WEBVTT - Simplicable's Fundamental Principles of Technology

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Be there

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer with iHeartRadio. And how the tech

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<v Speaker 1>are you today? I thought I would talk about a

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<v Speaker 1>few fundamental principles that underlie technology, at least as identified

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<v Speaker 1>by a blog called Simplicable. The name of the author

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<v Speaker 1>on all the articles I was looking at was John Spacey,

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<v Speaker 1>so it appears to be John Spacey at the helm

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<v Speaker 1>of this blog, which I think is based out of Singapore.

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<v Speaker 1>So these are concepts that apply to or drive technology

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<v Speaker 1>and technological change and innovation. And it goes beyond things

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<v Speaker 1>like circuits or electricity or mechanical systems or anything like that.

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<v Speaker 1>These are more like ideas and observations that underlie technology,

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<v Speaker 1>again as identified by Simplicable. So I don't wish to

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<v Speaker 1>suggest that these are universal fundamental principles, just rather that

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<v Speaker 1>I came across this list Unsimplicable and I thought it

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<v Speaker 1>was interesting, so I thought I would talk about some

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<v Speaker 1>of them today. So first up, we've got a concept

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<v Speaker 1>that ties in with Moore's law to an extent. You

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<v Speaker 1>could argue that Moore's law is another fundamental principle. In fact,

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<v Speaker 1>it's one of the ones that's listed by simplicable. I

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<v Speaker 1>think that's going a little far to call it a

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<v Speaker 1>fundamental principle. It's certainly an observation that people have attempted

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<v Speaker 1>to push beyond some pretty hard boundaries. But as a refresher,

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<v Speaker 1>just so that you understand what I'm talking about here,

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<v Speaker 1>Moore's law stems from an observation that Gordon Moore paid

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<v Speaker 1>back in the middle of the last century, actually, when

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<v Speaker 1>he saw that economic and technological factors were contribute meeting

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<v Speaker 1>to a system where there was an economic demand for

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<v Speaker 1>progressively more powerful microprocessors and later on computer chips, and

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<v Speaker 1>that this demand in turn created an incentive for fabrication

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<v Speaker 1>companies to come up with ways to meet that demand. Like,

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<v Speaker 1>it wasn't just magical that the fabrication companies were able

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<v Speaker 1>to make more powerful processors. They saw the demand there

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<v Speaker 1>and then they said, okay, well, how can we make

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<v Speaker 1>something that meets that demand. It's not just magically happening

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<v Speaker 1>on its own. So every so often we would see

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<v Speaker 1>companies find new ways to fit more discrete components onto

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<v Speaker 1>a square inch of silicon wafer. As they were able

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<v Speaker 1>to a couple of years previously. So generally speaking, the

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<v Speaker 1>law of Moore's law boiled down to every eighteen to

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<v Speaker 1>twenty four months, fabrication companies would find a way to

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<v Speaker 1>double the number of transistors that they could it onto

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<v Speaker 1>a silicon wafer an inch of silicon wafer square inch. Now,

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<v Speaker 1>over time, this concept morphed into a similar but different one.

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<v Speaker 1>We still call it Moore's law, but now we don't

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<v Speaker 1>necessarily say that the processors of today have twice as

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<v Speaker 1>many transistors on it as the processors from two years ago.

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<v Speaker 1>For example, now we say every two years or so

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<v Speaker 1>the chips that fabrication companies are producing are twice as

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<v Speaker 1>powerful as the ones from two years earlier. So, in

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<v Speaker 1>other words, if you bought a high end processor in

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<v Speaker 1>twenty ten, and then you bought another high end processor

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<v Speaker 1>in twenty twelve, the twenty twelve one should be twice

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<v Speaker 1>as powerful as the twenty ten one, And then in

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<v Speaker 1>twenty fourteen, if you bought one, that chip should be

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<v Speaker 1>twice as powerful as the one that you had bought

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<v Speaker 1>back in twenty twelve. Now we also tend to get

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<v Speaker 1>a little loosey goosey with a whole concept of what

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<v Speaker 1>power means in this context. Often this comes down to

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<v Speaker 1>processing speed, how fast can the chip process information, how

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<v Speaker 1>fast can it complete executions of operations, But powerful can

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<v Speaker 1>also include some other concepts like bitwidth, and you can

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<v Speaker 1>think of bitwidth as how large of a chunk of

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<v Speaker 1>data can this processor handle. So if the bitwidth is greater,

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<v Speaker 1>the processor can handle larger chunks of data. To me,

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<v Speaker 1>one interesting thing about Moore's law is how we choose

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<v Speaker 1>to interpret it so that it will remain relevant over

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<v Speaker 1>the years. Because pretty much everyone has acknowledged we're running

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<v Speaker 1>up against some obstacles that are just impossible to get

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<v Speaker 1>around based on the technology we have developed so far.

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<v Speaker 1>Let me explain that a little bit more so. As

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<v Speaker 1>you reduce the size of these components so that you

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<v Speaker 1>can fit more of them onto a silicon wafer, you

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<v Speaker 1>start getting down to a size where you're encountering issues

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<v Speaker 1>with quantum mechanics, and these quantum mechanics issues are not

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<v Speaker 1>in alignment with the way that we want our electronics

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<v Speaker 1>to work. Essentially, we get to a point where the

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<v Speaker 1>pathways we have created for electrons are so small that

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<v Speaker 1>the electrons have the potential to exist in a different

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<v Speaker 1>part of the pathway than where we want them to be. So,

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<v Speaker 1>if you think of transistor gates as actually being physical gates,

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<v Speaker 1>as in, you know, you're when it's closed, you're not

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<v Speaker 1>allowed to go through once you get to a certain size,

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<v Speaker 1>there's a potential for an electron to be on the

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<v Speaker 1>other side of the gate without having to actually physically

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<v Speaker 1>pass through the gate. It just means that there's the

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<v Speaker 1>possibility that the electron could be on the other side.

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<v Speaker 1>And as long as there's a possibility, it means that

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<v Speaker 1>sometimes that's what happens. And if you can't control where

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<v Speaker 1>the electrons are, then the gates mean nothing, and it

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<v Speaker 1>means that you're going to get computational errors. So there

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<v Speaker 1>are fundamental physical limitations to how small we can make

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<v Speaker 1>things if they're working the way that we have designed

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<v Speaker 1>microprocessors for you know, the better part of a century.

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<v Speaker 1>So that means that we have to come up with

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<v Speaker 1>other means, other ways to try and eke out more

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<v Speaker 1>performance in these chips. If we want Moore's law to

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<v Speaker 1>remain relevant, and that's only if we say, all right,

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<v Speaker 1>we want Moore's law to remain relevant, but not the

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<v Speaker 1>original Moore's law. We're talking about our reinterpretation of that

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<v Speaker 1>observation that was made, you know, in the middle of

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<v Speaker 1>the nineteen hundreds. So that is kind of where we

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<v Speaker 1>are with Moore's law. It's still sort of relevant, but

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<v Speaker 1>mostly because we're willing to bend on how we interpret

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<v Speaker 1>it and how we define it. So no one wants

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<v Speaker 1>to reach a point where they have to admit that

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<v Speaker 1>the rate of improvement is slowing down. No one wants

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<v Speaker 1>to get to that point. So we'll just keep on

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<v Speaker 1>moving things around, like doing the balls and cups routine,

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<v Speaker 1>until we can no longer fool ourselves into thinking that

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<v Speaker 1>we're able to keep this rate of change up. And

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<v Speaker 1>this is what brings us up to a different fundamental principle,

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<v Speaker 1>as defined by Sipplicable called accelerated change or accelerating change,

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<v Speaker 1>I should say, and that's just what it sounds like,

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<v Speaker 1>because we all realize that over time, stuff changes. Accelerating

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<v Speaker 1>change means that the rate of change itself is changing.

