The council meeting is tomorrow. Comet pins the data story to the board, then stops.
"Wait," she says. "What happens after we share this? Could anything go sideways?"
Wren looks up from his clipboard. "What do you notice? That might be the best question anyone has asked all term."
Nova hovers over the board and projects two columns: helpful and harmful. "Would you like a hint?" she asks. "List what this report could change, for whom, and in ways nobody planned."
Comet uncaps a marker. "Data analyst, let's review the whole Commons Count, from the first question to the last graph."
People create computing innovations. Not every effect is expected ahead of time.
One effect can help some people and harm others. It can even be both for the same person.
Innovations get used in ways their makers never intended. Responsible makers think about this, but no one can foresee every use.
Sharing results fast with many people can have big effects beyond the maker's control.
Computing has also increased creativity in fields such as medicine, engineering, communications and the arts.
| Possible effect (made-up, from the Commons Count story) | Who it might help | Who it might harm |
|---|---|---|
| The council adds longer evening hours | Evening members | Keeper Ines, who might work later |
| The graph is copied around town | Other halls planning a survey | Members, if readers think it speaks for the whole town |
| The council uses the survey to cut morning hours | Nobody planned this use | Morning members, who were under-heard |
| Statement | True or false? |
|---|---|
| Every effect of an innovation can be planned ahead. | ? |
| Sharing results with many people fast can have effects beyond the maker's control. | ? |
| One effect can be helpful and harmful to the same person. | ? |
| Computing has increased creativity in fields such as medicine and the arts. | ? |
What a project, data analyst. Tomorrow is the last Mission Quest: present your data story at home.