Stray Thought Adam Stone's Home on the Web

Links: A Video About Boxes

The Best Video on Board Game Boxes You’ll See This Year

The main link I wanted to share this week is Amabel Holland’s latest video contemplation of board game boxes. As someone who doesn’t mind—even kinda likes—the beige-cardboard-everywhere feel of 90s-2000s eurogames, I’ve watched with fascination over the past few years as the hobby game world has become much more aware of the power of image and marketing. It takes someone like Amabel who takes art games and the game business seriously to really delve productively into areas like boxes and physical presentation, where the reality of games as commercial entities collides with their various other natures—artistic, ludic, or otherwise.

The Best Apocalyptic Synthwave Hammer Time Video You’ll See This Year

The Best Flickr Galler of Public Domain Images That Go Hard You’ll See This Year

A drawing from 1898 depicting a woman in profile smoking a cigar with the text "Sweet 16"
Image from the British Library, via Flickr

Apologizing to Bots

This is the latest in an unintentional series I’m apparently doing in which I write about topics related to the contemporary debate over the use, usefulness, impact, and harms of generative Artificial Intelligence (genAI) inspired by weeks-old podcasts. The fact that I write these things about old podcast episodes is entirely a function of the fact that my listening backlog is regularly weeks or months long.

This time, I’m writing about an interesting passage from an episode of This American Life entitled My Other Self. The bit I’m discussing starts around 27:45 and runs for about two minutes. You can listen to it directly on the episode page or any number of locations—indeed, wherever you listen to podcasts, as the saying goes.

The part I’m interested in happens during a segment by reporter Evan Ratliff, in which he is experimenting with hooking up ChatGPT to ElevenLabs’ voice synthesizer and a telephone number. He uses this stack to call friends, waste scammers’ and telemarketers’ time, and entertain his father. In the relevant portion of the story, he invites strangers to call the number to participate in a research interview discussing their experiences with AI. Of course, none of the callers know ahead of time that they are speaking to a bot.

A remarkable exchange occurs with a survey respondent named Stephanie. Answering a question from the bot, she says she has probably interacted with AI without even knowing it. Then, half-joking, she exclaims, “Jesus! I’m probably talking to an AI right now!” The bot asks her why she said that, and she explains that the bot is speaking a bit awkwardly. The interaction is brief, and they quickly move on.

The truly remarkable moment happens just afterward. Stephanie calls back after the end of the initial call, and without exactly apologizing, expresses clear regret for hurting the interviewer’s feelings by calling them a bot.

Close-up of a little robot that appears to be constructed from cardboard boxes with yellow lights for eyes
Photo by Janko Ferlič via Unsplash

To me, this illustrates an underappreciated effect of the proliferation of genAI agents, particularly those that are foisted on the public without notice or consent. Clearly, Stephanie was uncertain whether or not she was speaking with a bot. After she got off the phone, she did some kind of moral reckoning: what would it mean if she were in fact talking to a bot? What if she weren’t? What obligation did she feel she had to a possibly human interviewer whom she’d just suggested might be a computer? Conversely, what were her obligations to a computer that she had been led to interact with under false pretenses?

However she happened to arrive at her decision, she concluded it would be worth it to call back and try to smooth things over. And she did that knowing there was a chance she was offering a token of respect to a bot that would not only be unable to appreciate it, but in fact didn’t deserve it.

I think that the more the public is forced or tricked into using genAI, the less common Stephanie’s reaction will be. I’m not talking specifically about apologizing to ChatGPT; I’m talking about considering the feelings of an interlocutor whose humanity can’t be conclusively established.

Any time you interact with an entity that could be either human or AI, you have to decide whether to treat that entity like a person or a computer. As long as your powers of discrimination are imperfect, you run the risk of treating a person like a computer or treating a computer like a person. However, in my view, these two errors are not morally equivalent. Treating a computer like a person might be a little embarrassing, but treating a person like a computer is potentially harmful. The harms are not necessarily large: failing to apologize to someone you’ve mistakenly accused of deceiving you won’t likely do much more than hurt their feelings. But the inverse case, in which you apologize to a computer who actually was deceiving you, costs only the effort that goes into the apology.

I think a world where people don’t treat each other like people because they might be bots is unlikely to be a good world, much less a happy one.


Links: Some Videos for Thanksgiving Week

I’ve got a lot going on for this holiday week, even before I caught whatever bug laid me low for the past 24 hours, so for links I offer a few entertaining videos: two older songs and one wild compilation.

First, a music video for a song that I remember as one of the first that really attracted me to the then-emerging “alternative” scene. Of course, at the time the only way for me to glimpse this scene was through the tiny keyholes of college radio and pre-Matt-Pinfield 120 Minutes. It’s one of those songs that takes me back to a specific point from the past, and I think the video really captures the aesthetic of a moment:

This other video, from a few years later, is for a song that I have known and loved for a long time. Strangely, though, I hadn’t seen the video until recently.