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<v Speaker 1>It's not just that things are changing day to day.

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<v Speaker 1>It's the concept that they're changing more quickly than the

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<v Speaker 1>rate of change was before, and that this is driven

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<v Speaker 1>by technology and how we use that technology. So with

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<v Speaker 1>this kind of concept, we would be able to look

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<v Speaker 1>at any ten year span. So let's say we looked

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<v Speaker 1>at nineteen fourteen to nineteen twenty three, and then let's

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<v Speaker 1>say we compared that with a more recent ten year span,

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<v Speaker 1>so let's say twenty fourteen to twenty twenty three. Then

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<v Speaker 1>we ask the question in which of those ten year spans,

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<v Speaker 1>In which of those decades would we see more change?

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<v Speaker 1>And if we want to get specific, where did we

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<v Speaker 1>see more technologically driven or oriented change. Since the nineteen

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<v Speaker 1>fourteen to nineteen twenty three decade predates the invention of

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<v Speaker 1>the transistor, it's pretty easy for us to say, well,

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<v Speaker 1>the most recent decade has seen way more innovation driven

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<v Speaker 1>by technology. It's not even comparable. And that's true, but

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<v Speaker 1>we should also remember once again, these advancements in technology,

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<v Speaker 1>they're not happening in a vacuum. It's not like technology,

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<v Speaker 1>if left to itself, will evolve and improve over time.

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<v Speaker 1>Stuff in the world shapes our approach to technology, and

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<v Speaker 1>then our technology shapes the stuff in the world and

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<v Speaker 1>our interaction with it. So in nineteen fourteen, you would say, well,

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<v Speaker 1>what kind of factors were influencing technological development. In nineteen fourteen, well,

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<v Speaker 1>there was a big one. It was the Great War,

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<v Speaker 1>which was later called World War One. They didn't call

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<v Speaker 1>it that at the beginning because there were still optimists

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<v Speaker 1>back then. They weren't expecting there to be a second one.

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<v Speaker 1>In fact, they called it the War to End all wars.

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<v Speaker 1>It turns out that was wrong. Anyway, this war spurred

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<v Speaker 1>a ton of innovation as various countries tried to find

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<v Speaker 1>more efficient ways to kill the enemy while sustaining fewer

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<v Speaker 1>losses of their own, or at the very least just

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<v Speaker 1>killing war of them than they managed to kill of us.

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<v Speaker 1>So we got lots of stuff like machine guns, motorized

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<v Speaker 1>military vehicles, airplanes were used in warfare. Chemical warfare became

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<v Speaker 1>a thing. We also got some other stuff that wasn't

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<v Speaker 1>expressly made to kill people, like gas masks which was

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<v Speaker 1>meant to save people, and field radios. Anyway, my point

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<v Speaker 1>is that the concept of accelerating change isn't something that

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<v Speaker 1>we can just isolate from the rest of the world.

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<v Speaker 1>It's also something that can lead people to make predictions

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<v Speaker 1>that I think may at best be a long shot.

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<v Speaker 1>It's what has fueled a ton of discussion around concepts

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<v Speaker 1>like the singularity. This is this idea that we reach

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<v Speaker 1>a point where change is happening so quickly and it's

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<v Speaker 1>so constant that there is no way that you can

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<v Speaker 1>meaningfully talk about the way things are, because by the

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<v Speaker 1>time you're done making a sentence, they ain't that way

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<v Speaker 1>no more. They've changed already. So this idea, which relates

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<v Speaker 1>to other concepts like humans becoming something more than human,

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<v Speaker 1>the so called transhuman approach. Transhuman in this case meaning

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<v Speaker 1>something beyond humanity. It doesn't have anything to do with

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<v Speaker 1>something like the transgender community. That it's a different thing,

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<v Speaker 1>very important thing, but different. This concept of transhumanism is

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<v Speaker 1>about no longer being strictly human the way we would

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<v Speaker 1>define it today, and that could include lots of things.

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<v Speaker 1>It usually includes some form of augmented intelligence. Either we

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<v Speaker 1>figured out a way to boost our own biological intelligence,

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<v Speaker 1>or we've incorporated technology into us in some way that

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<v Speaker 1>that then boosts our intelligence. Sometimes we also have an

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<v Speaker 1>idea of digital immortality thrown in there. Mostly it feels

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<v Speaker 1>a lot like stuff that's in the realm of science

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<v Speaker 1>fiction rather than stuff that's in reality. But I would

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<v Speaker 1>argue that it's based on this perception that change is

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<v Speaker 1>happening faster with every passing year. And if that's your

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<v Speaker 1>basic argument, well, then it stands to reason that at

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<v Speaker 1>some point the rate of change will be such that

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<v Speaker 1>there will be no meaningful way to quantify it. But

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<v Speaker 1>like Moore's law, I would say this belief is based

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<v Speaker 1>off things that may not be universally or permanently true.

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<v Speaker 1>I think one of the mistakes that some futurists make

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<v Speaker 1>is that they equate all change with what we see

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<v Speaker 1>in things like Moore's law, because Moore's law describes exponential

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<v Speaker 1>rates of improvement right with at least with processor complexity,

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<v Speaker 1>which then we redefined as processor power or performance, So

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<v Speaker 1>that same rate of change would then apply to everything

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<v Speaker 1>with the way some futurists frame stuff out. But that's

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<v Speaker 1>just not true. We don't see exponential change in everything

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<v Speaker 1>that's related to technology. Some things actually change at an

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<v Speaker 1>even faster rate, they might start to approach a hyperbolic

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<v Speaker 1>rate of change, But some things experience much slower change.

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<v Speaker 1>They don't advance that quickly, like battery technology does not

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<v Speaker 1>advance nearly as quickly as microprocessor technology. So it appears

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<v Speaker 1>to me that the singularity is going to require a

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<v Speaker 1>lot more than just super fast processors, unless we decide

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<v Speaker 1>to redefine what the singularity is, and then we could

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<v Speaker 1>say we're already in it because we've redefined it, which

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<v Speaker 1>we kind of have done with Moore's law. I guess

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<v Speaker 1>we could do that, but it's not very satisfying. So

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<v Speaker 1>accelerating change is one of those fundamental ideas in tech

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<v Speaker 1>that may or may not apply depending on the tech

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<v Speaker 1>type we're talking about. I would say that for some technologies,

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<v Speaker 1>like autonomous vehicles, for example, we have not seen accelerating change. Instead,

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<v Speaker 1>we saw an initial burst of innovation, incredible innovation, and

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<v Speaker 1>for a few years that continued and it did look

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<v Speaker 1>like it was accelerating change. But now we're seeing engineers

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<v Speaker 1>having to hone in on specific limitations and problems and

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<v Speaker 1>challenges within autonomous vehicle technology, and these require careful solutions,

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<v Speaker 1>and some problems might be accounted for, but lots more

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<v Speaker 1>have been discovered or are not accounted for, and we

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<v Speaker 1>aren't seeing accelerating change in that field anymore. Iterative changes,

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<v Speaker 1>which is still good, like we're still seeing advancements, but

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<v Speaker 1>it's not going at this you know, breakneck speed. That

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<v Speaker 1>accelerating change suggests. Okay, we've got a lot more principles

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<v Speaker 1>to cover. I think it's time for us to take

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<v Speaker 1>a quick break. All right, we're gonna move on to

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<v Speaker 1>a different fundamental principle that Simplicable has identified as being,

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<v Speaker 1>you know, fundamental to technology. And so let's talk about complexity.

