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BOOK
You Are Not a Gadget: A Manifesto
Jaron Lanier
$16.20

About this product:
Amazon Best Books of the Month, January 2010: For the most part, Web 2.0--Internet technologies that encourage interactivity, customization, and participation--is hailed as an emerging Golden Age of information sharing and collaborative achievement, the strength of democratized wisdom. Jaron Lanier isn't buying it. In You Are Not a Gadget, the longtime tech guru/visionary/dreadlocked genius (and progenitor of virtual reality) argues the opposite: that unfettered--and anonymous--ability to comment results in cynical mob behavior, the shouting-down of reasoned argument, and the devaluation of individual accomplishment. Lanier traces the roots of today's Web 2.0 philosophies and architectures (e.g. he posits that Web anonymity is the result of '60s paranoia), persuasively documents their shortcomings, and provides alternate paths to "locked-in" paradigms. Though its strongly-stated opinions run against the bias of popular assumptions, You Are Not a Gadget is a manifesto, not a screed; Lanier seeks a useful, respectful dialogue about how we can shape technology to fit culture's needs, rather than the way technology currently shapes us.

A Q&A with Author Jaron Lanier


Question: As one of the first visionaries in Silicon Valley, you saw the initial promise the internet held. Two decades later, how has the internet transformed our lives for the better?

Jaron Lanier: The answer is different in different parts of the world. In the industrialized world, the rise of the Web has happily demonstrated that vast numbers of people are interested in being expressive to each other and the world at large. This is something that I and my colleagues used to boldly predict, but we were often shouted down, as the mainstream opinion during the age of television’s dominance was that people were mostly passive consumers who could not be expected to express themselves. In the developing world, the Internet, along with mobile phones, has had an even more dramatic effect, empowering vast classes of people in new ways by allowing them to coordinate with each other. That has been a very good thing for the most part, though it has also enabled militants and other bad actors.

Question: You argue the web isn’t living up to its initial promise. How has the internet transformed our lives for the worse?

Jaron Lanier: The problem is not inherent in the Internet or the Web. Deterioration only began around the turn of the century with the rise of so-called "Web 2.0" designs. These designs valued the information content of the web over individuals. It became fashionable to aggregate the expressions of people into dehumanized data. There are so many things wrong with this that it takes a whole book to summarize them. Here’s just one problem: It screws the middle class. Only the aggregator (like Google, for instance) gets rich, while the actual producers of content get poor. This is why newspapers are dying. It might sound like it is only a problem for creative people, like musicians or writers, but eventually it will be a problem for everyone. When robots can repair roads someday, will people have jobs programming those robots, or will the human programmers be so aggregated that they essentially work for free, like today’s recording musicians? Web 2.0 is a formula to kill the middle class and undo centuries of social progress.

Question: You say that we’ve devalued intellectual achievement. How?

Jaron Lanier: On one level, the Internet has become anti-intellectual because Web 2.0 collectivism has killed the individual voice. It is increasingly disheartening to write about any topic in depth these days, because people will only read what the first link from a search engine directs them to, and that will typically be the collective expression of the Wikipedia. Or, if the issue is contentious, people will congregate into partisan online bubbles in which their views are reinforced. I don’t think a collective voice can be effective for many topics, such as history--and neither can a partisan mob. Collectives have a power to distort history in a way that damages minority viewpoints and calcifies the art of interpretation. Only the quirkiness of considered individual expression can cut through the nonsense of mob--and that is the reason intellectual activity is important.

On another level, when someone does try to be expressive in a collective, Web 2.0 context, she must prioritize standing out from the crowd. To do anything else is to be invisible. Therefore, people become artificially caustic, flattering, or otherwise manipulative.

Web 2.0 adherents might respond to these objections by claiming that I have confused individual expression with intellectual achievement. This is where we find our greatest point of disagreement. I am amazed by the power of the collective to enthrall people to the point of blindness. Collectivists adore a computer operating system called LINUX, for instance, but it is really only one example of a descendant of a 1970s technology called UNIX. If it weren’t produced by a collective, there would be nothing remarkable about it at all.

