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Tag: nicholas carr

  • What Drives Automation?

    What Drives Automation?

    glass-cagea review of Nicholas Carr, The Glass Cage: Automation and Us (W.W. Norton, 2014)
    by Mike Bulajewski
    ~

    Debates about digital technology are often presented in terms of stark polar opposites: on one side, cyber-utopians who champion the new and the cutting edge, and on the other, cyber-skeptics who hold on to obsolete technology. The framing is one-dimensional in the general sense that it is superficial, but also in a more precise and mathematical sense that it implicitly treats the development of technology as linear. Relative to the present, there are only two possible positions and two possible directions to move; one can be either for or against, ahead or behind.[1]

    Although often invoked as a prelude to transcending the division and offering a balanced assessment, in describing the dispute in these pro or con terms one has already betrayed one’s orientation, tilting the field against the critical voice by assigning it an untenable position. Criticizing a new technology is misconstrued as a simple defense of the old technology or of no technology, which turns legitimate criticism into mere conservative fustiness, a refusal to adapt and a failure to accept change.

    Few critics of technology match these descriptions, and those who do, like the anarcho-primitivists who claim to be horrified by contemporary technology, nonetheless accede to the basic framework set by technological apologists. The two sides disagree only on the preferred direction of travel, making this brand of criticism more pro-technology than it first appears. One should not forget that the high-tech futurism of Silicon Valley is supplemented by the balancing counterweight of countercultural primitivism, with Burning Man expeditions, technology-free Waldorf schools for children of tech workers, spouses who embrace premodern New Age beliefs, romantic agrarianism, and restorative digital detox retreats featuring yoga and meditation. The diametric opposition between pro- and anti-technology is internal to the technology industry, perhaps a symptom of the repression of genuine debate about the merits of its products.

    ***

    Nicholas Carr’s most recent book, The Glass Cage: Automation and Us, is a critique of the use of automation and a warning of its human consequences, but to conclude, as some reviewers have, that he is against automation or against technology as such is to fall prey to this one-dimensional fallacy.[2]

    The book considers the use of automation in areas like medicine, architecture, finance, manufacturing and law, but it begins with an example that’s closer to home for most of us: driving a car. Transportation and wayfinding are minor themes throughout the book, and with Google and large automobile manufacturers promising to put self-driving cars on the street within a decade, the impact of automation in this area may soon be felt in our daily lives like never before. Early in the book, we are introduced to problems that human factors engineers working with airline autopilot systems have discovered and may be forewarnings of a future of the unchecked automating of transportation.

    Carr discusses automation bias—the tendency for operators to assume the system is correct and external signals that contradict it are wrong—and the closely related problem of automation complacency, which occurs when operators assume the system is infallible and so abandon their supervisory role. These problems have been linked to major air disasters and are behind less-catastrophic events like oblivious drivers blindly following their navigation systems into nearby lakes or down flights of stairs.

    The chapter dedicated to deskilling is certain to raise the ire of skeptical readers because it begins with an account of the negative impact of GPS technology on Inuit hunters who live in the remote northern reaches of Canada. As GPS devices proliferated, hunters lost what a tribal elder describes as “the wisdom and knowledge of the Inuit”: premodern wayfinding methods that rely on natural phenomena like wind, stars, tides and snowdrifts to navigate. Inuit wayfinding skills are truly impressive. The anthropologist Claudio Aporta reports traveling with a hunter across twenty square kilometers of flat featureless land as he located seven fox traps that he had never seen before, set by his uncle twenty five years prior. These talents have been eroded as Inuit hunters have adopted GPS devices that seem to do the job equally well, but have the unexpected side effect of increasing injuries and deaths as hunters succumb to equipment malfunctions and the twin perils of automation complacency and bias.

