Religious believers and strong atheists may both be less depressed than existentially-uncertain people

Sunday, November 25th, 2007

Religious believers and strong atheists may both be less depressed than existentially-uncertain people:

Although controversial, it is often argued that religious belief is a cause of greater happiness. However, we have found in two separate studies that both theism and atheism are correlated with fewer reported depressive symptoms than the in-between state of ‘existential uncertainty’.

In our first study, on the effect of religious conviction on the Beck Depression Inventory (BDI), there was an unanticipated ‘inverted-U’ relationship, where the most and least religious groups had fewest depressive symptoms. In the second, we devised an 11-item existential conviction scale (ECS) as a measure of the degree of certainty with which an individual feels they understand the basis of human life. Fifty-two subjects (24 male, 28 female; age 18–76 years) completed the ECS and BDI. All 10 of those who rated as depressed (‘mild’ depression, BDI score 10+) were roughly halfway between atheist and theist. There was a significant negative relationship between ECS and the BDI (Spearman rank correlation –0.44, p<0.2).

South Had 42% Chance

Wednesday, November 21st, 2007

Robin Hanson reminds us that hindsight bias can make familiar outcomes seem inevitable, even if those outcomes were not at all certain before the fact. For instance, the South had a 42% chance of winning the war:

Historians have long wondered whether the Southern Confederacy had a realistic chance at winning the American Civil War. We provide some quantitative evidence on this question by introducing a new methodology for estimating the probability of winning a civil war or revolution based on decisions in financial markets. Using a unique dataset of Confederate gold bonds in Amsterdam, we apply this methodology to estimate the probability of a Southern victory from the summer of 1863 until the end of the war. Our results suggest that European investors gave the Confederacy approximately a 42 percent chance of victory prior to the battle of Gettysburg/Vicksburg. News of the severity of the two rebel defeats led to a sell-off in Confederate bonds. By the end of 1863, the probability of a Southern victory fell to about 15 percent. Confederate victory prospects generally decreased for the remainder of the war.

Conjuring An Evolution To Serve You

Wednesday, November 21st, 2007

In Conjuring An Evolution To Serve You, Eliezer Yudkowsky compares using selective breeding or genetic algorithms to summoning a demon — an alien god, really — with its own intentions.

Commenter J. Thomas shares some examples:

There are lots of examples of unexpected selective outcomes.

A story — a long time agon a swedish researcher tried to increase wheat yields by picking the biggest wheat kernels to plant. In only 5 generations he had a strain of wheat that produced 6 giant wheat kernels per stalk.

When scale insects were damaging citrus fruits, farmers tried to poison them with cyanide. They’d put a giant tent over the whole tree and pump in the cyanide and kill the scale insects. Plants can be immune to cyanide but no animal that depends on respiration can be. And yet in only 5 years or so they got resistant scale insects. The resistant insects would — when anything startling happen — sit very still and hold their breath for half an hour or so.

A history of electroshock therapy

Wednesday, November 21st, 2007

Sherwin Nuland, surgeon and author, offers up a fascinating history of electroshock therapy. Definitely watch it past the half-way point, when it gets unusually interesting:

Of course, this is what people really think of when they think of electroshock therapy:

Why Work Is Looking More Like a Video Game

Wednesday, November 21st, 2007

Michael Fitzgerald explains Why Work Is Looking More Like a Video Game:

Work is not play. But maybe it should be.

In fact, Paul Johnston has remade his company on the idea that business software will work better if it feels like a game. Mr. Johnston is not some awkward adolescent, but the polished president and chief executive of Entellium, which makes software for customer relationship management. Businesses spend billions of dollars on such software to try to track their sales staff, their marketers, their customer service — anything that connects them with customers. Unfortunately, most of the software is the business equivalent of calorie counting. No one does it gladly. Worse, the software has a Big Brother aspect to it.

