Posts Tagged ‘management’
Book Review: Cataloging the World
Title: Cataloging the World
Author: Alex Wright
Publisher: Oxford University Press
Copyright: 2014
ISBN13: 978-0-199-93141-5
Length: 360
Price: $27.95
Rating: 93%
I received a complimentary review copy of this book from the publisher.
I don’t normally read biographies. Books about the dead are often unnecessarily complimentary or disparaging, while stories about the living (especially individuals under 40) suffer from the same flaw and have to fill pages with irrelevant details and repetition. What’s worse, I find personalities to be the least interesting part of technological development.
I don’t care for a dry recounting of events, either, so it’s refreshing to find a biography that melds personalities, conflict, and interesting technology into a compelling story. Alex Wright’s book Cataloging the World: Paul Otlet and the Birth of the Information Age, does just that.
Library Science and Beyond
I’d never heard of Paul Otlet, but friends who studied library science at the undergraduate and graduate level were familiar with his work. Born in 1868 in the French-influenced part of Belgium, Otlet was educated outside of the traditional school system. His father was a successful businessman, so Otlet and his brother traveled with him and attended lectures and received private tutoring as their father’s travels allowed.
Intellectually advanced but socially unskilled, Otlet suffered when he attended a traditional school starting at age 14. Perhaps taking pity on him, a priest who taught at the school asked Otlet to help in the library, filling student book requests two days a week and reading the rest of the time. The assignment fit the young student’s temperament perfectly and perhaps pushed him onto the path of attempting to coalesce the world’s knowledge into a single, searchable system.
The Mundaneum
Otlet is best known for his struggle to implement his vision for a universal knowledge classification and dissemination system, which after early work in the area was embodied by The Mundaneum. The Mundaneum, a collection of facts gathered from printed literature by volunteers around the world, was intended as a repository that individuals could query to get information they needed for research or on subjects they wished to learn more about. Using individual contributors in what would now be called crowdsourcing occurred in other major projects, such as the first edition of the Oxford English Dictionary.
The Mundaneum and related efforts to classify information reflected Otlet’s utopian internationalist ideals, which led him to argue that making the world’s information readily available to anyone would lead to world peace. Such idealism, when combined with the struggle to secure public and private support for such a large endeavor, made it a natural base for Wright’s narrative.
The last two chapters of Cataloging the World describe how Otlet’s work at organizing, linking, and sharing information presaged hypertext and the World Wide Web. Many concepts I attributed to Vennevar Bush’s Memex information linking and retrieval system were, in fact, created by or known to Otlet. Wright also points out that Bush was “notoriously stingy” in giving credit to his sources of inspiration.
Conclusions
Cataloging the World brings the work of Paul Otlet from the specialized literature of library scientists to the general public. I enjoyed Wright’s work immensely and am glad he struck a skillful balance among personality, ideas, and events. I recommend Cataloging the World to the general reader, but it would be especially useful to anyone involved in information design, documentation, and presentation.
Curtis Frye is the editor of Technology and Society Book Reviews. He is the author of more than 30 books, including Improspectives, his look at applying the principles of improv comedy to business and life. His list includes more than 20 books for Microsoft Press and O’Reilly Media; he has also created more than 20 online training courses for lynda.com. In addition to his writing, Curt is a keynote speaker and entertainer. You can find more information about him at www.curtisfrye.com and follow him as @curtisfrye on Twitter.
See, Think, Design, Produce: Jonathan Corum’s Presentation
We all have different ways of refreshing our perspectives and energies. I’m not a public person and don’t care much for gurus, but I saw the See, Think, Design, Produce seminar, organized by Edward Tufte and presented at the Westin Seattle on August 7, as a terrific opportunity to gain insights into leading professionals’ design thinking patterns.
The day’s program featured four speakers: Jonathan Corum from the New York Times; Maria Popova, curator of Brain Pickings; Randall Munroe, author of the xkcd online comic; and Edward Tufte, the design and communication guru. I got a lot out of the day — three of the four sessions were well worth my time and the other, unfortunately, reinforced criticism I’d heard from attendees of other events.
Jonathan Corum designs information visualizations for the New York Times. His work runs the gamut from seemingly simple graphics to full-on productions incorporating video and interactive web programming. He was first attracted to design work when he was quite young, when he used his pattern matching skills to see and recognize a person in the distance after a glance even though he couldn’t see that individual’s face. This event, as simple as it seems, eventually led him to see the possibilities of communicating by designing effective visualizations.
As an example, he showed illustrations from an Audubon Society book on bumblebees. The book’s graphics showed the pattern, variation, time, and location of numerous bumblebee species. The graphics were compact, easy to understand, and contained a lot of information. Corum moved onto thinking about visualizations, which in his case means sketching possible designs to communicate a concept, underlying data, or both. He emphasized that sketches are not commitments and showed a New York Times visualization that had gone through 265 iterations. “You try different things,” he said, “so that you can find something your brain recognizes, remember that aha moment, and communicate your understanding.”
