Return to Video

Hey Internet! Grow up and make us better | Nicholas Molnar | TEDxVancouver

  • 0:15 - 0:16
    So we all know
  • 0:16 - 0:20
    that the values of our community
    affect the way we think,
  • 0:20 - 0:24
    or that the rules of the road
    affect the way we drive;
  • 0:24 - 0:27
    we all understand
    that the laws of our country
  • 0:27 - 0:29
    dictate how we act.
  • 0:29 - 0:32
    But I am here to talk to you
    about a different kind of influence,
  • 0:32 - 0:36
    the influence of the web services
    that you use every day;
  • 0:36 - 0:38
    how they play into your life,
  • 0:38 - 0:43
    and how the tiny decisions in their design
    can have ramifications in the real world.
  • 0:45 - 0:49
    It's easy to think of web services
    as being super-human.
  • 0:49 - 0:54
    Something like Facebook or Google
    is so big and complicated
  • 0:54 - 0:56
    that there's just no way
    you can understand
  • 0:56 - 0:57
    what's going on there.
  • 0:57 - 1:01
    And there's no way to draw
    any human assumptions or motivations
  • 1:01 - 1:03
    that went into their design.
  • 1:04 - 1:07
    But I'm going to propose
    a short, little thought experiment.
  • 1:07 - 1:11
    What if your favorite social network
    started ranking your friends?
  • 1:11 - 1:17
    Not friends' posts, not based on
    how much it inferred that you like them
  • 1:17 - 1:19
    but on how much you disagree with them.
  • 1:19 - 1:22
    Would that make your experience
    a little different?
  • 1:22 - 1:24
    Would that make your world
    a little different?
  • 1:24 - 1:28
    What if your search engine
    suddenly took on a Icelandic viewpoint?
  • 1:30 - 1:32
    Would that be
    a different experience for you
  • 1:32 - 1:35
    when you started looking into
    a new topic that fascinated you?
  • 1:35 - 1:38
    Or if your music store suddenly decided
  • 1:38 - 1:41
    that you needed
    to listen to country music.
  • 1:41 - 1:44
    That could really change
    the way that you look at music.
  • 1:46 - 1:48
    In any of these cases,
    would you really notice
  • 1:48 - 1:50
    that the service had changed,
  • 1:50 - 1:53
    or would you think that something
    about the world had changed?
  • 1:53 - 1:54
    To understand this,
  • 1:54 - 1:56
    you need to understand
    how the services get created,
  • 1:56 - 2:00
    how the rules get built,
    and how decisions get made.
  • 2:01 - 2:05
    So we could think of this
    as spontaneous inspiration:
  • 2:05 - 2:09
    geeks in coffee shops coming up with ideas
    and putting them out on the web,
  • 2:09 - 2:14
    but the truth is any savvy company
    worth its salt relies on measurement.
  • 2:14 - 2:17
    They look at patterns
    of how people use their site,
  • 2:17 - 2:20
    they change things, and they see
    if that drives them to use it more.
  • 2:20 - 2:23
    If they find success,
    these methods get published somewhere,
  • 2:23 - 2:27
    and they spread across the Internet
    very, very quickly.
  • 2:27 - 2:30
    And so, measurement
    is at the core of decision-making.
  • 2:31 - 2:34
    The next logical question is:
    what are they measuring?
  • 2:34 - 2:37
    And the answer
    is this loosely-defined term
  • 2:37 - 2:39
    called "engagement."
  • 2:39 - 2:42
    Engagement is any time
    you click on something on the web,
  • 2:42 - 2:45
    any time you link to something,
    any time you tweet about it,
  • 2:45 - 2:49
    any time that you do anything
    that can be measured
  • 2:49 - 2:50
    is called engagement.
  • 2:51 - 2:56
    That has some odd properties.
  • 2:56 - 3:00
    A long, nasty argument,
    something bitter and fiery
  • 3:00 - 3:04
    that can be very engaging
    by any objective measure;
  • 3:04 - 3:06
    an Internet flame war, highly engaging.