“C.R.M. software is designed to let your manager peek at you,” Mr. Johnston says. He notes that even at Entellium, based in Seattle, he has had trouble getting his sales staff to update their data consistently. Reasoning that sales people are wildly competitive, he thought that they would respond to a program that showed where they stood against their goals — or their peers’. Hence, Rave, which Entellium introduced in April.

Rave adapts a variety of gaming techniques. For instance, you can build a dossier of your clients and sales prospects that includes photographs and lists of their likes, dislikes and buying interests, much like the character descriptions in many video games. Prospects are given ratings, not by how new they are — common in C.R.M. programs — but by how likely they are to buy something. All prospects are also tracked on a timeline, another gamelike feature.

Rave isn’t exactly the business version of Madden N.F.L., at least not yet. But Craig K. Hall, president of Logos Marketing Inc., a graphics company in Albany, said it reminded him of video games he has played, like the Legend of Zelda. Mr. Hall, 31, says he likes the way Rave pops up information, including news that will matter to clients. He also said its use of sales stages and checklists, also borrowed from the way games progress through levels, had helped him rethink the way his company operates. “They’ve done a good job of it,” he said.

The making of a UPS driver

Wednesday, November 21st, 2007

Nadira Hira of Fortune looks at the making of a UPS driver — that is, the arduous process of getting a Generation-Y twentysomething to work an arduous job:

But such is the Gen Y reaction to what one academic described as a “plum blue-collar job.” (UPS drivers make an average of $75,000 a year, plus an average of $20,000 in health-care benefits and pension, well above the norm for comparable positions at other freight carriers.) Much derided as a group of upstart technophiles of little work ethic and even less loyalty, Gen Yers aren’t exactly a perfect fit for Big Brown. In fact, it’s hard to imagine a worse match.

For decades this company, which last year had $47.5 billion in revenue, has relied on “human engineering” — strictly timed routines, rote memorization, even uniform appearance, going so far as to mandate short hair and outlaw beards — to distinguish itself. (And just in case you thought they weren’t hip to the times, there’s even a policy on piercings and tattoos: one stud in each ear at most for both men and women, and a ban on tattoos visible during deliveries.)

Though UPS has adapted over time, it’s that human aspect that has continued to make the business successful. Here, you don’t just pick up a package any old way. You take 15.5 seconds to carry out “selection,” the prescribed 12-step process that starts with parking the vehicle and ends when you step off the package car, delivery in hand. It’s all laid out in UPS’s “340 methods” — a detailed manual of rules and routines that, until now, was taught to UPS’s legions of driver candidates in two weeks of lectures.

But if there’s one group that isn’t down to be engineered, it’s Generation Y, people who can’t even be bothered to use punctuation, let alone memorize anything.

The inevitable discord started to show in 2003, when the oldest Gen Yers were in their mid-20s. UPS senior staffers began to notice a serious decline in some major performance indicators, among them drivers’ time to proficiency. Before, trainees had needed an average of 30 days to become proficient drivers; the younger group was taking 90 to 180 days.

Perhaps more disturbing, the number of new drivers quitting the post after 30 to 45 days on the job spiked. That was cause for serious alarm. Gen Yers make up over 60% of the company’s part-time loader workforce, from which it draws the majority of new driver hires. And in the next five years, to keep the more than 100,000 driving jobs that currently exist filled, the company will need to train up to 25,000 new drivers.

Hira quips that “the company created a whole new approach — and it doesn’t involve videogames”:

So did UPS bow to demographic pressure and abandon its 340 methods? It did not. Instead, the company is attempting to change how they’re taught, embarking on a management-training project the likes of which few in corporate America — or Generation Y, for that matter — have ever seen.

On Sept. 17, UPS opened its first-ever full-service pilot training center, a $34 million, 11,500-square-foot, movie-set-style facility in Landover, Md., aimed directly at young would-be drivers and known as Integrad. The facility and curriculum have been shaped over three years by more than 170 people, including UPS executives, professors and design students at Virginia Tech, a team at MIT, forecasters at the Institute for the Future, and animators at an Indian company called Brainvisa.

