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kottke.org posts about Clive Thompson

It’s Time To Subsidize E-Bikes

My pal Clive Thompson, who is in the midst of a two-part bicycle ride across the United States and is writing a book on micromobility, thinks local, state, and federal governments should start offering substantial subsidies for e-bikes in order to help reduce car usage, decrease urban pollution, and to lower the cost of transportation for lower-income families.

The thing is, we should lean heavily into subsidies for electric bikes — now.

If Denver’s experience is any guide, it’d be a huge boon for town, cities, and even many suburbs. Ebikes can’t be used to replace all car travel, of course; but as folks who experiment with them discover, wow, you start leaving your car at home a lot. If towns and cities are smart about how they organize and issue these credits, they can also help lower-income families add much cheaper mobility to their transportation options. Denver found that low-income-qualified folks who bought ebikes rode them almost 50% more than other voucher-getters, probably because the ebike became, hands-down, their most affordable way to travel.

We’re also not talking about a ton of money here. Ebike subsidies are considerably cheaper than those for cars or solar arrays. Even a few hundred bucks of subsidy per e-bike could help drop the price down to something competitive with a regular pedal bike. If all three levels of government worked together — federal, state, and local — the US could find the money for an absolute ton of ebike support, I suspect. (We could also consider reallocating some of the estimated $20 billion in annual subsidies that US taxpayers currently hand out to oil and gas companies.)

Hear, hear. I recently bought an e-bike (more on that in a future post) and went online looking for local subsidies. Vermont had an e-bike incentive program that ran for barely two months in 2022:

The eBike Incentive Program launched July 21, 2022, but closed shortly afterwards on September 16, 2022 when the $105,000 authorized in program funding was exhausted. Vermont residents aged 16 or older were eligible on a first-come, first-served basis for up to $400 towards the purchase of an electric bicycle, with higher incentives for households and individuals with lower incomes.

Bummer. The local power company offers $200 rebates though, which is nice.

Update: Vermont just refreshed their incentive program with an additional $150,000 a few days ago. Huzzah! (thx, rintze)


How Do You Design the Next Wordle?

David Shariatmadari, an editor at The Guardian, was asked by a colleague to “have a go” at inventing a new game, a new viral sensation like Wordle. The game he came up with is called Wordiply (it’s fun!) and he wrote up the whole process of how he went about designing it. The idea behind the game is a simple one and the way in which Shariatmadari arrives at it is a familiar trope in discovery stories:

That’s where my older brother, Daniel, comes in. While I’m racking my brains about how to come up with a better version of Boggle, he’s with his partner Nic in a hospital waiting for their baby to be born. On the morning she is due for an induction, they arrive bright and early at 8am. I call at about 11am to see how things are going. “What about if you had a word,” Daniel says, “of three letters — and the point of the game is to find the longest word that still has those three letters.”

“You mean like an anagram, but you make it longer?” I ask, confused.

“No, you’ve got to keep them in order. So if you had ‘bid’, then maybe, er, ‘forbidden’ would be the longest word.”

“Or ‘ambidextrous’.”

“Right.”

This is typical. I’ve been thinking about this for weeks. Daniel is supposed to be having a baby today and instead he’s come up with something that just might be the next Wordle.

“I think that’s pretty good,” I tell him.

“Yeah, OK — gotta go.”

“What about the bab — “

It’s worth reading the whole thing — stories of invention and discovery are always interesting and the familiarity that most people have with word puzzles makes this one easy to follow and even to place yourself in the creator’s shoes. A key part of the design process is to look for the spark:

Next, I pitch the longest word game: “So if you have a word like ‘pit’, you could have ‘spit’, ‘spittoon’, ‘hospitable’.” “Amphitheatre!” Will exclaims, triumphantly. There’s a beat before we realise it doesn’t work. But I can hear an excitement in his voice — pride at having swung even if he missed. Maybe there is something to this. We do a paper prototype, and decide to play it against the clock — 15 seconds. I call out the word “cub” and everyone scribbles furiously. Time’s up before we know it, and all I managed is “scuba”. Someone gets “incubation”. Will has “cubism”. “You know what?” he says. “It’s a good game!” Entrancement? Unlocked. Well, possibly.

