Vasant Dhar: “Clearly, the global economy has been a wreck, with declining ad revenues, which is shining a spotlight on the cost side of social media platforms. But the real war is over long-term attention, which is essentially a zero-sum game. Amazon, Google, Facebook and Twitter cornered most of our attention over the last decade because they were early, and “network effects” did the rest, meaning that they became more valuable to people as more people joined the platform. Most of the ad dollars flowed into them, away from conventional media. But Meta/Facebook and Twitter have had a murky mission, and have gradually lost their way. In good times, mission didn’t matter much, as long as their “objective functions” did a decent job of creating engagement, typically measured by time spent or value added on the platform. In my conversation with Stuart Russell, we considered to what extent the pursuit of such singular objectives – such as time spent, might have led to the unintended side effects we’ve seen, such as political polarization and teen depression. In tough times, murky missions can lead to the wrong objective functions that harm long-term value.”
WSJ on managing superstar employees: “Organizations spend considerable resources recruiting and deploying stars—high performers with greater visibility—in the hopes that they will not only create value through their own contributions, but also elevate the game of those around them. And, yes, working with stars can sometimes inspire colleagues to dream bigger, learn faster, and work harder. But it often doesn’t work out that way, our research shows. In fact, hiring a star can bring just as many negative results as positives…In our research, we’ve examined when star employees inspire their colleagues and when they deflate them, and discovered a number of factors that can make all the difference. Among them: the personality of the stars, the goals and mind-sets of the people they work with, and aspects of the team or workplace culture.”
Dan Shipper: “People think AI is going to replace individuals and create gigantic trillion dollar megacorporations that will upend Google. But I think there’s a strong case to be made that rather than replacing individuals, recent advances in AI will empower them to make an impact on a scale matching some of the biggest businesses, research labs, and creative organizations of today…AI pushes the cost of intelligence toward zero. And as this happens, domains of achievement that were previously unavailable to individuals and small teams—because they required the marshaling and coordination of a large amount of intelligence—suddenly open up.”
WSJ: “The rate of change of the first derivative is called the second derivative. We can keep on calculating further rates of change, but they don’t have names, since we don’t usually think about them. However, they are critical to engineers designing roller coasters. Acceleration can be exciting, but if it changes too abruptly it can cause injury. The rate of change of acceleration is the third derivative, and its technical name is jerk, because it makes rides feel jerky. The next three derivatives are sometimes known as snap, crackle and pop, showing that humor can be involved in mathematical terminology.”
Marily Oppezzo and Daniel L. Schwartz: “Four experiments demonstrate that walking boosts creative ideation in real time and shortly after. In Experiment 1, while seated and then when walking on a treadmill, adults completed Guilford’s alternate uses (GAU) test of creative divergent thinking and the compound remote associates (CRA) test of convergent thinking. Walking increased 81% of participants’ creativity on the GAU, but only increased 23% of participants’ scores for the CRA. In Experiment 2, participants completed the GAU when seated and then walking, when walking and then seated, or when seated twice. Again, walking led to higher GAU scores. Moreover, when seated after walking, participants exhibited a residual creative boost. Experiment 3 generalized the prior effects to outdoor walking. Experiment 4 tested the effect of walking on creative analogy generation. Participants sat inside, walked on a treadmill inside, walked outside, or were rolled outside in a wheelchair. Walking outside produced the most novel and highest quality analogies. The effects of outdoor stimulation and walking were separable. Walking opens up the free flow of ideas, and it is a simple and robust solution to the goals of increasing creativity and increasing physical activity.”