And finally, there’s this wonderful little clip compilation. As you watch it, I want to remind you that this was posted by the official Jeopardy! YouTube channel:


On Falling

I was out for a run not far from the house when I fell. I turned the corner past an intersection and saw a slow pedestrian not far ahead. Rather than slow down, I tried to pass around a traffic light control box. Just as I did, I lost my footing and slapped down onto the concrete. I wasn’t badly hurt—just scrapes on my hands and an inexplicable shoulder bruise—but I was stunned. For just a moment, I stayed down, felt my body’s weight on the dirty sidewalk, leg hanging over the blacktop, head resting on concrete. Then I picked myself up, literally dusted myself off, and went on with my run.

Everyone falls, has fallen, will fall again.

Little kids—especially the really little ones—fall down all the time. Most of the time, they are fine. It can be hard to tell which falls they’ll happily toddle away from and which ones will require comforting and bandaids, and even those are usually unworrying in the end. When they have love and support, kids are resilient, mentally and physically. When I learned to ski in my 30s, I envied the little kids I shared the bunny hill with for their ability to fall hard and pop right back up unfazed. Learning to ski is a good way to reacquaint yourself with falling if you’re out of practice as a grownup.

Young children can achieve a kind of falling-drunk ecstatic state. I’ve seen it. Sometimes, when they’re playing at something that causes them to fall a lot, they’ll abandon the game and just start falling down for the sheer joy of it, spreading like contagion. Hurling themselves on the ground again and again, laughing uncontrollably, they fall every way they can imagine: tumbling headfirst, flopping like a ragdoll, sliding longways, jumping for hangtime, clutching each other to land in a pile.

Some unlucky kids get hurt in a fall, but I estimate that most don’t come to understand the potential for injury until they’re much older, maybe teens. By then, the simple geometry of bigger bodies makes falling a riskier proposition. I remember taking a couple of painful bumps at that age, but looking back now, it’s almost comical how quickly my body recovered from those injuries. They were painful enough to remember, but largely not serious enough to scar.

Most teenagers have gotten pretty good at the mechanical aspects of staying upright, which greatly mitigates one of the major reasons people fall. Falling at that age is usually the result of mental error. Kids largely figure out their bodies relatively early, dealing with the rest is the work of a lifetime.

A fortunate thing about middle age is that falling hasn’t yet taken on the grim implications it has for the elderly. Still, I’m somewhere on that road. Unless something else takes me out before I get there, it’s the destination I’ll eventually reach, where the prospect of a fall is persistent and life-threatening.

For now, at least, I’m fortunate enough to be able to get back up after a brief rest on the pavement. I’m still green enough to take bumps and learn from them, and in so doing avoid more dire falls later on. Scrapes and bruises (even inexplicable ones) don’t heal as fast as they used to. The little aches seem to last longer, too. But I’m on my feet, one after the other, picking up speed down the sidewalk. I’ll slow down before I go around the next signal box, and I’ll feel my feet steady-sure to the ground.

A black and white long-lens shot of a surfer wearing a dark wetsuit frozen in mid-fall from their board with arms splayed and one foot in the air
Photo by Emily Budd via Unsplash

Links: Pages, Bytes, and Escher

Paged Out! is, in its own words, an experimental (one article == one page) technical magazine about programming (especially programming tricks), hacking, security hacking, modern computers, electronics, demoscene, and other similar topics. I just got turned on to this, but I am really loving the most recent issue, Issue 7, which came out last month.

Someone has taken every page of every issue of BYTE magazine and combined them into a single image. Amazingly, it’s even searchable by regular expression!

The Boston Public Library has posted digital copies of its M. C. Escher prints, and they are really something to behold. I remember a high school art project where my teacher, Mrs. Allard, asked the class to create something inspired by Escher. I did a transitional pen-and-ink pattern-filling based on Day and Night, and I’ve had a soft spot for his work ever since.


Links: Dust and Hiss Edition

An Brief Overview of Topics in Game Design

I have been thinking about game design a lot lately, so Raph Koster’s latest post, titled “Game design is simple, actually,” is very timely for me. Despite its trollish title, it covers a lot of ground laying out the complexities of game design, but in a very well structured way—better structured, in fact, than I think I’ve ever seen applied. There’s a ton of depth here; he’s not kidding when he says each of the 12 items could be (indeed, is) a whole shelf of books. I expect I’ll be returning to this for quite some time.

Imagery

Context-Free Patent Art: Probably more accurately “Patent Art Taken out of Context,” but close enough.

Is it me or do the issues from this complete collection of Swedish IKEA catalogs look way more interesting than the American versions of the same? At least the ones from the late 90s and early 2000s, which is when I would have seen them.