  • 3:06 - 3:10
    But a short love note that can
    make two people's lives much better,
  • 3:10 - 3:12
    that is not very engaging;
  • 3:12 - 3:14
    and so the data is wrong.
  • 3:14 - 3:18
    A hot piece of gossip is more important
    than a health advisory?
  • 3:18 - 3:20
    I don' think that's true.
  • 3:23 - 3:27
    So what happens
  • 3:27 - 3:31
    when the best thing for us
    isn't very engaging?
  • 3:31 - 3:33
    We are going to look at three examples
  • 3:33 - 3:37
    of how driving engagement
    can be bad for users.
  • 3:37 - 3:40
    it's important to note
    these aren't the work of evil villains,
  • 3:40 - 3:43
    these aren't people
    trying to manipulate the populace.
  • 3:43 - 3:45
    These are things happening
    all over the Internet.
  • 3:45 - 3:47
    These are examples of the next big thing.
  • 3:47 - 3:50
    Companies are investing
    millions of dollars to get better at this
  • 3:50 - 3:53
    without really looking at
    any of the costs.
  • 3:55 - 3:57
    So the first problem is
  • 3:57 - 4:00
    that really engaging sites
    know you too well.
  • 4:00 - 4:04
    Personalization is the holy grail
    of the modern web.
  • 4:04 - 4:08
    You want an experience
    that is totally tailored to the user
  • 4:08 - 4:11
    that knows what they want before they do.
  • 4:14 - 4:19
    So for example, when I go to Google,
    and I search for Apple, I get this.
  • 4:19 - 4:22
    But when a farmer goes to Google,
    and they search for Apple,
  • 4:22 - 4:24
    they might get this, and that's great.
  • 4:24 - 4:27
    That's clearly is giving people
    what they want,
  • 4:27 - 4:29
    and it cost no one anything.
  • 4:30 - 4:32
    So let's dig into how
    a system like this works.
  • 4:32 - 4:34
    Probably one of the most advanced
  • 4:34 - 4:37
    is the the Netflix
    recommendation algorithm.
  • 4:37 - 4:40
    Netflix takes a look
    at all the movies you've watched,
  • 4:40 - 4:43
    and all the movies you've rated,
    and puts you into a bucket.
  • 4:43 - 4:47
    And then, it looks at
    what other people in the bucket like
  • 4:47 - 4:50
    that you haven't seen,
    or watched, or rated,
  • 4:50 - 4:52
    and it recommends that to you.
  • 4:52 - 4:57
    60% of Netflix is 16 million users,
    so10 million people, give or take,
  • 4:57 - 5:01
    use this to watch their movies,
    to make their choices.
  • 5:01 - 5:03
    And once again,
    this doesn't sound so harmful.
  • 5:03 - 5:06
    It's clearly a popular service,
    and it's recommending good movies.
  • 5:06 - 5:10
    I mean, really,
    this all sounds pretty good,
  • 5:10 - 5:14
    but nobody asks which bucket
    you really belong in,
  • 5:14 - 5:16
    which bucket you aspire to be in.
  • 5:16 - 5:21
    Movies are
    a pretty small portion of your life.
  • 5:21 - 5:24
    You're not making life-and-death decisions
    based on this system,
  • 5:24 - 5:25
    it's just choosing
  • 5:25 - 5:28
    how you're going to spend
    two or three hours of your evening.
  • 5:28 - 5:30
    What about matters of fact?
  • 5:31 - 5:34
    Let's imagine the same system
    ten years down the road:
  • 5:34 - 5:37
    it's even better, it's truly personalized,
  • 5:37 - 5:41
    and you're looking for information
    about ancient history.
  • 5:41 - 5:46
    For 42% of Canadians,
    this is what you get as the result.
  • 5:46 - 5:47
    These 42% of Canadians believe
  • 5:47 - 5:51
    that dinosaurs and humans
    walked the Earth at the same time.
  • 5:52 - 5:55
    Am I the only one
    who finds this a little scary?
  • 5:55 - 5:57
    That as the system gets better,
  • 5:57 - 6:00
    it's just reinforcing
    people's existing biases?