0:14:37.320 --> 0:14:40.920
<v Speaker 1>You can think of complexity falling into one of two categories.

0:14:41.080 --> 0:14:46.760
<v Speaker 1>Simplicable calls it essential complexity and then accidental complexity, or

0:14:46.760 --> 0:14:50.440
<v Speaker 1>what I would refer to as non essential complexity. Now,

0:14:50.520 --> 0:14:54.880
<v Speaker 1>if something has essential complexity, that doesn't necessarily mean there's

0:14:55.000 --> 0:14:58.480
<v Speaker 1>no way to simplify the technology. It might be possible

0:14:58.480 --> 0:15:02.840
<v Speaker 1>to simplify it, but it's essential complexity. That means that

0:15:02.920 --> 0:15:06.680
<v Speaker 1>if we were to try and simplify this technology, to

0:15:06.760 --> 0:15:10.600
<v Speaker 1>streamline it or remove features or anything like that, then

0:15:10.880 --> 0:15:14.400
<v Speaker 1>in the process, we would also reduce the usability or

0:15:14.560 --> 0:15:18.760
<v Speaker 1>value of that technology. So, in other words, we could

0:15:18.800 --> 0:15:21.640
<v Speaker 1>make it less complex, but we would also make it

0:15:22.000 --> 0:15:26.800
<v Speaker 1>less good, or less desirable or less useful. This can

0:15:26.960 --> 0:15:30.960
<v Speaker 1>fall into subjective perceptions. It's not just an objective truth.

0:15:31.360 --> 0:15:33.800
<v Speaker 1>So for example, let's say you've got a team and

0:15:33.800 --> 0:15:40.560
<v Speaker 1>they're developing a smartphone, and their initial lineup of features

0:15:41.120 --> 0:15:43.600
<v Speaker 1>are all the typical ones you would find in a smartphone.

0:15:44.400 --> 0:15:46.720
<v Speaker 1>It'll be able to make calls, they'll be able to

0:15:46.800 --> 0:15:50.200
<v Speaker 1>send and receive emails and text messages. It'll be able

0:15:50.240 --> 0:15:54.200
<v Speaker 1>to take photos, all that kind of stuff. The complexity

0:15:54.440 --> 0:15:58.560
<v Speaker 1>necessitates certain design decisions, right, Like, in order to achieve

0:15:58.720 --> 0:16:02.200
<v Speaker 1>the things you have listen did as what the smartphone

0:16:02.240 --> 0:16:05.280
<v Speaker 1>has to do, you've got to make certain design decisions

0:16:05.320 --> 0:16:08.840
<v Speaker 1>to support it. This all is just logical, right, And

0:16:08.880 --> 0:16:11.520
<v Speaker 1>that could range from everything from the size of the

0:16:11.520 --> 0:16:13.720
<v Speaker 1>battery you're gonna need if you want to have a

0:16:13.840 --> 0:16:16.960
<v Speaker 1>useful phone life so it lasts at least a day.

0:16:17.880 --> 0:16:20.720
<v Speaker 1>It may involve things like screen resolution. You want to

0:16:20.720 --> 0:16:22.880
<v Speaker 1>make sure that people can see whatever it is that's

0:16:22.920 --> 0:16:26.640
<v Speaker 1>being displayed. There, process or power to support all these

0:16:26.640 --> 0:16:31.720
<v Speaker 1>different functions, Like, all these things become necessary considerations in

0:16:31.800 --> 0:16:34.400
<v Speaker 1>order to provide a good experience. But let's say there's

0:16:34.440 --> 0:16:37.120
<v Speaker 1>someone on your team who just doesn't see the value

0:16:37.160 --> 0:16:39.680
<v Speaker 1>in having a camera and a smartphone. Maybe this person

0:16:39.720 --> 0:16:43.080
<v Speaker 1>never uses the camera on their smartphone at all. Maybe

0:16:43.120 --> 0:16:45.680
<v Speaker 1>they just don't take pictures. They don't see it as

0:16:45.720 --> 0:16:51.000
<v Speaker 1>being fundamentally important to a smartphone's design. They could argue

0:16:51.080 --> 0:16:55.479
<v Speaker 1>that you could drastically simplify the design of the smartphone

0:16:55.480 --> 0:16:57.960
<v Speaker 1>if you just ditched the camera right. That means you

0:16:57.960 --> 0:17:00.440
<v Speaker 1>get rid of the lenses, you get rid of all

0:17:00.440 --> 0:17:03.400
<v Speaker 1>the sensors, you get rid of all the stuff that

0:17:03.560 --> 0:17:05.960
<v Speaker 1>otherwise would have to be in the smartphone for the

0:17:06.000 --> 0:17:08.720
<v Speaker 1>camera to work. And then you could either make the

0:17:08.800 --> 0:17:12.080
<v Speaker 1>smartphone smaller, you know, create a smaller form factor because

0:17:12.480 --> 0:17:16.440
<v Speaker 1>it no longer has to house those components, or dedicate

0:17:16.480 --> 0:17:20.119
<v Speaker 1>that space for something else. Or even this could precipitate

0:17:20.119 --> 0:17:22.760
<v Speaker 1>into changes for things like the battery life and the

0:17:22.800 --> 0:17:25.000
<v Speaker 1>processor because it no longer would need to support the

0:17:25.040 --> 0:17:28.080
<v Speaker 1>functions of a camera like these are sort of a

0:17:28.119 --> 0:17:32.800
<v Speaker 1>cascading list of decisions that this could affect. However, someone

0:17:32.840 --> 0:17:35.680
<v Speaker 1>else might say, well, this smartphone has no camera. It's

0:17:35.720 --> 0:17:38.560
<v Speaker 1>not a good smartphone. I would argue it's not even

0:17:38.560 --> 0:17:40.520
<v Speaker 1>a smartphone at all because there's no camera in it,

0:17:41.320 --> 0:17:46.320
<v Speaker 1>And to them, the reduction in complexity has resulted in

0:17:46.520 --> 0:17:50.920
<v Speaker 1>a reduction of usability or value. Again, there's no objective

0:17:50.960 --> 0:17:54.120
<v Speaker 1>truth here. It's all dependent upon how you feel about it.

