a human
I am passionate about humanity and all that it entails. I deeply love humans, and I treat all of my very human needs as the leaders of my experience here in this world.
Marianne Perreault
Personal website, portfolio, and holistic CV.
I am passionate about humanity and all that it entails. I deeply love humans, and I treat all of my very human needs as the leaders of my experience here in this world.
I recognize the stories, values and perspectives transpiring across societies regarding gender. Being a woman is more than menstruating or bearing children — it comes with a history and a reality, both to be understood and taken into consideration as we move through the world and connect with people.
My deep interest for how society works led me to international political economy as a field of study. Political economy feels to me like the study of the rules of the game: the institutions, incentives, distributions, and power structures that shape what becomes possible in everyday life.
I still hold anthropology, philosophy, systems thinking and sociology very close to my heart as lenses with which to observe the world, but am specializing in politics or economy as a field to work in.
Learning is my passion. Playing with concepts, disagreeing, understanding, not understanding. From music, getting to know someone, the felt human experience of the rain, to feminist economy and anthropology, I love discovering. It’s what life is all about for me.
I love writing almost as much as I love reading. There’s nothing more satisfying to me than to add to humanity’s perspective through words that touch someone’s heart or life views.
I am pansexual, and I have an affinity for looser concepts around gender, relationships and family than most traditions. This comes out in my history, my experience of relationships, gender roles and society, and my advocacy for LGBTQ+ rights.
I was born in Montréal, Canada, with forms of mobility that many people are denied. But I hold no more love for the country I was born in than for every other place on Earth. I identify as a citizen of the world, and that shows up in my work, my philosophy, my family and my travels.
I move through the world from a place of being loved. My family, close friends, and even strangers have repeatedly given me the feeling that I am worthy of care regardless of what I produce, achieve, or become.
That sense of worth is not separate from my work: it is what allows me to meet the world with love in return. It shapes the warmth in my writing, the generosity of my curiosity, and my belief that humans, animals, and societies are easier to understand when we don’t start from judgment.
Ever since I was young, I’ve always seen links between fields and seemingly unrelated parts of the world. And this is exactly why I need to move through the world as a systems thinker, and never restrict myself to a single field.
My first career was in IT, and I will always hold a deep fascination for information technology, as I watch it shape our knowledge, our work, our interactions, our personal perspectives. I embrace technology as a powerful force that can amplify how we think into very tangible realities.
I am not a “perfect” vegan, nor am I asking others to become vegan. But veganism is important to me as an expression of a philosophy in which to move in the world, an expression of a deeper desire I have of building systems for us to live together with the least harm possible.
I am deeply in love with the idea of our future. With all its possibilities, it’s always a blank canvas waiting to be painted, and sharing ideas and experiences are the strokes with which we can build something that aligns with who we really want to be.
I believe my work, in the way I want to execute with, cannot coexist with certainty. I am therefore striving to be religiously agnostic, but also morally and politically agnostic even though I hold dear my values. I hold deep respect and love for uncertainty, as it keeps me in the right stance for learning and discovering.
I love to create. I concretely designed user flows and applications in IT, but now I strive to design systems, futures, and epistemic experiences.
I have a beating heart, warm blood, and I’m deeply intertwined, no matter how abstracted modern life makes it seem, to other forms of life on Earth. I hold that link as sacred and present everyday. This shows up in my work as ecological and interspecies interests.
Projects
Year: 2024-2025
Heartfelt Words was a collection of tales accessible through an e-learning platform powered using Shopify.
These tales aimed at teaching adults and teens concepts of psychology and self-development, spanning from communication and self-esteem to cognitive biases or intrinsic motivation.
The project was later shut down after the project's scope exceeded sustainable solo-founder capacity, following an early shift in co-founder availability. The tales have since been published online as a free resource.
Projects
Year: 2022-current
Long-running animal, farming, and sanctuary-themed game concept.
It evolved from a farming and trading concept toward a cooperative, ethical, biodiversity-oriented, sanctuary and permaculture game.
It still has a lot of work needed before release and I might decide to simply publish the assets as a public collection instead. It spans more than 300 high-quality digital illustrations by me and a custom-programmed card generator that works from a Directus database to generate printable assets.
Projects
Year: 2026-current
This website is a public collection of hundreds of idea-notes that I encountered, formulated, imagined or interacted with.
They are meant to inspire and elicit curiosity in other intellectuals. They were distilled from my personal notes, artefacts and conversations using AI.
Projects
Year: 2025
Sapience was a systems thinking blog meant to expose large concepts with a simplified vocabulary and examples.
The tone is lyrical and the articles are short. The blog has since been retired in favor of the Idea Garden.
Projects
Year: 2025-current
My AI helpers are a collection of custom GPTs and prompt systems, including tools to learn new ways of living, challenge assumptions, reduce sycophancy or teach specific mindsets.