  • 6:00 - 6:03
    Because there's no way
    that if you are in that 42%,
  • 6:03 - 6:07
    you are not going to click on this,
    you are not going to blog about it,
  • 6:07 - 6:08
    you are not going to tweet about it;
  • 6:08 - 6:11
    you are going to drive
    every measure of engagement
  • 6:11 - 6:15
    to tell that service
    this piece of content is authoritative.
  • 6:15 - 6:18
    What if you are wrong?
  • 6:18 - 6:23
    What if there's a way to find truth
    that is being ignored?
  • 6:25 - 6:28
    It's scary because it's happening already;
    you can see right there:
  • 6:28 - 6:32
    Google news -- you go there today,
    and you get recommended news stories,
  • 6:32 - 6:37
    but it's news stories recommended based on
    what you were interested in before,
  • 6:37 - 6:40
    which means
    that it's picking up all your biases
  • 6:40 - 6:43
    every time you click
    on the trashy news article,
  • 6:43 - 6:46
    it's telling the system
    that you like trash.
  • 6:46 - 6:52
    This system isn't designed
    to improve your news reading,
  • 6:52 - 6:55
    it's designed to get
    short term engagement,
  • 6:55 - 6:57
    just get people to click on the box.
  • 7:00 - 7:03
    So the next problem
    with really engaging sites
  • 7:03 - 7:05
    is that they're very fun.
  • 7:06 - 7:08
    And I say this half-jokingly,
  • 7:08 - 7:13
    but making something a lot of fun
    can make people addicted to it
  • 7:13 - 7:16
    not necessarily
    because of the value it delivers
  • 7:16 - 7:18
    but just because of the compulsion,
  • 7:18 - 7:22
    the loops that they have designed
    into the system
  • 7:22 - 7:25
    to make it really, really sticky.
  • 7:25 - 7:28
    And sticky isn't the same as rewarding.
  • 7:28 - 7:30
    Just how sticky something can become:
  • 7:30 - 7:34
    World of Warcraft had
    6 million man-years invested in it.
  • 7:34 - 7:38
    6 million years of of someone's time
    went into World of Warcraft.
  • 7:38 - 7:40
    And it's clearly very sticky,
    and it's very engaging.
  • 7:40 - 7:45
    People spend 3 billion hours a week
    inside virtual worlds in general.
  • 7:45 - 7:49
    They are spending billions of dollars
    on property that only exists in a database
  • 7:49 - 7:52
    so this is something
    that people really buy into.
  • 7:52 - 7:54
    And I'd like to dig into why;
  • 7:54 - 7:58
    maybe we can draw some conclusions
    that can be useful elsewhere.
  • 7:58 - 8:01
    So I think the first reason
    people spend so much time in these worlds
  • 8:01 - 8:04
    is because game designers
    take fun seriously.
  • 8:04 - 8:07
    They optimize for it, they test it,
  • 8:07 - 8:11
    they are basically reverse engineering
    the fun center of the brain.
  • 8:11 - 8:14
    And they tell us something about ourselves
  • 8:14 - 8:17
    from what games become successful
    and what games are boring.
  • 8:19 - 8:20
    So evolutionary biologists tell us
  • 8:20 - 8:24
    that people feel pleasure
    after completing a collection or a set.
  • 8:24 - 8:27
    So for example, if you collect stamps,
  • 8:27 - 8:31
    and you get the last
    of the Mongolian 1956 train series,
  • 8:31 - 8:33
    you're going to feel pretty good.
  • 8:33 - 8:36
    But you didn't need to tell that
    to the Parker Brothers.
  • 8:36 - 8:38
    They managed to figure that out
    all on their own.
  • 8:40 - 8:43
    B.F. Skinner spent years studying rats,
  • 8:43 - 8:45
    and their reaction
    to various reward schedules.
  • 8:45 - 8:50
    What he did was he constructed a box,
    and he added a lever and a food dispenser,
  • 8:50 - 8:51
    and he toyed around
  • 8:51 - 8:55
    with the ratio of how many presses
    of the lever delivered how much food.
