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Steve Bosserman

AI, automation, and the future of work: Ten things to solve for - 0 views

  • Automation and artificial intelligence (AI) are transforming businesses and will contribute to economic growth via contributions to productivity. They will also help address “moonshot” societal challenges in areas from health to climate change.
  • At the same time, these technologies will transform the nature of work and the workplace itself. Machines will be able to carry out more of the tasks done by humans, complement the work that humans do, and even perform some tasks that go beyond what humans can do. As a result, some occupations will decline, others will grow, and many more will change.
  • While we believe there will be enough work to go around (barring extreme scenarios), society will need to grapple with significant workforce transitions and dislocation. Workers will need to acquire new skills and adapt to the increasingly capable machines alongside them in the workplace. They may have to move from declining occupations to growing and, in some cases, new occupations.
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  • This executive briefing, which draws on the latest research from the McKinsey Global Institute, examines both the promise and the challenge of automation and AI in the workplace and outlines some of the critical issues that policy makers, companies, and individuals will need to solve for.
Steve Bosserman

Gamification has a dark side - 0 views

  • Gamification is the application of game elements into nongame spaces. It is the permeation of ideas and values from the sphere of play and leisure to other social spaces. It’s premised on a seductive idea: if you layer elements of games, such as rules, feedback systems, rewards and videogame-like user interfaces over reality, it will make any activity motivating, fair and (potentially) fun. ‘We are starving and games are feeding us,’ writes Jane McGonigal in Reality Is Broken (2011). ‘What if we decided to use everything we know about game design to fix what’s wrong with reality?’
  • But gamification’s trapping of total fun masks that we have very little control over the games we are made to play – and hides the fact that these games are not games at all. Gamified systems are tools, not toys. They can teach complex topics, engage us with otherwise difficult problems. Or they can function as subtle systems of social control.
  • The problem of the gamified workplace goes beyond micromanagement. The business ethicist Tae Wan Kim at Carnegie Mellon University in Pittsburgh warns that gamified systems have the potential to complicate and subvert ethical reasoning. He cites the example of a drowning child. If you save the child, motivated by empathy, sympathy or goodwill – that’s a morally good act. But say you gamify the situation. Say you earn points for saving drowning children. ‘Your gamified act is ethically unworthy,’ he explained to me in an email. Providing extrinsic gamified motivators, even if they work as intended, deprive us of the option to live worthy lives, Kim argues. ‘The workplace is a sacred space where we develop ourselves and help others,’ he notes. ‘Gamified workers have difficulty seeing what contributions they really make.’
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  • The 20th-century French philosopher Michel Foucault would have said that these are technologies of power. Today, the interface designer and game scholar Sebastian Deterding says that this kind of gamification expresses a modernist view of a world with top-down managerial control. But the concept is flawed. Gamification promises easy, centralised overviews and control. ‘It’s a comforting illusion because de facto reality is not as predictable as a simulation,’ Deterding says. You can make a model of a city in SimCity that bears little resemblance to a real city. Mistaking games for reality is ultimately mistaking map for territory. No matter how well-designed, a simulation cannot account for the unforeseen.
Bill Fulkerson

Why a 400-Year Program of Modernist Thinking is Exploding | naked capitalism - 0 views

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    " Fearless commentary on finance, economics, politics and power Follow yvessmith on Twitter Feedburner RSS Feed RSS Feed for Comments Subscribe via Email SUBSCRIBE Recent Items Links 3/11/17 - 03/11/2017 - Yves Smith Deutsche Bank Tries to Stay Alive - 03/11/2017 - Yves Smith John Helmer: Australian Government Trips Up Ukrainian Court Claim of MH17 as Terrorism - 03/11/2017 - Yves Smith 2:00PM Water Cooler 3/10/2017 - 03/10/2017 - Lambert Strether Why a 400-Year Program of Modernist Thinking is Exploding - 03/10/2017 - Yves Smith Links 3/10/17 - 03/10/2017 - Yves Smith Why It Will Take a Lot More Than a Smartphone to Get the Sharing Economy Started - 03/10/2017 - Yves Smith CalPERS' General Counsel Railroads Board on Fiduciary Counsel Selection - 03/10/2017 - Yves Smith Another Somalian Famine - 03/10/2017 - Yves Smith Trade now with TradeStation - Highest rated for frequent traders Why a 400-Year Program of Modernist Thinking is Exploding Posted on March 10, 2017 by Yves Smith By Lynn Parramore, Senior Research Analyst at the Institute for New Economic Thinking. Originally published at the Institute for New Economic Thinking website Across the globe, a collective freak-out spanning the whole political system is picking up steam with every new "surprise" election, rush of tormented souls across borders, and tweet from the star of America's great unreality show, Donald Trump. But what exactly is the force that seems to be pushing us towards Armageddon? Is it capitalism gone wild? Globalization? Political corruption? Techno-nightmares? Rajani Kanth, a political economist, social thinker, and poet, goes beyond any of these explanations for the answer. In his view, what's throwing most of us off kilter - whether we think of ourselves as on the left or right, capitalist or socialist -was birthed 400 years ago during the period of the Enlightenment. It's a set of assumptions, a particular way of looking at the world that pushed out previous modes o
Steve Bosserman

