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Book Mini-Review: Makers: the New Industrial Revolution by Chris Anderson

Wednesday, February 13th, 2013

Makers: The New Industrial Revolution by Chris Anderson 

This is a fun book  by the former editor-in-chief of WIRED , author of The Long Tail and the co-founder of 3D Robotics, Chris Anderson. Part pop culture, part tech-optimist futurism and all DIY business book, Anderson is preaching a revolution, one brought about by the intersection of 3D printing and open source “Maker movement” culture, that he believes will be bigger and more transformative to society than was the Web. One with the potential to change the “race to the bottom” economic logic of globalization by allowing manufacturing entrepreneurs to be smart, small, nimble and global by sharing bits and selling atoms.

Anderson writes:

Here’s the history of two decades of innovation in two sentences: The past ten years have been about discovering new ways to create, invent, and work together on the Web. The next ten years will be about applying those lessons to the real world.

This book is about the next ten years.

….Why? Because making things has gone digital: physical objects now begin as designs on screens, and those designs can be shared online as files…..once an industry goes digital in changes in profound ways, as we’ve seen in everything from retail to publishing. The biggest transformation, but in who’s doing it. Once things can be done on regular computers, they can be done by anyone. And that’s exactly what we’re seeing happening in manufacturing.

…..In short, the Maker Movement shares three characteristics,  all of which I’d argue are transformative:

1. People using digital desktop tools to create designs for new products and prototype them (“digital DIY”)

2. A cultural norm to share those designs and collaborate with others in online communities.

3. The use of common design file standards that allow anyone, if they desire, to send their designs to commercial manufacturing services to be produced in any number, just as easily as they can fabricate them on their desktop. This radically foreshortens the path from idea to entrepreneurship, just as the Web did in software, information, and content.

Nations whose entire strategy rests upon being the provider of cheapest labor per unit cost on all scales are going to be in jeopardy if local can innovate, customize and manufacture in near-real time response to customer demand. Creativity of designers and stigmergic /stochastic collaboration of communities rise in economic value relative to top-down, hierarchical production systems with long development lags and capital tied up betting on having large production runs.

Interesting, with potentially profound implications.

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What eye and mind can reasonably absorb

Friday, August 24th, 2012

[ by Charles Cameron -- visual thinking, graphical presentation, the magical number seven plus or minus two, human intelligence ]
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Look:

click image to download pdf & see pp 12-13 for closer, full-size look

Got it? That’s part of a double-page spread from the University of Maryland’s START Program report for 2011:

The National Consortium for the Study of Terrorism and Responses to Terrorism—better known as START – is a university-based research center committed to the scientific study of the causes and human consequences of terrorism in the United States and around the world.

Looking through the rest of the report, I’m tempted to say a snazzier, jazzier magazine I’ve seldom seen!

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I maintain that’s far nicer to look at, but no more comprehensible than, this gorgeous and justly infamous power point slide:

click image for a closer, full size look

Got that one, too? That was a slide used to help GEN McChrystal understand that war he was fighting.

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Watson and Crick introduced their 1953 paper in Nature, A Structure for Deoxyribose Nucleic Acid, with these words:

We wish to suggest a structure for the salt of deoxyribose nucleic acid (D.N.A.). This structure has novel features which are of considerable biological interest.

No less witty is the opening of George A. Miller‘s only somewhat less celebrated paper three years later in The Psychological Review, The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information:

My problem is that I have been persecuted by an integer. For seven years this number has followed me around, has intruded in my most private data, and has assaulted me from the pages of our most public journals. This number assumes a variety of disguises, being sometimes a little larger and sometimes a little smaller than usual, but never changing so much as to be unrecognizable. The persistence with which this number plagues me is far more than a random accident. There is, to quote a famous senator, a design behind it, some pattern governing its appearances. Either there really is something unusual about the number or else I am suffering from delusions of persecution.

The gist of Miller’s piece (and by gist I explicitly mean the always misleading broad strokes version) is that we can usually manage to hold five to nine chunks of thought in mind at any given time, but that if we want to understand more than that, we need to “chunk” our thoughts in such a way that we think of “seven plus or minus two” items (Miller’s “magical number”) but can peer into any one of them and see it divided into lesser portions which we can also comprehend, in what I’ll call a tree > trunk > limb > branch > twig > leaf arrangement — always remembering that a tree may be part of a forest, and that sometimes ee just can’t see the forest for the trees…

Miller explains chunking succinctly thus:

It seems probable that even memorization can be studied in these terms. The process of memorizing may be simply the formation of chunks, or groups of items that go together, until there are few enough chunks so that we can recall all the items.