  • 8:55 - 8:58
    And what he found was
    that if you vary the size of the prize
  • 8:58 - 9:03
    and the frequency that it's doled out,
    the rats are more likely to keep trying.
  • 9:03 - 9:04
    But of course,
  • 9:04 - 9:09
    you could've just looked at a slots player
    who is showing the exact same behavior.
  • 9:12 - 9:14
    And I think this applies
    to a lot more than games.
  • 9:14 - 9:18
    The best example of this
    in the offline world
  • 9:18 - 9:20
    is really Weight Watchers.
  • 9:20 - 9:23
    They use game mechanics brilliantly
    to make a diet regime harder to quit.
  • 9:23 - 9:26
    Players keep track of points,
    they get rewarded
  • 9:26 - 9:29
    if they stay within a certain range
    of points in their week;
  • 9:29 - 9:31
    and it works.
  • 9:31 - 9:35
    It's been around for 40 years,
    and people are stuck on the system.
  • 9:36 - 9:40
    But today, the most successful use
    of game mechanics has been
  • 9:40 - 9:43
    to get people to reach out
    and connect with one another.
  • 9:44 - 9:48
    I am talking about social games
    like Farmville or Mafia Wars.
  • 9:48 - 9:50
    They're growing very quickly,
  • 9:50 - 9:52
    they have hundreds
    and millions of players.
  • 9:52 - 9:55
    How do they do it,
    and why are people stuck there?
  • 9:55 - 9:59
    Why do people spend hours
    of their day in these worlds?
  • 10:00 - 10:02
    I think it comes down to the fact
  • 10:02 - 10:05
    that we crave a feeling
    of connection with others.
  • 10:05 - 10:08
    When we can't find it,
    we become lonely and then depressed.
  • 10:08 - 10:12
    These games provide an easy way
    to escape these feelings,
  • 10:12 - 10:14
    to be constantly connected
    with other people,
  • 10:14 - 10:16
    and they are perfectly designed
  • 10:16 - 10:20
    to give you safe, little interactions
    with one another,
  • 10:20 - 10:21
    "You got this free gift."
  • 10:21 - 10:25
    No one has to think about
    the phrasing of the message.
  • 10:25 - 10:27
    It's all provided for you,
  • 10:27 - 10:30
    and so it's very, very easy
    to stay connected.
  • 10:31 - 10:34
    I mean, these are
    really a place to hang out.
  • 10:35 - 10:39
    But what kind of a place is it?
  • 10:39 - 10:42
    It's a place where who you know
    matters more than what you know.
  • 10:42 - 10:45
    That's built right into
    the logic of the game.
  • 10:45 - 10:47
    You can't move onto the next level
  • 10:47 - 10:50
    until you've brought in
    a certain number of friends.
  • 10:50 - 10:51
    Status is everything.
  • 10:51 - 10:56
    Status comes from spending lots of time
    in this system and lots of money.
  • 10:56 - 10:59
    It's definitely a place
    where yelling is better than talking.
  • 10:59 - 11:02
    If you look at your Facebook news feed,
  • 11:02 - 11:06
    you see people just yelling
    about these various social games.
  • 11:06 - 11:11
    So I think the kind of place this is
    is really a loud night club.
  • 11:11 - 11:13
    I mean Zynga makes money
  • 11:13 - 11:16
    by selling virtual items
    to players for real cash,
  • 11:16 - 11:18
    but it only works if players buy in
  • 11:18 - 11:20
    just in the same way
    that you have to buy in
  • 11:20 - 11:23
    when a nightclub says that they are cool;
  • 11:23 - 11:24
    that's not enough.
  • 11:24 - 11:26
    You have to really believe them
  • 11:26 - 11:29
    if you want to stand outside
    for half an hour in the cold
  • 11:29 - 11:32
    knowing that the place
    is empty on the inside.
  • 11:34 - 11:36
    The status that the items hold
    will be valued
  • 11:36 - 11:38
    by the people who care about them.
  • 11:38 - 11:41
    Every time you join the game,
    every time you invite a friend,
  • 11:41 - 11:43
    you make the game more valuable.