Because Stephen Jones — a former driver who heads training for UPS and is Integrad’s project manager — received a $1.8 million grant from the Department of Labor, much of the project data, including the research related to safety and generational differences, will be made public. That information could prove useful across industries — especially for companies that, lacking UPS’s almost obsessive penchant for measuring things, may just be starting to see this new generation’s impact.
[...]
When Stephen Jones began examining the problem of training the untrainable Gen Yers back in 2003, he didn’t have much to go on. The numbers told him that the company’s existing training program wasn’t working, and the popular media seemed to be saying that gaming was the answer. That, Jones thought, was the way this new generation learned, so he enlisted Francis “Skip” Atkinson, a former professor of instructional technology at Georgia State University, to do a full literature review — a step for which there’s usually no time or money in corporate settings — and conduct focus groups with UPS employees. “We thought we were going to design a bunch of videogames,” Jones says. “Then the research came back, and we did a complete 180.”

What Atkinson’s team uncovered in focus groups with Gen Y employees was surprising in its simplicity. “To a person, they said give me hands-on,” Atkinson says. “They liked the interaction with the computer, but they didn’t like learning from it necessarily. We found out very quickly that a lot of the studies out there had been done with a very select audience — college-bound, usually white, in affluent suburbs, able to afford these electronic toys — and that had nothing to do with the part-time loaders coming up through the organization at UPS.”

But the most profound problem, according to Atkinson, was the disconnect between part-timers’ expectations about the driver position and the reality of the job. New hires had so limited an understanding of the demands of driving for UPS that, once on the road, they were practically shocked into failure. They needed what would come to be known among Integrad insiders as “technology-enhanced hands-on learning.” So UPS enlisted the help of Virginia Tech, sending two managers to the university for a year and a half to help design students there turn Atkinson’s recommendations into a training program.

Situated in an industrial park across the street from the area UPS center, the Integrad warehouse doesn’t look like much from the outside. But just inside the door is a sight that’s at once familiar and surreal: a transparent UPS package car, complete with rows of (weighted) packages inside. Its incongruous surroundings — close yellow walls and gray linoleum floor — only underscore its big-toy appeal.

But its purpose is far from silly. Selection is the most fundamental part of a UPS driver’s job, and yet it can seem impossible when you’re staring into the gaping back door of a package car, desperately trying to figure out where your five packages are and how you’re going to get them out in the 65.5 seconds Jim Casey and his heartless minions have allotted you. It’s a lot to grasp in a lecture. But being able to watch an instructor demonstrate this selection process in an actual package car — with the same shelving system, odd-sized packages, and cramped space drivers have on-road — and getting the chance to try it yourself before your first trip out could make all the difference.

The same goes for the 340 methods (there are actually many more than 340 by now, but the name endures). These are so specific that they include everything from where to get gas — waiting for a station on the right side of the street reduces idling time and is safer than turning into oncoming traffic — to which finger to carry your keys on (hooking them on the ring finger puts the key in position for your index finger and thumb to turn it in the ignition and pull it out in one motion). It may seem fussy, but when Jones, the director, who is less than svelte, pirouettes through the motions, he is transformed by his muscle memory into a veritable Fred Astaire.

Down the line, another package car is equipped with force sensors in its handrail, in its bottom step, and on a large plate on the ground below. In a job as physical as a UPS driver’s is — he must be able to “continuously lift and lower packages that range up to 70 pounds each … while ‘unloading’ at a rate of 800 to 1,300 packages per hour and while ‘loading’ at a rate of 500 to 800 packages per hour,” says a casual list of essential job functions — one of the most difficult things to teach young Supermen is how frail their bodies really are. Grow lax with your three points of contact and you can be sure you’ll be growing old — with a hobble and a cane — before your time. And what better way to show that than with a computer-generated force diagram? Students take a few hops off the truck with and without the handrail, and immediately, they can see a representation of the impact on their bodies.

It’s elaborate, but Jones and his colleagues have come to believe it’s also essential. Because the young people they’re trying to train aren’t just Generation Y, they’re Generation Why? — a tribe of disbelievers who’ve learned to question absolutely everything. And they need the obstacle course of Integrad not because they won’t take notes in a lecture but because without these demonstrations they may not believe a word of what they hear.