0:17:54.640 --> 0:17:57.639
<v Speaker 1>But there is a general understanding that technologies can only

0:17:57.720 --> 0:18:01.760
<v Speaker 1>be simplified and made more efficient and less clunky up

0:18:01.800 --> 0:18:04.240
<v Speaker 1>to a point, and once you get beyond that point,

0:18:04.320 --> 0:18:06.520
<v Speaker 1>you start to lose whatever it was that makes the

0:18:06.560 --> 0:18:09.240
<v Speaker 1>technology useful in the first place. Now, if we go

0:18:09.359 --> 0:18:14.280
<v Speaker 1>to accidental or non essential complexity, we've got the opposite.

0:18:14.560 --> 0:18:20.560
<v Speaker 1>This describes a technology's tendency to have functions or features

0:18:20.840 --> 0:18:25.199
<v Speaker 1>or elements to it that make it more complex but

0:18:25.840 --> 0:18:29.720
<v Speaker 1>add no extra value to the technology itself, which means

0:18:29.880 --> 0:18:32.280
<v Speaker 1>if you get rid of it, not only do you

0:18:32.400 --> 0:18:35.680
<v Speaker 1>not eliminate something valuable, you might actually increase the value

0:18:35.760 --> 0:18:38.000
<v Speaker 1>of the technology because you've gotten rid of some clutter.

0:18:38.520 --> 0:18:41.760
<v Speaker 1>Now this could be software, it could be hardware. Like

0:18:41.800 --> 0:18:44.320
<v Speaker 1>it doesn't have to be a physical technology. It could

0:18:44.359 --> 0:18:46.960
<v Speaker 1>be something like a bug in software that when you

0:18:47.040 --> 0:18:50.280
<v Speaker 1>eliminate it, not only does it make it less complex,

0:18:50.359 --> 0:18:53.600
<v Speaker 1>but now the software works more effectively. So you've increased

0:18:54.240 --> 0:18:57.399
<v Speaker 1>the value of the software. Even if you were to

0:18:57.520 --> 0:19:01.399
<v Speaker 1>just argue that eliminating the bug reduces the size, like

0:19:01.440 --> 0:19:04.080
<v Speaker 1>the data size of the software itself, you have increased

0:19:04.080 --> 0:19:08.160
<v Speaker 1>its value, right because size is it's not an infinite

0:19:08.200 --> 0:19:12.320
<v Speaker 1>resource that we have like your machines that run software

0:19:12.400 --> 0:19:15.640
<v Speaker 1>have a limitation on how much they can handle. And

0:19:16.040 --> 0:19:19.520
<v Speaker 1>if you start to reduce the demands of software by

0:19:19.560 --> 0:19:24.000
<v Speaker 1>eliminating bugs, that increases that software's value, maybe not monetarily,

0:19:24.080 --> 0:19:30.080
<v Speaker 1>but certainly from a process standpoint. So, with essential complexity,

0:19:30.119 --> 0:19:34.720
<v Speaker 1>reducing complexity reduces the text value. With accidental complexity, reducing

0:19:34.720 --> 0:19:39.480
<v Speaker 1>complexity increases the technology's value. Now there's a related tech

0:19:39.520 --> 0:19:42.040
<v Speaker 1>issue I would like to kind of dip my toe

0:19:42.080 --> 0:19:46.560
<v Speaker 1>in and mention here. That's called feature creep. Now, this

0:19:46.640 --> 0:19:49.760
<v Speaker 1>is when a team is building out a technology and

0:19:49.800 --> 0:19:52.479
<v Speaker 1>then they begin to add in features that were not

0:19:52.600 --> 0:19:56.800
<v Speaker 1>included in the original plan for the tech. You know, oh,

0:19:56.840 --> 0:19:59.320
<v Speaker 1>what if we were to add neon lights, or what

0:19:59.400 --> 0:20:01.920
<v Speaker 1>about we put speakers on the outside of the car.

0:20:02.600 --> 0:20:06.480
<v Speaker 1>Feature creep happens a lot in tech space. It can

0:20:06.600 --> 0:20:09.920
<v Speaker 1>again happen in hardware and in software. It can also

0:20:09.920 --> 0:20:13.879
<v Speaker 1>get to a point where it will doom a project

0:20:13.960 --> 0:20:16.760
<v Speaker 1>or the very least delay it for ages and potentially

0:20:17.840 --> 0:20:20.520
<v Speaker 1>mean that you end up with something that is less

0:20:20.640 --> 0:20:24.840
<v Speaker 1>valuable because of all that feature creep, which ties into

0:20:24.880 --> 0:20:30.159
<v Speaker 1>another fundamental principle that simplicable identifies where they say worse

0:20:30.359 --> 0:20:33.399
<v Speaker 1>is better. By that, they mean not that if a

0:20:33.440 --> 0:20:36.919
<v Speaker 1>technology is worse, it's better than a better technology, But

0:20:37.520 --> 0:20:41.800
<v Speaker 1>sometimes a technology that has fewer functions but works really

0:20:41.840 --> 0:20:45.160
<v Speaker 1>well is going to be viewed as more valuable than

0:20:45.760 --> 0:20:48.480
<v Speaker 1>a device that has way more functions but it's harder

0:20:48.520 --> 0:20:51.480
<v Speaker 1>to use, Which makes sense, right. If you make something

0:20:51.560 --> 0:20:53.800
<v Speaker 1>that is easy to use and it does what it's

0:20:53.840 --> 0:20:56.760
<v Speaker 1>supposed to do, then people are going to gravitate toward

0:20:56.800 --> 0:21:00.359
<v Speaker 1>that more than they will technologies that it might have

0:21:00.680 --> 0:21:02.600
<v Speaker 1>a lot more bells and whistles, but they don't do

0:21:02.600 --> 0:21:06.320
<v Speaker 1>anything particularly well that doesn't typically stand the test of

0:21:06.359 --> 0:21:09.320
<v Speaker 1>time well. Feature creep plays into both of these things here,

0:21:09.840 --> 0:21:14.920
<v Speaker 1>both the complexity issue and the worst is better issue. Now,

0:21:14.960 --> 0:21:18.040
<v Speaker 1>to me, the definitive example of feature creep, the one

0:21:18.080 --> 0:21:20.800
<v Speaker 1>I would use if I were doing my TED talk

0:21:20.880 --> 0:21:24.439
<v Speaker 1>on what feature creep is and why it's bad, would

0:21:24.480 --> 0:21:29.200
<v Speaker 1>be the game Duke Nukem Forever. It was an infamous

0:21:29.240 --> 0:21:32.119
<v Speaker 1>game while it was in development, and once it published

0:21:32.160 --> 0:21:34.399
<v Speaker 1>it no longer became infamous. It just kind of became

0:21:34.720 --> 0:21:38.600
<v Speaker 1>a bit of a punching bag, or sometimes just completely dismissed.

0:21:39.080 --> 0:21:42.080
<v Speaker 1>So if you're not familiar with the Duke nucom franchise.

0:21:42.200 --> 0:21:48.560
<v Speaker 1>It follows this overly macho male hero who's based a

0:21:48.600 --> 0:21:53.360
<v Speaker 1>lot on characters that Arnold Schwarzenegger has played or Bruce Campbell.