    Laboring under the misconceptions of the one-dimensional fallacy, it would be natural to take this as a smoking gun of Carr’s alleged anti-technology perspective and privileging of the premodern, but the closing sentences of the chapter point us away from that conclusion:

    We ignore the ways that software programs and automated systems might be reconfigured so as not to weaken our grasp on the world but to strengthen it. For, as human factors researchers and other experts on automation have found, there are ways to break the glass cage without losing the many benefits computers grant us. (151)

    These words segue into the following chapter, where Carr identifies the dominant philosophy that designs automation technologies to inadvertently produce problems that he identified earlier: technology-centered automation. This approach to design is distrustful of humans, perhaps even misanthropic. It views us as weak, inefficient, unreliable and error-prone, and seeks to minimize our involvement in the work to be done. It institutes a division of labor between human and machine that gives the bulk of the work over to the machine, only seeking human input in anomalous situations. This philosophy is behind modern autopilot systems that hand off control to human pilots for only a few minutes in a flight.

    The fundamental argument of the book is that this design philosophy can lead to undesirable consequences. Carr seeks an alternative he calls human-centered automation, an approach that ensures the human operator remains engaged and alert. Autopilot systems designed with this philosophy might return manual control to the pilots at irregular intervals to ensure they remain vigilant and practice their flying skills. It could provide tactile feedback of its operations so that pilots are involved in a visceral way rather than passively monitoring screens. Decision support systems like those used in healthcare could take a secondary role of reviewing and critiquing a decision made by a doctor made rather than the other way around.

    The Glass Cage calls for a fundamental shift in how we understand error. Under the current regime, an error is an inefficiency or an inconvenience, to be avoided at all costs. As defined by Carr, a human-centered approach to design treats error differently, viewing it as an opportunity for learning. He illustrates this with a personal experience of repeatedly failing a difficult mission in the video game Red Dead Redemption, and points to the satisfaction of finally winning a difficult game as an example of what is lost when technology is designed to be too easy. He offers video games as a model for the kinds of technologies he would like to see: tools that engage us in difficult challenges, that encourage us to develop expertise and to experience flow states.

    But Carr has an idiosyncratic definition of human-centered design which becomes apparent when he counterposes his position against the prominent design consultant Peter Merholz. Echoing premises almost universally adopted by designers, Merholz calls for simple, frictionless interfaces and devices that don’t require a great deal of skill, memorization or effort to operate. Carr objects that that eliminates learning, skill building and mental engagement—perhaps a valid criticism, but it’s strange to suggest that this reflects a misanthropic technology-centered approach.

    A frequently invoked maxim of human-centered design is that technology should adapt to people, rather than people adapting to technology. In practice, the primary consideration is helping the user achieve his or her goal as efficiently and effectively as possible, removing unnecessary obstacles and delays that stand in the way. Carr argues for the value of challenges, difficulties and demands placed on users to learn and hone skills, all of which fall under the prohibited category of people adapting to technology.

    In his example of playing Red Dead Redemption, Carr prizes the repeated failure and frustration before finally succeeding at the game. From the lens of human-centered design, that kind of experience is seen as a very serious problem that should be eliminated quickly, which is probably why this kind of design is rarely employed at game studios. In fact, it doesn’t really make sense to think of a game player as having a goal, at least not from the traditional human-centered standpoint. The driver of a car has a goal: to get from point A to point B; a Facebook user wants to share pictures with friends; the user of a word processor wants to write a document; and so on. As designers, we want to make these tasks easy, efficient and frictionless. The most obvious way of framing game play is to say that the player’s goal is to complete the game. We would then proceed to remove all obstacles, frustrations, challenges and opportunities for error that stand in the way so that they may accomplish this goal more efficiently, and then there would be nothing left for them to do. We would have ruined the game.

    This is not necessarily the result of a misanthropic preference for technology over humanity, though it may be. It is also the likely outcome of a perfectly sincere and humanistic belief that we shouldn’t inconvenience the user with difficulties that stand in the way of their goal. As human factors researcher David Woods puts it, “The road to technology-centered systems is paved with human-centered intentions,”[3] a phrasing which suggests that these two philosophies aren’t quite as distinct as Carr would have us believe.

    Carr’s vision of human-centered design differs markedly from contemporary design practice, which stresses convenience, simplicity, efficiency for the user and ease of use. In calling for less simplicity and convenience, he is in effect critical of really existing human-centeredness, and that troubles any reading of The Glass Cage that views it a book about restoring our humanity in a world driven mad by machines.

