Harvard's discrimination against Asian Americans

A similar injustice is at work today, against Asian-Americans. To get into the top schools, they need SAT scores that are about 140 points higher than those of their white peers. In 2008, over half of all applicants to Harvard with exceptionally high SAT scores were Asian, yet they made up only 17 percent of the entering class (now 20 percent). Asians are the fastest-growing racial group in America, but their proportion of Harvard undergraduates has been flat for two decades.

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The most common defense of the status quo is that many Asian-American applicants do well on tests but lack intangible qualities like originality or leadership. As early as 1988, William R. Fitzsimmons, Harvard’s dean of admissions, said that they were “slightly less strong on extracurricular criteria.”

Even leaving aside the disturbing parallel with how Jews were characterized, there is little evidence that this is true. A new study of over 100,000 applicants to the University of California, Los Angeles, found no significant correlation between race and extracurricular achievements.

The truth is not that Asians have fewer distinguishing qualities than whites; it’s that — because of a longstanding depiction of Asians as featureless or even interchangeable — they are more likely to be perceived as lacking in individuality. (As one Harvard admissions officer noted on the file of an Asian-American applicant, “He’s quiet and, of course, wants to be a doctor.”)

That's Yascha Mounk, a Harvard professor, in a NYTimes op-ed. There is a particular sting in this discrimination coming from Harvard since, as any Asian American first generation kid like myself will tell you, Harvard remains, for our parents, Earth's academic holy grail.

Given how hard it is to distinguish one extremely qualified applicant from the next (regardless of what admissions committees might claim), it would be more fair to set some bar for qualifying to get into Harvard and then put all those who pass the bar into a lottery for admission.

Outrun

Whether you liked the movie Drive or not (I was lukewarm), most everyone dug the soundtrack with its 80's vibe.

It turns out there's a name for that very specific niche of music: outrun. According to the subreddit, “Outrun electro is a modern subgenre of electronic music that focuses on synthesizers and 80’s themes.”

That's a bit tautological, but as with the difference between art and pornography, you know it when you see it. Or hear it, in this case.

Put on some outrun, open a can of Jolt, crack open Ready Player Oneand go back to a decade when this counted as high intensity interval training.

Why did women stop coding?

The percentage of women majoring in computer science dropped off sharply starting in 1984, even as it rose in fields like medicine, the physical sciences, and law. What explains that mysterious inflection?

A recent episode of Planet Money investigated.

The share of women in computer science started falling at roughly the same moment when personal computers started showing up in U.S. homes in significant numbers.

These early personal computers weren't much more than toys. You could play pong or simple shooting games, maybe do some word processing. And these toys were marketed almost entirely to men and boys.

This idea that computers are for boys became a narrative. It became the story we told ourselves about the computing revolution. It helped define who geeks were, and it created techie culture.

Movies like Weird Science, Revenge of the Nerds and War Games all came out in the '80s. And the plot summaries are almost interchangeable: awkward geek boy genius uses tech savvy to triumph over adversity and win the girl.

The episode is short, well worth a listen, and it does not come to any firm conclusions. However, the hypothesis resonates with me. As most adults are well too aware, often with great regret later in life, decisions made in childhood have great ripple effects throughout one's life. Early route selection can greatly influence path dependent outcomes, and careers are very path dependent. Recall the data from Malcolm Gladwell's Outliers about how children born in certain months were overrepresented in youth all-star hockey and soccer teams because they had a few months of physical development on their peers and thus received special coaching that created a virtuous cycle of skill advantage.

As an example, the Planet Money podcast recounts the story of Patricia Ordóñez, a young math wiz who nonetheless found herself behind other male students in computer science because they had all grown up with computers at home while she had not.

So when Ordóñez got to Johns Hopkins University in the '80s, she figured she would study computer science or electrical engineering. Then she took her first intro class — and found that most of her male classmates were way ahead of her because they'd grown up playing with computers.

"I remember this one time I asked a question and the professor stopped and looked at me and said, 'You should know that by now,' " she recalls. "And I thought 'I am never going to excel.' "

In the '70s, that never would have happened: Professors in intro classes assumed their students came in with no experience. But by the '80s, that had changed.

Ordóñez got through the class but earned the first C of her life. She eventually dropped the program and majored in foreign languages.

The story has a happy ending as she eventually got her PhD in computer science, but how many women like Ordóñez were casualties of all sorts of early life nudges away from computers?