I found this via Clive Thompson, who riffs on Shariatmadari’s piece here.

Alas, there is no magic formula to finding the right mix of rules. You just have to tweak and tweak, and test and test.

Often the hardest part of finessing a design can be some incredibly weird thing you’d never predict.

For Shariatmadari, the hardest part was creating the list of allowable words. Since the goal of his game was - given a target word like “pop” (for example) - to find the longest possible word that contains the target, there are a ton of super-long medical and chemical words one could use, like “pseudopseudohypoparathyroidism”. But allowing words like that could break the feeling of fairness, giving an advantage to people who rote-memorize really long medical words. (As an aside, this is why I find competitive Scrabble rather dreary: Success hinges upon memorizing endless marginal two-letter words that normal people rarely ever use in daily speech; this does not feel, to me, like a particularly interesting skill.)

I have a weird relationship with word puzzles. I don’t like crossword puzzles but have been doing them recently with a friend over FaceTime, which has been enjoyable. Boggle is my jam and has been since childhood, but I dislike Scrabble with an intensity that is almost absurd. I’ve never played Wordle (I know!) but I do Spelling Bee every day. I’m not sure why I love some of these games and dislike others — all word games require pattern matching to some extent, which is something I enjoy and am good at, but for some reason Scrabble and Wordle don’t interest me at all while I cannot get enough Spelling Bee.


“The Power of Indulging Your Weird, Offbeat Obsessions”

Clive Thompson, himself a person with a number of “weird, offbeat obsessions”, writes about the power of curiosity, including the story of how a trip to Yellowstone’s burbling hot springs led to the PCR method that enables accurate Covid testing.

Back in 1964, the microbiologist Thomas Brock visited Yellowstone National Park to do some sightseeing. He was on a long car ride, and wanted to break up the monotony.

While peering into the hot springs, he noticed a curious blue-green tinge. When he asked a park ranger about it, he was told it was algae. That surprised Brock: Those pools are so hot that some of them reach a boiling temperature. At the time, scientists didn’t know of many lifeforms that could readily thrive such scalding environments.

But Brock couldn’t stop wondering about what exactly was going on in those boiling pools. He was dying to know: What was alive down there? How was it surviving?


A Taxonomy of Video Game Difficulty

When someone tells you that a particular video game (like Elden Ring) is hard, it can be tough to figure out what they might mean by that because games are hard in different ways. As Tolstoy might have said had he been a gamer: “All easy games are alike; each difficult game is difficult in its own way.”

Two recent articles have attempted to categorize the different ways in which players are challenged while playing games. Back in September 2021, Rhys Frampton outlined three main types of difficulty: comprehensive, executive, and strategic. Comprehensive difficulty relates to understanding the rules of the game while executive difficulty is about physicality (e.g. fast reflexes, coordination). Strategic difficulty relates to how to use your understanding of the rules and your reflexes to best master the game, your opponent, or yourself.

Once you understand a task’s goals, as well as the physical abilities required to perform the task’s actions, your final hurdle will be optimizing those actions to most effectively achieve those goals. This is strategic difficulty, the third and final category, and it is often the trickiest both to overcome and define. To demonstrate this, examine the difference between an intermediate Go player and a master. Both of them fully understand the game’s rules, while also being capable of reliably moving their pieces to any desired spot on the board — thus, they both have an equal mastery of Go’s comprehensive and executive difficulty. However, the Go master will always win against the intermediate player, because they have a superior understanding of Go’s strategic difficulty (i.e., the various tactics and divergent outcomes that will best lead them to victory). Go is a particularly important case subject for those interested in strategic difficulty, because despite being very simple to pick up and play, its strategic depths have still not been fully mastered even after thousands of years. Within the framework of “what,” “how,” and “why,” strategic difficulty represents “why,” and Go is one of the only examples of an activity whose difficulty is almost solely strategic.