0:21:53.480 --> 0:21:56.960
<v Speaker 1>In fact, it lifts a lot of lines straight from

0:21:57.840 --> 0:22:01.880
<v Speaker 1>the Evil Dead movies. Use Campbell Evil Dead movies when

0:22:01.880 --> 0:22:04.800
<v Speaker 1>they were really campy and stuff. And it's a first

0:22:04.840 --> 0:22:07.320
<v Speaker 1>person shooter game that a company called three D Realms

0:22:07.400 --> 0:22:10.760
<v Speaker 1>originally announced in nineteen ninety seven. They'll keep in mind

0:22:10.800 --> 0:22:14.200
<v Speaker 1>when studios announce a game, it typically means that they've

0:22:14.200 --> 0:22:16.959
<v Speaker 1>already been working on it for a while, so they

0:22:17.000 --> 0:22:20.359
<v Speaker 1>announced it in nineteen ninety seven, but the game wouldn't

0:22:20.400 --> 0:22:26.119
<v Speaker 1>actually come out until two thousand and eleven. Now, video

0:22:26.160 --> 0:22:29.760
<v Speaker 1>games can take a long time in development, but fourteen

0:22:29.880 --> 0:22:34.280
<v Speaker 1>years is atypical, although Star Citizen might catch up in

0:22:34.320 --> 0:22:36.880
<v Speaker 1>a couple of years if they don't have a full

0:22:37.000 --> 0:22:41.640
<v Speaker 1>game released before then. And one of the many problems

0:22:41.840 --> 0:22:45.879
<v Speaker 1>that was causing a lot of these delays was feature creep. See.

0:22:45.920 --> 0:22:48.479
<v Speaker 1>While the team at three D Realms was working on

0:22:48.520 --> 0:22:52.320
<v Speaker 1>the game, other companies were releasing updated game engines that

0:22:52.400 --> 0:22:57.520
<v Speaker 1>supported more features, so you could build on the game

0:22:57.560 --> 0:23:01.440
<v Speaker 1>engine you were depending upon already and continue building out

0:23:01.440 --> 0:23:04.359
<v Speaker 1>your game. But the fear was that when Duke Nucom

0:23:04.440 --> 0:23:07.960
<v Speaker 1>would release, it would look dated against games that were

0:23:08.200 --> 0:23:13.479
<v Speaker 1>created on the more recent game engines. So you get

0:23:13.600 --> 0:23:16.840
<v Speaker 1>the head of the project who suddenly demands that the

0:23:16.880 --> 0:23:20.560
<v Speaker 1>team swaps to a different game engine, a more recent one,

0:23:21.200 --> 0:23:25.240
<v Speaker 1>and that necessitates starting from scratch for most aspects of

0:23:25.320 --> 0:23:27.600
<v Speaker 1>the game, like almost all the assets needed to be

0:23:27.720 --> 0:23:30.760
<v Speaker 1>redone in order to work with this new game engine,

0:23:30.800 --> 0:23:33.480
<v Speaker 1>and it sets the entire development process back to the beginning.

0:23:34.400 --> 0:23:36.480
<v Speaker 1>Then you would have times where the leader of the

0:23:36.520 --> 0:23:39.199
<v Speaker 1>project would want capabilities that were starting to show up

0:23:39.240 --> 0:23:43.240
<v Speaker 1>in other games to then be incorporated into Duke nukeomb forever,

0:23:43.359 --> 0:23:47.359
<v Speaker 1>when that had not been a consideration earlier in development.

0:23:47.760 --> 0:23:51.960
<v Speaker 1>So as a result, the game was constantly going through development,

0:23:52.480 --> 0:23:57.000
<v Speaker 1>then revisions, and sometimes complete restarts, and by the end

0:23:57.040 --> 0:23:59.359
<v Speaker 1>of it all, I think it was pretty safe to

0:23:59.440 --> 0:24:02.880
<v Speaker 1>argue that the game was filled with non essential complexity.

0:24:03.200 --> 0:24:06.800
<v Speaker 1>And of course, by the time it finally published under

0:24:06.800 --> 0:24:10.800
<v Speaker 1>a different company. At that point, because it had changed hands,

0:24:11.520 --> 0:24:14.520
<v Speaker 1>it was no longer really a relevant game to the

0:24:14.600 --> 0:24:18.119
<v Speaker 1>sensibilities of most gamers. You know, the even if the

0:24:18.160 --> 0:24:22.040
<v Speaker 1>gameplay had been stellar and free of things like bugs

0:24:22.080 --> 0:24:25.960
<v Speaker 1>and other issues. The tone of the game no longer

0:24:26.000 --> 0:24:30.520
<v Speaker 1>fit what people wanted anymore because more than ten years

0:24:30.520 --> 0:24:33.639
<v Speaker 1>had gone by since the game had been announced, and

0:24:33.720 --> 0:24:39.399
<v Speaker 1>people's tastes in gameplay and game tone had changed in

0:24:39.480 --> 0:24:44.120
<v Speaker 1>that time. So feature creep really was a huge problem

0:24:44.240 --> 0:24:48.960
<v Speaker 1>for that game. Well, here's another concept that Simplicable includes

0:24:49.000 --> 0:24:54.240
<v Speaker 1>as a fundamental principle of technology, the creativity of constraints.

0:24:54.320 --> 0:24:58.800
<v Speaker 1>This one really speaks to me. Basically, this idea says

0:24:59.320 --> 0:25:03.840
<v Speaker 1>it is much easier to be creative and innovative when

0:25:03.840 --> 0:25:09.320
<v Speaker 1>you're working within some form of constraint, because constraints drive decisions,

0:25:09.960 --> 0:25:13.520
<v Speaker 1>and if you are without constraint, you have no limiting

0:25:13.560 --> 0:25:16.440
<v Speaker 1>factors that make it necessary to decide to go one

0:25:16.480 --> 0:25:20.520
<v Speaker 1>way versus another. Any decision you make appears to be

0:25:20.960 --> 0:25:25.160
<v Speaker 1>as valid and viable as any other decision you could make,

0:25:25.240 --> 0:25:29.000
<v Speaker 1>because there's nothing pushing back against you. And that can

0:25:29.160 --> 0:25:31.680
<v Speaker 1>mean you just end up spinning your wheels a lot

0:25:31.720 --> 0:25:35.560
<v Speaker 1>and you don't really make any progress. Constraints can be

0:25:35.600 --> 0:25:39.160
<v Speaker 1>pretty much anything. Budget is probably the big one, right.

