The Long Game: Civilization & Work
Today's episode is entitled Designing for Sinners, Not Saints. Most initiatives fail not because the people involved are incompetent, and not because their intentions are bad. They fail because of a particular kind of naïveté — one that is easy to miss precisely because it sounds like wisdom. It's the assumption of shared vision. The belief that if we simply get the right people in the room, align around a common goal, and communicate clearly enough, the system will move in the direction we intend. It won't. Not reliably. Not in a world of asymmetric power. When people occupy different positions in a hierarchy — with different incentives, different risks, and different definitions of what winning looks like — the assumption that we are all pulling toward the same outcome is not optimism. It is a design flaw. And like most design flaws, it doesn't announce itself. It hides inside the language of collaboration, until the initiative collapses and everyone wonders why. The answer, almost always, is that the design was built for saints. And saints, it turns out, are in short supply. Good institutional design doesn't assume virtue. It accounts for human nature as it actually presents itself — self-interested, status-conscious, risk-averse, and politically aware — and builds structures that make cooperation the rational choice even for people who weren't planning to cooperate.
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