I found Frampton’s piece via Clive Thompson, who riffs briefly on it here.

Earlier this month, Ars Technica’s Kyle Orland listed “five noncomprehensive subcategories” of gaming difficulty. Mechanical difficulty is about reflexes, punishing difficulty relates to how much of penalty you pay for mistakes (e.g. does the game make you start from the beginning when you die), arcane difficulty is about how much the game helps you learn to play, grindable difficulty is about the game giving you an option to power up via spending a lot of time performing tedious actions, and difficulty walls is about the presence of “impassable walls that fully impeded a player’s progress”. About grindable difficulty, Orland says:

Even the hardest mountain can be ground down by a gentle stream if given enough time. Similarly, some games that seem tough at first can eventually be completed if you’re willing to put in the time to grind out improvements to your character’s power level.

In a game like Super Meat Boy, there’s no item you can find to make a difficult series of jumps any easier. In Elden Ring, on the other hand, the game can become significantly easier as you put in more time collecting the runes and items needed to power up your character level, weapons, and spells.

It’s unclear whether Orland read Frampton’s piece or not (there’s no reference to it in the article), but there’s both overlap and not between the two systems. I am sure there is prior art here, both related to video games and in describing the various types of athletic or intellectual challenges — let me know if you know of anything I should read about. But anyway, it’s interesting to think about this stuff in the context of games I like to play and ones that I really really do not…and also in hobbies I like to do and don’t.


Graphs Built With Townscaper Buildings

Townscaper Dataviz

This is neat: Clive Thompson built a little app that converts tabular data into a bar chart using houses from the video game Townscaper. Says Thompson:

A few days ago I was placing houses in a long row, with varying heights. And when I looked at the jagged result I thought:

Hey, that looks like a bar chart!

That made me wonder, hmmm, could I use Townscaper as a dataviz tool? Could I write code that takes data and turns it into a row of buildings?

See also Dan Malec’s algorithmic Townscaper towns.


Arctic Snow Goggles

snow goggles

snow goggles

snow goggles

snow goggles

snow goggles

For thousands of years, Yupik and Inuit people have made snow goggles from various materials (bone, wood, whale baleen) to help protect their eyes from the sun and, more importantly, from the sunlight reflected off the Arctic snow. The narrow slits also help with the wearers’ visual acuity. Clive Thompson explains in this piece for Smithsonian:

This style of eyewear can even improve vision, as Ann Fienup-Riordan discovered one day in 2010. An Anchorage-based anthropologist who works with the Yupik people to develop exhibits and books about their culture, she had recently undergone surgery on her retinas, and “the vision in my right eye was still pretty fuzzy,” she says. But when she held the Yupik goggles up to her eyes? “I could see!”

What was going on? It turns out the slit focuses the light, much as a pinhole camera does. As a result, far-off objects appear sharper “and your vision was much, much better,” Fienup-Riordan says. Long before the invention of eyeglasses with glass or plastic lenses, Alaska’s indigenous inhabitants, including the Yupik people, devised their own corrective eyewear. Phillip Moses, a tribal member in Toksook Bay, calls them “Yupik prescription sunglasses.”

Snow goggles were probably the first wearable corrective device to be invented.


The Metaverse Is Here. It’s Called Minecraft.

In the wake of Facebook’s lifeless demo of their metaverse vision, Clive Thompson asserts what many parents of young children already know: The Metaverse Is Already Here. It’s Minecraft.

The truth is, a thriving metaverse already exists. It’s incredibly high-functioning, with millions of people immersed in it for hours a day. In this metaverse, people have built uncountable custom worlds, and generated god knows how many profitable businesses and six-figure careers. Yet this terrain looks absolutely nothing the like one Zuckerberg showed off.

It’s Minecraft, of course.

