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Kurt Laitner

Inequality: Why egalitarian societies died out - opinion - 30 July 2012 - New Scientist - 0 views

  • FOR 5000 years, humans have grown accustomed to living in societies dominated by the privileged few. But it wasn't always this way. For tens of thousands of years, egalitarian hunter-gatherer societies were widespread. And as a large body of anthropological research shows, long before we organised ourselves into hierarchies of wealth, social status and power, these groups rigorously enforced norms that prevented any individual or group from acquiring more status, authority or resources than others.*
  • How, then, did we arrive in the age of institutionalised inequality? That has been debated for centuries. Philosopher Jean-Jacques Rousseau reasoned in 1754 that inequality was rooted in the introduction of private property. In the mid-19th century, Karl Marx and Friedrich Engels focused on capitalism and its relation to class struggle. By the late 19th century, social Darwinists claimed that a society split along class lines reflected the natural order of things - as British philosopher Herbert Spencer put it, "the survival of the fittest". (Even into the 1980s there were some anthropologists who held this to be true - arguing that dictators' success was purely Darwinian, providing estimates of the large numbers of offspring sired by the rulers of various despotic societies as support.)
  • But by the mid-20th century a new theory began to dominate. Anthropologists including Julian Steward, Leslie White and Robert Carneiro offered slightly different versions of the following story: population growth meant we needed more food, so we turned to agriculture, which led to surplus and the need for managers and specialised roles, which in turn led to corresponding social classes.
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  • One line of reasoning suggests that self-aggrandising individuals who lived in lands of plenty ascended the social ranks by exploiting their surplus - first through feasts or gift-giving, and later by outright dominance
  • At the group level, argue anthropologists Peter Richerson and Robert Boyd, improved coordination and division of labour allowed more complex societies to outcompete the simpler, more equal societies
  • From a mechanistic perspective, others argued that once inequality took hold - as when uneven resource-distribution benefited one family more than others - it simply became ever more entrenched. The advent of agriculture and trade resulted in private property, inheritance, and larger trade networks, which perpetuated and compounded economic advantages.
  • Many theories about the spread of stratified society begin with the idea that inequality is somehow a beneficial cultural trait that imparts efficiencies, motivates innovation and increases the likelihood of survival. But what if the opposite were true?
  • In a demographic simulation that Omkar Deshpande, Marcus Feldman and I conducted at Stanford University, California, we found that, rather than imparting advantages to the group, unequal access to resources is inherently destabilising and greatly raises the chance of group extinction in stable environments.
  • Counterintuitively, the fact that inequality was so destabilising caused these societies to spread by creating an incentive to migrate in search of further resources. The rules in our simulation did not allow for migration to already-occupied locations, but it was clear that this would have happened in the real world, leading to conquests of the more stable egalitarian societies - exactly what we see as we look back in history.
  • In other words, inequality did not spread from group to group because it is an inherently better system for survival, but because it creates demographic instability, which drives migration and conflict and leads to the cultural - or physical - extinction of egalitarian societies.
  • Egalitarian societies may have fostered selection on a group level for cooperation, altruism and low fertility (which leads to a more stable population), while inequality might exacerbate selection on an individual level for high fertility, competition, aggression, social climbing and other selfish traits.
Tiberius Brastaviceanu

In networks, cooperation trumps collaboration | Harold Jarche - 0 views

  • Collaboration happens around some kind of plan or structure
  • cooperation presumes the freedom of individuals to join and participate
  • Cooperation is a driver of creativity
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  • use networks as our primary form of living and working
  • Tribal; Institutional; Markets; Networks
  • how we have evolved as a civilisation
  • network
  • a form in itself that can address issues that the three other forms could not
  • Chaordic refers to a system of governance that blends characteristics of chaos and order.
  • Wirearchy: a dynamic multi-way flow of power and authority based on information, knowledge, trust and credibility, enabled by interconnected people and technology.
  • Collaboration is only part of working in networks
  • Cooperation is also necessary, but it’s much less controllable than our institutions, hierarchies and HR practices would like to admit.
  • In networks, cooperation trumps collaboration
Tiberius Brastaviceanu

