How Fungi Saved the World

For all that we humans worry about saving the world, it was [mushrooms that rescued an Earth that had drowned in wood for 40 million years](http://feedthedatamonster.com/home/2014/7/11/how-fungi-saved-the-world), and even gave us the coal to jumpstart modern civilization:

> Here is the crux of our problem: lignin made the lycopod trees a little too successful. Because their leaves were lofted above many herbivores and their trunks were made inedible by lignin, lycopods were virtually impervious to harm. They grew and died in vast quantities, and their trunks piled up in swamps, eventually becoming submerged and locking huge quantities of carbon dioxide out of the atmosphere for good in the form of coal. Without any decomposition to recycle this carbon, atmospheric carbon dioxide levels crashed, leading to global cooling and making it much harder for plants to grow. Atmospheric oxygen concentration, in turn, soared to an estimated 35%, much higher than the 20% of modern times.

How video games point to enlightenment

In 2008, Metafilter member aeschenkarnos wrote [a review of the outside world as if it were a video game](http://www.metafilter.com/70365/The-Myth-of-the-Media-Myth-Games-and-NonGamers#2063862):

> The physics system is note-perfect (often at the expense of playability), the graphics are beyond comparison, the rendering of objects is absolutely beautiful at any distance, and the player’s ability to interact with objects is really limited only by other players’ tolerance. The real fundamental problem with the game is that there is nothing to do.

It received a score of 7/10.

Since then, a few people have written about how treating your real life like a video game can improve your [productivity](https://www.popsci.com/technology/article/2012-01/can-treating-your-life-game-make-you-better-person#page-4) and [personal development](https://oliveremberton.com/2014/life-is-a-game-this-is-your-strategy-guide/). [Jane McGonigal](https://janemcgonigal.com/), one of [my design heroes](http://bob.ryskamp.org/brain/?p=41500), developed [a game to make people happier and healthier in real life](https://www.youtube.com/watch?v=lfBpsV1Hwqs). And many “games” have been created to [teach meditation](https://www.headspace.com/headspace-meditation-app), [calm the mind](https://www.calm.com/), and even [“promote compassion, altruism and teamwork”](http://thatgamecompany.com/clouds-new-sky-game-details-revealed/).

There are clear parallels between the activities shown and taught in these “games” and the ones that multiple religions point to as leading to truth and enlightenment. Video games let you build a character, developing their “experience points” along the way; religions provide paths of growth toward holiness. Video games let you explore alternative realities; Buddhism and Christianity both explain that this world is not the “true” reality; the promised kingdom.

But piloting a character in a video game, and recognizing their false nature, is different than believing you yourself are a character in a game. [Nick Bostrom’s Simulation Argument](https://www.simulation-argument.com/) is the most well-known explanation of how we might actually be living inside a simulation, while Robin Sloan wrote a fascinating piece about [how to best succeed–and not get turned off–if that were true](http://www.jetpress.org/volume7/simulation.htm):

> If you might be living in a simulation then all else equal you should care less about others, live more for today, make your world look more likely to become rich, expect to and try more to participate in pivotal events, be more entertaining and praiseworthy, and keep the famous people around you happier and more interested in you.

However, I had almost the opposite reaction. Instead of making me strive for simulated immortality, taking such a perspective mostly changes how I view everyday things. When I imagine I’m a character in a game, a few things change:

– I pay more attention to the present moment: the people I’m with, the sights and sounds and feelings. It really is a well-designed game (“the graphics are beyond comparison”), but you only appreciate that by paying attention. And why play a game if you’re not going to pay attention to it?
– My phone, the internet, and TV are less tempting. Who logs into a video game just to have their character watch TV?
– In general I’m less swayed by indulgences. Drinking alcohol and eating junk food aren’t going to help with that leveling up, and being tired is something I can fix by simply clicking on a few more hours of sleep.
– It’s easier to do the chores and tasks I know I need to do. Somehow viewing myself as a character makes it easier for me to tell him to get to work.
– I feel braver and more willing to take risks, and try new things. Games reward exploration.

Interestingly, all these are also benefits I’ve found from prayer and meditation. Games and religious practices share the desire to reduce the ego and the identification with the “self”. If you don’t believe that this is your true self–your intended form–you can handle setbacks and struggles better (after all, they’re not about *you*). And you can still invest in and grow your “self”, but the stress of that and fear of failure goes away when you believe the true consequences and rewards are separate from this reality.

The danger in this perspective is descending into nihilism, where you believe that this life has no purpose. Reminding myself of the personal benefits of growth helps avoid that, but also looking deeply at the beauty of nature and society all around shows me the value of simply being there to experience it.

So if you see me moving a bit awkwardly around the world, gazing intently at every little thing, and trying weird new practices every day, cut me some slack–I’m still learning how to play this game.

Design by inquiry: Can this be a question?

I recently started a new job with new brilliant, experienced colleagues, and it’s been difficult to make helpful contributions while I’m still learning about the problems we’re working on. Often when I propose a solution it turns out to be already considered and rejected, hopelessly naïve, or entirely misguided. And when asked for my opinion on the ideas of others, I sometimes freeze up and stammer out something noncommittal.

I’ve found that the most useful technique is to constantly ask myself, “Can this be a question?” Specifically, I take whatever proposal I was about to make, and turn it into a question for others.

For instance, if I think we should change a design element from blue to green, I might ask “How did we decide on blue for this?” or “How well is blue working here?” If that doesn’t lead anywhere, I could continue by asking “What are the goals of the color choices?” followed by “Would any other colors do that even better?”. Even if we don’t end up making it green, we’re likely to end up with some improvement, and I’m certain to learn something along the way.