It’s an idea probably best embodied by the lift-and-lower simulator, a series of cameras in the cab of another package car arranged to capture trainees’ posture as they lift and lower packages. These images are saved on a digital video recorder for later review. “The thing about young people is that they’re never wrong,” says Jones. “Tell them what they did incorrectly, and they’ll tell you, ‘I didn’t do that. You saw wrong.’ This way we’ve got it on tape and they can see it for themselves.”

The final kinetic-learning module — or for non-academicians, hands-on learning tool — is the crowd-favorite slip-and-fall simulator. UPS incurs significant costs every year from slips and falls, and it is first-year drivers who succumb the most. Lucky for first-years then that Thurmon Lockhart, director of the Locomotion Research Laboratory at Virginia Tech, has devoted his entire life to the issue. In his studies Lockhart has found that the only way to help people avoid falling is to “perturb” them — i.e., to put them through the motions of falling — which causes their bodies to adjust during subsequent encounters with falling hazards.

To that end, Lockhart’s lab houses a falling machine — a nine-foot-high metal frame with a body harness attached to it. A subject puts on the harness and gets comfortable walking back and forth, and then someone sneaks up behind her and spills soapy water, causing the subject to slip, scream, and flail around before getting caught by the harness. It sounds funny — until you wipe out.

Here’s where that videogame quip seems misplaced:

And while there aren’t any videogames in the Integrad curriculum per se, there sure are a lot of screens. Students log in to watch animated demonstrations of tasks, take quizzes on what they’ve learned, and conduct simulations with special teaching DIADs connected via Bluetooth. And in true mechanical UPS fashion, they get … scores! Every piece of data — from a student’s performance on a particular module to comments from his facilitator — is stored in a new database tool developed by Virginia Tech design students. It will continue to map trainees’ progress once they become drivers, and it’s customized for each level of the UPS hierarchy, so that a region manager can log on for general stats about his districts’ performance, and a supervisor meeting a new driver for the first time will already know every single possible thing there is to know about him.

Man-sized sea scorpion claw found

Wednesday, November 21st, 2007

Man-sized sea scorpion claw found:

The 390-million-year-old specimen was found in a German quarry, the journal Biology Letters reports.

The creature, which has been named Jaekelopterus rhenaniae, would have paddled in a river or swamp.

The size of the beast suggests that spiders, insects, crabs and similar creatures were much larger in the past than previously thought, the team says.

The claw itself measures 46cm — indicating its owner would have been longer even than the average-sized human.

Overall, it exceeds the record for any other sea scorpion (eurypterid) find by nearly 50cm.

Ancient Greek Potty Training

Tuesday, November 20th, 2007

Evidently a museum near the agora in Athens has Ancient Greek potty training pottery device that looks suspiciously like a modern potty training chair.

(Hat tip to Mike.)

How creativity is being strangled by the law

Tuesday, November 20th, 2007

Larry Lessig explains how creativity is being strangled by the law:

Larry Lessig gets TEDsters to their feet, whooping and whistling, for this elegant presentation of “three stories and an argument.” The Net’s most adored lawyer brings together John Philip Sousa, celestial copyrights, and the “ASCAP cartel” to build a case for creative freedom. He pins down the key shortcomings of our dusty, pre-digital intellectual property laws, and reveals how bad laws beget bad code. Then, in an homage to cutting-edge artistry, he throws in some of the most hilarious remixes you’ve ever seen.

Incidentally, I never knew that Piero Umiliani originally composed “Mah Nà Mah Nà” for the movie Svezia, Inferno e Paradiso &mdash which was “a pseudo-documentary about sexuality in Sweden” showing “contraceptives for teen girls, lesbian nightclubs, wife swapping, porno movies, biker gangs, and Walpurgis Night celebrations.” I think I’ll stick to the Muppet version:

You can, by the way, find the Svezia Inferno E Paradiso soundtrack in MP3 format on Amazon. Naturally they sell Mah Nà Mah Nà as a single, too.