Design Like No One Is Patenting - How SparkFun Stays Ahead of the Pack - 0 views

  • Electronics supplier SparkFun designs dozens of products a year and they haven’t patented a single one. It’s worked out pretty well so far.
  • makes its living by shipping kits and components like bread boards, servo motors and Arduino parts to a mixture of students, hobbyists, and professionals making prototypes
  • the company has made its name is in a stable of its own custom parts and kits, the designs for which it gives away for free.
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  • “We find that people will copy your design no matter what you do,” she says. “You might as well just play the game and go ahead and innovate. It’s fun, it keeps us on our toes.”
  • “The open source model just forces us to innovate,” says Boudreaux.
  • the open hardware model means that SparkFun’s existence depends not on any particular product, but on an ongoing relationship with customers that’s not too dissimilar to the loyalty commanded by a fashion house.
  • wolf of obsolescence is always at electronics’ door
  • don’t spend much time worrying about the copyists, they just keep releasing new looks
  • it’s about staying relevant and filling the needs of the community
  • SparkFun’s rapid turnover model is one that echoes the fashion industry.
  • keep their service exemplary
  • listening to their customers
  • developed a community of loyal users and fans
  • weekly new product posts
  • You can learn a lot about what a company cares about by looking at what they give away and what they protect.
  • SparkFun’s actual value is in the community of fans and loyal customers that keep coming back, and the expertise under its roof in servicing their needs.
  • Their catalog has about 2,500 items at any given time
  • SparkFun orders parts from 500 suppliers
  • 15 new products every week
  • hey retire products at a similar rate, due to either low sales, or obsolescence
  • Of the 2,500 items, about 400 are things designed internally.
  • To handle the pace of change, SparkFun needs to keep its inventory lean.
  • “We try to do small runs and order in small quantities. Especially something that’s going to be obsolete quickly.”
  • To help manage the demand, they use an in-house software system
  • along with inventory and CMS management, tries to predict demand for different components and ensure they get ordered with sufficient lead time to account for how long it takes to get there.
  • the innovation (revisions and new releases) here at SparkFun is organic and not planned,” says Boudreaux, “But we do a few things to make sure we are keeping up.”
  • monitors all costumer feedback from emails to the comment section that is present on every page of the company’s site. They also ensure that team members have time to tinker in the office, write tutorials, and visit hackerspaces and maker events. “For us, designing (and revising) widgets is the job.”
  • anyone in the company can suggest ideas and contribute designs.
  • ideas run through an internal process of design, review, prototyping, testing and release.
  • “They eat these products up, even if the products are not ready for the mainstream & educator community due to minimal documentation or stability.”
  • symbiotic relationship with these early adopters, where feedback helps SparkFun revised and improve products for use by the rest of the community
  • I don’t think they help much
  • The risk of this rate of change is that SparkFun can end up outpacing some of their customers.
  • “There’s balance in everything,” says Boudreaux, “Innovation does not necessarily need speed in order to create valuable change. Sometimes innovation works at a slower pace, but that does not mean it is any less valuable to those that benefit from it, and we are constantly balancing the needs of two very different customers.”
  • unprotected and unencumbered by patents
  • racing to get the latest, coolest things in the hands of its customers.
  • patents
  • “We have to be willing to kill ideas that don’t work, take a lot of tough criticism, and move fast. If we stay agile, we stay relevant.”
  • cost $30,000 to $50,000
  • USPTO is so backed up you’ll have to wait three to five years to even hear back on their decision.
  • how much does technology change in five years?
  • company’s blog where they’ve been documenting production and business practices for years.
  • they even want to open source Sparkle. “It’s a wild ride,” she says, “but a fun one for sure.”
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    shared by Jonathan, annotated by Tibi
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