Hey Internet! Grow up and make us better | Nicholas Molnar | TEDxVancouver
-
0:15 - 0:16So we all know
-
0:16 - 0:20that the values of our community
affect the way we think, -
0:20 - 0:24or that the rules of the road
affect the way we drive; -
0:24 - 0:27we all understand
that the laws of our country -
0:27 - 0:29dictate how we act.
-
0:29 - 0:32But I am here to talk to you
about a different kind of influence, -
0:32 - 0:36the influence of the web services
that you use every day; -
0:36 - 0:38how they play into your life,
-
0:38 - 0:43and how the tiny decisions in their design
can have ramifications in the real world. -
0:45 - 0:49It's easy to think of web services
as being super-human. -
0:49 - 0:54Something like Facebook or Google
is so big and complicated -
0:54 - 0:56that there's just no way
you can understand -
0:56 - 0:57what's going on there.
-
0:57 - 1:01And there's no way to draw
any human assumptions or motivations -
1:01 - 1:03that went into their design.
-
1:04 - 1:07But I'm going to propose
a short, little thought experiment. -
1:07 - 1:11What if your favorite social network
started ranking your friends? -
1:11 - 1:17Not friends' posts, not based on
how much it inferred that you like them -
1:17 - 1:19but on how much you disagree with them.
-
1:19 - 1:22Would that make your experience
a little different? -
1:22 - 1:24Would that make your world
a little different? -
1:24 - 1:28What if your search engine
suddenly took on a Icelandic viewpoint? -
1:30 - 1:32Would that be
a different experience for you -
1:32 - 1:35when you started looking into
a new topic that fascinated you? -
1:35 - 1:38Or if your music store suddenly decided
-
1:38 - 1:41that you needed
to listen to country music. -
1:41 - 1:44That could really change
the way that you look at music. -
1:46 - 1:48In any of these cases,
would you really notice -
1:48 - 1:50that the service had changed,
-
1:50 - 1:53or would you think that something
about the world had changed? -
1:53 - 1:54To understand this,
-
1:54 - 1:56you need to understand
how the services get created, -
1:56 - 2:00how the rules get built,
and how decisions get made. -
2:01 - 2:05So we could think of this
as spontaneous inspiration: -
2:05 - 2:09geeks in coffee shops coming up with ideas
and putting them out on the web, -
2:09 - 2:14but the truth is any savvy company
worth its salt relies on measurement. -
2:14 - 2:17They look at patterns
of how people use their site, -
2:17 - 2:20they change things, and they see
if that drives them to use it more. -
2:20 - 2:23If they find success,
these methods get published somewhere, -
2:23 - 2:27and they spread across the Internet
very, very quickly. -
2:27 - 2:30And so, measurement
is at the core of decision-making. -
2:31 - 2:34The next logical question is:
what are they measuring? -
2:34 - 2:37And the answer
is this loosely-defined term -
2:37 - 2:39called "engagement."
-
2:39 - 2:42Engagement is any time
you click on something on the web, -
2:42 - 2:45any time you link to something,
any time you tweet about it, -
2:45 - 2:49any time that you do anything
that can be measured -
2:49 - 2:50is called engagement.
-
2:51 - 2:56That has some odd properties.
-
2:56 - 3:00A long, nasty argument,
something bitter and fiery -
3:00 - 3:04that can be very engaging
by any objective measure; -
3:04 - 3:06an Internet flame war, highly engaging.
-
3:06 - 3:10But a short love note that can
make two people's lives much better, -
3:10 - 3:12that is not very engaging;
-
3:12 - 3:14and so the data is wrong.
-
3:14 - 3:18A hot piece of gossip is more important
than a health advisory? -
3:18 - 3:20I don' think that's true.
-
3:23 - 3:27So what happens
-
3:27 - 3:31when the best thing for us
isn't very engaging? -
3:31 - 3:33We are going to look at three examples
-
3:33 - 3:37of how driving engagement
can be bad for users. -
3:37 - 3:40it's important to note
these aren't the work of evil villains, -
3:40 - 3:43these aren't people
trying to manipulate the populace. -
3:43 - 3:45These are things happening
all over the Internet. -
3:45 - 3:47These are examples of the next big thing.
-
3:47 - 3:50Companies are investing
millions of dollars to get better at this -
3:50 - 3:53without really looking at
any of the costs. -
3:55 - 3:57So the first problem is
-
3:57 - 4:00that really engaging sites
know you too well. -
4:00 - 4:04Personalization is the holy grail
of the modern web. -
4:04 - 4:08You want an experience
that is totally tailored to the user -
4:08 - 4:11that knows what they want before they do.
-
4:14 - 4:19So for example, when I go to Google,
and I search for Apple, I get this. -
4:19 - 4:22But when a farmer goes to Google,
and they search for Apple, -
4:22 - 4:24they might get this, and that's great.
