambling mechanics that now encourage users of dating apps to keep swiping, the “quests” that compel exhausted Uber drivers to complete just a few more trips, or the utopian ambition of using gamification to save the world.

In the same way that AI’s lack of a fixed definition today makes it easy to dismiss any one critique for not addressing some other potential definition of it, so too do gamification’s varied interpretations. “I remember giving talks critical of gamification at gamification conferences, and people would come up to me afterwards and be like, ‘Yeah, bad gamification is bad, right? But we’re doing good gamification,’” says Hon. (They weren’t.) 

For some critics, the very idea of “good gamification” was anathema. Their main gripe with the term and practice was, and remains, that it has little to nothing to do with actual games.

“A game is about play and disruption and creativity and ambiguity and surprise,” wrote the late Jeff Watson, a game designer, writer, and educator who taught at the University of Southern California’s School of Cinematic Arts. Gamification is about the opposite—the known, the badgeable, the quantifiable. “It’s about ‘checking in,’ being tracked … [and] becoming more regimented. It’s a surveillance and discipline system—a wolf in sheep’s clothing. Beware its lure.”

Another game designer, Margaret Robertson, has argued that gamification should really be called “pointsification,” writing: “What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience. Points and badges have no closer a relationship to games than they do to websites and fitness apps and loyalty cards.”

For the author and game designer Ian Bogost, the entire concept amounted to a marketing gimmick. In a now-famous essay published in the Atlantic in 2011, he likened gamification to the moral philosopher Harry Frankfurt’s definition of bullshit—that is, a strategy intended to persuade or coerce without regard for actual truth. 

“The idea of learning or borrowing lessons from game design and applying them to other areas was never the issue for me,” Bogost told me. “Rather, it was not doing that—acknowledging that there’s something mysterious, powerful, and compelling about games, but rather than doing the hard work, doing no work at all and absconding with the spirit of the form.” 

Gaming the system

So how did a misleading term for a misunderstood process that’s probably just bullshit come to infiltrate virtually every part of our lives? There’s no one simple answer. But gamification’s meteoric rise starts to make a lot more sense when you look at the period that gave birth to the idea. 

The late 2000s and early 2010s were, as many have noted, a kind of high-water mark for techno-­optimism. For people both inside the tech industry and out, there was a sense that humanity had finally wrapped its arms around a difficult set of problems, and that technology was going to help us squeeze out some solutions. The Arab Spring bloomed in 2011 with the help of platforms like Facebook and Twitter, money was more or less free, and “____ can save the world” articles were legion (with ____ being everything from “eating bugs” to “design thinking”).

This was also the era that produced the 10,000-hours rule of success, the long tail, the four-hour workweek, the wisdom of crowds, nudge theory, and a number of other highly simplistic (or, often, flat-out wrong) theories about the way humans, the internet, and the world work. 

“All of a sudden you had VC money and all sorts of important, high-net-worth people showing up at game developer conferences.”

Ian Bogost, author and game designer

Adding video games to this heady stew of optimism gave the game industry something it had long sought but never achieved: legitimacy. Even with games ascendant in popular culture—and on track to eclipse both the film and music industries in terms of revenue—they still were largely seen as a frivolous, productivity-­squandering, violence-encouraging form of entertainment. Seemingly overnight, gamification changed all that. 

“There was definitely this black-sheep mentality in the game development community—the sense that what we had been doing for decades was just a joke to people,” says Bogost. “All of a sudden you had VC money and all sorts of important, high-net-worth people showing up at game developer conferences, and it was like, ‘Finally someone’s noticing. They realize that we have something to offer.’”

This wasn’t just flattering; it was intoxicating. Gamification took a derided pursuit and recast it as a force for positive change, a way to make the real world better. While  enthusiastic calls to “build a game layer on top of reality” may sound dystopian to many of us today, the sentiment didn’t necessarily have the same ominous undertones at the end of the aughts. 

Combine the cultural recasting of games with an array of cheaper and faster technologies—GPS, ubiquitous and reliable mobile internet, powerful smartphones, Web 2.0 tools and services—and you arguably had all the ingredients needed for gamification’s rise. In a very real sense, reality in 2010 was ready to be gamified. Or to put it a slightly different way: Gamification was an idea perfectly suited for its moment. 