Regarding design, he begged us to do more than collect and visualize trivia — whatever we display should add up to something and show meaningful patterns. As a data journalist (my term, not his), he emphasized that visualization does not equal explanation. We have to add an extra layer of explanation to be sure that our intended message gets across. When it comes time to produce a visualization, you have to learn to embrace the limitations of your medium and, in some cases, design the content to meet those restrictions.
Because video recordings of Olympic events are owned by the International Olympic Committee, for example, the New York Times had to display images of half-pipe snowboarders and downhill slalom skiers using a series of overlaid still photographs. Embracing that limitation resulted in a compelling composite image complete with callouts indicating the physical techniques the competitors used to execute a maneuver and set up for the next one.
Corum’s role as a journalist requires him to think of a broader audience, rather than just designing for an audience of one. It all comes down, he stated, to having respect for the reader or viewer, and to remember what it’s like to encounter a topic for the first time when you design a visualization.
Reasons for Playing Chess
Chess is a rewarding but maddening game. You can build up an overwhelming position for the first 40 moves and then make a simple tactical error that lets your opponent back into the game or, in extreme and highly embarrassing cases, even win on the next move.
Interviewer: So, tell me…does throwing away a win hurt?
Curt: Yes. Yes it does.
You see golfers going crazy over their rounds, alternating between self-loathing over the short putts they missed and self-praise for the 150-yard shot that ended up a foot from the hole. I played golf occasionally for a few years and can testify to that effect. Some of my friends play 18 holes just so they can feel the satisfaction of hitting one good shot.
Some days they have to play 36 holes.
A golfer having a bad day still gets in some physical exercise. What about chess players? As with many endeavors, it depends on why you’re playing in the first place. You always get to exercise your brain and look over the consequences of your moves, which keeps you sharp and might fight off the effects of aging, but what else?
If you’re playing with someone who’s about your own strength, you get the benefit of an equal competition and, very likely, enough wins to keep things interesting. Playing someone stronger than you helps you learn and winning every so often helps keep you going. Playing a weaker player lets you win more often and teach the game, even if only indirectly.
What’s often overlooked is that chess can be a social game. If you play blitz chess, where players have to make all of their moves within three or five minutes, you can get in a lot of games and try many different types of positions. Playing a longer game lets you think more deeply, and playing without a clock lets you approach the game more casually.
You can also take time to analyze your game with your opponent. Serious players often try to identify the move where the winner got an advantage and what the loser missed. When done with a spirit of exploration and sharing, post-game analysis can be fun and helpful.
Chess as metaphor
Games have long played a part in literature, representing a competition between humans or supernatural beings. Chess features prominently in many stories. The game’s intellectual nature lends itself to such depictions, with the idea being that if you can beat someone else at chess, you are the better man.
Other games, both real and invented, serve similar roles. For me, the best example is the game Azad from Iain M. Banks’ book The Player of Games. The game of Azad is a vast undertaking, with high-level matches often taking a month to play. There are several boards, a combination of team and individual play, and so many pieces as to nearly defy description.
In the story, the game was developed as a metaphor for the structure and values of the Empire of Azad. It was part pastime and part civil service exam. The Azadian home world held a tournament every so often, with the winner crowned emperor. The better you did in the tournament, the higher your position in the government.
The premise of the story is that another civilization, the Culture, sends its best game player to compete in the tournament. Banks was known for a political bent to his stories; The Player of Games is no exception. On its surface a simple diplomatic exchange, our player’s participation and continued success brings the conflict between the two civilizations and their values into sharper relief.
It’s telling that the Culture’s hero only starts to play at a high level when he takes on aspects of the Empire’s philosophy in his own play. Banks manages that conflict magnificently.
Chess is an abstract game with arbitrary but well-balanced rules that allow for a wide range of successful strategies and tactics. Though it doesn’t approach the (admittedly fictional) resolution of a game like Azad, it has long played a role as a metaphor for accomplishment and brilliance. As such, it provides a terrific instructional base.
Chess as a game (among many)
Chess is often called “the queen of games”, at least in Western culture. The game’s austere appearance, when combined with its tactical and strategic depth, provides an air of challenge and mystery.
In many ways, chess is the prototypical Western game. Strategies and tactics are direct, with little progress to be made unless you directly confront your opponent. Chess is also a perfect information game, meaning there is no element of chance. You might not know your opponent’s next move, but there’s nothing hiding it from you. If you didn’t see what was coming, you can only blame yourself.
