[Sigia-l] Don't Make me Learn

James Melzer jamesmelzer at gmail.com
Thu Aug 23 13:35:46 EDT 2007


Learning is fun. Learning and mastering the various black box  
interactions in a video game is the primary appeal.
http://del.icio.us/jamesmelzer/black_box
"Gaming" a system means mastering its hidden systems of control/ 
feedback to take advantage of them. It can be destructive, but not  
necassarily. Do those of us who work on big complex systems account  
for (or encourage) gaming?

Any good examples? Day trading comes to mind (gaming the slack in  
traditional securities markets). Others? Q

~ James

==  James Melzer  =======
http://www.jamesmelzer.com
http://del.icio.us/jamesmelzer
== Sent on my iPhone ====

On Aug 23, 2007, at 11:48 AM, "Frank Shepard" <fgshepard at gmail.com>  
wrote:

> ... and look, even crows like to learn:
>
> http://www.newscientist.com/article.ns?id=dn12495
>
> Frank
>
> On 8/23/07, Frank Shepard <fgshepard at gmail.com> wrote:
>>
>> Eric wrote: "so, one that empahsises affordances (and social  
>> conventions)
>> over (say) one
>> being internally logically consistent and predictable? The latter  
>> pair of
>> qualities being ironically an affordance itself, where instead of a
>> physical
>> interface (eg. push bars on a door) we're talking of an intellectual
>> interface. (do make me think)"
>>
>> As you note, the former option is much closer to "conventional"  
>> knowledge,
>> and the mediation (via tacit knowledge) it implies contrasts it with
>> intuition. The latter of your two options is more in line with a  
>> traditional
>> understanding of "intuition" -- i.e., direct, unmediated knowledge;  
>> seeing
>> = knowing (no reasoning needed) -- although the requirement that it  
>> be
>> predictable already complicates things. In other words, I don't think
>> intuition is the proper word for these scenarios. The notion of  
>> "intuition"
>> is dubious in epistemology, and also -- I would argue -- in design.
>>
>> Frank
>>
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