-
4:24 - 4:27That's clearly is giving people
what they want, -
4:27 - 4:29and it cost no one anything.
-
4:30 - 4:32So let's dig into how
a system like this works. -
4:32 - 4:34Probably one of the most advanced
-
4:34 - 4:37is the the Netflix
recommendation algorithm. -
4:37 - 4:40Netflix takes a look
at all the movies you've watched, -
4:40 - 4:43and all the movies you've rated,
and puts you into a bucket. -
4:43 - 4:47And then, it looks at
what other people in the bucket like -
4:47 - 4:50that you haven't seen,
or watched, or rated, -
4:50 - 4:52and it recommends that to you.
-
4:52 - 4:5760% of Netflix is 16 million users,
so10 million people, give or take, -
4:57 - 5:01use this to watch their movies,
to make their choices. -
5:01 - 5:03And once again,
this doesn't sound so harmful. -
5:03 - 5:06It's clearly a popular service,
and it's recommending good movies. -
5:06 - 5:10I mean, really,
this all sounds pretty good, -
5:10 - 5:14but nobody asks which bucket
you really belong in, -
5:14 - 5:16which bucket you aspire to be in.
-
5:16 - 5:21Movies are
a pretty small portion of your life. -
5:21 - 5:24You're not making life-and-death decisions
based on this system, -
5:24 - 5:25it's just choosing
-
5:25 - 5:28how you're going to spend
two or three hours of your evening. -
5:28 - 5:30What about matters of fact?
-
5:31 - 5:34Let's imagine the same system
ten years down the road: -
5:34 - 5:37it's even better, it's truly personalized,
-
5:37 - 5:41and you're looking for information
about ancient history. -
5:41 - 5:46For 42% of Canadians,
this is what you get as the result. -
5:46 - 5:47These 42% of Canadians believe
-
5:47 - 5:51that dinosaurs and humans
walked the Earth at the same time. -
5:52 - 5:55Am I the only one
who finds this a little scary? -
5:55 - 5:57That as the system gets better,
-
5:57 - 6:00it's just reinforcing
people's existing biases? -
6:00 - 6:03Because there's no way
that if you are in that 42%, -
6:03 - 6:07you are not going to click on this,
you are not going to blog about it, -
6:07 - 6:08you are not going to tweet about it;
-
6:08 - 6:11you are going to drive
every measure of engagement -
6:11 - 6:15to tell that service
this piece of content is authoritative. -
6:15 - 6:18What if you are wrong?
-
6:18 - 6:23What if there's a way to find truth
that is being ignored? -
6:25 - 6:28It's scary because it's happening already;
you can see right there: -
6:28 - 6:32Google news -- you go there today,
and you get recommended news stories, -
6:32 - 6:37but it's news stories recommended based on
what you were interested in before, -
6:37 - 6:40which means
that it's picking up all your biases -
6:40 - 6:43every time you click
on the trashy news article, -
6:43 - 6:46it's telling the system
that you like trash. -
6:46 - 6:52This system isn't designed
to improve your news reading, -
6:52 - 6:55it's designed to get
short term engagement, -
6:55 - 6:57just get people to click on the box.
-
7:00 - 7:03So the next problem
with really engaging sites -
7:03 - 7:05is that they're very fun.
-
7:06 - 7:08And I say this half-jokingly,
-
7:08 - 7:13but making something a lot of fun
can make people addicted to it -
7:13 - 7:16not necessarily
because of the value it delivers -
7:16 - 7:18but just because of the compulsion,
-
7:18 - 7:22the loops that they have designed
into the system -
7:22 - 7:25to make it really, really sticky.
-
7:25 - 7:28And sticky isn't the same as rewarding.
-
7:28 - 7:30Just how sticky something can become:
-
7:30 - 7:34World of Warcraft had
6 million man-years invested in it. -
7:34 - 7:386 million years of of someone's time
went into World of Warcraft. -
7:38 - 7:40And it's clearly very sticky,
and it's very engaging. -
7:40 - 7:45People spend 3 billion hours a week
inside virtual worlds in general. -
7:45 - 7:49They are spending billions of dollars
on property that only exists in a database -
7:49 - 7:52so this is something
that people really buy into. -
7:52 - 7:54And I'd like to dig into why;
-
7:54 - 7:58maybe we can draw some conclusions
that can be useful elsewhere. -
7:58 - 8:01So I think the first reason
people spend so much time in these worlds -
8:01 - 8:04is because game designers
take fun seriously. -
8:04 - 8:07They optimize for it, they test it,
-
8:07 - 8:11they are basically reverse engineering
the fun center of the brain. -
8:11 - 8:14And they tell us something about ourselves
-
8:14 - 8:17from what games become successful
and what games are boring. -
8:19 - 8:20So evolutionary biologists tell us
-
8:20 - 8:24that people feel pleasure
after completing a collection or a set. -
8:24 - 8:27So for example, if you collect stamps,
-
8:27 - 8:31and you get the last
of the Mongolian 1956 train series, -
8:31 - 8:33you're going to feel pretty good.
