Twenty years ago few people paid attention to how their ac tivities mattered for carbon emissions," Columbia's Elke Weber ob serves. "There was no way to measure it. Now the carbon footprint gives us a metric for what we do, making these decisions easier: you can diagnose where you stand. What we measure we pay more at tention to and have goals around.
"But a footprint is a negative metric, and negative emotions are poor motivators. For example, you can get women's attention about getting breast exams by scaring them about what might happen if they don't get examined. This tactic captures attention in the short term, but because fear is a negative feeling, people will take just enough action to change their mood for the better-then ignore it. "For long-term change you n ed sustained action," Weber added. "A positive message says, 'Here are better actions to take and with this metric you can see the good you're doing-as you keep going, you can continually feel better about how you are doing.' That's the beauty of handprints.''
SYSTEMS LITERACY
Raid on Bunge!ing Bay, an early video game, put the player in a helicopter that was attacking a military enemy. You could bomb factories, roads, docks, tanks, planes, and ships.
Or, if you understood that the game was mapping the enemy's supply chain, you could win with a smarter strategy: bombing his supply boats first.
"But most people just flew around and blew up everything as fast as they could," says the game's designer, Will Wright, better known as the brain behind SimCity and its successive universes
of m.,ultiplayer simulations.13 One of Wright's early inspirations in designing these virtual worlds was the work of MIT's Jay Forrester (John Sterman's mentor and a founder of modern systems theory), who in the 1950s was among the first to try to simulate a living system on a computer.
Twenty years ago few people paid attention to how their ac tivities mattered for carbon emissions," Columbia's Elke Weber ob serves. "There was no way to measure it. Now the carbon footprint gives us a metric for what we do, making these decisions easier: you can diagnose where you stand. What we measure we pay more at tention to and have goals around.
"But a footprint is a negative metric, and negative emotions are poor motivators. For example, you can get women's attention about getting breast exams by scaring them about what might happen if they don't get examined. This tactic captures attention in the short term, but because fear is a negative feeling, people will take just enough action to change their mood for the better-then ignore it. "For long-term change you n ed sustained action," Weber added. "A positive message says, 'Here are better actions to take and with this metric you can see the good you're doing-as you keep going, you can continually feel better about how you are doing.' That's the beauty of handprints.''
SYSTEMS LITERACY
Raid on Bunge!ing Bay, an early video game, put the player in a helicopter that was attacking a military enemy. You could bomb factories, roads, docks, tanks, planes, and ships.
Or, if you understood that the game was mapping the enemy's supply chain, you could win with a smarter strategy: bombing his supply boats first.
"But most people just flew around and blew up everything as fast as they could," says the game's designer, Will Wright, better known as the brain behind SimCity and its successive universes
of m.,ultiplayer simulations.13 One of Wright's early inspirations in designing these virtual worlds was the work of MIT's Jay Forrester (John Sterman's mentor and a founder of modern systems theory), who in the 1950s was among the first to try to simulate a living system on a computer.
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Twenty years ago few people paid attention to how their ac tivities mattered for carbon emissions," Columbia's Elke Weber ob serves. "There was no way to measure it. Now the carbon footprint gives us a metric for what we do, making these decisions easier: you can diagnose where you stand. What we measure we pay more at tention to and have goals around.
"But a footprint is a negative metric, and negative emotions are poor motivators. For example, you can get women's attention about getting breast exams by scaring them about what might happen if they don't get examined. This tactic captures attention in the short term, but because fear is a negative feeling, people will take just enough action to change their mood for the better-then ignore it. "For long-term change you n ed sustained action," Weber added. "A positive message says, 'Here are better actions to take and with this metric you can see the good you're doing-as you keep going, you can continually feel better about how you are doing.' That's the beauty of handprints.''
SYSTEMS LITERACY
Raid on Bunge!ing Bay, an early video game, put the player in a helicopter that was attacking a military enemy. You could bomb factories, roads, docks, tanks, planes, and ships.
Or, if you understood that the game was mapping the enemy's supply chain, you could win with a smarter strategy: bombing his supply boats first.
"But most people just flew around and blew up everything as fast as they could," says the game's designer, Will Wright, better known as the brain behind SimCity and its successive universes
of m.,ultiplayer simulations.13 One of Wright's early inspirations in designing these virtual worlds was the work of MIT's Jay Forrester (John Sterman's mentor and a founder of modern systems theory), who in the 1950s was among the first to try to simulate a living system on a computer.
การแปล กรุณารอสักครู่..