Again, I enjoy the Muppet version.

DNA Origami

Tuesday, November 20th, 2007

Paul Rothemund discusses DNA origami:

Paul Rothemund compares his work to “casting a spell” — and it does seem akin to magic. By writing a set of instructions, he can cause bits of DNA to fold themselves into a smiley face, a star, a triangle. Sure, it’s a stunt, but it’s also a fascinating window into the possibility of self-assembly at the smallest of scales. In other words: today a smiley face, tomorrow a micro-microprocessor.

Who Wants to Be a Facebook Millionaire?

Tuesday, November 20th, 2007

Who Wants to Be a Facebook Millionaire? Ooh! Ooh! Me, me, me! Or was that a rhetorical question?

Unlike most recent college grads, Joe Aigboboh does not have a Facebook account. But Aigboboh, 22, and his business partner, Jesse Tevelow, 24, are now among the world’s reigning experts on the Facebook platform—thanks to the popularity of one Facebook application, called Sticky Notes, that took Aigboboh less than a week to write.

They set up shop here, in the freshly painted basement of a dilapidated West Philly row house, a few weeks ago. Almost daily they get calls from Facebook-frenzied companies scrambling to stake their claim on the platform, offering them paid consulting gigs, development projects, full-time jobs. But now that their four-month-old company, J-Squared Media, is pulling in $45,000 a month in advertising revenues from Facebook, they’ve decided to focus on building their own applications instead.

Focusing Light on Silicon Beads

Tuesday, November 20th, 2007

The folks at Clean Venture 21 are focusing light on silicon beads:

A company in Japan has developed a novel way of making solar cells that cuts production costs by as much as 50 percent. The photovoltaic (PV) cells are made up of arrays of thousands of tiny silicon spheres surrounded by hexagonal reflectors.

The key advantage of the system is that it reduces the total amount of silicon required, says Mikio Murozono, president of Clean Venture 21 (CV21), based in Kyoto, Japan. “We use one-fifth of the raw silicon material compared with traditional PV cells,” he says.

This can make a huge difference to the overall cost of producing solar cells, says Howard Branz, principal scientist at the National Renewable Energy Laboratory’s National Center for Photovoltaics, in Golden, CO. “About 20 to 30 percent of the cost of a solar-cell module is in the cost of the raw silicon,” he says.

CV21 started production of its cells in October; the first of its 10-kilowatt modules go on sale this month. While these modules will initially cost about the same as the traditional variety, the price is set to drop by 30 percent in 2008, as production increases in May from 1,000 cells a day to 60,000 cells a day, says Murozono. The ultimate goal is to make them 50 percent cheaper than existing cells by 2010, he says.

Spherical solar cells were originally proposed by Texas Instruments about 30 years ago, says Branz. But while they had the potential to reduce the amount of silicon used, they brought with them a host of new problems. Their curved surfaces, for example, can cause more light to be reflected, which reduces their efficiency. What’s more, only half of the sphere ends up actually being exposed to light. Significant gaps also tend to form between the spheres when arranged in arrays, which can further reduce the efficiency of the solar cell.

CV21′s solution was to place each of the one-millimeter-diameter silicon spheres in its own hexagonal aluminium reflector. These work like car headlights but in reverse, ensuring that any light hitting the reflector is directed toward the sphere. When this approach is used, even the underside of the sphere is utilized. The hexagonal shape of the reflectors allows them to be slotted together without dead space between them. “Effectively, these are mini-concentrators,” says Branz.

The spheres themselves consist of a positively doped (p-type) ball of silicon. The ball’s surface is treated to make it negatively doped (n-type), and an antireflective coating is also added. These two outer layers form the basis of the photovoltaic semiconductor material. The spheres are then bonded to an electrode on a flexible foil substrate via a hole at the bottom of the reflector.

The cells CV21 can currently produce are only 10 percent efficient, versus ordinary solar cells, which are 15 percent efficient, so the cost savings aren’t real, at least not yet.