0:25:39.280 --> 0:25:42.400
<v Speaker 1>Usually you're working within some sort of budget, and that

0:25:42.440 --> 0:25:46.080
<v Speaker 1>means at least in theory, you can't make decisions that

0:25:46.119 --> 0:25:49.800
<v Speaker 1>would require more money than the budget allows. Obviously, lots

0:25:49.800 --> 0:25:52.760
<v Speaker 1>of projects go over budget, but the budget is meant

0:25:52.800 --> 0:25:57.760
<v Speaker 1>to serve as that constraint. A deadline is another constraint

0:25:57.840 --> 0:26:00.000
<v Speaker 1>you might face. You know, you have to finish your

0:26:00.080 --> 0:26:03.280
<v Speaker 1>task by some appointed time. But there can be lots

0:26:03.280 --> 0:26:06.520
<v Speaker 1>of other types of constraints, even in tech. Some of

0:26:06.560 --> 0:26:10.399
<v Speaker 1>them could be technological constraints, like it's just physically not

0:26:10.520 --> 0:26:14.000
<v Speaker 1>possible for you to go beyond a certain level of

0:26:14.040 --> 0:26:17.600
<v Speaker 1>performance because of the limitations of technology. There can be

0:26:17.640 --> 0:26:22.679
<v Speaker 1>material constraints. Maybe you know you can't go further in

0:26:22.760 --> 0:26:26.800
<v Speaker 1>any particular direction because the materials that you can use

0:26:27.040 --> 0:26:29.159
<v Speaker 1>have their own physical limitations, and if you were to

0:26:29.160 --> 0:26:33.120
<v Speaker 1>try and push beyond that, you would break the device

0:26:33.200 --> 0:26:36.240
<v Speaker 1>or whatever it might be. You can have social constraints,

0:26:36.920 --> 0:26:39.600
<v Speaker 1>maybe there are things that are not socially acceptable that

0:26:39.680 --> 0:26:44.119
<v Speaker 1>you back away from with decisions as you're making. You know,

0:26:44.160 --> 0:26:47.320
<v Speaker 1>this technology. There could be legal constraints. Maybe there are

0:26:47.640 --> 0:26:52.840
<v Speaker 1>regulations or laws that mean that you can't do certain things,

0:26:52.840 --> 0:26:54.760
<v Speaker 1>and that means you have to come up with creative

0:26:54.760 --> 0:26:58.480
<v Speaker 1>solutions to get your technology to work. Properly while still

0:26:58.480 --> 0:27:02.000
<v Speaker 1>being within that legal framework. So with constraints, you end

0:27:02.080 --> 0:27:05.480
<v Speaker 1>up saying, I need to do X, that's my goal.

0:27:05.920 --> 0:27:09.080
<v Speaker 1>But meanwhile, AB and C are all in my way,

0:27:09.520 --> 0:27:12.440
<v Speaker 1>So how can I achieve my goal? And you start

0:27:12.480 --> 0:27:15.640
<v Speaker 1>problem solving, and the problem solving shapes not just how

0:27:15.680 --> 0:27:20.000
<v Speaker 1>you get around those challenges. That problem solving actually shapes

0:27:20.040 --> 0:27:23.119
<v Speaker 1>the end product itself. The thing you make in part

0:27:23.680 --> 0:27:27.440
<v Speaker 1>is a reflection of the constraints that you encountered while

0:27:27.440 --> 0:27:30.320
<v Speaker 1>you were making it. But if you don't have constraints,

0:27:30.960 --> 0:27:33.240
<v Speaker 1>then you don't have those guidelines, right, You don't have

0:27:33.280 --> 0:27:36.720
<v Speaker 1>anything to push against, no hard edges that you're gonna

0:27:36.760 --> 0:27:39.680
<v Speaker 1>bump up against and have to work around, and honestly,

0:27:39.760 --> 0:27:43.840
<v Speaker 1>that can stifle creativity. That particular concept really rings out

0:27:43.840 --> 0:27:47.960
<v Speaker 1>to me because I've encountered it myself when I've played

0:27:48.080 --> 0:27:51.399
<v Speaker 1>certain types of video games, right Like, there are big,

0:27:51.720 --> 0:27:56.880
<v Speaker 1>open world video games that are exploration based and there's

0:27:56.960 --> 0:27:59.920
<v Speaker 1>very little direction, and that can feel too vast. I

0:28:00.080 --> 0:28:02.439
<v Speaker 1>feel like I'm not really doing anything. And then there

0:28:02.440 --> 0:28:06.000
<v Speaker 1>are smaller, more modest games. They might be much more

0:28:06.040 --> 0:28:10.080
<v Speaker 1>directed or have very defined goals that you need to achieve,

0:28:10.560 --> 0:28:13.399
<v Speaker 1>and those really resonate with me because I feel like

0:28:13.440 --> 0:28:16.119
<v Speaker 1>I'm making progress as I play it. Now, this is

0:28:16.160 --> 0:28:18.959
<v Speaker 1>not to say the big open world games with very

0:28:19.000 --> 0:28:22.320
<v Speaker 1>little direction are bad. They're not bad, and the people

0:28:22.320 --> 0:28:24.560
<v Speaker 1>who love them are not bad people. They're not wrong

0:28:24.680 --> 0:28:28.280
<v Speaker 1>for loving them. It's just something that fundamentally doesn't work

0:28:28.280 --> 0:28:31.280
<v Speaker 1>with the way my brain works. And so for me,

0:28:31.440 --> 0:28:35.679
<v Speaker 1>those constraints really are important because they provide structure, and

0:28:35.760 --> 0:28:38.120
<v Speaker 1>with that structure, I can then feel if I'm doing

0:28:38.160 --> 0:28:41.320
<v Speaker 1>well or not well. Without structure, I don't know that,

0:28:41.680 --> 0:28:45.080
<v Speaker 1>and then I start tumbling into an existential crisis. And y'all,

0:28:45.120 --> 0:28:47.720
<v Speaker 1>you've heard enough episodes of this show. You know nobody

0:28:47.760 --> 0:28:51.840
<v Speaker 1>wants that. Okay, we're going to come back in just

0:28:51.920 --> 0:28:55.880
<v Speaker 1>a moment and talk about one other principle that simplicable identifies.

0:28:56.160 --> 0:28:58.720
<v Speaker 1>Keeping in mind they have others than the ones I've

0:28:58.760 --> 0:29:03.480
<v Speaker 1>just mentioned, and we'll finish off this episode from there.

0:29:03.520 --> 0:29:15.640
<v Speaker 1>But first, let's take another quick break to think our sponsors. Now,

0:29:15.680 --> 0:29:17.640
<v Speaker 1>as I mentioned at the top of this episode, I

0:29:17.680 --> 0:29:21.360
<v Speaker 1>was just kind of surfing around the web, which dates

0:29:21.400 --> 0:29:24.400
<v Speaker 1>me right, using terminology like that. That's fine. I'm an

0:29:24.400 --> 0:29:27.840
<v Speaker 1>old man, I get it, and I found this simplicable

0:29:27.880 --> 0:29:30.520
<v Speaker 1>blog which I had never seen before, and I started

0:29:30.560 --> 0:29:34.280
<v Speaker 1>reading this article about the different fundamental principles of technology,

0:29:34.320 --> 0:29:36.520
<v Speaker 1>and this one also really stood out to me because

0:29:36.560 --> 0:29:41.560
<v Speaker 1>I think it's one that we can easily contextualize right

0:29:41.600 --> 0:29:44.239
<v Speaker 1>now based upon things that are playing out at this

0:29:44.360 --> 0:29:48.600
<v Speaker 1>very moment. And that is the principle of cultural lag.

