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The story starts in Kenya
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in December of 2007,
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when there was a disputed presidential election,
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and in the immediate aftermath of that election,
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there was an outbreak of ethnic violence.
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And there was a lawyer in Nairobi, Ory Okolloh --
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who some of you may know from her TEDTalk --
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who began blogging about it on her site,
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Kenyan Pundit.
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And shortly after the election and the outbreak of violence,
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the government suddenly imposed
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a significant media blackout.
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And so weblogs went from being
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commentary as part of the media landscape
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to being a critical part of the media landscape
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in trying to understand where the violence was.
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And Okolloh solicited
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from her commenters
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more information about what was going on.
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The comments began pouring in,
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and Okolloh would collate them. She would post them.
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And she quickly said, "It's too much.
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I could do this all day every day
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and I can't keep up.
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There is more information
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about what's going on in Kenya right now
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than any one person can manage.
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If only there was a way to automate this."
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And two programmers who read her blog
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held their hands up and said, "We could do that,"
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and in 72 hours, they launched Ushahidi.
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Ushahidi -- the name means "witness"
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or "testimony" in Swahili --
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is a very simple way of taking reports from the field,
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whether it's from the web or, critically,
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via mobile phones and SMS,
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aggregating it and putting it on a map.
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That's all it is, but that's all that's needed
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because what it does is it takes the tacit information
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available to the whole population --
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everybody knows where the violence is,
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but no one person knows what everyone knows --
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and it takes that tacit information
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and it aggregates it,
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and it maps it and it makes it public.
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And that, that maneuver
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called "crisis mapping,"
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was kicked off in Kenya
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in January of 2008.
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And enough people looked at it and found it valuable enough
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that the programmers who created Ushahidi
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decided they were going to make it open source
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and turn it into a platform.
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It's since been deployed in Mexico
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to track electoral fraud.
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It's been deployed in Washington D.C. to track snow cleanup.
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And it's been used most famously in Haiti
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in the aftermath of the earthquake.
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And when you look at the map
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now posted on the Ushahidi front page,
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you can see that the number of deployments in Ushahidi
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has gone worldwide, all right?
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This went from a single idea
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and a single implementation
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in East Africa in the beginning of 2008
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to a global deployment
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in less than three years.
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Now what Okolloh did
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would not have been possible
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without digital technology.
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What Okolloh did would not have been possible
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without human generosity.
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And the interesting moment now,
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the number of environments
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where the social design challenge
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relies on both of those things being true.
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That is the resource that I'm talking about.
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I call it cognitive surplus.
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And it represents the ability
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of the world's population
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to volunteer and to contribute and collaborate
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on large, sometimes global, projects.
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Cognitive surplus is made up of two things.
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The first, obviously, is the world's free time and talents.
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The world has over
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a trillion hours a year
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of free time
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to commit to shared projects.
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Now, that free time existed in the 20th century,
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but we didn't get Ushahidi in the 20th century.
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That's the second half of cognitive surplus.
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The media landscape in the 20th century
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was very good at helping people consume,
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and we got, as a result,
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very good at consuming.
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But now that we've been given media tools --
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the Internet, mobile phones -- that let us do more than consume,
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what we're seeing is that people weren't couch potatoes
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because we liked to be.
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We were couch potatoes because that was
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the only opportunity given to us.
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We still like to consume, of course.
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But it turns out we also like to create,
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and we like to share.
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And it's those two things together --
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ancient human motivation
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and the modern tools to allow that motivation
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to be joined up in large-scale efforts --
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that are the new design resource.
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And using cognitive surplus,
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we're starting to see truly incredible experiments
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in scientific, literary,
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artistic, political efforts.
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Designing.
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We're also getting, of course, a lot of LOLcats.
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LOLcats are cute pictures of cats
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made cuter with the addition of cute captions.
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And they are also
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part of the abundant media landscape we're getting now.
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This is one of the participatory --
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one of the participatory models
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we see coming out of that, along with Ushahidi.
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Now I want to stipulate, as the lawyers say,
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that LOLcats are the stupidest possible
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creative act.
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There are other candidates of course,
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but LOLcats will do as a general case.
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But here's the thing:
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The stupidest possible creative act
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is still a creative act.
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Someone who has done something like this,
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however mediocre and throwaway,
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has tried something, has put something forward in public.