Neat, hunh? And he concludes, with another pleasant touch of wit:

And finally, what about the magical number seven? What about the seven wonders of the world, the seven seas, the seven deadly sins, the seven daughters of Atlas in the Pleiades, the seven ages of man, the seven levels of hell, the seven primary colors, the seven notes of the musical scale, and the seven days of the week? What about the seven-point rating scale, the seven categories for absolute judgment, the seven objects in the span of attention, and the seven digits in the span of immediate memory? For the present I propose to withhold judgment. Perhaps there is something deep and profound behind all these sevens, something just calling out for us to discover it. But I suspect that it is only a pernicious, Pythagorean coincidence.

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Of course there are high-node graphics programs like Starlight Analytics (from Future Point Systems via Battelle and the Pacific Northwest National Laboratory) which allow you to sample one of a cluster of very similar nodes, or to see where the outliers are and zero in on them…

or to focus in on only those nodes connected to one particular name or place on a map:

But can you find a file you’re looking for any faster by locating it somewhere in this graphic…

than by using your usual search methods?

So okay, high level analytics like Starlight may be useful for analysts who have the costly software and time to pinpoint and track and zoom and annotate and comprehend, become alarmed or calmed, and respond appropriately.

But people reading that glossy report from the START program? People trying to brief GEN McChrystal from a powerpoint slide?

Seven. Seven plus or minus is your number.

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Once more, with feeling.

The moral of this tale is that graphical presentations of ideas to explain complexities should generally feature seven plus or minus two nodes, maximum, for eye and mind to consider at any one time, with perhaps an additional three or four that the eye can glide across to, forming a second chunk — thus delivering a maximum of 13 nodes without zooming in.

for the direct communication of major drivers in a complex situation — seven nodes plus or minus two is your optimal number.

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Ah — but see, I forgot to show you the rest of that first image:

You can handle grasping the import of an image two parts, surely, can’t you?

Okay then — if you can, perhaps you can help me out…

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One bead for a rosary

Friday, June 22nd, 2012

[ by Charles Cameron -- one bead from NASA for the glass bead game as rosary ]
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photo credit: Norman Kuring, NASA’s Goddard Space Flight Center
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Consider her sacred, treat her with care.

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The crackling energy of a Sembl move

Sunday, June 10th, 2012

[ by Charles Cameron -- cross-posted from Sembl ]
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image credit The Movie Poster Art Gallery / http://www.rock-explosion.com/catpage2.html


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1.

I’m always looking around for ways to describe the leap between two ideas (concepts, people, events, things) that occurs when you make a move in a Sembl game. On the game board, the ideas are shown as circles and the links as lines between them.

In the case of the museum version, the “ideas” are objects in the Museum’s collection – but the same principle applies whether we’re talking objects, concepts, events or people: entities of whatever type go in the circles, the lines between them signify the exploration of their resemblances and differences.
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2.

Okay.

In more technical terms, Arthur Koestler in his classic book about the conceptual structure of creativity, The Act of Creation, diagrammed the intersection of two conceptual frames as representing the place where the joyous aha! of discovery, the gasped ah! of tragedy or the delightful ha! of laughter is generated, and this more recent version of his diagram gets the essence:


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3.

But wait!

There’s a lot going on here, there’s a distinct leap – think: creative leap, even perhaps leap of faith.

It was the leap between two ideas – electricity and magnetism – that gave Faraday his dynamo, Maxwell his equations, and the modern world almost its whole existence. It was the leap between two ideas – modular forms and elliptic equations – that gave Taniyama his conjecture and Wiles his proof of Fermat‘s Last Theorem.

The leap that intuits similarities, particularly between rich similarities between rich concepts in widely separated fields, is the most powerful tool of the thinking mind – and playing Sembl amounts to nothing more or less than a repeated, playful, delightful invitation to make leaps of exactly that kind.

So a Sembl leap of resemblance can be anything from training wheels for creativity to a prize-winning long-jump at the conceptual Olympics.
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4.

Maria Popova at Brainpickings quotes Steve Jobs:

Creativity is just connecting things.

And she quotes James Webb Young, back in 1939:

Consequently the habit of mind which leads to a search for relationships between facts becomes of the highest importance in the production of ideas.

This isn’t some hidden secret, but it’s not exactly common knowledge either, it’s not something many schools teach — which is why the great anthropologist Gregory Bateson famously told his fellow Regents at the University of California:

Break the pattern which connects the items of learning and you necessarily destroy all quality.

Which is also why Eliot Eisner, Stanford professor and former President of the American Educational Research Association, said of Sembl’s precursor HipBone Games, “the cognitive processes you are interested in developing are critical to a decent education”.
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5.

And just what does this have to do with Van der Graaf Generators, you might wonder?

There’s a cracking sense of energy discharged when you connect two ideas in a Sembl game move – not unlike the discharge of energy between the spheres of two Van der Graaf Generators picture here:

Imagine the spheres as two ideas in place on a Sembl game board, and the electrical discharge as the excitement of seeing how they mesh together to create that ah!, aha! or ha!