Tools

myNoise contains a really wide variety of free noise generators by Stéphane Pigeon. As a personal recommendation, try the dusty vinyl noise machine.

A tight, almost macro shot of a Sisters of Mercy record. A few bits of dust are visible on the vinyl.
Photo by Jan Piatkowski via Unsplash

Comparing the Risks of Social Media and Mass Media

Adam Aleksic wrote recently on the similarities between the harms we popularly attribute to social media and those attributed to television. I grew up squarely in the midst of the moral panic that Baby Boomer parents felt over the malign influence of television on their children. No doubt influenced by their own tender years spent in front of the “boob tube,” there seemed to be endless hand wringing over not whether but how much TV would damage kids’ brains. I see the parallels between that shared freakout and today’s panic over the impact of social media, even as I harbor plenty of concern myself.

The first and most obvious parallel to me is that so much of the anxiety seems to be displaced from parents to children. That is, the young parents of the 70s and 80s represented the first generation of children who grew up with TV in the house expressing worry about its influence on their own children. It’s not hard to see how much of that concern seems motivated by fear of the damage their own exposure to television may have caused. Likewise, today’s young parents come from the first generation of social media users, and one way they are grappling with the harms they experienced is to express worry for their children. Like many parents, I’m not only trying to minimize my daughter’s exposure to social media, I’m also minimizing my own.

A smashed television sits on the sidewalk in front of a damaged building. The words 'Television rules the nation' have been written on its scratched screen in bright red paint.
Photo by Yannick Van Houtven via Unsplash

I think Aleksic’s notes on the similarities between TV and social media should prompt those of us who see the harms as distinct to be more clear about what those differences are. Two immediately come to mind for me:

The first is accessibility and ubiquity, as noted in his piece. The availability of social media on personal, portable, handheld devices greatly increases its reach, and its ability to send urgent-seeming notifications and alerts allows it to interrupt non-social media activities and colonize more of our time and attention. Television, much as its critics may have complained about its supposed inescapability, could never have such direct, immediate, and intrusive access to its viewers.

The other is the very tight feedback loop of individualized, algorithmic adjustments these apps use. Any individual TV channel was (and is) the same for all viewers. But modern social media apps learn from their users, reading both overt and subtle, implicit behavioral cues to shape their behavior. It’s critical to remember that social media apps are designed with a goal in mind—almost always to encourage more and more time and “engagement” in app—and are designed to achieve those goals by constantly tweaking the way they work. These adjustments can be so effective because they are based on a direct stream of individualized behavioral data (each user’s activity within the app), and they do not need to compromise their effectiveness by targeting more than one individual at a time. In other words, it poses no problem if the thing that would make your social media feed maximally engaging to you would be extremely distasteful to me, because I’ll never see your feed.

The propagandists of the mass media era had to develop grand theories of messaging and communication to underlie their efforts to manipulate public sentiment, because they could only address their messages to the collective public. (e.g., Propaganda by Edward Bernays) Modifying behavior through social media requires no larger framework to inform what works and what doesn’t. Its infinitely granular addressability and adaptability simply requires the diligence to conceive of and execute as many experiments as necessary to achieve the desired result, because the effectiveness of each can be easily and directly measured.

This effect is magnified by how much tighter the experimental iteration cycle is in the social media world than it is in television. In just a few seconds of scrolling through a feed, a social media app may run dozens of experiments to gauge a user’s engagement and adjust its behavior in real time. The amount of time it takes to produce a piece of television media, broadcast it, gather audience feedback, and incorporate changes into more content is better measured with a calendar than a stopwatch. And this means that even if each refinement has only a tiny effect, the overall impact is much greater because refinements can be made in much greater volume.

It is certainly instructive to consider modern attitudes toward technologies like social media in the context of earlier generations’ reactions to media innovation. It’s important to remember that, in their day, the invention of the novel and the spread of mass market paperback publication were both considered socially harmful by at least some concerned authorities. But it’s also important to identify what’s distinctive about new media technology and consumption, and to be able to articulate how those distinctions might represent new risks. It’s far harder to mitigate or manage unidentified risks than those we assume intentionally with good information.


Links: Newspaper Stories

The Serious Pages

With the state of American news media today being a very live concern, I was reminded of two films I saw a few years ago describing the production of news in another era. The two films were both produced by the Encyclopedia Britannica, whose film output was previously unknown to me, and both are named “Newspaper Story.” The first is from 1950 and describes a seemingly fictional local newspaper in a midwestern town. The second, from 1973, documents the production process of the Los Angeles Times.

I find both of these films fascinating. One reason is the approach to gathering and reporting on news described in these pieces, which strikes me as speaking for an optimistic American post-war media consensus, idealized and imperfect as it is. The other is the amount of effort that went into the physical production of the papers themselves. The advent of near-instantaneous digital communication completely restructured these enterprises and shifted media companies’ primary efforts away from what was previously the thrust of their work: producing some physical product, whether bundles of printed pages or towers that beam radio signals to receivers.