The ability to tinker with the game so easily attracts players to it…something that companies like Facebook, who desire revenue-extracting control above all else, will be reticent to enable:

Minecraft is really easy to hack. On several levels! If you’re good with graphic design, for example, you could make skins that change the appearance of your character. You can use the game’s built-in scripting language to create custom devices. Or if you know a bit of coding, you can build mods that create entirely new objects in the game, or change the gameplay.

This hackability is part of why the game has remained so vibrant: Players are constantly revitalizing Minecraft, and inventing new things you can do inside it. Third-party folks build tools like skin editors, to make it easier for players to be creative.

As a piece of software, Minecraft isn’t open-source, but it’s very friable and gas-permeable around the edges. Mojang was willing to give their players a lot of control, and it’s part of why people are devoted to the game.

I could be wrong, but I honestly can’t imagine many of the big tech metaverses allowing this sort of Xtreme tinkerability.

I’ve seen all of this up close — both of my kids are Minecraft devotees, especially my son, who apparently is one of the better mobile-only players on The Hive (so! proud?). He’s had to navigate politics in guilds, both as a member and as a creator, and has formed friendships with kids from all over the world that are as real to him as any local relationships. He’s immersed in the media and economies created around the game, almost none of which were created by Mojang or Microsoft. But sometimes it’s still just the two of them, in a world created on one of their devices, building a cool world just because it’s fun.


A Detailed Analysis of the Doctor Who Theme Music

Delia Derbyshire

Even if you’re not a total sucker for old episodes of Doctor Who like I am, The Definitive Guide to the Doctor Who Theme Music is worth checking out to see how a very early piece of electronic music was constructed.

Created in 1963, the Doctor Who theme was one of the first electronic signature tunes for television and after nearly five decades remains one of the most easily recognised. The original recording of the Doctor Who theme music is widely regarded as a significant and innovative piece of electronic music, recorded well before the availability of commercial synthesisers.

I found this via Boing Boing, where Clive Thompson writes of the site:

I wish I had an analysis like this for more and more pop songs. The specific, nuanced decisions of musicians, producers and sound engineers are incredibly interesting, but can be really hard to tease apart just by listening to the mixed song.

Pictured above is Delia Derbyshire who, along with Dick Mills, arranged the theme music based on Ron Grainer’s composition.


The Secret History of Women in Coding

In an excerpt of his forthcoming book Coders, Clive Thompson writes about The Secret History of Women in Coding for the NY Times.

A good programmer was concise and elegant and never wasted a word. They were poets of bits. “It was like working logic puzzles — big, complicated logic puzzles,” Wilkes says. “I still have a very picky, precise mind, to a fault. I notice pictures that are crooked on the wall.”

What sort of person possesses that kind of mentality? Back then, it was assumed to be women. They had already played a foundational role in the prehistory of computing: During World War II, women operated some of the first computational machines used for code-breaking at Bletchley Park in Britain. In the United States, by 1960, according to government statistics, more than one in four programmers were women. At M.I.T.’s Lincoln Labs in the 1960s, where Wilkes worked, she recalls that most of those the government categorized as “career programmers” were female. It wasn’t high-status work — yet.

This all changed in the 80s, when computers and programming became, culturally, a mostly male pursuit.

By the ’80s, the early pioneering work done by female programmers had mostly been forgotten. In contrast, Hollywood was putting out precisely the opposite image: Computers were a male domain. In hit movies like “Revenge of the Nerds,” “Weird Science,” “Tron,” “WarGames” and others, the computer nerds were nearly always young white men. Video games, a significant gateway activity that led to an interest in computers, were pitched far more often at boys, as research in 1985 by Sara Kiesler, a professor at Carnegie Mellon, found. “In the culture, it became something that guys do and are good at,” says Kiesler, who is also a program manager at the National Science Foundation. “There were all kinds of things signaling that if you don’t have the right genes, you’re not welcome.”

See also Claire Evans’ excellent Broad Band: The Untold Story of the Women Who Made the Internet.