Meanwhile, the truly remarkable designs that couldn’t have existed 30 years ago, like the iPhone, all come out of "closed" shops where individuals create something and polish it before it is released to the public. Collectivists confuse ideology with achievement.

Question: Why has the idea that "the content wants to be free" (and the unrelenting embrace of the concept) been such a setback? What dangers do you see this leading to?

Jaron Lanier: The original turn of phrase was "Information wants to be free." And the problem with that is that it anthropomorphizes information. Information doesn’t deserve to be free. It is an abstract tool; a useful fantasy, a nothing. It is nonexistent until and unless a person experiences it in a useful way. What we have done in the last decade is give information more rights than are given to people. If you express yourself on the internet, what you say will be copied, mashed up, anonymized, analyzed, and turned into bricks in someone else’s fortress to support an advertising scheme. However, the information, the abstraction, that represents you is protected within that fortress and is absolutely sacrosanct, the new holy of holies. You never see it and are not allowed to touch it. This is exactly the wrong set of values.

The idea that information is alive in its own right is a metaphysical claim made by people who hope to become immortal by being uploaded into a computer someday. It is part of what should be understood as a new religion. That might sound like an extreme claim, but go visit any computer science lab and you’ll find books about "the Singularity," which is the supposed future event when the blessed uploading is to take place. A weird cult in the world of technology has done damage to culture at large.

Question: In You Are Not a Gadget, you argue that idea that the collective is smarter than the individual is wrong. Why is this?

Jaron Lanier: There are some cases where a group of people can do a better job of solving certain kinds of problems than individuals. One example is setting a price in a marketplace. Another example is an election process to choose a politician. All such examples involve what can be called optimization, where the concerns of many individuals are reconciled. There are other cases that involve creativity and imagination. A crowd process generally fails in these cases. The phrase "Design by Committee" is treated as derogatory for good reason. That is why a collective of programmers can copy UNIX but cannot invent the iPhone.

In the book, I go into considerably more detail about the differences between the two types of problem solving. Creativity requires periodic, temporary "encapsulation" as opposed to the kind of constant global openness suggested by the slogan "information wants to be free." Biological cells have walls, academics employ temporary secrecy before they publish, and real authors with real voices might want to polish a text before releasing it. In all these cases, encapsulation is what allows for the possibility of testing and feedback that enables a quest for excellence. To be constantly diffused in a global mush is to embrace mundanity.

(Photo © Jonathan Sprague)


BOOK
Gizmos & Gadgets: Creating Science Contraptions That Work (& Knowing Why) (Williamson Kids Can! Series)
Jill Frankel Hauser
$6.29

About this product:
Gear up to discover science by constructing weird, wacky contraptions. With this guide, children can start building, questioning, creating, and inventing--all the while learning fun physics principles and good science practices. 150+ illustrations.

BOOK
Gadget Nation: A Journey Through the Eccentric World of Invention
Steve Greenberg
$10.09

About this product:
Featuring more than 100 quirky innovations and inventions, this visual showcase captures a great can-do spirit and creative energy. All the clever amateur creators profiled here brought their ideas to life right in their own homes; the fruits of their imagination range from the useful (a "Finger Shield" for when you're chopping food) to the offbeat (a nappy for your pet bird). There are items for people on the go, to help you look your best and to make life easier at home - and electronics too. Get the background story on every invention, along with a statistics-filled sidebar, photographs, illustrations and diagrams to add to the fun!

BOOK
101 Spy Gadgets for the Evil Genius
Kathy McGowan
$10.45

About this product:
101 projects that appeal to the spy in you

Utilizing inexpensive, easily obtainable components, you can build the same information gathering, covert sleuthing devices used by your favorite film secret agent. Projects range from simple to sophisticated and come complete with a list of required parts and tools, numerous illustrations, and step-by-step assembly instructions.