Both of these are great watches, but if you’re only going to watch one, I recommend the LA Times film from the 70s.

Newspaper Story, 1950 via A/V Geeks 16mm Films
Newspaper Story, 1973 via A/V Geeks 16mm Films

The Funny Pages

This announcement got a lot of publicity when it came out a few weeks ago, but it’s better late than never to note that Gary Larson (of The Far Side fame) is making new comics again.


Link Round Up: Word Puzzles and Software

Dispatches from the world of daily puzzles

I already link to Bracket City, a daily word puzzle, from my links page. But I haven’t yet linked to the Bracket City Dispatch, the newsletter that for some reason hasn’t moved over to The Atlantic with its namesake game. It’s an interesting word-of-the-day newsletter. I’d really love to find something to replace the Paul McFedries’ old Word Spy newsletter, which focused on neologisms, but for now, this will do.

Speaking of daily puzzles, I recently discovered Doople, in which players find pairs of words that link together to build a chain. It’s a lot like Puzzmo’s Circuits, which came out just a month or two ago and uses the same core puzzle concept with a more variable structure.

They don’t make it (software) like they used to

I have seen a bunch of good essays and blog posts from technologists trying to grapple with the weaknesses of LLMs without sliding into facile dismissal or doomerism. One that really helped me with my own thinking on the matter is Why your boss isn’t worried about AI by Boyd Kane, which does a good job breaking down key ways LLMs don’t work the way software typically does. It’s hard to emphasize enough how important determinism is for programming, and the way LLMs rip away that assumption (possibly irrevocably so) is extraordinarily disorienting. But, as this piece lays out, that’s not the only assumption being broken.

The Great Software Quality Collapse: I look at this as a kind of companion piece to Boyd Kane’s essay. Even traditional, non-LLM software is going through a crisis of quality. It would be very difficult to argue that commercial software hasn’t become a profligate resource waster. The headline example in this essay, the MacOS calculator app leaking 32GB of memory, is a grievous example that should be a wake-up call for the industry. Not because of its cost—for better or worse, memory is cheap these days—but because of what it says about how the industry is failing to do quality work. Wasting 32GB of memory, especially for an app as simple as a desktop calculator, is hard, and actually shipping such an enormous flaw should make everyone think twice about how risky software is.

No seriously, they don’t make it like they used to

This charming little training film illustrates the way people thought about bringing computer technology into the enterprise almost 50 years ago. One of the bitterest ironies in the state of computing today is that there are still plenty of corners of the business world that could still benefit from adopting very basic information technology, but that’s not where the money is right now.


Link Round Up: Interactive Edition

Things You Can Play With

Generally speaking, these collections of links point to things out on the broader Web, but I reserve the right on occasion to highlight my own stuff. Earlier this week, in a fit of early-aughts nostalgia, I recreated a web toy that had been a very popular feature of my ancient, defunct blog: The Potty Humor Name Generator. Rebuilt from scratch as a client-side single page app, this little amusement will help you, too, relive the joy of pointless Web tools featuring the comedic stylings of the Captain Underpants series of kids’ books.

After you’ve wrung all the enjoyment out of my own humble contribution to making the Web fun again, which shouldn’t take long, some more worthwhile ways to use your time could include the new (launched today!) daily game Tiled Words, an interesting cross between a crossword and a tile-laying puzzle.

There is also the 10,000 Drum Machines project, whose name describes its goal better than its current state. Still, 55 Web-based interactive drum machines (as of today) is a pretty impressive collection. I love these kinds of creative tools and really want to see more of them.

Things To Think About

I was recently thinking about contronyms, which are words that can be their own opposites. One classic example of this is the word “dust,” which can refer both to removing dust (e.g., “he dusted the bookshelves”) and adding dust or powder (e.g., “he dusted the counter with flour”). In my case, I was thinking about the word “deliver,” which means both providing something (“deliver the package”) and taking something away (“deliver me from evil”). In the course of my wonderings, I happened upon the phase “skunked term”, which to me captures not only the specific linguistic experience of a term’s usefulness diminishing because of changes in its usage but also something larger about the experience of trying to communicate more generally as semantic drift seems to accelerate in these first few decades of the millennium.

Things To Watch

You think you know about bowling, but do you know about duckpin bowling? What if I told you there are a whole bunch of YouTube vidoes containing full telecasts of duckpin bowling matches just waiting for you to watch? When I was a kid, it felt like this stuff was on local TV all the time, and honestly, we’re worse off without them.

And as a bonus this week, a modern classic of the YouTube Poop genre, especially for Columbo superfans such as myself:

A view down a jetty looking toward a breakwater and the ocean beyond under a clear blue sky