The surprising history of the infographic

1860 Slavery Map

From Clive Thompson, a history of the infographic, which was developed in part to help solve problems with an abundance of data available in the 19th century.

The idea of visualizing data is old: After all, that’s what a map is — a representation of geographic information — and we’ve had maps for about 8,000 years. But it was rare to graph anything other than geography. Only a few examples exist: Around the 11th century, a now-anonymous scribe created a chart of how the planets moved through the sky. By the 18th century, scientists were warming to the idea of arranging knowledge visually. The British polymath Joseph Priestley produced a “Chart of Biography,” plotting the lives of about 2,000 historical figures on a timeline. A picture, he argued, conveyed the information “with more exactness, and in much less time, than it [would take] by reading.”

Still, data visualization was rare because data was rare. That began to change rapidly in the early 19th century, because countries began to collect-and publish-reams of information about their weather, economic activity and population. “For the first time, you could deal with important social issues with hard facts, if you could find a way to analyze it,” says Michael Friendly, a professor of psychology at York University who studies the history of data visualization. “The age of data really began.”


Minecraft: more than just a game

Minecraft Niemann

Clive Thompson’s article for the NY Times about Minecraft captures what many players, parents, and teachers find exciting about the game that seems like more than just a game.

Presto: Jordan had used the cow’s weird behavior to create, in effect, a random-number generator inside Minecraft. It was an ingenious bit of problem-solving, something most computer engineers I know would regard as a great hack — a way of coaxing a computer system to do something new and clever.

In addition to learning about logic and computer science, various educators have also touted Minecraft’s lessons in civics, design, planning, and even philosophy. If you’ve ever seen little kids playing with blocks, you’ve noticed that some of those potential lessons there too.

Block-play was, in the European tradition, regarded as a particularly “wholesome” activity; it’s not hard to draw a line from that to many parents’ belief that Minecraft is the “good” computer game in a world full of anxiety about too much “screen time.”

Among the parents I know, Minecraft is not classified as a game…it’s very much tied to education.1 And when listening to the kids and their friends talk about it, if you can get past the endless chatter about zombies and diamond armor, their understanding of the whole world of possibilities is quite sophisticated.

And I can’t resist commenting on this little aside about Lego:

Today many cultural observers argue that Lego has moved away from that open-ended engagement, because it’s so often sold in branded kits: the Hogwarts castle from “Harry Potter,” the TIE fighter from “Star Wars.”

Until very recently, I was in that camp of cultural observers, frustrated by the brands and paint-by-number aspect of contemporary Lego kits. But my kids play with Lego a ton and I’ve observed plenty of open-ended engagement going on. Sure, they sit for 20-30 minutes putting the kits together using directions, but after they’re “done”, the real play begins. Ollie’s Star Wars ships dock at Minna’s birthday party. Soon, beach goers are wearing Stormtrooper helmets and Vader’s eating cupcakes. None of the “finished” products survive more than a few minutes without being augmented or taken apart to make something different. Ships take on wheels from previous kits and become delivery trucks (with cool laser cannons). Parts from every station, house, vehicle, and landscape get remixed into whatever’s necessary for their dramatic play. It’s like jazz with injection molded plastic.

  1. On my iPad, I have a screen full of educational apps that the kids can work with pretty much anytime they want without asking. (To play Alto’s Adventure or Subway Surfer, they have to ask.) Minecraft is not on this screen — and I had to explain my decision on this specifically to the kids — but this article may have persuaded me to add it.


Handwriting robots

Clive Thompson writes about the newest innovation in junk mail marketing: handwriting robots. That’s right, robots can write letters in longhand with real ballpoint pens and you can’t really tell unless you know what to look for. Here’s a demonstration:

But it turns out that marketers are working diligently to develop forms of mass-generated mail that appear to have been patiently and lovingly hand-written by actual humans. They’re using handwriting robots that wield real pens on paper. These machines cost up to five figures, but produce letters that seem far more “human”. (You can see one of the robots in action in the video adjacent.) This type of robot is likely what penned the address on the junk-mail envelope that fooled me. I saw ink on paper, subconsciously intuited that it had come from a human (because hey, no laser-printing!) and opened it.