-
8:33 - 8:36But you didn't need to tell that
to the Parker Brothers. -
8:36 - 8:38They managed to figure that out
all on their own. -
8:40 - 8:43B.F. Skinner spent years studying rats,
-
8:43 - 8:45and their reaction
to various reward schedules. -
8:45 - 8:50What he did was he constructed a box,
and he added a lever and a food dispenser, -
8:50 - 8:51and he toyed around
-
8:51 - 8:55with the ratio of how many presses
of the lever delivered how much food. -
8:55 - 8:58And what he found was
that if you vary the size of the prize -
8:58 - 9:03and the frequency that it's doled out,
the rats are more likely to keep trying. -
9:03 - 9:04But of course,
-
9:04 - 9:09you could've just looked at a slots player
who is showing the exact same behavior. -
9:12 - 9:14And I think this applies
to a lot more than games. -
9:14 - 9:18The best example of this
in the offline world -
9:18 - 9:20is really Weight Watchers.
-
9:20 - 9:23They use game mechanics brilliantly
to make a diet regime harder to quit. -
9:23 - 9:26Players keep track of points,
they get rewarded -
9:26 - 9:29if they stay within a certain range
of points in their week; -
9:29 - 9:31and it works.
-
9:31 - 9:35It's been around for 40 years,
and people are stuck on the system. -
9:36 - 9:40But today, the most successful use
of game mechanics has been -
9:40 - 9:43to get people to reach out
and connect with one another. -
9:44 - 9:48I am talking about social games
like Farmville or Mafia Wars. -
9:48 - 9:50They're growing very quickly,
-
9:50 - 9:52they have hundreds
and millions of players. -
9:52 - 9:55How do they do it,
and why are people stuck there? -
9:55 - 9:59Why do people spend hours
of their day in these worlds? -
10:00 - 10:02I think it comes down to the fact
-
10:02 - 10:05that we crave a feeling
of connection with others. -
10:05 - 10:08When we can't find it,
we become lonely and then depressed. -
10:08 - 10:12These games provide an easy way
to escape these feelings, -
10:12 - 10:14to be constantly connected
with other people, -
10:14 - 10:16and they are perfectly designed
-
10:16 - 10:20to give you safe, little interactions
with one another, -
10:20 - 10:21"You got this free gift."
-
10:21 - 10:25No one has to think about
the phrasing of the message. -
10:25 - 10:27It's all provided for you,
-
10:27 - 10:30and so it's very, very easy
to stay connected. -
10:31 - 10:34I mean, these are
really a place to hang out. -
10:35 - 10:39But what kind of a place is it?
-
10:39 - 10:42It's a place where who you know
matters more than what you know. -
10:42 - 10:45That's built right into
the logic of the game. -
10:45 - 10:47You can't move onto the next level
-
10:47 - 10:50until you've brought in
a certain number of friends. -
10:50 - 10:51Status is everything.
-
10:51 - 10:56Status comes from spending lots of time
in this system and lots of money. -
10:56 - 10:59It's definitely a place
where yelling is better than talking. -
10:59 - 11:02If you look at your Facebook news feed,
-
11:02 - 11:06you see people just yelling
about these various social games. -
11:06 - 11:11So I think the kind of place this is
is really a loud night club. -
11:11 - 11:13I mean Zynga makes money
-
11:13 - 11:16by selling virtual items
to players for real cash, -
11:16 - 11:18but it only works if players buy in
-
11:18 - 11:20just in the same way
that you have to buy in -
11:20 - 11:23when a nightclub says that they are cool;
-
11:23 - 11:24that's not enough.
-
11:24 - 11:26You have to really believe them
-
11:26 - 11:29if you want to stand outside
for half an hour in the cold -
11:29 - 11:32knowing that the place
is empty on the inside. -
11:34 - 11:36The status that the items hold
will be valued -
11:36 - 11:38by the people who care about them.
-
11:38 - 11:41Every time you join the game,
every time you invite a friend, -
11:41 - 11:43you make the game more valuable.
-
11:44 - 11:45You are one more person saying,
-
11:45 - 11:49"This world is real, everything is OK,
come and join me!" -
11:49 - 11:51And if a shallow relationship
is what's needed -
11:51 - 11:54just to get people into this world,
to get people to commit, -
11:54 - 11:59then they're going to design the game
around facilitating shallow relationships. -
12:01 - 12:03But it doesn't have to be like this.