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And once they've done it, they can do it again,
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and they could work on getting it better.
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There is a spectrum between mediocre work and good work,
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and as anybody who's worked as an artist or a creator knows,
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it's a spectrum you're constantly
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struggling to get on top of.
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The gap is between
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doing anything and doing nothing.
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And someone who makes a LOLcat
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has already crossed over that gap.
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Now it's tempting to want to get the Ushahidis
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without the LOLcats, right,
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to get the serious stuff without the throwaway stuff.
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But media abundance never works that way.
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Freedom to experiment means freedom to experiment with anything.
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Even with the sacred printing press,
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we got erotic novels 150 years
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before we got scientific journals.
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So before I talk about
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what is, I think, the critical difference
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between LOLcats and Ushahidi,
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I want to talk about
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their shared source.
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And that source is design for generosity.
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It is one of the curiosities of our historical era
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that even as cognitive surplus
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is becoming a resource we can design around,
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social sciences are also starting to explain
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how important
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our intrinsic motivations are to us,
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how much we do things because we like to do them
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rather than because our boss told us to do them,
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or because we're being paid to do them.
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This is a graph from a paper
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by Uri Gneezy and Aldo Rustichini,
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who set out to test, at the beginning of this decade,
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what they called "deterrence theory."
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And deterrence theory is a very simple theory of human behavior:
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If you want somebody to do less of something,
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add a punishment and they'll do less of it.
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Simple, straightforward, commonsensical --
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also, largely untested.
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And so they went and studied
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10 daycare centers in Haifa, Israel.
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They studied those daycare centers
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at the time of highest tension,
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which is pick-up time.
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At pick-up time the teachers,
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who have been with your children all day,
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would like you to be there at the appointed hour to take your children back.
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Meanwhile, the parents -- perhaps a little busy at work, running late, running errands --
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want a little slack to pick the kids up late.
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So Gneezy and Rustichini said,
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"How many instances of late pick-ups
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are there at these 10 daycare centers?"
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Now they saw -- and this is what the graph is,
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these are the number of weeks and these are the number of late arrivals --
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that there were between six and 10
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instances of late pick-ups
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on average in these 10 daycare centers.
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So they divided the daycare centers into two groups.
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The white group there
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is the control group; they change nothing.
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But the group of daycare centers represented by the black line,
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they said, "We are changing this bargain
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as of right now.
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If you pick your kid up more than 10 minutes late,
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we're going to add a 10 shekel fine to your bill.
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Boom. No ifs, ands or buts."
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And the minute they did that,
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the behavior in those daycare centers changed.
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Late pick-ups went up
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every week for the next four weeks
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until they topped out at triple the pre-fine average,
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and then they fluctuated
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at between double and triple the pre-fine average
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for the life of the fine.
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And you can see immediately what happened, right?
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The fine broke the culture
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of the daycare center.
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By adding a fine,
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what they did was communicate to the parents
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that their entire debt to the teachers
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had been discharged
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with the payment of 10 shekels,
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and that there was no residue of guilt or social concern
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that the parents owed the teachers.
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And so the parents, quite sensibly, said,
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"10 shekels to pick my kid up late?
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What could be bad?"
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(Laughter)
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The explanation of human behavior
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that we inherited in the 20th century
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was that we are all rational, self-maximizing actors,
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and in that explanation --
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the daycare center had no contract --
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should have been operating without any constraints.
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But that's not right.
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They were operating with social constraints
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rather than contractual ones.
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And critically, the social constraints
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created a culture that was more generous
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than the contractual constraints did.
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So Gneezy and Rustichini run this experiment for a dozen weeks --
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run the fine for a dozen weeks --
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and then they say, "Okay, that's it. All done; fine."
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And then a really interesting thing happens:
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Nothing changes.
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The culture that got broken by the fine
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stayed broken when the fine was removed.
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Not only are economic motivations
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and intrinsic motivations
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incompatible,
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that incompatibility
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can persist over long periods.
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So the trick
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in designing these kinds of situations
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is to understand where you're relying on
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the economic part of the bargain -- as with the parents paying the teachers --
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and when you're relying on the social part of the bargain,
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when you're really designing for generosity.
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This brings me back to the LOLcats
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and to Ushahidi.
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This is, I think, the range that matters.