Handwriting, it seems, is the next Turing Test.

There is also a company that provided handwritten letters for sale professionals and I don’t know if that or the robot letters are more unusual.


The truth of science with your own eyes

Clive Thompson recently saw the moons of Jupiter with his own eyes and has a moment.

I saw one huge, bright dot, with three other tiny pinpoints of light nearby, all lined up in a row (just like the image at the top of this story). Holy moses, I realized; that’s no star. That’s Jupiter! And those are the moons of Jupiter!

I’m a science journalist and a space buff, and I grew up oohing and aahing over the pictures of Jupiter sent back by various NASA space probes. But I’d never owned a telescope, and never done much stargazing other than looking up in the night unaided. In my 45 years I’d never directly observed Jupiter and its moons myself.

So I freaked out. In a good way! It was a curiously intense existential moment.

For my birthday when I was seven or eight, my dad bought me a telescope. (It was a Jason telescope; didn’t everyone have a telescope named after them?) We lived in the country in the middle of nowhere where it was nice and dark, so over the next few years, we looked at all sorts of celestial objects through that telescope. Craters on the Moon, the moons of Jupiter, Mars, and even sunspots on the Sun with the aid of some filters. But the thing that really got me, that provided me with my own version of Thompson’s “curiously intense existential moment”, was seeing the rings of Saturn through a telescope.

We had heard from PBS’s Jack Horkheimer, the Star Hustler, that Saturn and its rings would be visible and he showed pictures of what it would look like, something like this:

Saturn through a telescope

But seeing that with your own eyes through a telescope was a different thing entirely. Those tiny blurry rings, visible from millions of miles away. What a thrill! It’s one of my favorite memories.


The weight loss game

2008 article by Clive Thompson on how Weight Watchers is like a RPG (role playing game).

Think about it. As with an RPG, you roll a virtual character, manage your inventory and resources, and try to achieve a goal. Weight Watchers’ points function precisely like hit points; each bite of food does damage until you’ve used up your daily amount, so you sleep and start all over again. Play well and you level up — by losing weight! And the more you play it, the more you discover interesting combinations of the rules that aren’t apparent at first. Hey, if I eat a fruit-granola breakfast and an egg-and-romaine lunch, I’ll have enough points to survive a greasy hamburger dinner for a treat!

Even the Weight Watchers web tool is amazingly gamelike. It has the poke-around-and-see-what-happens elegance you see in really good RPG game screens. Accidentally snack on a candy bar and ruin your meal plan for the day? No worries: Just go into the database and see what spells — whoops, I mean foods — you can still use with your remaining points.

And those 35 extra points you get every week? They’re like a special buff or potion — a last-ditch save when you’re on the ropes.

It’s funny how quaint this seems now…the quantified self and gamification of diet & health is everywhere now. (via @arainert)


NYC’s weather weirdness

In 2006, New York magazine published a piece by Clive Thompson about what climate change is doing to New York’s weather.

Nobody really knows what’ll happen more than a week in advance, of course. But if we assemble these major climatic trends, a rough snapshot of New York’s future begins to emerge.

First off, El Nino will keep our winters reasonably mild and reduce hurricanes in the immediate future, possibly until as late as 2008, because El Ninos usually last for only one or two years.

Meanwhile, the AMO will remain in its warm phase, charging up storms and hurricanes off our shores, for much longer, probably another twenty years. So while El Nino may be driving a temporary reprieve in our nasty weather, once it dissipates, the long-term trend is back to tumultuous hurricane seasons.