My nieces all love Frozen, they all have Elsa dresses and Princess Sophia costumes, and they look adorable in them. But why are almost all Disney heroines princesses? I've written before about why, if I had daughters, I'd start them on Miyazaki over Disney animated movies, but given Disney's distribution power that may be a lost cause.

Sure, it might feel a bit odd, in the beginning, if commercials like this or this depicted young girls hacking on computers instead of boys. That's exactly the point, though. Those commercials took a gender role that would not have been strange prior to 1984—girls programming computers—and made it culturally bizarre, and we're still trying to undo the sexism two decades later.

The cryptic, mysterious power of open-ended universes

Ether One is a new video game about a researcher who dives into the brain of a patient suffering from dementia to try to retrieve some memories. The New Yorker has a profile:

If a game is going to be a game, in the sense of a progressive series of challenges leading to a definite end state, it can’t represent dementia or Alzheimer’s with anything other than a self-conscious artifice. We’re used to suspending some disbelief to enjoy shooting games, but it feels like bad faith to say that a disease should be the basis of a similar kind of entertainment. Our desire to entertain ourselves within systems that make triviality and tragedy indistinguishable says more about us than the depicted subjects. If violent war games are driven by delusional power fantasies, then empathy games are driven by a parallel delusion about how caring we are in reality.

“Our aim was to create an empathetic story but it wasn’t necessarily to raise awareness about dementia,” Bottomley said. “Most people know what dementia is—they just find it hard to talk about, especially if someone close to them suffers from it. The main thing we wanted to achieve was to open the conversation about dementia and put you in the shoes of someone suffering with it.” At their core, games are abstract informants against our communal shortcomings, systems that model our frailest qualities in a subconscious effort to dispel them, to imagine a world where they might surpassed.

I purchased the first version of Myst when it released in 1993, and the experience of playing it for the first time is still so vivid I can remember how I felt. Myst was unique in its complete absence of any instructions, rules, or backstory other than some basic notes on how to use your keyboard and mouse to navigate. It capitalized on one of the unique qualities of video games as a medium, the ability to drop you into a world without any information and to force you to decipher the rules of that universe as part of the gameplay.

Even further back than Myst, I remember playing the first Leisure Suit Larry, staying up until the wee hours of the morning trying to figure which commands to type to solve one puzzle and progress to the next level, or screen (an apt metaphor for a teenager's journey of acquiring sexual knowledge, part of the game's humor). After a few hours stuck on one level one night, I finally realized I had to type a command like "read the sign" to find out I was standing at a taxi stand, and that led me to type "call a taxi" which was the key to moving on. Since the interaction text field was open ended, I had no idea what commands would work at any particular screen or location.

Every time I play with one of my nieces or nephews, they inundate me with questions. Children query at a noticeably higher rate than adults, and playing open-ended video games like Myst returns my adult self to that child-like mode of unending exploration. While children can be exhausting, I love watching them try and make sense of the world, like voracious information gatherers trying to understand the rules of the universe they've been dropped into, and I always feel guilt when resorting to the white lies that adults feel justified in using from time to time when speaking to young children (e.g. Santa Claus).

Myst shifted that type of puzzle to a non-verbal level, elevating the sense of mystery to an almost dream-like state where cryptic visual symbols abound. Memento, still my favorite of the Christopher Nolan movies, could very well describe the sensation of playing these types of video games.

Detective stories and movies are a related storytelling form, and the private investigator descending on a town to solve a mystery or crime is one of my favorite character archetypes. I've read the complete Sherlock Holmes over a half dozen times at this point, and I'm a sucker for those British miniseries like Broadchurch that involve some investigator trying to solve a murder in a small town. The best of such mysteries work on two levels: at the literal level, the crime itself must be unpacked, but at a higher level, the crime reflects some rot at the heart of the community or society or country at large, the way Stieg Larsson's Millennium Trilogy protests a variety of ills at the heart of Swedish society and culture.

Recently I learned that Myst and other games are classified as escape games and that some people had brought such games to the real world in the form of one hour experiences called Escape the Room. Many of my friends in San Francisco have already tried the local version, Escape the Mysterious Room, and for my brother Alan's birthday this year I tried Escape the Room NYC. If you're a fan of escape games, I highly recommend organizing a team for a real world Escape the Room event. It only takes an hour, and since the rules are, by definition, limited, the time commitment is minimal.

All of life can feel like one grim escape game, sometimes it's fun to relax with one with no consequences. It's not for nothing that the word “escape” has multiple definitions:

:to get away from a place (such as a prison) where you are being held or kept

:to get away from something that is difficult or unpleasant