Using game design to build the next Digg or Flickr

Tuesday, November 20th, 2007

Amy Jo Kim of ShuffleBrain gave a presentation at last year’s GDC conference called Putting the Fun in Functional, in which she explained how to use game design to improve non-game software. (Frankly, I thought I’d blogged on it then, but I can’t seem to find such a post.)

Yi-Wyn Yen summarizes Kim’s points in Using game design to build the next Digg or Flickr:

1. Collecting. Hoarding stuff is a fundamental instinct. That’s why one of the first words to come out of a two-year-old’s mouth is “Gimme.” Iminlikewithyou does an especially good job capitalizing on this game mechanic. Users collect friends by picking a winner from their own games and collect points by answering yes or no questions like, Have you ever gone to work with a hangover? (The answer: Yes.) They can also add other users to their watch list or invite people to start games within IILWY. “For people at work who don’t have much to do, this is a good way of capturing their eyeballs,” Forman says. “I want to make something that users will find value.”

2. Points. Earning points is a way to keep track of your nerd score. Points give users incentive to improve their standing and serve as a reward for new privileges, access or power. It’s also a big motivation to compete for points when you find out someone has more than you. Kim worked on eBay’s power seller program for its members who sold a lot of merchandise. Says Kim, “Once you have points, you can then start building levels. eBay power sellers is an exclusive level, and it was really motivational for members. It’s analogous to frequent flier miles. You want to work hard to get to the next level.”

A good reward system encourages both ends of the spectrum. It should be easy for anyone to attain the lowest level and very difficult to master the highest level. Entellium, a customer-platform software company, recently launched Rave, a gamer-influenced application, that exploits this concept. Entellium CEO Paul Johnston hired ten game developers to work on the software, which uses a leaderboard to encourage sales productivity. “The wonderful thing about gaming is that you can regenerate. If you fail, you get a second chance,” Johnston says. “We’re encouraging risk taking in salespeople and the ability to go back and improve.” Johnston says companies like Cold Stone Creamery and Seriosity, which makes enterprise solutions software, are using game design to develop training and learning systems for its employees.

“A lot of applications are designed to make things easy. Fun comes from challenge. It’s about taking risks and taking risks that are wrong,” says Areae president Koster, who speaks to packed audiences at tech conferences about what makes sites fun. “If you look at eBay, a huge reason that it’s addictive is because you can lose. You get hardcore users who can swipe things from people in the last three seconds.”

3. Feedback. Digg cofounder Kevin Rose knew that in order for his site to work, it would take a very active community (more than 17 million visit the site each month), and he tapped into this powerful tool early on draw users. When a Digg member submits an article, the expectation is that the user’s contributions will be recognized – whether the submission reaches the homepage or others comment or vote on it. Digg’s feedback system is a metric of how good you are at finding and discovering unique stories. “There are parallels between the gaming community and the Digg community. Like gaming, a reward system is used to keep people pecking away,” says Digg VP of marketing Mike Maser. “One reason that Digg members are so passionate is because our site gives them a unique way to gain recognition. A user’s contributions to the overall community are worthwhile, and it keeps people coming back for more.”

4. Exchanges Explicit and implicit exchanges, like taking turns in a chess match (explicit) or giving someone a virtual Facebook gift (implicit), encourage interactive behavior. Photo-sharing site Flickr took off because it wasn’t just about posting pictures, but also exchanging social interactions. Flickr, which evolved from a lightweight MMPORG called Game Neverending, lets its members tag photos. “You can tag a photo as ‘sunset’ or ‘bicycle’, but then you quickly find quirky, interesting ways to associate photographs with objects and finding things that have been tagged by other users,” says Doug Tygar, a computer science professor at UC Berkeley. “It’s a bit like shopping in an antique store. You treasure that serendipitous moment when you find that gem.” Like when you find a Flickr tag of old ladies stretching at the beach.