Gaming behavior

Fine, you might be asking at this point, but does it work? Surely, companies like Apple, Uber, Strava, Microsoft, Garmin, and others wouldn’t bother gamifying their products and services if there were no evidence of the strategy’s efficacy. The answer to the question, unfortunately, is super annoying: Define work.

Because gamification is so pervasive and varied, it’s hard to address its effectiveness in any direct or comprehensive way. But one can confidently say this: Gamification did not save the world. Climate change still exists. As do obesity, poverty, and war. Much of generic gamification’s power supposedly resides in its ability to nudge or steer us toward, or away from, certain behaviors using competition (challenges and leaderboards), rewards (points and achievement badges), and other sources of positive and negative feedback. 

Gamification is, and has always been, a way to induce specific behaviors in people using virtual carrots and sticks.

On that front, the results are mixed. Nudge theory lost much of its shine with academics in 2022 after a meta-analysis of previous studies concluded that, after correcting for publication bias, there wasn’t much evidence it worked to change behavior at all. Still, there are a lot of ways to nudge and a lot of behaviors to modify. The fact remains that plenty of people claim to be highly motivated to close their rings, earn their sleep crowns, or hit or exceed some increasingly ridiculous number of steps on their Fitbits (see humorist David Sedaris). 

Sebastian Deterding, a leading researcher in the field, argues that gamification can work, but its successes tend to be really hard to replicate. Not only do academics not know what works, when, and how, according to Deterding, but “we mostly have just-so stories without data or empirical testing.” 

8bit carrot dangling from a stick
SELMAN DESIGN

In truth, gamification acolytes were always pulling from an old playbook—one that dates back to the early 20th century. Then, behaviorists like John Watson and B.F. Skinner saw human behaviors (a category that for Skinner included thoughts, actions, feelings, and emotions) not as the products of internal mental states or cognitive processes but, rather, as the result of external forces—forces that could conveniently be manipulated. 

If Skinner’s theory of operant conditioning, which doled out rewards to positively reinforce certain behaviors, sounds a lot like Amazon’s “Fulfillment Center Games,” which dole out rewards to compel workers to work harder, faster, and longer—well, that’s not a coincidence. Gamification is, and has always been, a way to induce specific behaviors in people using virtual carrots and sticks. 

Sometimes this may work; other times not. But ultimately, as Hon points out, the question of efficacy may be beside the point. “There is no before or after to compare against if your life is always being gamified,” he writes. “There isn’t even a static form of gamification that can be measured, since the design of coercive gamification is always changing, a moving target that only goes toward greater and more granular intrusion.” 

The game of life

Like any other art form, video games offer a staggering array of possibilities. They can educate, entertain, foster social connection, inspire, and encourage us to see the world in different ways. Some of the best ones manage to do all of this at once.

Yet for many of us, there’s the sense today that we’re stuck playing an exhausting game that we didn’t opt into. This one assumes that our behaviors can be changed with shiny digital baubles, constant artificial competition, and meaningless prizes. Even more insulting, the game acts as if it exists for our benefit—promising to make us fitter, happier, and more productive—when in truth it’s really serving the commercial and business interests of its makers. 

Metaphors can be an imperfect but necessary way to make sense of the world. Today, it’s not uncommon to hear talk of leveling up, having a God Mode mindset, gaining XP, and turning life’s difficulty settings up (or down). But the metaphor that resonates most for me—the one that seems to neatly capture our current predicament—is that of the NPC, or non-player character.  

NPCs are the “Sisyphean machines” of video games, programmed to follow a defined script forever and never question or deviate. They’re background players in someone else’s story, typically tasked with furthering a specific plotline or performing some manual labor. To call someone an NPC in real life is to accuse them of just going through the motions, not thinking for themselves, not being able to make their own decisions. This, for me, is gamification’s real end result. It’s acquiescence pretending to be empowerment. It strips away the very thing that makes games unique—a sense of agency—and then tries to mask that with crude stand-ins for accomplishment.

So what can we do? Given the reach and pervasiveness of gamification, critiquing it at this point can feel a little pointless, like railing against capitalism. And yet its own failed promises may point the way to a possible respite. If gamifying the world has turned our lives into a bad version of a video game, perhaps this is the perfect moment to reacquaint ourselves with why actual video games are great in the first place. Maybe, to borrow an idea from McGonigal, we should all start playing better games. 

Bryan Gardiner is a writer based in Oakland, California. 

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