0:29:49.160 --> 0:29:52.440
<v Speaker 1>And again this is these are things that surround technology

0:29:52.440 --> 0:29:57.000
<v Speaker 1>and technological development. Right We're not talking about the actual

0:29:57.280 --> 0:30:01.000
<v Speaker 1>things that make the technology work. So what is cultural lack? Well,

0:30:01.040 --> 0:30:03.760
<v Speaker 1>it's pretty much what it sounds like. It's essentially when

0:30:04.040 --> 0:30:09.760
<v Speaker 1>technology outpaces society in some way. Technology or the things

0:30:09.760 --> 0:30:14.200
<v Speaker 1>that the technology introduces, like the possibilities the technology creates

0:30:14.680 --> 0:30:18.360
<v Speaker 1>are ones that society lacks the facility to handle. So

0:30:18.440 --> 0:30:21.440
<v Speaker 1>I would argue, right now, we're really seeing this with

0:30:21.560 --> 0:30:25.680
<v Speaker 1>generative AI and then artificial intelligence in general, because keep

0:30:25.720 --> 0:30:30.920
<v Speaker 1>in mind, generative AI is one application of artificial intelligence.

0:30:31.560 --> 0:30:35.000
<v Speaker 1>Generative AI is a type of AI, but not all

0:30:35.040 --> 0:30:39.320
<v Speaker 1>AI is generative AI. Right, all cats are mammals, but

0:30:39.360 --> 0:30:44.680
<v Speaker 1>not all mammals are cats. So generative AI has some

0:30:44.720 --> 0:30:48.560
<v Speaker 1>potential applications that society is just not prepared to handle.

0:30:49.160 --> 0:30:54.720
<v Speaker 1>Everything from copyright infringement, to plagiarism, to the capacity to

0:30:54.800 --> 0:31:00.280
<v Speaker 1>generate and disseminate misinformation. All of these are issue with

0:31:00.360 --> 0:31:03.600
<v Speaker 1>generative AI that we just don't have the ability to handle,

0:31:04.160 --> 0:31:07.480
<v Speaker 1>or even being able to differentiate between something that was

0:31:07.600 --> 0:31:11.000
<v Speaker 1>created by generative AI versus something that was created by

0:31:11.040 --> 0:31:14.480
<v Speaker 1>a person. We're not really able to handle that either.

0:31:15.400 --> 0:31:18.920
<v Speaker 1>And again, artificial intelligence in general also falls into the

0:31:18.960 --> 0:31:22.560
<v Speaker 1>category of a technology that we have you know, cultural

0:31:22.640 --> 0:31:27.400
<v Speaker 1>lag associated with it. So often I talk about this

0:31:28.080 --> 0:31:32.840
<v Speaker 1>within the context of legislation as various politicians and leaders

0:31:32.880 --> 0:31:37.800
<v Speaker 1>around the world struggle with the challenges created by technological

0:31:37.880 --> 0:31:41.200
<v Speaker 1>innovation and how can they take advantage of that innovation,

0:31:41.760 --> 0:31:45.360
<v Speaker 1>how can they try not to stifle innovation, but at

0:31:45.400 --> 0:31:47.880
<v Speaker 1>the same time, how can they protect the people and

0:31:48.000 --> 0:31:53.120
<v Speaker 1>institutions of a country from harm based upon what this

0:31:53.200 --> 0:31:56.600
<v Speaker 1>technological innovation can do. And we're even still seeing it

0:31:56.640 --> 0:31:59.880
<v Speaker 1>here in the United States with regard to like base

0:32:00.240 --> 0:32:03.480
<v Speaker 1>principles of what the Internet in general and the Web

0:32:03.520 --> 0:32:06.680
<v Speaker 1>in particular allow, right, I mean, that's why we get

0:32:06.800 --> 0:32:09.920
<v Speaker 1>arguments about stuff like Section two thirty here in the

0:32:10.000 --> 0:32:14.280
<v Speaker 1>United States. There's a cultural lag that is significant because

0:32:14.320 --> 0:32:16.480
<v Speaker 1>keep in mind section two thirty. Section two thirty is

0:32:16.520 --> 0:32:21.160
<v Speaker 1>what protects online platforms from being held liable for the

0:32:21.280 --> 0:32:25.880
<v Speaker 1>content that users post to those platforms. Right, Like, if

0:32:25.880 --> 0:32:30.280
<v Speaker 1>you were solely responsible for the content that goes up

0:32:30.320 --> 0:32:32.280
<v Speaker 1>on a website, all the content that goes up on

0:32:32.280 --> 0:32:35.160
<v Speaker 1>the website comes from you, and you start posting stuff

0:32:35.160 --> 0:32:38.720
<v Speaker 1>that's illegal, well, logic dictates you should be able to

0:32:38.720 --> 0:32:43.520
<v Speaker 1>be held accountable for posting illegal material. You posted it,

0:32:43.640 --> 0:32:46.600
<v Speaker 1>you created it, you posted it, you're the one responsible.

0:32:47.400 --> 0:32:50.680
<v Speaker 1>But if instead you create a website that allows anyone

0:32:50.800 --> 0:32:54.120
<v Speaker 1>to post there, and some other person you've never heard of,

0:32:54.600 --> 0:32:57.360
<v Speaker 1>you don't know them, you've never met them, they come

0:32:57.400 --> 0:33:00.480
<v Speaker 1>to your website and they post something illegal, section two

0:33:00.520 --> 0:33:03.760
<v Speaker 1>thirty would protect you from being held accountable for the

0:33:03.760 --> 0:33:06.680
<v Speaker 1>thing that this other person did. You provided the space,

0:33:07.000 --> 0:33:10.360
<v Speaker 1>but you didn't create the content. And section two thirty

0:33:10.400 --> 0:33:13.400
<v Speaker 1>itself has got some limitations. You're supposed to at least

0:33:13.440 --> 0:33:18.120
<v Speaker 1>put forth reasonable effort to remove illegal material, or else

0:33:18.160 --> 0:33:21.320
<v Speaker 1>you can lose the protection of section two thirty anyway.

0:33:21.360 --> 0:33:23.160
<v Speaker 1>All of this was worked out as part of the

0:33:23.160 --> 0:33:28.840
<v Speaker 1>Communications Decency Act of nineteen ninety six, the year before

0:33:29.040 --> 0:33:33.760
<v Speaker 1>three D Realms announced the development of Duke Nukem forever.

0:33:34.440 --> 0:33:38.000
<v Speaker 1>So it was nineteen ninety six when Section two thirty

0:33:38.080 --> 0:33:43.400
<v Speaker 1>was first written into law, and we're still struggling with

0:33:43.480 --> 0:33:46.560
<v Speaker 1>it today. You still have people on either side of

0:33:46.680 --> 0:33:51.480
<v Speaker 1>the political ideologies who want to either eliminate Section two

0:33:51.560 --> 0:33:57.640
<v Speaker 1>thirty or to amend it significantly for very different ideological reasons.