Well-designed games employ the simplest social exchange. You make a move, and something else happens. Consider Amazon’s one-stop checkout process. You click once, and you’ve suddenly purchased something. Hooray! “We’ve done studies where one-step checkouts have approximately twice the volume of multi-step checkouts,” says Tygar, who specializes in e-commerce. “It’s more fun than going through many intermediate steps. It’s almost obvious that the more fun a website is, the more people want to hang around that site.”

5. Customization Letting your user have some control over preferences (ie. being able to personalize your MySpace page or Google homepage) increases their investment and creates barriers to exit. The more you let users try to exploit the system, the more interested they’ll be in sticking around. One afternoon Forman was riding the subway and overheard two girls talking about his website, IILWY. “This one girl was highly competitive, and was looking for a way to get more bids. She studied all the other girls in New York and figured out that 27 was the optimal dating age, so she changed her stats,” Forman said. “One thing that I’ve learned from this whole experience is that people like to know how games work and then find the way to be the best at it.”

The PayPal mafia

Tuesday, November 20th, 2007

Jeffrey O’Brien describes the PayPal mafia, “the hyperintelligent, superconnected pack of serial entrepreneurs who left the payment service and are turning Silicon Valley upside down”:

During the past five years they’ve been furiously building things — investment firms, philanthropies, solar-power companies, an electric-car maker, a firm that aims to colonize Mars, and of course a slew of Internet companies. It’s amazing how many hot web properties can trace their ancestries to PayPal.

Besides Facebook and Slide, there’s Yelp, Digg, and YouTube. Thiel and Levchin, the don and consigliere of the mafia, figure that all told, there are dozens of enterprises worth a total of roughly $30 billion — and that value is growing rapidly, as evidenced by Thiel’s good fortune with Facebook.

This group of serial entrepreneurs and investors represents a new generation of wealth and power. In some ways they’re classic characters of Silicon Valley, where success and easy access to capital breed ambition and further success. It’s the reason people come to the area from all over the world. But even by that standard, PayPal was a petri dish for entrepreneurs. The obvious question is, Why?

Maybe it comes back to the early hires. After their first breakfast, Thiel and Levchin began recruiting everyone they knew at their alma maters. “It basically started by hiring all these people in concentric circles,” Thiel remembers. “I hired friends from Stanford, and Max brought in people from the University of Illinois.”

They were looking for a specific type of candidate. They wanted competitive, well-read, multilingual individuals who, above all else, had a proficiency in math. Levchin’s original idea for PayPal was to beam money between PalmPilots, but Thiel has a way of seeing the bigger picture.

A staunch libertarian, Thiel figured a web-based currency would undermine government tax structures. Getting there, however, would mean taking on established industries — commercial banking, for instance — which would require financial acumen and engineering expertise.

Thiel and Levchin also wanted workaholics who were not MBAs, consultants, frat boys, or, God forbid, jocks. “This guy came in, and I asked what he liked to do for fun,” Levchin recalls. “He said, ‘I really enjoy playing hoops.’ I said, ‘We can’t hire the guy. Everyone I knew in college who liked to play hoops was an idiot.’”

They wanted competitive, well-read, multilingual individuals who, above all else, had a proficiency in math. Hmm…

Computers in the Classroom

Tuesday, November 20th, 2007

David Foster cites Michael Schrage‘s contrarian view on computers in the classroom:

What better way to breed cognitively spoilt children than sparkly tools that interactively cater to their impatience and short attention spans? Tears of frustration are an essential part of education. The ability to press on even in the absence of simulated cooing and ‘isn’t this fun?’ encouragement matters. But most educational software has nothing to do with cultivating character. Character does not even rise to the level of an afterthought. It is all Rousseau and no Epictetus.

This absence of character is sadly revealing. Classroom computing offers less of a bold vision than a cowardly cheat by technocrats counting on technical innovation to shield themselves from hard questions about what schools should be. That sensibility is emblematic of a monied elite that would rather buy tools than go through the painful process of determining how best to use them.

It is all Rousseau and no Epictetus. It’s all small skills and no big skills.