Showing posts with label value. Show all posts
Showing posts with label value. Show all posts

Sunday, September 22, 2013

Axiologie: An Economy 2.0 Understanding of Valorization

Axiology is a third major branch of philosophy dealing with the study of the nature, types, and criteria of values and of value judgments. Axiology includes valorization, the according of value (or lack of value) to things, and aesthetics, relating to the beauty or pleasing appearance of things. Axiology is often overlooked in favor of its higher-profile philosophical cousins metaphysics, dealing with the nature of existence, and ethics in the 1.0 sense, dealing with rules of behavior based on ideas about what is morally good and bad.

Axiologie (e.g.; Axiology 2.0)
Axiology 1.0 needs to be extended to Axiology 2.0 or Axiologie in a technology philosophy sense to denote the new kinds of valorization that are present in the shift to Economy 2.0. Economy 2.0 is a world where economic transactions are highly-automated, affinity-based, multi-currency, unobtrusive, and on the way to post-scarcity for material goods.
One of the most visible aspects of the transition to Economy 2.0 is the multi-currency dimension - individuals are increasingly accumulating value in alternative non-monetary currencies such as reputation, authority, attention, intention, time, ideas, creativity, and health.
The multi-currency Economy 2.0 is also called the gift economy, the reputation economy, the attention economy, and the intention economy.

Science fiction has already envisioned future economic worlds where reputation points are the only currency and vary dramatically up and down like video-game points, typically viewable in virtual reality goggle Heads-up-Displays like Cory Doctorow’s whuffie-driven economy in ‘Down and Out in the Magic Kingdom.’ Technology philosophy’s Axiologie deals with the acknowledgement, valorization, visibility, invisibility, modes of understanding, transferability, storage, investment, and use of alternative currencies.

Part of an ongoing series of Technology Philosophy Conceptology

Sunday, March 04, 2012

The uncanny guest of post-nihilism

Nietzsche delivers the message that ‘god is dead’ with a parable where a madman goes into a 19th century European marketplace with a lantern at high noon asking ‘where has god gone?’ to the atheist-filled marketplace (in The Gay Science). Whereas previously the church had provided meaning to life and an endpoint to the story (e.g.; salvation), god was now dead and the marketplace was taking the church’s place in providing value and meaning to life, and there was no endpoint to the story, just nihilism (nothingness, e.g.; life is meaningless). Nietzsche presciently predicted the arrival of nihilism as ‘Europe’s uncanny guest.’ (from remarks by Robert Harrison at the Roundtable on the topic of "Nihilism" on February 29, 2011)

One could then ask, in the figurative marketplace for the new faith, what next uncanny guest might be lurking as the successor to nihilism? Post-nihilism could be the turning back to ‘something’ from ‘nothing,’ perhaps as many subjective virtual somethings as there are and will be ‘individual’ intelligences. The inward-turning path to individual liberty, choice, and subjectivism continues to prevail as opposed to a regression toward normative objective truths. Degreed objective truth (akin to degreed belief) is merely a transport layer for convenience and social lubrication but not a content layer. Early clues of the move towards greater subjectivism can be seen in the modern economy 2.0. The marketplace continues as a literal and figurative metaphor with an important mechanism for commuting meaning being the increasing value of the new currencies: reputation, status, attention, intention, etc. supplementing and perhaps eventually superceding money and labor. The need for stories and endpoints has as much relevance as ever.

Sunday, January 22, 2012

Design and the disruptive startup: dynamic pivoting

In the mashup world of life, business, and web 2.0, spurred on by the Apple-ification of the world (iLife - as a concept not a product), one new idea is applying design to business models, and really by extension, applying design to everything.

Unfortunately, this does not mean as one might think, applying aesthetic principles, conceptually and literally, to business, business models, or any life context, adding beauty to function, and thereby function to function, and questioning the right proportionality of form and function.

Rather, at present applying design to business models means more basically, using design tools and design thinking in a business context, specifically, in the conduct of an iterative prototyping process with users.

In business 1.0, an entrepreneur would dream up an idea and write a business plan. In business 2.0, the claim is that entrepreneurs should interview dozens of potential customers to pivot through value propositions for ideas that solve the biggest customer pain points. Customer acquisition is tantamount, in a 'get, keep, grow' cycle. Elliptical tools like the business model canvas are proposed as support for this iterative prototyping process.