Monday, March 19, 2018

12 Things Everyone Should Understand About Tech

Technology isn’t an industry, it’s a method of transforming the culture and economics of existing systems and institutions. That can be a little bit hard to understand if we only judge tech as a set of consumer products that we purchase. But tech goes a lot deeper than the phones in our hands, and we must understand some fundamental shifts in society if we’re going to make good decisions about the way tech companies shape our lives—and especially if we want to influence the people who actually make technology.

Even those of us who have been deeply immersed in the tech world for a long time can miss the driving forces that shape its impact. So here, we’ll identify some key principles that can help us understand technology’s place in culture.

1. Tech is not neutral.

One of the most important things everybody should know about the apps and services they use is that the values of technology creators are deeply ingrained in every button, every link, and every glowing icon that we see. Choices that software developers make about design, technical architecture or business model can have profound impacts on our privacy, security and even civil rights as users. When software encourages us to take photos that are square instead of rectangular, or to put an always-on microphone in our living rooms, or to be reachable by our bosses at any moment, it changes our behaviors, and it changes our lives.

All of the changes in our lives that happen when we use new technologies do so according to the priorities and preferences of those who create those technologies.

2. Tech is not inevitable.

Popular culture presents consumer technology as a never-ending upward progression that continuously makes things better for everybody. In reality, new tech products usually involve a set of tradeoffs where improvements in areas like usability or design come along with weaknesses in areas like privacy & security. Sometimes new tech is better for one community while making things worse for others. Most importantly, just because a particular technology is “better” in some way doesn’t guarantee it will be widely adopted, or that it will cause other, more popular technologies to improve.

In reality, technological advances are a lot like evolution in the biological world: there are all kinds of dead-ends or regressions or uneven tradeoffs along the way, even if we see broad progress over time. (...)

6. Tech is often built with surprising ignorance about its users.

Over the last few decades, society has greatly increased in its respect for the tech industry, but this has often resulted in treating the people who create tech as infallible. Tech creators now regularly get treated as authorities in a wide range of fields like media, labor, transportation, infrastructure and political policy — even if they have no background in those areas. But knowing how to make an iPhone app doesn’t mean you understand an industry you’ve never worked in!

The best, most thoughtful tech creators engage deeply and sincerely with the communities that they want to help, to ensure they address actual needs rather than indiscriminately “disrupting” the way established systems work. But sometimes, new technologies run roughshod over these communities, andthe people making those technologies have enough financial and social resources that the shortcomings of their approaches don’t keep them from disrupting the balance of an ecosystem. Often times, tech creators have enough money funding them that they don’t even notice the negative effects of the flaws in their designs, especially if they’re isolated from the people affected by those flaws. Making all of this worse are the problems with inclusion in the tech industry, which mean that many of the most vulnerable communities will have little or no representation amongst the teams that create new tech, preventing those teams from being aware of concerns that might be of particular importance to those on the margins.

by Anil Dash, LinkedIn |  Read more:
Image: uncredited