    It might be better described as a book about restoring one conception of humanity in a world driven mad by another. It is possible to argue that the difference between the two appears in psychoanalytic theory as the difference between drive and desire. The user engages with a technology in order to achieve a goal because they perceive themselves as lacking something. Through the use of this tool, they believe they can regain it and fill in this lack. It follows that designers ought to help the user achieve their goal—to reach their desire—as quickly and efficiently as possible because this will satisfy them and make them happy.

    But the insight of psychoanalysis is that lack is ontological and irreducible, it cannot be filled in any permanent way because any concrete lack we experience is in fact metonymic for a constitutive lack of being. As a result, as desiring subjects we are caught in an endless loop of seeking out that object of desire, feeling disappointed when we find it because it didn’t fulfill our fantasies and then finding a new object to chase. The alternative is to shift from desire to drive, turning this failure into a triumph. Slavoj Žižek describes drive as follows: “the very failure to reach its goal, the repetition of this failure, the endless circulation around the object, generates a satisfaction of its own.”[4]

    This satisfaction is perhaps what Carr aims at when he celebrates the frustrations and challenges of video games and of work in general. That video games can’t be made more efficient without ruining them indicates that what players really want is for their goal to be thwarted, evoking the psychoanalytic maxim that summarizes the difference between desire and drive: from the missing/lost object, to loss itself as an object. This point is by no means tangential. Early on, Carr introduces the concept of miswanting, defined as the tendency to desire what we don’t really want and won’t make us happy—in this case, leisure and ease over work and challenge. Psychoanalysts holds that all human wanting (within the register of desire) is miswanting. Through fantasy, we imagine an illusory fullness or completeness of which actual experience always falls short.[5]

    Carr’s revaluation of challenge, effort and, ultimately, dissatisfaction cannot represent a correction of the error of miswanting­–of rediscovering the true source of pleasure and happiness in work. Instead, it radicalizes the error: we should learn to derive a kind of satisfaction from our failure to enjoy. Or, in the final chapter, as Carr says of the farmer in Robert Frost’s poem Mowing, who is hard at work and yet far from the demands of productivity: “He’s not seeking some greater truth beyond the work. The work is the truth.”

    ***

    Nicholas Carr has a track record of provoking designers to rethink their assumptions. With The Shallows, along with other authors making related arguments, he influenced software developers to create a new class of tools that cut off the internet, eliminate notifications or block social media web sites to help us concentrate. Starting with OS X Lion in 2011, Apple began offering a full screen mode that hides distracting interface elements and background windows from inactive applications.

    What transformative effects could The Glass Cage have on the way software is designed? The book certainly offers compelling reasons to question whether ease of use should always be paramount. Advocates for simplicity are rarely challenged, but they may now find themselves facing unexpected objections. Software could become more challenging and difficult to use—not in the sense of a recalcitrant WiFi router that emits incomprehensible error codes, but more like a game. Designers might draw inspiration from video games, perhaps looking to classics like the first level of Super Mario Brothers, a masterpiece of level design that teaches the fundamental rules of the game without ever requiring the player to read the manual or step through a tutorial.

    Everywhere that automation now reigns, new possibilities announce themselves. A spell checker might stop to teach spelling rules, or make a game out of letting the user take a shot at correcting mistakes it has detected. What if there was a GPS navigation device that enhanced our sense of spatial awareness rather than eroding it, that engaged our attention on to the road rather than let us tune out. Could we build an app that helps drivers maintain good their skills by challenging them to adopt safer and more fuel-efficient driving techniques?

    Carr points out that the preference for easy-to-use technologies that reduce users’ engagement is partly a consequence of economic interests and cost reduction policies that profit from the deskilling and reduction of the workforce, and these aren’t dislodged simply by pressing for new design philosophies. But to his credit, Carr has written two best-selling books aimed at the general interest reader on the fairly obscure topic of human-computer interaction. User experience designers working in the technology industry often face an uphill battle in trying to build human-centered products (however that is defined). When these matters attract public attention and debate, it makes their job a little easier.