  • 11:44 - 11:45
    You are one more person saying,
  • 11:45 - 11:49
    "This world is real, everything is OK,
    come and join me!"
  • 11:49 - 11:51
    And if a shallow relationship
    is what's needed
  • 11:51 - 11:54
    just to get people into this world,
    to get people to commit,
  • 11:54 - 11:59
    then they're going to design the game
    around facilitating shallow relationships.
  • 12:01 - 12:03
    But it doesn't have to be like this.
  • 12:03 - 12:06
    We don't have to spend our time
    in cheesy night clubs.
  • 12:06 - 12:08
    All of these tools
    that I have been talking about
  • 12:08 - 12:11
    can be used to motivate people
    to do just about anything.
  • 12:11 - 12:16
    It can make people happier,
    fitter, healthier, even tidier.
  • 12:18 - 12:20
    One of my favorite examples is Nike Plus.
  • 12:20 - 12:24
    They do everything in their power
    to get people excited about running,
  • 12:24 - 12:25
    and it works.
  • 12:25 - 12:28
    Nike Plus runners run more
    than if they didn't use the system.
  • 12:28 - 12:31
    It's just a little tracking chip
    they put in your shoe,
  • 12:31 - 12:33
    and then you run,
    and you log your progress online,
  • 12:33 - 12:36
    and they get to use all these levers
    and all these tricks
  • 12:36 - 12:38
    to make running lots of fun.
  • 12:39 - 12:41
    ReMission is a game for kids with cancer.
  • 12:42 - 12:45
    The way the game works
    is you move around the human body,
  • 12:45 - 12:49
    and you are learning about cancer
    as you are fighting it with a ray gun.
  • 12:49 - 12:51
    There was an independent study,
  • 12:51 - 12:53
    and it found that kids
    who played this game
  • 12:53 - 12:55
    actually handle treatment better;
  • 12:55 - 13:00
    they are calmer, and more comfortable,
    and they do proactive things
  • 13:00 - 13:03
    that are taught in the game
    to improve their situation.
  • 13:04 - 13:06
    Chore Wars is a game for roommates
  • 13:06 - 13:09
    (Laughter)
  • 13:09 - 13:12
    and it makes a game
    out of doing housework.
  • 13:12 - 13:14
    It takes these really tedious tasks,
  • 13:14 - 13:18
    something that can be divisive
    between people who live together,
  • 13:18 - 13:20
    and it makes it into
    something fun and cooperative.
  • 13:20 - 13:23
    And suddenly, you're playing the game
    and building your profile,
  • 13:23 - 13:26
    you are gaining points,
    and you don't even notice
  • 13:26 - 13:29
    that you are sweeping the floor
    or scrubbing the toilet.
  • 13:29 - 13:32
    Right now, I am working
    on a game called Save My Life
  • 13:32 - 13:34
    with some people in this audience,
  • 13:34 - 13:39
    and the goal is really to lower
    people's risk of dying from cancer.
  • 13:39 - 13:41
    I think one of the ways
    we're going to do that
  • 13:41 - 13:43
    is to throw out a lot
    of this standard matrix,
  • 13:43 - 13:47
    the way that we look at online services
  • 13:47 - 13:50
    and only focus on
    healthy actions in the real world.
  • 13:50 - 13:54
    If that's the end goal,
    if that's all we're really thinking about,
  • 13:54 - 13:57
    I think we have a chance of succeeding.
  • 13:57 - 14:00
    I think there's lots of people
    out here in the audience
  • 14:00 - 14:02
    who are building services for the web,
  • 14:02 - 14:05
    who are building things online
    that have people's attention,
  • 14:05 - 14:07
    and I hope that you guys all take a moment
  • 14:07 - 14:10
    and start to think about what else
    you could be measuring,
  • 14:10 - 14:12
    how else you could be making decisions,
  • 14:12 - 14:13
    and If there's a better way
  • 14:13 - 14:16
    to make the world a better place
    through your service.
  • 14:16 - 14:17
    Thank 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.

more » « less
Video Language:
English
Team:
closed TED
Project:
TEDxTalks
Duration:
14:31

English subtitles

Revisions