Or watch the whole, ultra-short video from which that image was taken, courtesy of the folks at MIT:

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Play as if your life depends on it

Sunday, June 10th, 2012

[ by Charles Cameron -- from the Glass Bead Game via the HipBone Games to Sembl ]
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Play most assiduously is how Edgar Wind translates the motto of Marsilio Ficino — the man who more or less single-handed, built the Florentine Renaissance: studiossime ludere. Play most studiously.

Play as if your life depends on it.

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Hermann Hesse crowned his life-work with the great, boring, utterly riveting novel Das Glasperlenspiel, The Glass Bead Game, sometimes better known in the English-speaking world by the (Latin) title, Magister Ludi — which means both school-teacher and Master of the Game.

And game there is: the Glass Bead Game itself, or GBG for short.

The book centers around a game of ideas — a game in which the most profound conceptual systems of all human cultures are brought together in a grand architecture that Hesse calls “the hundred-gated cathedral of Mind”:

A Game, for example, might start from a given astronomical configuration, or from the actual theme of a Bach fugue, or from a sentence out of Leibniz or the Upanishads, and from this theme, depending on the intentions and talents of the player, it could either further explore and elaborate the initial motif or else enrich its expressiveness by allusions to kindred concepts.

Here Hesse mentions astronomical, musical and textual concepts — the game, like the digital world of the internet, allows mathematical, textual, musical and visual elements to be juxtaposed and combined, just as Sven Birkerts described in an interview with Cliff Becker:

There are tremendous opportunities, and we are probably on the brink of the birth of whole new genres of art which will work through electronic systems. These genres will likely be multi-media in ways we can’t imagine. Digitalization, the idea that the same string of digits can bring image, music, or text, is a huge revolution in and of itself. When artists begin to grasp the creative possibilities of works that are neither literary, visual, or musical, but exist using all three forms in a synthetic collage fashion, an enormous artistic boom will occur.

Birkerts was concerned that these “tremendous opportunities” might drown out “the old quiet pastime of reading mere words” — but Hesse’s great game is a contemplative one, in which Hesse proposes:

Every transition from major to minor in a sonata, every transformation of a myth or a religious cult, every classical or artistic formulation was, I realized in that flashing moment, if seen with a truly meditative mind, nothing but a direct route into the interior of the cosmic mystery, where in the alternation between inhaling and exhaling, between heaven and earth, between Yin and Yang, holiness is forever being created.

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Play…

We play, we play games, we play music… we play wargames… all the world’s a stage, and we are (merely) players.

Consider: Play is what children do to learn, so brilliantly, language, languages, geography, mathematics, history, chess, go, music, politeness, discipline, excess, consequences, moderation… And play is what masters do to express their mastery — Picasso plays, Casals plays, Einstein plays… And the motto of Ficino, mentor to the Florentine Renaissance, is play most assiduously.

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The Glass Bead Game is a game, then, to compare with the greatest of games — Chess, Go, name your poison — indeed, with the greatest of intellectual endeavors — the Encyclopédie, the gesamtkunstwerk, the long-sought Theory of Everything…

All the insights, noble thoughts, and works of art that the human race has produced in its creative eras, all that subsequent periods of scholarly study have reduced to concepts and converted into intellectual values the Glass Bead Game player plays like the organist on an organ. And this organ has attained an almost unimaginable perfection; its manuals and pedals range over the entire intellectual cosmos; its stops are almost beyond number. Theoretically this instrument is capable of reproducing in the Game the entire intellectual content of the universe.

How can taking that idea and making it playable not be a worthy challenge, in this world that is daily more absorbed in digital play in its arcades and cinemas, on its consoles, tablets, phones, and computers?

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Just reading the book made me want to play the game, but I like to keep things simple. I needed to be able to play it with a pencil and paper napkin over a cup of coffee — or on an email list or in the online forums that were beginning to spring up while I was figuring out some early boards and rules. I took Hesse’s basic concept of juxtaposing ideas and applied it on simple graph-like boards, on which each circle represents an idea, and each line a resemblance. I called my playable variants the HipBone Games.

More recently, my friend and colleague Cath Styles has been working on the development of iPad and web-playable versions of the games. We call them Sembl, because they explore the resemblances between things, ideas — and at a deeper level, the patterning of the world itself.

But the game remains the same: to juxtapose one thing — an idea, an object, a work of art, song, person or event — with another, in a way that generates the aha! of creativity. And to do that repeatedly, weaving an architecture of related ideas, on our way to weaving Hesse’s cathedral of Mind.

Our world has never been in greater need of creativity and connectivity — our future depends on them — and in the Sembl game, every move you make is a further link in the pattern that connects, every move you make is a creative leap. More on that in my follow up post, The crackling energy of a Sembl move.

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