    _____

    Mike Bulajewski (@mrteacup) is a user experience designer with a Master’s degree from University of Washington’s Human Centered Design and Engineering program. He writes about technology, psychoanalysis, philosophy, design, ideology & Slavoj Žižek at MrTeacup.org. He has previously written about the Spike Jonze film Her for The b2 Review Digital Studies section.

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    [1] Differences between individual technologies are ignored and replaced by the monolithic master category of Technology. Jonah Lehrer’s review of Nicholas Carr’s 2010 book The Shallows in the New York Times exemplifies such thinking. Lehrer finds contradictory evidence against Carr’s argument that the internet is weakening our mental faculties in scientific studies that attribute cognitive improvements to playing video games, a non sequitur which gains meaning only by subsuming these two very different technologies under a single general category of Technology. Evgeny Morozov is one of the sharpest critics of this tendency. Here one is reminded of his retort in his article “Ghosts in the Machine” (2013): “That dentistry has been beneficial to civilization tells us very little about the wonders of data-mining.”

    [2] There are a range of possible causes for this constrictive linear geometry: a tendency to see a progressive narrative of history; a consumerist notion of agency which only allows shoppers to either upgrade or stick with what they have; or the oft-cited binary logic of digital technology. One may speculate about the influence of the popular technology marketing book by Geoffrey A. Moore, Crossing the Chasm (2014) whose titular chasm is the gap between the elite group of innovators and early adopters—the avant-garde—and the recalcitrant masses bringing up the rear who must be persuaded to sign on to their vision.

    [3] David D. Woods and David Tinapple (1999). “W3: Watching Human Factors Watch People at Work.” Proceedings of the 43rd Annual Meeting of the Human Factors and Ergonomics Society (1999).

    [4] Slavoj Žižek, The Parallax View (2006), 63.

    [5] The cultural and political implications of this shift are explored at length in Todd McGowan’s two books The End of Dissatisfaction: Jacques Lacan and the Emerging Society of Enjoyment (2003) and Enjoying What We Don’t Have: The Political Project of Psychoanalysis (2013).

  • The Man Who Loved His Laptop

    The Man Who Loved His Laptop

    Her (2013)a review of Spike Jonze (dir.), Her (2013)
    by Mike Bulajewski
    ~
    I’m told by my sister, who is married to a French man, that the French don’t say “I love you”—or at least they don’t say it often. Perhaps they think the words are superfluous and it’s the behavior of the person you are in a relationship with tells you everything. Americans, on the other hand, say it to everyone—lovers, spouses, friends, parents, grandparents, children, pets—and as often as possible, as if quantity matters most. The declaration is also an event. For two people beginning a relationship, it marks a turning point and a new stage in the relationship.

    If you aren’t American, you may not have realized that relationships have stages. In America, they do. It’s complicated. First there are the three main thresholds of commitment: Dating, Exclusive Dating, then of course Marriage. There are three lesser pre-Dating stages: Just Talking, Hooking Up and Friends with Benefits; and one minor stage between Dating and Exclusive called Pretty Much Exclusive. Within Dating, there are several minor substages: number of dates (often counted up to the third date) and increments of physical intimacy denoted according to the well-known baseball metaphor of first, second, third and home base.

    There are also a number of rituals that indicate progress: updating of Facebook relationship statuses; leaving a toothbrush at each other’s houses; the aforementioned exchange of I-love-you’s; taking a vacation together; meeting the parents; exchange of house keys; and so on. When people, especially unmarried people talk about relationships, often the first questions are about these stages and rituals. In France the system is apparently much less codified. One convention not present in the United States is that romantic interest is signaled when a man invites a woman to go for a walk with him.

    The point is two-fold: first, although Americans admire and often think of French culture as holding up a standard for what romance ought to be, Americans act nothing like the French in relationships and in fact know very little about how they work in France. Second and more importantly, in American culture love is widely understood as spontaneous and unpredictable, and yet there is also an opposite and often unacknowledged expectation that relationships follow well-defined rules and rituals.