-
12:03 - 12:06We don't have to spend our time
in cheesy night clubs. -
12:06 - 12:08All of these tools
that I have been talking about -
12:08 - 12:11can be used to motivate people
to do just about anything. -
12:11 - 12:16It can make people happier,
fitter, healthier, even tidier. -
12:18 - 12:20One of my favorite examples is Nike Plus.
-
12:20 - 12:24They do everything in their power
to get people excited about running, -
12:24 - 12:25and it works.
-
12:25 - 12:28Nike Plus runners run more
than if they didn't use the system. -
12:28 - 12:31It's just a little tracking chip
they put in your shoe, -
12:31 - 12:33and then you run,
and you log your progress online, -
12:33 - 12:36and they get to use all these levers
and all these tricks -
12:36 - 12:38to make running lots of fun.
-
12:39 - 12:41ReMission is a game for kids with cancer.
-
12:42 - 12:45The way the game works
is you move around the human body, -
12:45 - 12:49and you are learning about cancer
as you are fighting it with a ray gun. -
12:49 - 12:51There was an independent study,
-
12:51 - 12:53and it found that kids
who played this game -
12:53 - 12:55actually handle treatment better;
-
12:55 - 13:00they are calmer, and more comfortable,
and they do proactive things -
13:00 - 13:03that are taught in the game
to improve their situation. -
13:04 - 13:06Chore Wars is a game for roommates
-
13:06 - 13:09(Laughter)
-
13:09 - 13:12and it makes a game
out of doing housework. -
13:12 - 13:14It takes these really tedious tasks,
-
13:14 - 13:18something that can be divisive
between people who live together, -
13:18 - 13:20and it makes it into
something fun and cooperative. -
13:20 - 13:23And suddenly, you're playing the game
and building your profile, -
13:23 - 13:26you are gaining points,
and you don't even notice -
13:26 - 13:29that you are sweeping the floor
or scrubbing the toilet. -
13:29 - 13:32Right now, I am working
on a game called Save My Life -
13:32 - 13:34with some people in this audience,
-
13:34 - 13:39and the goal is really to lower
people's risk of dying from cancer. -
13:39 - 13:41I think one of the ways
we're going to do that -
13:41 - 13:43is to throw out a lot
of this standard matrix, -
13:43 - 13:47the way that we look at online services
-
13:47 - 13:50and only focus on
healthy actions in the real world. -
13:50 - 13:54If that's the end goal,
if that's all we're really thinking about, -
13:54 - 13:57I think we have a chance of succeeding.
-
13:57 - 14:00I think there's lots of people
out here in the audience -
14:00 - 14:02who are building services for the web,
-
14:02 - 14:05who are building things online
that have people's attention, -
14:05 - 14:07and I hope that you guys all take a moment
-
14:07 - 14:10and start to think about what else
you could be measuring, -
14:10 - 14:12how else you could be making decisions,
-
14:12 - 14:13and If there's a better way
-
14:13 - 14:16to make the world a better place
through your service. -
14:16 - 14:17Thank you.
-
14:17 - 14:18(Applause) (Cheers)
-
14:18 - 14:20(Applause)
- Title:
- Hey Internet! Grow up and make us better | Nicholas Molnar | TEDxVancouver
- Description:
-
This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at http://ted.com/tedx
We all know that the values of our community shape the way we look at the world. We all accept that the rules of the road affect how we drive. Or that the laws in our country dictate how we should act. When these values and rules change, we pay attention, because we want to make sure that the change was positive for us, and our community. But one area most of us pay very little attention to are the rules, incentives, and values of the services we use online.
Social status, game mechanics, and relevancy are shaping the way we use the internet, but theyfrequently drive us toward the wrong pursuits, when they could easily be used to motivate us to be happier, smarter, or healthier if that was the goal. A simple rethink on the way we harness the power of the internet might just change our world for the better.Nicholas Molnar is a Web Strategist at Thirdi Software and the Director Of Technical Awesomeness at Fuck Cancer. He believes that the Internet isn't a force for social good, but the people on it just might be. He is experimenting with using social games - and the power of community - to make people live longer.
- Video Language:
- English
- Team:
- closed TED
- Project:
- TEDxTalks
- Duration:
- 14:31
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Denise RQ edited English subtitles for Hey Internet! Grow up and make us better | Nicholas Molnar | TEDxVancouver | ||
Denise RQ edited English subtitles for Hey Internet! Grow up and make us better | Nicholas Molnar | TEDxVancouver | ||
Denise RQ edited English subtitles for Hey Internet! Grow up and make us better | Nicholas Molnar | TEDxVancouver | ||
Denise RQ edited English subtitles for Hey Internet! Grow up and make us better | Nicholas Molnar | TEDxVancouver | ||
Denise RQ accepted English subtitles for Hey Internet! Grow up and make us better | Nicholas Molnar | TEDxVancouver | ||
Denise RQ edited English subtitles for Hey Internet! Grow up and make us better | Nicholas Molnar | TEDxVancouver |