There is no difference between computer art and human art | Aeon Ideas - 0 views

  • In industry, there is blunt-force algorithmic tension – ‘Efficiency, capitalism, commerce!’ versus ‘Robots are stealing our jobs!’ But for algorithmic art, the tension is subtler. Only 4 per cent of the work done in the United States economy requires ‘creativity at a median human level’, according to the consulting firm McKinsey and Company. So for computer art – which tries explicitly to zoom into this small piece of that vocational pie – it’s a question not of efficiency or equity, but of trust. Art requires emotional and phrenic investments, with the promised return of a shared slice of the human experience. When we view computer art, the pestering, creepy worry is: who’s on the other end of the line? Is it human? We might, then, worry that it’s not art at all.
  • But the honest-to-God truth, at the end of all of this, is that this whole notion is in some way a put-on: a distinction without a difference. ‘Computer art’ doesn’t really exist in an any more provocative sense than ‘paint art’ or ‘piano art’ does. The algorithmic software was written by a human, after all, using theories thought up by a human, using a computer built by a human, using specs written by a human, using materials gathered by a human, at a company staffed by humans, using tools built by a human, and so on. Computer art is human art – a subset rather than a distinction. It’s safe to release the tension.
Steve Bosserman

Germany Cracks Productivity Puzzle as Others Lag | Fast Forward | OZY - 0 views

  • “It’s clear that Germany has very distinct differences in its business structure and cultural makeup,” says Tony Danker, CEO of Be the Business, which campaigns to spread best practice on productivity to British companies. “There is real interest in continuous improvement and building business networks and institutions that focus on this. This spirit and activity feels eminently replicable even if the institutions are not.”
  • Indeed, a key difference between the U.K. and Germany lies in the training that workers receive. Although German managers are less likely to have higher educational qualifications, they have often received vocational training that builds workplace expertise. And despite the U.K. having more tertiary-educated managers than Germany, the Organization for Economic Cooperation and Development data show their actual skills, in literacy and data management, are lower.
Steve Bosserman

High score, low pay: why the gig economy loves gamification | Business | The Guardian - 0 views

  • Simply defined, gamification is the use of game elements – point-scoring, levels, competition with others, measurable evidence of accomplishment, ratings and rules of play – in non-game contexts. Games deliver an instantaneous, visceral experience of success and reward, and they are increasingly used in the workplace to promote emotional engagement with the work process, to increase workers’ psychological investment in completing otherwise uninspiring tasks, and to influence, or “nudge”, workers’ behaviour.
  • According to Burawoy, production at Allied was deliberately organised by management to encourage workers to play the game. When work took the form of a game, Burawoy observed, something interesting happened: workers’ primary source of conflict was no longer with the boss. Instead, tensions were dispersed between workers (the scheduling man, the truckers, the inspectors), between operators and their machines, and between operators and their own physical limitations (their stamina, precision of movement, focus). The battle to beat the quota also transformed a monotonous, soul-crushing job into an exciting outlet for workers to exercise their creativity, speed and skill. Workers attached notions of status and prestige to their output, and the game presented them with a series of choices throughout the day, affording them a sense of relative autonomy and control. It tapped into a worker’s desire for self-determination and self-expression. Then, it directed that desire towards the production of profit for their employer.
  • Former Google “design ethicist” Tristan Harris has also described how the “pull-to-refresh” mechanism used in most social media feeds mimics the clever architecture of a slot machine: users never know when they are going to experience gratification – a dozen new likes or retweets – but they know that gratification will eventually come. This unpredictability is addictive: behavioural psychologists have long understood that gambling uses variable reinforcement schedules – unpredictable intervals of uncertainty, anticipation and feedback – to condition players into playing just one more round.
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  • Gaming the game, Burawoy observed, allowed workers to assert some limited control over the labour process, and to “make out” as a result. In turn, that win had the effect of reproducing the players’ commitment to playing, and their consent to the rules of the game. When players were unsuccessful, their dissatisfaction was directed at the game’s obstacles, not at the capitalist class, which sets the rules. The inbuilt antagonism between the player and the game replaces, in the mind of the worker, the deeper antagonism between boss and worker. Learning how to operate cleverly within the game’s parameters becomes the only imaginable option. And now there is another layer interposed between labour and capital: the algorithm.
Steve Bosserman

'Forget the Facebook leak': China is mining data directly from workers' brains on an in... - 0 views

  • The technology is in widespread use around the world but China has applied it on an unprecedented scale in factories, public transport, state-owned companies and the military to increase the competitiveness of its manufacturing industry and to maintain social stability.
  • Jin said that at present China’s brain-reading technology was on a par with that in the West but China was the only country where there had been reports of massive use of the technology in the workplace.
  • With improved speed and sensitivity, the device could even become a “mental keyboard” allowing the user to control a computer or mobile phone with their mind.
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  • Qiao Zhian, professor of management psychology at Beijing Normal University, said that while the devices could make businesses more competitive the technology could also be abused by companies to control minds and infringe privacy, raising the spectre of “thought police”.
  • “There is no law or regulation to limit the use of this kind of equipment in China. The employer may have a strong incentive to use the technology for higher profit, and the employees are usually in too weak a position to say no,” he said.
  • Lawmakers should act now to limit the use of emotion surveillance and give workers more bargaining power to protect their interests, Qiao said. “The human mind should not be exploited for profit,” he said.
Steve Bosserman

Can the Alt-Labor Movement Improve Conditions for American Workers? - 0 views

  • Let's start with the basics. When people talk about alt-labor groups, what kinds of groups are they referring to?They're talking about organizing groups that don't do collective bargaining, so they're a little bit different from the way people generally think about labor unions that enter into negotiations with employers, that have a contract with employers that gets re-opened every few years and negotiated, that have a standardized way of operating, a standard structure of local organization, and members who pay dues and then are represented at their workplace.They're talking about worker centers—which are community-based worker organizations that are led by workers that do a combination of service, advocacy, and organizing. Or we're talking about unions that don't have traditional collective bargaining structures but work in a slightly different way.
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