    This contradiction might explain the great public clamor over romance apps like Romantimatic and BroApp that automatically send your significant other romantic messages, either predefined or your own creation, at regular intervals—what philosopher of technology Evan Selinger calls (and not without justification) apps that outsource our humanity.

    Reviewers of these apps were unanimous in their disapproval, disagreeing only on where to locate them on a spectrum between pretty bad and sociopathic. Among all the labor-saving apps and devices, why should this one in particular be singled out for opprobrium?

    Perhaps one reason for the outcry is that they expose an uncomfortable truth about how easily romance can be automated. Something we believe is so intimate is revealed as routine and predictable. What does it say about our relationship needs that the right time to send a loving message to your significant other can be reduced to an algorithm?

    The routinization of American relationships first struck me in the context of this little-known fact about how seldom French people say “I love you.” If you had to launch one of these romance apps in France, it wouldn’t be enough to just translate the prewritten phrases into French. You’d have to research French romantic relationships and discover what are the most common phrases—if there are any—and how frequently text messages are used for this purpose. It’s possible that French people are too unpredictable, or never use text messages for romantic purposes, so the app is just not feasible in France.

    Romance is culturally determined. That American romance can be so easily automated reveals how standardized and even scheduled relationships already are. Selinger’s argument that automated romance undermines our humanity has some merit, but why stop with apps? Why not address the problem at a more fundamental level and critique the standardized courtship system that regulates romance. Doesn’t this also outsource our humanity?

    The best-selling relationship advice book The 5 Love Languages claims that everyone understands one of five love “languages” and the key to a happy relationship for each partner to learn to express love in the correct language. Should we be surprised if the more technically minded among us concludes that the problem of love can be solved with technology? Why not try to determine the precise syntax and semantics of these love languages, and attempt to express them rigorously and unambiguously in the same way that computer languages and communications protocols are? Can love be reduced to grammar?

    Spike Jonze’s Her (2013) tells the story of Theodore Twombly, a soon-to-be divorced writer who falls in love with Samantha, an AI operating system who far exceeds the abilities of today’s natural language assistants like Apple’s Siri or Microsoft’s Cortana. Samantha is not only hyper-intelligent, she’s also capable of laughter, telling jokes, picking up on subtle unspoken interpersonal cues, feeling and communicating her own emotions, and so on. Theodore falls in love with her, but there is no sense that their relationship is deficient because she’s not human. She is as emotionally expressive as any human partner, at least on film.

    Theodore works for a company called BeautifulHandwrittenLetters.com as a professional Cyrano de Bergerac (or perhaps a human Romantimatic), ghostwriting heartfelt “handwritten” letters on behalf of this clients. It’s an ironic twist: Samantha is his simulated girlfriend, a role which he himself adopts at work by simulating the feelings of his clients. The film opens with Theodore at his desk at work, narrating a letter from a wife to her husband on the occasion of their 50th wedding anniversary. He is a master of the conventions of the love letter. Later in the film, his work is discovered by a literary agent, and he gets an offer to have book published of his best work.

    [youtube https://www.youtube.com/watch?v=CxahbnUCZxY&w=560&h=315]

    But for all his (alleged) expertise as a romantic writer, Theodore is lonely, emotionally stunted, ambivalent towards the women in his life, and—at least before meeting Samantha—apparently incapable of maintaining relationships since he separated from his ex-wife Catherine. Highly sensitive, he is disturbed by encounters with women that go off the script: a phone sex encounter goes awry when the woman demands that he enact her bizarre fantasy of being choked with a dead cat; and on a date with a woman one night, she exposes a little too much vulnerability and drunkenly expresses her fear that he won’t call her. He abruptly and awkwardly ends the date.

    Theodore wanders aimlessly through the high tech city as if it is empty. With headphones always on, he’s withdrawn, cocooned in a private sonic bubble. He interacts with his device through voice, asking it to play melancholy songs and skipping angry messages from his attorney demanding that he sign the divorce papers already. At times, he daydreams of happier times when he and his ex-wife were together and tells Samantha how much he liked being married. At first it seems that Catherine left him. We wonder if he withdrew from the pain of his heartbreak. But soon a different picture emerges. When they finally meet to sign the divorce papers over lunch, Catherine accuses him of not being able to handle her emotions and reveals that he tried to get her on Prozac. She says to him “I always felt like you wished I could just be a happy, light, everything’s great, bouncy L.A. wife. But that’s not me.”

