Of the several big ideas undergirding Samuel R. Delany’s 1968 novel Nova, I keep coming back to this one in particular, about work:
If the situation of a technological society was such that there could be no direct relation between a man’s work and his modus vivendi, other than money, at least he must feel that he is directly changing things by his work, shaping things, making things that weren’t there before, moving things from one place to another. He must exert energy in his work and see these changes occur with his own eyes. Otherwise he would feel his life was futile.
Delany is responding to industrialization, and anticipating the second, third-order effects of widespread automation. Henry Ford’s five-dollar day might have created the middle class, but the frenetic, repetitive assembly line also resulted in low morale and a high rate of injury. (A slight digression: it seems to me one particular large company that touts itself as “customer-centric” generally uses the phrase as a shorthand for delivering more, faster, and cheaper stuff – and that this type of customer-centricity often comes at the cost of decentering workers; is a myopic view of customers only as customers, without recognizing that they may be, in other aspects of their life, also workers somewhere else.)
I’m in a cranky mood because of the humidity here.
Anyway, I was thinking about Delany again in the context of last week’s letter about my experience driving a Lyft, and I realized that our non-fictional timeline’s solution to Nova’s dilemma is gamification—that is, to give workers an additional, virtual layer on which they feel like they are effecting change or doing something of meaning. In the rideshare case it’s ticking countdowns and bonuses for making pickups at high-demand areas in high-demand times. In the big customer-centric company’s case it’s arcade-style mini-games, which I doubt is what Delany had in mind when he was writing.
In fact, I know it’s not what Delany had in mind, because this is what he had in mind: spinal ports through which humans interface with the machines they operate – a “whole basic technology by which a machine could be controlled by direct nervous impulse, the same impulses that cause your hand or foot to move.”