  • Projects include: scanners and radios, night vision devices, telephone devices, computer monitoring, audio eavesdropping, hidden cameras, video transmitters, and more
BOOK
The Gadget
Paul Zindel
$0.99

About this product:
It's 1945, and 13-year-old Stephen has just reached the gates of the top secret military base in Los Alamos, New Mexico. He has come to join his father, a famous physicist who is working on a covert project for the Allies. Though his father is forbidden to discuss the project in any detail, Stephen can tell by his haunted eyes and shaking hands how worried he and the other scientists are. After a few weeks, Stephen finds that he cannot control his insatiable curiosity. Enlisting the help of his new friend Tilanov, Stephen devises a plan to discover the true nature of "the gadget." But when he finally learns what it is, he also realizes another startling truth--that he has trusted the wrong person with the information and not only his life, but the lives of all Americans, could be in terrible danger.

The greatest strength of The Gadget is how Paul Zindel communicates, in clear and simple prose, how terribly uncertain many of those "in the know" were about dropping the atom bomb, and the idea that no one--not even top scientists--could really predict what the outcome would be. By combining this disconcerting notion with a rapid-fire plot and an Everyman teen protagonist, young adult veteran author Zindel has created a historical fiction that reads like a thrilling action-adventure pulp novel, except, (and this is the best part)--it's all true. Curious readers will also find a World War II chronology, bibliography, and short bios of prominent figures involved in the making of the atom bomb. (Ages 11 to 14) --Jennifer Hubert

BOOK
Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals)
Karl M. Kapp
$47.76

About this product:
Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

BOOK
The Gadget War (Chapters, Puffin)
Betsy Duffey
$1.65

About this product:
Kelly is the gadget wiz at Danville School. Her desk is full of wonderful gadgets and by the latest count she has made 43 inventions and she is only a first year junior. She is popular until that fateful day on which the new boy Albert Einstein Jones arrives. By the author of "The Maths Wiz".

BOOK
Electronic Gadgets for the Evil Genius : 28 Build-It-Yourself
Robert Iannini
$13.76

About this product:
The do-it-yourself hobbyist market, particularly in the area of electronics, is hotter than ever. This books gives the evil genius loads of projects to delve into, from an ultrasonic microphone, to a body heat detector, and all the way to a Star Wars Light Saber. This book makes creating these devices fun, inexpensive, and easy.

BOOK
Green Gadgets For Dummies
Joe Hutsko
$1.32

About this product:

Save some green by going green with these environmentally friendly gadgets!

With concern for the future of our environment growing stronger and more serious every day, there has never been a better time to take a new approach to some of the most popular gizmos and gadgets on the market and learn how you can convernt to electronics that have minimal environmental impact.

Green gadgets encompass everything from iPods to energy-efficient home entertainment devices to solar laptop chargers and crank-powered gizmos. This helpful resource explains how to research green gadgets, make a smart purchasing decision, use products you already own in a more environmentally friendly way, and say goodbye to electronics that zap both energy and money.

  • Explore the environmental and financial benefits of green gadgets with this friendly reference
  • Discusses which gadgets save energy-and which ones create energy
  • Learn ways to offset your carbon footprint when you can't reduce consumption
  • Get tips for understanding products labels and avoiding "greenwash"
  • Discover how to calculate the energy and money your gadgets consume

Get moving and start living green with this informative guide to environmentally and wallet-friendly gadgets!

BOOK
MORE Electronic Gadgets for the Evil Genius: 40 NEW Build-it-Yourself Projects
Robert Iannini
$12.94

About this product:
This much anticipated follow-up to the wildly popular cultclassic Electronic Gadgets for the Evil Genius gives basement experimenters 40 all-new projects to tinker with. Following the tried-and-true Evil Genius Series format, each project includes a detailed list of materials, sources for parts, schematics, documentation, and lots of clear, well-illustrated instructions for easy assembly. The convenient two-column format makes following step-by-step instructions a breeze. Readers will also get a quick briefing on mathematical theory and a simple explanation of operation along with enjoyable descriptions of key electronics topics such as various methods of acceleration, power conditioning, energy storage, magnetism, and kinetics.

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