Asking questions like this–something I call “design by inquiry”–has several benefits:

1. It encourages others to share their thoughts and ideas, and puts them in a creative mode rather than a critical one. Often when people hear a strongly-presented idea they feel responsible for pointing out its flaws rather than building constructively on it. And design always benefits from more diverse perspectives.

2. It gives the people with the most context–they’re asking the question, after all–the opportunity to answer it themselves. If an engineer comes to me with a problem, they’ve already started thinking about it. I’d like to hear what they’ve considered already, and what they feel might be best now.

3. It can open up an overly-constrained problem to new opportunities. More often than not, the difficulty in design comes from solving the wrong problem, and restating the question gives everyone a chance to reframe the problem and make sure you’re still looking in the right direction.

In several ways, this is similar to the Socratic method, which is often employed in order to discredit a hypothesis or proposal, and sometimes characterized as “acting dumb”. However, design by inquiry comes from a place of open creativity and “actually being dumb”–as designers always are when starting a new project.

One of my mantras is “be the dumbest person in the room”–to make sure I’m always learning–and that means asking a lot of questions!

Notes from “Why Buddhism is True”

Robert Wright’s books have oscillated between evolutionary science (The Moral Animal) and religious history (The Evolution of God, Nonzero). His latest book, _Why Buddhism is True_, tries to unify the fields, told through a personal perspective.

> For more than two millennia, Buddhism had been studying how the human mind is programmed to react to its environment, how exactly the “conditioning” works. Now, with Darwin’s theory, we understood what had done the programming.

One of Buddhism’s big ideas is that most of what we sense and feel is illusory. Wright argues that evolution created these illusions by shaping us to value survival and reproductive success more than “truth”:

> Natural selection didn’t design your mind to see the world clearly; it designed your mind to have perceptions and beliefs that would help take care of your genes.

He gives the example of seeing–really seeing–a dangerous snake out of the corner of your eye, sprinting away, and then turning back to realize it was only a stick. In the moment, your brain *saw* a snake, because it was more beneficial to your genes to believe it was real.

Even if you *think* you’re being rational, that too can be an illusion:

> From natural selection’s point of view, it’s good for you to tell a coherent story about yourself, to depict yourself as a rational, self-aware actor. So whenever your actual motivations aren’t accessible to the part of your brain that communicates with the world, it would make sense for that part of your brain to generate stories about your motivation.

His conclusion is that our collective psychology is “a byproduct of the particular evolution of our species”, and that the way to save the world is for people to recognize their illusions, especially the illusion of separateness from each other.

> I think there will have to be, in the long run, a revolution in human consciousness. I’m not sure what to call the revolution—maybe the Metacognitive Revolution, since it will involve stepping back and becoming more aware of how our minds work. But I think it’s going to have to be something so dramatic that future historians will have an actual label for the transformation.

In an age of information addiction and personalized newsfeeds it’s hard to imagine the world embracing mindfulness _en masse_. But perhaps it is exactly the artifice of those things that will drive us back to a more natural, more mindful, and more truthful lifestyle.

“Style is knowing what play you’re in” –
[John Gielgud](https://books.google.com/books?id=Rt3FxgpP7nwC&pg=PA135&lpg=PA135&dq=style+is+knowing+what+play+you%E2%80%99re+in+john+gielgud)

Intelligent and docile

> The first ultraintelligent machine is the last invention that man need ever make, provided that the machine is docile enough to tell us how to keep it under control. – [I. J. Good](https://en.wikipedia.org/wiki/I._J._Good)

Experience as interpretation

> Our own nature, in fact, is defined by the tiny fraction of possible interpretations [of the world] we can make, and the astronomical number we can’t.-
[Hans Moravec](http://www.frc.ri.cmu.edu/~hpm/project.archive/general.articles/1998/SimConEx.98.html)

Consciousness as story

> Our consciousness may be primarily the continuous story we tell ourselves, from moment to moment, about what we did and why we did it. It is a thin, often inaccurate veneer rationalizing a mountain of unconscious processing…

> On the one hand, our consciousness may be an evolutionary fluke, telling an unreliable story in a far-fetched interpretation of a pattern of tiny salty squirts. On the other, our consciousness is the only reason for thinking we exist (or for thinking we think). Without it there are no beliefs, no sensations, no experience of being, no universe. – [Hans Moravec](http://www.frc.ri.cmu.edu/~hpm/project.archive/general.articles/1998/SimConEx.98.html)

A list of human universals

Things that everybody does, in every culture worldwide: [Human Universals](https://condor.depaul.edu/mfiddler/hyphen/humunivers.htm)

For example:

> * Dance
* Jokes
* Language
* Laws
* Planning for future
* “Snakes, wariness around”
* Tickling
* “Weather control (attempts to)”

[via Alan Kay](https://www.fastcompany.com/40435064/what-alan-kay-thinks-about-the-iphone-and-technology-now), who says “Suppose you want to make a lot of money. Well, just take the top 20 human universals and build a technological amplifier for them.”

Veto power and ranked choice voting

George Tsebelis on the connection between electoral structure and government structure:

> The basic idea is that the more veto players you have, the more difficult it is to change the status quo. And the more ideological distance the veto players have from each other, the more difficult it is to change the status quo…

> In the United States, if this kind of sharp division and polarization that we are seeing now is one we’d want to try to resolve institutionally, then the major solution would be a change in the electoral system, and a transformation to Single Transferable Vote, which means that every voter would rank the different candidates…

>What STV does is, even if you are an extremist of one side or the other, your second vote will go to the more moderate candidate on one side. You’ll have a house or senate where moderates prevail.