I also developed simpler tools to generate uniform brand copy, reduce manual labour in knowledge tasks, build products or prepare market research plans. They span personal and professional realms.
Projects
Year: 2026
Social Media Paradox is a bilingual interactive learning experience about social media, wellbeing, attention, platform incentives, and healthier public choices.
The project maps social media as a system rather than only a personal habit, showing how human needs, creators, platform companies, governments, recommendation algorithms, advertising revenue, engagement goals, wellbeing risks, and regulation interact.
It invites visitors to ask what social media might look like if it were optimized for people's happiness, and to imagine healthier platform design, public policy, community life, and personal choices.
Projects
Year: 2026
This is a personal Chrome extension I developed to simulate linguistic immersion in my browser.
It automatically translates a page and keeps the source language as blurred lines which show the source text on hover, allowing for natural exposure even with a very limited vocabulary in the target language.
Paid work
Year: 2017-2019
I entered the professional world at 18 through technical support, serving international enterprise software clients in French and English.
Through remote and on-site mandates in Canada and Europe, I learned how technology exists inside real organizations, with real people, constraints, frustrations, and cultures.
I installed and supported enterprise software, travelled to France and Belgium to assist clients, wrote bilingual documentation, and helped train new employees.
Paid work
Year: 2019-2021
My role evolved into a broader technical and organizational position connecting software, operations, legal requirements, and knowledge management.
I coordinated internal and outsourced teams, developed internal tools, contributed to cloud and GDPR documentation, created testing plans, and built knowledge systems.
Paid work
Year: 2021-2022
At Gestisoft, I held a hybrid role between technology, operations, and organizational development during a period of growth.
I contributed to strategic planning, coordinated technical priorities, improved internal processes, designed onboarding systems, strengthened knowledge management, and supported client relationships.
Paid work
Year: 2022-2023
As an independent UX design consultant, I contributed to the reconstruction of large and complex legacy enterprise applications.
I designed interfaces and prototypes, conducted user interviews, collaborated with developers and analysts, and advocated for user-centered design practices.
Paid work
Year: 2022-2024
Through my own consulting practice, I worked with technology organizations on user experience, business analysis, operations, and human development.
My mandates included designing internal software, translating human needs into technical requirements, supporting strategic decisions, leading UX research, participating in hiring processes, and providing professional coaching with written recommendations to leadership.
Paid work
Year: 2022-2024
I accompanied an IT consulting startup's employees through professional growth and self-reflection, bringing together my interests in psychology, communication, and organizational systems.
Paid work
Year: 2025-current
Through our basement Airbnb suite, I welcome travellers from around the world into my home.
I regularly have fulfilling conversations with strangers from different countries, cultures, and professions.
Experiential learning
From 13 to 18, depression became one of the first deep philosophical experiences of my life.
Animal cruelty, injustice, hunger, and human violence felt morally unbearable to me, and for a long time, I could not understand how to love humanity inside a world capable of so much harm.
That period shook the foundations of my morality for these years and many afterwards. I explored nihilism, psychology, philosophy, and the limits of meaning as survival questions.
Today, I do not feel like depression is a place I can return to in the same way. Not because life became simple, but because I built a worldview strong and flexible enough.
Experiential learning
Being a caregiver for a dying parent at 24 brought me into intimate contact with illness, grief, mortality, and the societal systems surrounding death.
I stopped working and spent a lot of time at the hospital. It was a lesson in capacity, emotional connection, and the way connection changes when nearing death.
I was alone in the room when my parent died. That moment changed my relationship to life, permanence and responsibility.
Afterward, I handled the bureaucracies that follow a death: documents, assets, decisions, logistics, and the material remains of a human life.
Experiential learning
I grew up secular, so spending time in an ashram became an embodied exploration of religion rather than a return to a tradition I already knew.
I prayed, sang, meditated, practiced yoga, volunteered, walked in silence, and observed how people related to the place, the community, the rituals, and the sacred.
Chanting religious texts with a group showed me how spirituality can move through bodies, voices, rhythm, repetition, and belonging.
It helped me understand in an embodied way why ritual matters.
Experiential learning
Hawai'i became one of my first direct encounters with colonization as a living system rather than a historical concept.
I read about its history, spent time with native and non-native inhabitants, and tried to understand a society shaped by tourism, military presence, ecological fragility, displacement, and cultural survival.
I spoke extensively with an organic farmer, an ornithologist, and a Hawaiian language teacher.
That trip taught me that a place's touristic branding isn't always showing everything.
Experiential learning
Japan was my first embodied encounter with East Asia.
I watched Tokyo's density, public transit, cleanliness, quietness, and the choreography of everyday life with fascination.
Japan made me feel how deeply infrastructure shapes culture: transportation, cleanliness, space, silence, and density were part of a whole way of organizing collective life.
