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	<id>https://cyborganthropology.com/index.php?action=history&amp;feed=atom&amp;title=Variety</id>
	<title>Variety - Revision history</title>
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	<updated>2026-08-26T13:21:27Z</updated>
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		<id>https://cyborganthropology.com/index.php?title=Variety&amp;diff=7418&amp;oldid=prev</id>
		<title>Caseorganic: Created page with &quot;===Definition=== Variety is the human requirement for novelty, stimulation and change — the need for the environment to keep supplying difference, and the reliable failure of any environment that does not.  &#039;&#039;Note: &quot;variety&quot; also has a precise and unrelated technical meaning in cybernetics — the number of distinguishable states a system can occupy, and the basis of Ashby&#039;s law of requisite variety. That sense is treated at Ross Ashby and Stafford...&quot;</title>
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		<updated>2026-08-26T10:56:22Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;===Definition=== Variety is the human requirement for novelty, stimulation and change — the need for the environment to keep supplying difference, and the reliable failure of any environment that does not.  &amp;#039;&amp;#039;Note: &amp;quot;variety&amp;quot; also has a precise and unrelated technical meaning in cybernetics — the number of distinguishable states a system can occupy, and the basis of &lt;a href=&quot;/index.php?title=Ross_Ashby&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Ross Ashby (page does not exist)&quot;&gt;Ashby&amp;#039;s&lt;/a&gt; law of requisite variety. That sense is treated at &lt;a href=&quot;/index.php?title=Ross_Ashby&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Ross Ashby (page does not exist)&quot;&gt;Ross Ashby&lt;/a&gt; and Stafford...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;===Definition===&lt;br /&gt;
Variety is the human requirement for novelty, stimulation and change — the need for the environment to keep supplying difference, and the reliable failure of any environment that does not.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: &amp;quot;variety&amp;quot; also has a precise and unrelated technical meaning in cybernetics — the number of distinguishable states a system can occupy, and the basis of [[Ross Ashby|Ashby&amp;#039;s]] law of requisite variety. That sense is treated at [[Ross Ashby]] and [[Stafford Beer]]. This page concerns the human need.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===As a Human Universal===&lt;br /&gt;
Every documented human society produces things that serve no subsistence purpose and exist to be interesting: music, dance, narrative, humour, games, play, decoration, body ornamentation, novelty in food and dress. These appear on every version of the [[Human Universals|human universals]] list, and their universality is the evidence that variety is a need rather than a luxury.&lt;br /&gt;
&lt;br /&gt;
The negative evidence is stronger still. Sensory deprivation experiments produce distress, hallucination and cognitive disruption within hours. Solitary confinement causes documented and lasting psychiatric harm. Monotonous work degrades performance and health independently of its physical demands. Boredom, which is the felt signal of insufficient variety, is a reliable predictor of risk-taking — people will accept discomfort, and in some studies deliberately administer themselves electric shocks, rather than sit alone with nothing to attend to.&lt;br /&gt;
&lt;br /&gt;
===Optimal Arousal===&lt;br /&gt;
The mechanism generally invoked is the &amp;#039;&amp;#039;&amp;#039;inverted U&amp;#039;&amp;#039;&amp;#039;: performance and wellbeing peak at a moderate level of stimulation and decline at both extremes, an idea running from the Yerkes–Dodson law through Donald Hebb&amp;#039;s work on arousal and Marvin Zuckerman&amp;#039;s on sensation seeking. Too little input is as costly as too much, and the optimum differs substantially between individuals — which is why the same open-plan office is understimulating to one person and unbearable to another.&lt;br /&gt;
&lt;br /&gt;
===The Contemporary Problem===&lt;br /&gt;
For most of human history, variety was scarce and had to be sought. That condition has inverted, and the inversion is recent enough that people&amp;#039;s habits have not caught up.&lt;br /&gt;
&lt;br /&gt;
The device in a pocket supplies unlimited, instantly available novelty, tuned by systems optimised to keep supplying it — see [[Attention Economy|attention economy]]. The result is not satiation but the opposite: a rising floor of stimulation below which ordinary experience registers as boredom. Queues, waiting rooms and commutes were never interesting; what changed is that they are now intolerable, because the comparison is always in hand.&lt;br /&gt;
&lt;br /&gt;
This connects directly to the argument in [[The service of stitching back together reality|the stitching-reality paper]]. A person reaching for a phone in a [[Supermodernity|non-place]] is not only restoring relation; they are restoring variety in a space engineered to have none. The airport concourse is the most stimulus-poor environment most people regularly occupy, which is why it produces the most device use.&lt;br /&gt;
&lt;br /&gt;
The cost is a real question rather than a settled one. Unstructured, understimulated time is when mind-wandering happens, and the psychological literature associates mind-wandering with creative incubation, autobiographical planning and the consolidation of experience. Whether those gaps mattered is not something the field can currently answer, but they were being filled before anyone measured what they produced.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Variety is the need that the [[Attention Economy|attention economy]] serves most effectively and exploits most directly. It is also the one that makes [[Calm Technology|calm technology]] a hard sell: a device that declines to be interesting is competing against every device that has agreed to be.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Human Universals]]&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[Attention Economy]]&lt;br /&gt;
* [[Continuous Partial Attention]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Ross Ashby]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Traditional Anthropology]]&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
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