    So Theodore’s avoidance of real challenges and emotions in relationships turns out to be an ongoing problem—the cause, not the consequence, of his divorce. Starting a relationship with his operating systems Samantha is his latest retreat from reality—not from physical reality, but from the virtual reality of authentic intersubjective contact.

    Unlike his other relationships, Samantha is perfectly customized to his needs. She speaks his “love language.” Today we personalize our operating system and fill out online dating profile specifying exactly what kind of person we’re looking for. When Theodore installs Samantha on his computer for the first time, the two operations are combined with a single question. The system asks him how he would describe his relationship with his mother. He begins to reply with psychological banalities about how she is insufficiently attuned to his needs, and it quickly stops him, already knowing what he’s about. And so do we.

    That Theodore is selfish doesn’t mean that he is unfeeling, unkind, insensitive, conceited or uninterested in his new partners thoughts, feelings and goals. His selfishness is the kind that’s approved and even encouraged today, the ethically consistent selfishness that respects the right of others to be equally selfish. What he wants most of all is to be comfortable, to feel good, and that requires a partner who speaks his love language and nothing else, someone who says nothing that would veer off-script and reveal too many disturbing details. More precisely, Theodore wants someone who speaks what Lacan called empty speech: speech that obstructs the revelation of the subject’s traumatic desire.

    Objectification is a traditional problem between men and women. Men reduce women to mere bodies or body parts that exist only for sexual gratification, treating them as sex objects rather than people. The dichotomy is between the physical as the domain of materiality, animality and sex on one hand, and the spiritual realm of subjectivity, personality, agency and the soul on the other. If objectification eliminates the soul, then Theodore engages in something like the opposite, a subjectification which eradicates the body. Samantha is just a personality.

    Technology writer Nicholas Carr‘s new book The Glass Cage: Automation and Us (Norton, 2014) investigates the ways that automation and artificial intelligence dull our cognitive capacities. Her can be read as a speculative treatment of the same idea as it relates to emotion. What if the difficulty of relationships could be automated away? The film’s brilliant provocation is that it shows us a lonely, hollow world mediated through technology but nonetheless awash in sentimentality. It thwarts our expectations that algorithmically-generated emotion would be as stilted and artificial as today’s speech synthesizers. Samantha’s voice is warm, soulful, relatable and expressive. She’s real, and the feelings she triggers in Theodore are real.

    But real feelings with real sensations can also be shallow. As Maria Bustillo notes, Theodore is an awful writer, at least by today’s standards. Here’s the kind of prose that wins him accolades from everyone around him:

    I remember when I first started to fall in love with you like it was last night. Lying naked beside you in that tiny apartment, it suddenly hit me that I was part of this whole larger thing, just like our parents, and our parents’ parents. Before that I was just living my life like I knew everything, and suddenly this bright light hit me and woke me up. That light was you.

    In spite of this, we’re led to believe that Theodore is some kind of literary genius. Various people in his life compliment him on his skill and the editor of the publishing company who wants to publish his work emails to tell him how moved he and his wife were when they read them. What kind of society would treat such pedestrian writing as unusual, profound or impressive? And what is the average person’s writing like if Theodore’s services are worth paying for?

    Recall the cult favorite Idiocracy (2006) directed by Mike Judge, a science fiction satire set in a futuristic dystopia where anti-intellectualism is rampant and society has descended into stupidity. We can’t help but conclude that Her offers a glimpse into a society that has undergone a similar devolution into both emotional and literary idiocy.

    _____

    Mike Bulajewski (@mrteacup) is a user experience designer with a Master’s degree from University of Washington’s Human Centered Design and Engineering program. He writes about technology, psychoanalysis, philosophy, design, ideology & Slavoj Žižek at MrTeacup.org, where an earlier version of this review first appeared.

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