Although chess has increased in popularity in Asia, the traditional strategy game of Japan, China, and South Korea is go. Unlike chess, where the goal is to create a position where your opponent’s king is under attack and cannot move to a safe square, go players place their stones in an attempt to surround territory on the board. Chess boards are 8 x 8, with 64 squares, and the pieces stand on the squares. In go, the board has 19 x 19 lines, with 361 intersections, and players may place a stone on any unoccupied intersection (with a few exceptions).
The complexity of go far outstrips that of chess, at least in terms of the computation required to analyze and evaluate a position. Computers have conquered humans at chess…their calculating speed and positional evaluation let them beat even the strongest carbon-based players regularly. The most advanced go programs can only beat top professionals if they are given a substantial head start. That said, the gap is closing.
I said that chess is the prototypical Western game, but it’s mostly thought of as a European (and even more specifically, Russian) game. In America, the game of choice is poker. Poker is a gambling game, with a significant element of chance involved. You can do everything right but still lose if your opponent decides to fight the odds and draws the cards they need. Ironically, the better you play, the more of these “bad beat” stories you’ll have to tell. If you’re always in the lead, the luck of the draw means you will get chased down on occasion.
I hope I don’t sound bitter. But I am.
Do the Russians play chess, the Chinese play go, and the Americans play poker? If you look at our cultures and practices, you’ll see there’s a fair amount of truth to that statement. How well that metaphor translates to actionable intelligence is debatable, but it’s an interesting way to start a conversation.
Chess and Motivation
To paraphrase the Great Oz, “I’m a good man, but a very bad chess player.” I can beat almost any non-serious player in a casual game, but I’m in the lower half of those of us who pay to play on the Internet Chess Server.
And yet, even though I lose a lot more than I’d like to, I enjoy the game immensely. In some sense, I like the idea of being a chess player…there’s a certain nerdy caché to the game that fits my personality. I also enjoy my occasional successes (I wouldn’t call them brilliancies) where I’ve seen just a bit farther or evaluated a position more accurately than my opponent.
My rating, the number that indicates my relative strength as compared to my fellow competitors, swings up and down within a range that runs from kind of impressive to “maybe I should go back to Candyland.” Sometimes I feel strong, like I’m concentrating well and see the outcomes of move sequences, while at other times I make the first move I see and hope I get lucky. I’m not sure why my concentration varies so much, but it’s an interesting phenomenon.
So why, if I’m not a very good serious (or even semi-serious) player, do I keep playing? What are the psychic benefits I get from banging my head against 32 pieces and 64 squares? Sure, the game’s fun in and of itself, but what specifically keeps me coming back?
I’ll address these questions in more detail in my forthcoming series of posts, but I’ll start out with a note on what my motivation is not. A friend once said, when I was furious at myself for a series of embarrassing losses, “It would be a shame for you to give up the game after you’ve put so much into it.”
She was right in a way, but her statement is an example of the sunk cost fallacy. The sunk cost fallacy says that the investment (of money, or time, or whatever) you’ve made in an endeavor should affect future decisions. In fact, if you have no way of reclaiming the money or time you’ve invested in something, those “expenses” should in no way affect your future decisions. All you should care about is whether future investments are worth the cost.
I keep playing, so I obviously must think it’s worth my effort to continue. Chess is a rich game, after all, one that rewards its players for their efforts beyond rating points or games won. I look forward to examining it more closely.
Performers, Releases, and Misrepresentation
I straddle two professional worlds — technology and performance. Those fields overlap in more ways than you might expect, especially when it comes to the types of contracts we’re asked to sign.
Note: I am not a lawyer. The following statements are not legal advice. If you have any legal questions about a contract or its terms, consult an attorney who is licensed to practice in your jurisdiction.
Contracts are put in place to codify an agreement between two or more parties. Almost all contracts have an “entire agreement” clause, which states that the written document is the sole representation of the agreement between the parties. That means that any side conversations, verbal agreements, or even written statements not included in the contract are non-binding and unenforceable. They don’t count. What matters is the signed document.
Because contracts matter so much, each party is motivated to negotiate an agreement that is most favorable to them. Reality television show contracts, created by the production company and to be signed by the individuals appearing on the show, are some of the most one-sided contracts available. Terms include the right of the production company to misrepresent a person’s statements, actions, or motivations for the sake of drama. I probably don’t have to tell you that this provision is slightly weighted in favor of the producers.
Recently, Maker Studios’ Polaris unit started taping footage for GAME_JAM, a reality show intended to run on YouTube. The show was set up as a team competition (like Top Chef or The Amazing Race), so there was some tension to the scenario. Polaris offered one-sided contracts to potential participants, with mixed results: some people signed them, some negotiated better deals, and some refused to sign but were allowed to participate anyway. That last consideration is telling…would the show have gone forward without their participation? Were not enough qualified programmers interested?