The final ingredient in the mix is global warming. In the past century, the average temperature in New York has risen by two degrees, and the trend shows no sign of slowing down. Indeed, the computer models reviewed in the “Metropolitan East Coast Climate Assessment” — a 50-year prediction of New York’s changing climate, developed by nasa and Columbia University — suggest that the city will continue to heat up by as much as one degree by 2010, two degrees by 2020, and accelerate on a gentle curve until we reach as much as nine degrees warmer than now in 2100. It doesn’t particularly matter whether you believe the warming is man-made or a natural cycle (most, but not all, climatologists believe the former). The point is, pumping that much extra energy into the system is bound to have some effect.

The impact on our daily life, though, is the big question. A few degrees of warming won’t turn New York into a Miami-class shirtsleeves town. The effect will be more subtle: Climate scientists suspect that a warmer climate will produce more weather volatility. It’s not that we’ll have more rain overall, more snow overall, or more storms overall. But each event will be more intense than before.

“We’re more likely to get hotter heat waves,” says Mark Cane, a climatologist at Columbia University. “And increased storminess” adds Cullen. Both effects are due to the additional energy that global warming pumps into the “hydrological cycle,” the water and energy that circulates through the atmosphere — and it’s water that creates weather.

As they say, “nailed it”. The term “global warming” continues to be a misleading when it comes to the effect of the Earth’s increasing temperature on our weather; as Thompson notes, it’s not that it’s just gonna get a little hotter in the summer or a little less snowy in the winter, the weather’s gonna get weirder. Which is a problem…it’s difficult for society to measure and talk about “weird”.


What is a Jeopardy playing supercomputer?

After pretty much solving chess with Deep Blue, IBM is building a computer called Watson to beat human opponents at Jeopardy. It’s not quite at Ken Jennings’ level, but it’s holding its own versus lesser humans.

Deep Blue was able to play chess well because the game is perfectly logical, with fairly simple rules; it can be reduced easily to math, which computers handle superbly. But the rules of language are much trickier. At the time, the very best question-answering systems — some created by software firms, some by university researchers — could sort through news articles on their own and answer questions about the content, but they understood only questions stated in very simple language (“What is the capital of Russia?”); in government-run competitions, the top systems answered correctly only about 70 percent of the time, and many were far worse. “Jeopardy!” with its witty, punning questions, seemed beyond their capabilities. What’s more, winning on “Jeopardy!” requires finding an answer in a few seconds. The top question-answering machines often spent longer, even entire minutes, doing the same thing.


The Netflix Prize and the Case of the Napoleon Dynamite Problem

Clive Thompson writes up the Netflix Prize — which offers $1 million to the first team to improve upon Netflix’s default recommendation algorithm by 10% — and the vexing Napoleon Dynamite problem that is thwarting all comers.

Bertoni says it’s partly because of “Napoleon Dynamite,” an indie comedy from 2004 that achieved cult status and went on to become extremely popular on Netflix. It is, Bertoni and others have discovered, maddeningly hard to determine how much people will like it. When Bertoni runs his algorithms on regular hits like “Lethal Weapon” or “Miss Congeniality” and tries to predict how any given Netflix user will rate them, he’s usually within eight-tenths of a star. But with films like “Napoleon Dynamite,” he’s off by an average of 1.2 stars.

The reason, Bertoni says, is that “Napoleon Dynamite” is very weird and very polarizing. It contains a lot of arch, ironic humor, including a famously kooky dance performed by the titular teenage character to help his hapless friend win a student-council election. It’s the type of quirky entertainment that tends to be either loved or despised. The movie has been rated more than two million times in the Netflix database, and the ratings are disproportionately one or five stars.

This behavior was flagged as an issue by denizens of the Netflix Prize message board soon after the contest was announced two years ago.

Those are the movies you either loved loved loved or hated hated hated. These are the movies you can argue with your friends about. And good old ‘Miss Congeniality’ is right up there in the #4 spot. Also not surprising to see up here are: ‘Napoleon Dynamite’ (I hated it), ‘Fahrenheit 9/11’ (I loved it), and ‘The Passion of the Christ’ (didn’t see it, but odds are, I’d hate it).

