
Technology Scarcity and Surplus
By Barry Blesser
The popular and professional literature
is so saturated with discussions about technological changes
in broadcasting and communications that the average reader cannot
make much sense out of their implications. While futurists, pundits,
cynics and opportunists just love the topic, the rest of us treat
articles on innovative technology as a diversion, alternately
producing excitement and anxiety. Interpreting this massive quantity
of data is impossible without carefully framed questions, reflecting
how we view our world.
The concept of scarcity and surplus,
which is usually applied to commodities and natural resources,
is a revealing way to examine the paradigm shifts in the broadcast
industry.
I first observed this concept while
following the evolution of the computer industry. In its early
days, computational power was scarce. Users and designers optimized
this scarce resource by restricting applications. Somewhat later,
with dramatic advances in processing power, memory became the
scarce resource that limited performance. Then, when memory became
very inexpensive, communication bandwidth became the bottleneck.
Now, at the beginning of the 21st century,
the major attributes of computers are all in surplus, and the
heaviest individual users are those who play video games. The
computer has become a commodity, not unlike potatoes, coffee,
and pork bellies. The transformation of computer resources from
scarcity to surplus is a paradigm shift. And because of this
shift, computers now permeate every aspect of our culture, from
toys to management tools, from washing machines to audio editing.
There is also a less obvious manifestation
of this same shift. When I began my electrical engineering career
in the 1960’s,
the design of systems for audio and broadcasting was mostly a small-scale
craft industry.
For example, over a hundred companies produced
high-quality turntables for local audiophile markets, each with
a staff of a few hundred. The ratio of large engineering effort
to low production volume resulted in high prices, that is, scarcity.
In contrast, the core component of the CD player, including the
precision cast iron frame, three servos, and laser sensors, is
manufactured by only a few companies for a worldwide global market.
The cost is less than $10.
Similarly, expensive pressing plants
for vinyl records have been replaced by millions of computers that
can each burn CD’s. By increasing the sales volume by many
orders of magnitude, globalization made playback technology a surplus
commodity.
To be successful with technology surplus,
one must embrace its properties rather than dream about the “good-old
days” of
scarcity.
As an example, consider our newest product at 25-Seven
Systems, Inc. We buy the motherboards, the operating system, the
display, the audio chip sets, the flash memory, and the power supply.
Creating this product would only be a packaging exercise
except for two scarce components in this soup of commodities: a
specialized algorithm for transparent time compression, and a carefully
crafted user interface that matches the needs of the broadcast
market. A product’s value is only determined by those components
that are still scarce.
Fifty years ago, designing a product
using resistors and transistors was a scarce skill. It is a useless
skill because circuit creation is now a narrow specialty rooted
in the design of integrated circuits.
In this sense, most products
for audio and broadcasting use highly integrated commodity
components from companies supporting markets of hundreds of millions,
like Microsoft, Intel, Texas Instruments, and numerous others.
The rest of us ride those elephants, being careful not be trampled
by walking in front (being too early), or getting dirty by
walking behind (being too late).
The laws of scarcity and surplus also
apply to the broadcast industry, which is a subset of the media
delivery business. Traditionally, the scarcest commodity for
broadcasting was the limited number of licensed frequency channels.
A good metric for measuring the amount
of a resource used by an audio delivery system is the geographic
area multiplied by occupied bandwidth, which I call the area-bandwidth
product. It corresponds to the quantity of listeners at a given
audio quality level for a specific number of program choices.
Centralized high-power transmitters in a restricted frequency
band use a large amount of this scarce resource. With the historic
rules for auctioning large quantities of this resource to only
a few commercial users, scarcity resulted.
Technology has recently created numerous other
audio delivery mechanisms, which dramatically increases the available
area-bandwidth product. As an indirect consequence of the dot.com
mania during the last decade, the Internet’s hard-wired backbone
has a surplus of bandwidth; will take decades before it is
fully utilized. Local telephone companies are now installing fiber
cable directly to the homes in selected metropolitan areas. Networks
using WiFi will shortly spawn WiMax, a wireless wide-band DSL over
a 10 mile radius. The proliferation of cell telephone towers produced
a multiplicity of radio networks. Satellite broadcasting opens
up yet more bandwidth. The amount of surplus bandwidth continues
to grow because it is inexpensive and in high demand, just as roads
provide transportation for millions of trucks, buses, bicycles,
motorcycles, ambulances, and automobiles.
When one resource shifts from scarcity
to surplus, the scarcity of the next resource in the chain dominates.
What is now scarce?
The answer is obvious: mental bandwidth.
Each new media delivery system competes with every other delivery
system, be it for listening to music, playing with computer games,
watching video on television, attending a party, or conversing
with friends. Commoditization of technology allows anyone to
distribute music. But with so many thousands of media sources,
name recognition is limited by finite headspace, which is ultimately
the scarcest resource. As a measure of mental bandwidth, time and
attention are a finite resource.
The scarcity of headspace is a widespread
phenomenon in a culture that engages in hyper-stimulation for
all its citizens, including broadcast engineers. They do not
have the time to study the manual of their equipment and they
expect the user interface to be intuitively obvious: plug-and-go,
preserving mental bandwidth. A good designer will invest in optimizing
this scarce resource by focusing on stability and predictability,
while ignoring such lofty, but irrelevant goals as raising the
signal-to-noise ratio from 90 dB to 130 dB.
As a paradox of technical change,
progress is actually more circular than linear. We first moved
from craft industries, with limited niche markets, to a single
homogenized global market, where one size fits all. That same
surplus technology, however, also allows us to return to niche
markets: customizing products for small groups. Using his computer
for audio editing and program distribution, any teenager can
create specialized entertainment for his personal Internet broadcasting
station. Commoditized technology can accommodate small groups
with their unique needs, like specialty restaurants that transform
food commodities into gourmet dining with signature recipes.
To avoid failure, individuals and companies
must remake themselves to match this paradigm shift. Survival depends
on wisely using those commodities that are currently in surplus
while adding scarce resources that are still valued by the market.
A scarce resource can be an algorithm, a design patent, a professional
skill, a recognized personality, or a unique sound.
The concepts
of scarcity and surplus are not new, but only in the last decades
have they become applicable to high technology. Engineers now harvest
the technical equivalent of the farmer’s potatoes and pork
bellies.
This article was originally published on June
15, 2005 in the Radio World
Engineering Extra column "The Last Word." It is
reproduced here with the author's permission.
Copyright ©2005 by Barry Blesser.
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