The GAME_JAM project came to a crashing halt when a production company employee attempted to create controversy by asking if teams with female programmers were at a disadvantage. After one day, the individuals who were not under contract walked away from the project, forcing it to shut down.
The lesson for employees, independent contractors, and performers is obvious. You can decide which projects to take on and under what circumstances. If you’re offered a contract, have a lawyer or (if you’re a performer) an agent look it over and get their advice on how to make it better. Yes, you have to pay for their services, but it’s often worth it. If you don’t have an agent when you’re offered a role, don’t worry. If you approach an agent with a contract offer in hand, you are giving them a shot at 15% (or the rate you negotiate) of a relatively sure thing. Even if it’s just for that single deal, having an experienced attorney or agent on your side gives you leverage and removes you from the negotiations, allowing you to concentrate on your performance.
And you can always walk away.
NASCAR, Scrutiny, and Success
There aren’t a lot of NASCAR fans in Portland, OR. I grew up in Rockingham County, Virginia, which is about four hours from Martinsville Speedway and within an hour’s drive of at least a dozen regional and local tracks. I enjoy the competition and, even though some races look like a bunch of guys going fast and turning left for three hours, there’s a lot of strategy and tactics to get right if you want to be successful.
I also enjoy Formula 1 racing, which sets designers and drivers an entirely different set of problems. In open wheel racing, touching another car often means irreparable damage to you, the car you touched, or both. In NASCAR, you can rub, bump, bang, and beat on each other a lot more without necessarily compromising your chances. Formula 1 and NASCAR cars (and drivers, for that matter) also have different weights, aerodynamics, and handling characteristics. Some drivers can race successfully in both types of cars, but most competitors specialize.
Car racing is also a male-dominated sport. There have been some successful female drivers, such as Janet Guthrie who raced competitively at the Indianapolis 500 (an open wheel race), but until recently there hasn’t been a marquee name moving from open wheel to NASCAR racing. All that changed when Danica Patrick, who raced successfully through the junior open wheel series in Europe and in Indy cars in the U.S., made the jump to NASCAR.
Patrick is a skilled racer who has paid her dues, but she’s had a rough transition to the Nationwide series (the second-tier NASCAR circuit) and the Sprint Cup. She’s also a marketer’s dream, with amazing good looks, a winning personality, and the discipline to balance racing and promotional duties effectively. Some commentators claim Patrick was hired for her appearance and not her abilities, but I don’t think that’s a valid criticism. NASCAR, like all major sports, is driven by media coverage. People (and I am a people) like looking at attractive individuals and studies show we remember their messages longer. With media coaches and mandatory sponsor mentions during interviews (“I thought the #666 Dogecoin Chevy SS team put me in a good position to win today…”), criticizing a driver for capitalizing on their appearance is nonsense.
As for racing results, Patrick has struggled. She led the Daytona 500 and finished well in a few races, but her average finish is in the low 20s (out of 40 or so drivers) and she has only a handful of top-10 finishes. Kyle Petty, a moderately successful NASCAR driver, son of driving legend Richard Petty, and media commentator, had an interesting take on Patrick. He was quoted in the USA Today as saying:
“She can go fast, but she can’t race. I think she’s come a long way, but she’s still not a race car driver. And I don’t think she’s ever going to be a race car driver.”
Asked by interviewer Matt Clark why Patrick wouldn’t ever be a race car driver in Petty’s eyes, the eight-time race winner said it was “too late to learn.”
Petty admitted that, even though he won eight top-tier NASCAR races, he never figured out what it took to be a great driver. Even so, he has a point. Drivers such as Tony Stewart and A. J. Foyt grew up running everything they could get their hands on, so they learned general racing skills as well as tactics for each type of car and track. Patrick spent her formative years concentrating on open wheel racing on road courses, so her development was more specific.
Even so, I’ve noticed her car control and race sense have improved. Rather than running consistently at the back of the pack and getting caught in (or causing) avoidable incidents, she’s obviously working hard, listening to feedback, and improving. Will she ever win? Hard to say. There are a lot of really good drivers out there. Will she challenge, especially at Sonoma and Watkins Glen? Probably. As long as she keeps improving and maintaining a positive image for her and her sponsors, she’s likely to have a ride. In the context of NASCAR and its surrounding media environment, that counts as success.
I can tell she wants to win, not just race. She won at every level moving up and, even if she doesn’t have the NASCAR-specific skills required to win consistently at the top level, she’ll keep giving it all she can.
Kyle Petty also characterized Patrick as a “marketing machine” rather than a racer. Her commercial success has certainly outpaced her results on the track, but there’s no public-facing industry where looks and talent don’t operate in tandem. We’re all working so we don’t have to work any more, so I offer Patrick the same advice Darrell Waltrip gives to drivers right before a late-race restart: “Go out there and getcha some.”
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