Modeling misunderstandings

By Gordon Rugg

Many problems in life are caused by misunderstandings. Misunderstandings take various forms. These forms themselves are, ironically, often misunderstood.

In this article, I’ll look at ways of representing misunderstandings visually, to clarify what is going wrong, and how to fix it.

I’ll use a positive/negative plot to show the different forms of misunderstanding. This lets you locate a given statement in terms of how positive it is, and how negative it is, as in the image below. This format is particularly useful for representing mixed messages, which are an important feature of many misunderstandings. There’s more about versions of this format here and here.

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Mental models, and games people play

By Gordon Rugg

There are patterns in the ways that people interact. This article is about those patterns, and their implications.

I’ll start with a pattern known as “Ain’t it awful”. In this pattern, the other person wants you to agree with them that things are awful. I’ve shown this diagrammatically below. The interaction starts with you saying something; I’ve shown this with a white circle. They then respond with something negative, represented by a grey circle. For instance, you might tell them that you’re thinking of buying an electric car. They react by saying something about problems with electric cars.

They now want you to respond with something negative; for instance, “That’s the trouble with new technology, you can’t depend on it”. The interaction is then supposed to follow the same pattern of “Ain’t it awful” in a nice, predictable way, as shown below.

This may be nice and safely predictable for them, but it’s not so nice for you if you don’t want to be told about things being awful, and it’s not so predictable for you if you’re expecting a different type of interaction.

In the rest of this article, I’ll look at ways in which interactional patterns can play out.

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Mental models and metalanguage: Putting it all together

By Gordon Rugg

The previous articles in this series looked at mental models and ways of making sense of problems. A recurrent theme in those articles was that using the wrong model can lead to disastrous outcomes.

This raises the question of how to choose the right model to make sense of a problem. In this article, I’ll look at the issues involved in answering this question, and then look at some practical solutions.

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Mental models, worldviews, Meccano, and systems theory

By Gordon Rugg

The previous articles in this series looked at how everyday entities such as a cup of coffee or a Lego pack can provide templates for thinking about other subjects, particularly abstract concepts such as justice, and entities that we can’t directly observe with human senses, such as electricity.

The previous articles examined templates for handling entities that stay where they’re put. With Lego blocks or a cup of coffee, once you’ve put them into a configuration, they stay in that configuration unless something else disturbs them. The Lego blocks stay in the shape you assembled them in; the cup of coffee remains a cup of coffee.

However, not all entities behave that way. In this article, I’ll examine systems theory, and its implications for entities that don’t stay where they’re put, but instead behave in ways that are often unexpected and counter-intuitive. I’ll use Meccano as a worked example.

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Why Hollywood gets it wrong, part 4

By Gordon Rugg

The first article in this short series examined how conflicting conventions and requirements can lead to a movie being unrealistic. The second article explored the pressures driving movie scripts towards unrealistically high signal to noise ratios, with few of the extraneous details that occur in real conversations. The third in the series examined how and why movies depict a world which requires the word “very” to describe it.

All of those themes are arguably about movies either selecting versions of reality, or depicting versions of reality which are simplified and/or unlikely. Those versions are unrealistic, but not actively wrong in the strict sense of the word. The underlying common theme is that they’re simplifying reality and/or exaggerating features of it.

Today’s article looks at a different aspect, where movies and games portray the world in a way that flatters and reassures the audience, regardless of how simplified or exaggerated the accompanying portrayal of the world might be. This takes us into the concepts of vicarious experience, of vicarious affiliations, and of why Wagner’s music isn’t as bad as it sounds. It also takes us into the horribly addictive pleasures of TV tropes…

Horrors of the apocalypse, and Wagner…

movies-wrong4-banner

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Grand Unified Theories

By Gordon Rugg

If you’re a researcher, there’s a strong temptation to find a Grand Unified Theory for whatever you’re studying, whether you’re a geologist or a physicist or psychologist or from some other field.

That temptation is understandable. There’s the intellectual satisfaction of making sense of something that had previously been formless chaos; there’s the moral satisfaction of giving new insights into long-established problems; for the less lofty-minded, there’s the prospect of having a law or theory named after oneself.

Just because it’s understandable, however, doesn’t mean that it’s always a good idea. For every Grand Unified Theory that tidies up some part of the natural world, there’s at least one screwed-up bad idea that will waste other people’s time, and quite possibly increase chaos and unpleasantness.

This article explores some of the issues involved. As worked examples, I’ll start with an ancient stone map of Rome, and move on later to a Galloway dyke, illustrated below.

bannerv2Sources for original images are given at the end of this article

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Intrinsic, extrinsic, and the magic of association

By Gordon Rugg

As regular readers of this blog will know, I have an awed respect for the ability of Ancient Greek philosophers to spot a really important point, and to then produce an extremely plausible but only partially correct explanation, sending everyone else off in the wrong direction for the next couple of thousand years.

Today’s article is about one of those points, where the Ancient Greeks didn’t actually get anything wrong, but where they laid out a concept that’s only part of the story. It involves a concept that can be very useful for making sense of consumer preferences and life choices, namely the difference between intrinsic properties in the broad sense, and extrinsic properties in the broad sense.

Here’s an example. The image below shows a pair of Zippo lighters. One of them is worth a few dollars; the other is worth tens of thousands of dollars, even though it’s physically indistinguishable from the first one. Why the difference? The answer is below…

zippo banner

Image source: https://commons.wikimedia.org/wiki/File:Zippo-Lighter_Gold-Dust_w_brass-insert.jpg Continue reading

Things, concepts and words

By Gordon Rugg

There’s a useful three way distinction in linguistics between things, concepts and words.

This article is a gentle examination of the distinction, with some thoughts about implications for human error.

Unicorns and non-unicornsbannerSources for images are given at the end of this article

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Doomsday predictions as expressive behaviour

By Gordon Rugg

There was a classic article on Pharyngula recently about a group who donned bright yellow t-shirts to announce the imminent end of the world. It’s far from the first time that this announcement has been made; it’s probably not going to be the last.

So why do people keep making this announcement? Do they really believe that this time is going to be different, or is there something deeper going on?

As you might have guessed, usually there’s something deeper going on. The same underlying principle crops up in a wide range of forms, and is particularly prominent in politics, where it can cause a lot of problems.

The explanation begins with a topic that we discussed recently on this blog, namely expressive behaviour. It then moves on to systems theory, luxury, sex and power. The end of the world is a fine, rich topic…

end of world

http://freethoughtblogs.com/pharyngula/2015/10/07/they-had-t-shirts-made/

Originally posted on: http://www.rifuture.org/world-ends-today-see-you-tomorrow.html

(Image used under fair use terms, as part of an academic article about background theory.)

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Beyond the 80:20 Principle

By Gordon Rugg, Jennifer Skillen & Colin Rigby

There’s a widely used concept called the 80:20 Principle, or the Pareto Principle, named after the decision theorist who invented it. It’s extremely useful.

In brief, across a wide range of fields, about 80% of one thing will usually come from 20% of another.

In business, for example, 80% of your revenue will come from 20% of your customers. In any sector, getting the first 80% of the job done will usually take about 20% of the resources involved; getting the last 20% of the job done will usually be much harder, and will take up 80% of the resources. The figure won’t always be exactly 80%, but it’s usually in that area. Good managers are very well aware of this issue, and keep a wary eye out for it when planning.

Here’s a diagram showing the principle. It’s pretty simple, but very powerful. However, that doesn’t mean that it’s perfect. It can actually be developed into something richer and more powerful, which is what we’ll describe in this article.

eighty twenty

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