0:33:57.640 --> 0:34:00.400
<v Speaker 1>But you know, there's this agreement that on both sides

0:34:00.440 --> 0:34:05.600
<v Speaker 1>that it's not what they want, and that shows a

0:34:05.600 --> 0:34:08.400
<v Speaker 1>cultural lag that's really significant. I mean, we tried to

0:34:09.160 --> 0:34:14.160
<v Speaker 1>acknowledge it back in ninety six, and more than a

0:34:14.200 --> 0:34:16.919
<v Speaker 1>decade later, more than a decade and a half later,

0:34:17.080 --> 0:34:21.719
<v Speaker 1>we're still trying to grapple with it. That's a significant

0:34:21.760 --> 0:34:26.040
<v Speaker 1>cultural lag. Now, there are several other topics that Simplicable

0:34:26.120 --> 0:34:29.640
<v Speaker 1>lists as foundational principles of technology. I'm not sure that

0:34:29.719 --> 0:34:33.359
<v Speaker 1>I agree with that classification in every case. I think

0:34:33.400 --> 0:34:37.640
<v Speaker 1>they are things that relate to technology and are to

0:34:37.800 --> 0:34:40.560
<v Speaker 1>varying degrees important. I don't know if I would call

0:34:40.600 --> 0:34:45.160
<v Speaker 1>them fundamental principles. However, I think all of the ideas

0:34:45.160 --> 0:34:48.840
<v Speaker 1>are well worth discussing, and I will likely do another

0:34:48.920 --> 0:34:51.359
<v Speaker 1>episode on this in the future because I find it

0:34:51.480 --> 0:34:56.920
<v Speaker 1>really interesting. To think about these concepts and observations and

0:34:56.960 --> 0:35:01.680
<v Speaker 1>how do they interact with our approach to technology. And

0:35:01.760 --> 0:35:04.040
<v Speaker 1>there are tons more that they list, so we'll we'll

0:35:04.040 --> 0:35:07.960
<v Speaker 1>get to those in another episode if you'd like to

0:35:08.000 --> 0:35:10.200
<v Speaker 1>read up on them, by the way, and just to

0:35:10.280 --> 0:35:16.080
<v Speaker 1>see what Simplicable lists as fundamental principles of technology, as

0:35:16.120 --> 0:35:19.439
<v Speaker 1>well as all the other stuff that's unsipplicable. The url

0:35:19.560 --> 0:35:23.040
<v Speaker 1>is just simplicable dot com. That's s I M P

0:35:23.480 --> 0:35:27.799
<v Speaker 1>L I C A B L E dot com. Now

0:35:28.239 --> 0:35:31.560
<v Speaker 1>full disclosure, I do not have any connection to that site.

0:35:31.760 --> 0:35:34.640
<v Speaker 1>I didn't know it existed before today. I don't know

0:35:34.680 --> 0:35:37.520
<v Speaker 1>anyone who writes for it. I just stumbled across it

0:35:37.560 --> 0:35:41.000
<v Speaker 1>by chance and thought that the pages about, you know,

0:35:41.040 --> 0:35:44.719
<v Speaker 1>these foundational principles of technology were really interesting and there's

0:35:44.760 --> 0:35:46.440
<v Speaker 1>tons more on the site as well, so if you're

0:35:46.440 --> 0:35:49.560
<v Speaker 1>so inclined, you should check it out. I'm very thankful

0:35:49.560 --> 0:35:51.400
<v Speaker 1>that I came across them because it gave me a

0:35:51.440 --> 0:35:54.399
<v Speaker 1>lot to think about. And as I said, I don't

0:35:54.440 --> 0:35:58.360
<v Speaker 1>agree with all the conclusions made by Simplicable, but I

0:35:58.360 --> 0:36:02.560
<v Speaker 1>think it ends up being kind of find details that

0:36:02.719 --> 0:36:09.759
<v Speaker 1>are arguably subjective. So it could just be because my

0:36:09.800 --> 0:36:13.319
<v Speaker 1>point of view is slightly different, but it ultimately may

0:36:13.400 --> 0:36:15.640
<v Speaker 1>mean that we're both arguing the same thing, we're just

0:36:15.680 --> 0:36:20.200
<v Speaker 1>doing it in slightly different terms. So again, no slight, unsimplicable.

0:36:20.239 --> 0:36:23.480
<v Speaker 1>I think the goal is really an ideal one. They

0:36:23.560 --> 0:36:31.640
<v Speaker 1>want to produce informative, straightforward and objective information to help

0:36:31.760 --> 0:36:33.920
<v Speaker 1>educate people, which I think is a great thing to do.

0:36:34.840 --> 0:36:38.879
<v Speaker 1>Certainly I strive to do some of those things, but

0:36:38.920 --> 0:36:40.919
<v Speaker 1>not all of them, at least not all the time.

0:36:41.520 --> 0:36:44.080
<v Speaker 1>All Right, Well, that's it for this episode. Like I said,

0:36:44.080 --> 0:36:47.520
<v Speaker 1>I'll do another one coming up. Also, I've got a

0:36:47.520 --> 0:36:50.000
<v Speaker 1>lot of travel coming up in the near future where

0:36:50.040 --> 0:36:54.480
<v Speaker 1>I'll be recording remotely. Got a really exciting opportunity to

0:36:54.560 --> 0:36:59.040
<v Speaker 1>record an interview in a studio that's in Las Vegas,

0:36:59.719 --> 0:37:02.480
<v Speaker 1>which I will be doing pretty soon, so be on

0:37:02.600 --> 0:37:05.920
<v Speaker 1>the lookout or listen out for those. We've got some

0:37:05.920 --> 0:37:08.520
<v Speaker 1>more episodes of Smart Talks with IBM that are going

0:37:08.560 --> 0:37:12.160
<v Speaker 1>to publish in the near future in this feed, and

0:37:12.239 --> 0:37:16.400
<v Speaker 1>also an episode of The Restless Ones, the show that

0:37:16.520 --> 0:37:21.840
<v Speaker 1>I host where I talk with various chief officers usually

0:37:21.960 --> 0:37:25.760
<v Speaker 1>CIOs or CTOs of companies to kind of get insight

0:37:25.880 --> 0:37:30.120
<v Speaker 1>into their leadership. Process and their approach to technology. We'll

0:37:30.160 --> 0:37:33.360
<v Speaker 1>have one of those episodes published in this feed in

0:37:33.400 --> 0:37:35.880
<v Speaker 1>the not too distant future as well, says you can

0:37:35.920 --> 0:37:38.840
<v Speaker 1>hear my other work besides the stuff that I do

0:37:38.920 --> 0:37:43.560
<v Speaker 1>here for tech Stuff, I'm still the same Dufiss no

0:37:43.600 --> 0:37:46.479
<v Speaker 1>matter what where you put me, So no fear there,

0:37:47.320 --> 0:37:48.759
<v Speaker 1>but I wanted to give you the heads up on that.

0:37:49.680 --> 0:37:52.759
<v Speaker 1>And yeah, this month turned into at least the back

0:37:52.760 --> 0:37:55.080
<v Speaker 1>half of this month has turned into something that's far

0:37:55.200 --> 0:37:58.880
<v Speaker 1>busier than I had originally anticipated when the month started,

0:37:59.280 --> 0:38:01.240
<v Speaker 1>so I wanted to just kind of give a shout

0:38:01.239 --> 0:38:02.960
<v Speaker 1>out and make you all aware of what was going on.

0:38:03.400 --> 0:38:07.480
<v Speaker 1>All right, that's it. I'm getting out of here. I

0:38:07.520 --> 0:38:10.080
<v Speaker 1>hope you are all well, and I'll talk to you

0:38:10.120 --> 0:38:20.840
<v Speaker 1>again really soon. Tech Stuff is an iHeartRadio production. For

0:38:20.960 --> 0:38:25.799
<v Speaker 1>more podcasts from iHeartRadio, visit the iHeartRadio app, Apple Podcasts,

0:38:25.920 --> 0:38:31.759
<v Speaker 1>or wherever you listen to your favorite shows.