After finding that post, I wrote a little bit about why these movies are so contentious.

The thing that all those kinds of movies have in common is that if you’re outside of the intended audience for a particular movie, you probably won’t get it. That means that if you hear about a movie that’s highly recommended within a certain group and you’re not in that group, you’re likely to hate it. In some ways, these are movies intended for a narrow audience, were highly regarded within that audience, tried to cross over into wider appeal, and really didn’t make it.


The weight loss game

Clive Thompson on Weight Watchers as an RPG (role playing game).

As with an RPG, you roll a virtual character, manage your inventory and resources, and try to achieve a goal. Weight Watchers’ points function precisely like hit points; each bite of food does damage until you’ve used up your daily amount, so you sleep and start all over again. Play well and you level up — by losing weight! And the more you play it, the more you discover interesting combinations of the rules that aren’t apparent at first. Hey, if I eat a fruit-granola breakfast and an egg-and-romaine lunch, I’ll have enough points to survive a greasy hamburger dinner for a treat!


Is obesity contagious?

A new study shows that if a person’s friends become obese, that person is at a great risk of obesity themselves. For close mutual friends, the risk factor for transmitted obesity increased by 171%.

Update: Dr. Jonathan Robison calls the above study “junk science”. “How does one conclude a direct causal relationship from an observational study? Bald men are more likely than men with a full head of hair to have a heart attack. Can we conclude from this that they should buy a toupee or begin using Rogaine lotion to lower their risk?” (thx, robby)

Update: Clive Thompson’s NY Times Magazine article (Sept 2009) covers this study in more detail. In addition to obesity, the study indicates that smoking, happiness, and drinking may be contagious.


Clive Thompson on the new way to

Clive Thompson on the new way to make it big in the music biz: spend hours a day communicating with your fans via the web. “Virtually everyone bemoaned the relentless and often boring slog of keyboarding. It is, of course, precisely the sort of administrative toil that people join rock bands to avoid.”

Update: Related: How to Be a Star in a YouTube World.


Clive Thompson on the invention of new

Clive Thompson on the invention of new sports. “Why don’t more people invent new sports? After all, we live in a golden age of play. The video-game industry is bristling with innovation.” When I was in the Caribbean a few months ago, some folks on the beach were playing this newish game that they called Golf Toss. It’s also called Ladder Ball and is kind of like horseshoes except your throw two golf balls on a rope instead of a horseshoe.


Clive Thompson reports on the renewed interest

Clive Thompson reports on the renewed interest in making photorealistic humans in games for the new consoles (Xbox360, PS3, Wii) and in the process venturing ever deeper into the Uncanny Valley.


Informal investigation of video game addiction reveals

Informal investigation of video game addiction reveals that it burns bright and fast but stops suddenly. I’ve noticed the suddenly vanished compulsion with my game playing as well. (via rw, i think)


Clive Thompson on Life Hackers in the

Clive Thompson on Life Hackers in the NY Times. I’d informally heard about the benefit of larger screens on productivity (I feel more productive with a larger screen), but this article describes some study results: “On the bigger screen, people completed the tasks at least 10 percent more quickly - and some as much as 44 percent more quickly.”


Clive Thompson enjoys the miniest of mini

Clive Thompson enjoys the miniest of mini games, one-button games (more here and here): “video games that have a single button to control all the action”. Many of the mini games in Wario Ware use only one control and only last 3-4 seconds.


Don Watson and Clive Thompson on the

Don Watson and Clive Thompson on the assembly-lining of thought and discourse via modern jargon. “That’s the true malaise of modern jargon: It forces people to treat any subject as if it were always a managerial problem of inputs and outputs.”


Clive Thompson on Stromotion

Clive Thompson on Stromotion, “software that breaks an athlete’s fluid movements into stop-motion-style freeze-frames”. You’ve seen it on the Olympics; Clive compares it to “ghost mode” in some video games.