E33: Interview: Jessica Kerr on /Games: Agency as Art/

E33: Interview: Jessica Kerr on /Games: Agency as Art/

Author: Brian Marick June 6, 2023 Duration: 41:16

Jessica Kerr (known to computers everywhere as @jessitron) is a software developer, speaker, and symmathecist. (A symmathesy is a learning system composed of learning parts. To her, each software team is a symmathesy composed of the people on the team, the running software, and all of their tools.) @jessitron is another of those people who apply ideas from outside software to software, including in her role as a developer advocate at Honeycomb, a company that aims to make the workings of software visible to its developers. Were she not engaging, personable, and enthusiastic, she'd be scarily like me. This conversation is about C. Thi Nguyen's book Games: Agency as Art, whose blurb starts, "Games are a unique art form. Game designers don’t just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, games work in the medium of agency."

Jessitron links

References

In the podcast, I mentioned classic English country gardens. I riffed a bit on Tom Stoppard's play "Arcadia". It "explores the relationship between past and present, order and disorder, certainty and uncertainty. It has been praised by many critics as the finest play from 'one of the most significant contemporary playwrights' in the English language. In 2006, the Royal Institution of Great Britain named it one of the best science-related works ever written." I cut the riff out because – embarrassingly – I couldn't remember the names of either the play or its author. From personal experience, I can recommend this full cast performance for a road trip. On that trip, we also listened to the Alzabo Soup podcast's multi-episode commentary

Photo credit: me


Brian Marick hosts Oddly Influenced, a podcast that digs into the unusual and often overlooked connections between software development and the wider world. Each episode starts with a concept, theory, or practice that originated far from the realm of code-perhaps in sociology, theater, history, or urban planning-and traces its journey into the hands of software practitioners. The focus is on the concrete application: how these borrowed ideas were adapted, what problems they aimed to solve, and what actually happened when people tried them. You’ll hear about the successes, the surprising failures, and the messy, fascinating reality of translating an abstract principle into working practice. This isn’t about generic inspiration or vague parallels; it’s a detailed look at cross-disciplinary pollination, examining the mechanics of how influence actually works. The conversations are grounded and specific, avoiding hype to explore what we can genuinely learn from fields that don’t think in loops and logic. For anyone in technology or education curious about how innovation often comes from the edges, this podcast provides a unique and thoughtful perspective. It’s for listeners who enjoy deep dives into the history and sociology of their craft, who appreciate hearing stories that aren’t the usual case studies, and who are open to having their own thinking oddly influenced by the end of an episode.
Author: Language: English Episodes: 55

Oddly Influenced
Podcast Episodes
E34: /Collaborative Circles/, part 1: a teaser [not-audio_url] [/not-audio_url]

Duration: 24:56
Michael P. Farrell's Collaborative Circles: Friendship Dynamics and Creative Work (2001) is about how groups of people ("circles") begin with discomfort about the status quo and, after collaboration and discussion, make…
E31: Foucault, /Discipline and Punish/, part 2: the factory [not-audio_url] [/not-audio_url]

Duration: 19:33
An intermediate episode. It seems wrong to talk about Foucault without mentioning his theory of power and societal change. But I don't think there's a lot you can *do* with that theory in the sense of "applying it to sof…
E28: /Governing the Commons/, part 4: creating a successful commons [not-audio_url] [/not-audio_url]

Duration: 19:55
I describe how the Gal Oya irrigation system got better. It's an example that might inspire hope. I also imagine how a software codebase and its team might have a similar improvement.As with earlier episodes, I'm leaning…
E26: /Governing the Commons/, part 2: the key mechanisms [not-audio_url] [/not-audio_url]

Duration: 29:19
Ostrom's core principles for the design of successful commons: how to monitor compliance with rules, how to punish non-compliance, how to resolve disputes, and how to participate in making rules. Elinor Ostrom, Governing…
/Governing the Commons/, part 1: setting the scene [not-audio_url] [/not-audio_url]

Duration: 26:00
This is the first of two or three episodes that draw on Elinor Ostrom’s 1990 book, Governing the Commons: The Evolution of Institutions for Collective Action, and Erik Nordman’s 2021 book, The Uncommon Knowledge of Elino…
BONUS: Seeing like a personality survey [not-audio_url] [/not-audio_url]

Duration: 13:12
My goal is to help you understand what it means when you see a headline like “Scientists find that people on the political right are less open to experience than people on the left.”TL;DR: For practical purposes, it does…