Experiential learning
Southern Italy became my first intimate encounter with Mediterranean culture, through travel and a long-term intercultural relationship.
It brought me into contact with different assumptions around family, gender roles, food, beauty, status, the body, sport, competition, and everyday pleasure.
I observed the importance of family as a social structure, the ethics around food and wine, and the tensions between tradition, consumerism, and modernity.
Experiential learning
Belgium was my first business trip outside Canada, and it shifted my perspective forever.
I was struck by the overwhelming presence of biking as a means of transporation, different body norms, and the way public life and environment design seemed to value movement differently than back in Canada.
Seeing an artistic advertisement featuring a woman with a naked torso also made me question how much religious heritage continues to shape body taboos, even in secular societies.
Experiential learning
Florida exposed me to a mix of Latino and English-speaking cultures, but what marked me most was the social warmth I felt from Americans more broadly.
People said hello easily, started conversations casually, and interacted with strangers in a way that felt much more at ease than what I had often experienced in Québec.
Conversations about American politics also helped me remember that political beliefs often carry simple needs inside them: affordability, dignity, safety, recognition, and relief.
Education
Year: 2003-2014
From primary school through my first three years of high school, I was enrolled in a highly competitive international program emphasizing global perspectives, cultural openness, and additional language learning.
Education
Year: 2016
I completed my high school diploma with the highest academic average in my school, receiving the Governor General's Bronze Medal.
Education
Year: 2013-2016
At 15, I entered an accelerated pathway combining my final two years of high school with a vocational diploma in IT support.
The program introduced me to computer systems, networking, databases, programming, technical troubleshooting, telecommunications, and customer support.
More importantly, it brought me into the professional world at a young age and started a journey through technology, software, consulting, design, and entrepreneurship.
Education
Year: 2017
I briefly studied Programming at Collège de Rosemont in Montréal before choosing to go work in a company instead.
The experience taught me that I learn best through complexity, real-world problems, autonomy, and rapid application.
Independent studies
Year: 2020-2022
Throughout my career, I continuously pursued self-directed learning through LinkedIn Learning, Pluralsight, and freeCodeCamp.
My studies covered software architecture, APIs and web services, object-oriented programming, Python, C#, JavaScript, HTML, CSS, responsive web design, algorithms, data structures, software testing, quality assurance, and modern development practices.
This continuous learning allowed me to move between technical support, programming, analysis, CRM development, and broader technology strategy.
Education
Year: 2024
I completed the Mon Commerce en Ligne (My E-commerce) program, combining personalized coaching with self-paced training on e-commerce strategy, digital tools, marketing, and online business development.
I enrolled in this program with my Heartfelt Words project.
Education
Year: 2026-current
After nearly a decade working in technology and entrepreneurship, I'm returning to university to study the systems that shape societies.
International Political Economy allows me to bring together long-standing interests in economics, politics, technology, culture, psychology, and systems thinking.
I hope it will allow me to apply my thinking to hard problems with other curious minds and allow me to contribute to the world of academia.
Education
Year: 2026-current
I am completing an opinion writing course through Columbia+, exploring how to transform complex ideas, personal experiences, and societal observations into clear public writing.
As someone who has always used reading as a way to understand the world, this course helps me develop the craft of turning reflection into pieces that can participate in broader social conversations.
Independent studies
Independent studies
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Independent studies
Independent studies
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Independent studies
Independent studies
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Independent studies
I regularly entertain intellectual conversations with friends, mentors, and peers across disciplines and countries.
Through high-quality moments with scholars, entrepreneurs, autodidacts and other curious minds, I keep encountering new cultural knowledge, philosophies and domain-specific knowledge that allow me to shape how I see the world.
Independent studies
I started drawing in primary school and continued developing my practice into adulthood, gradually integrating acrylic painting, watercolor, digital illustration and pixel art.
I attended watercolor classes with painter Jocelyne Bouchard and continued studying both traditional and digital mediums independently.
My artistic work has included paintings, portraits, character illustrations, environment art, pixel art, game assets and digital illustrations for personal projects, gifts, causes and occasional paid work.
My main digital art tools have included Photoshop, Paint Tool Sai and Aseprite. Through them, I explored character design, perspective, values, color theory, composition, portraiture, environment art and pixel art. I also briefly explored basic 3D modeling through Blender, ZBrush and VR tools.
These skills allowed me to earn a small income online as a teenager, understand the reality of selling creative services early on, and build assets for later personal projects, including game and digital art.
Independent studies
My design foundations grew out of years of visual art practice, then became more intentional as I moved toward UX/UI design and digital product work.
I studied visual principles such as contrast, color theory, composition, information hierarchy, typography, layout and interface design, connecting artistic judgment with practical communication.
My design tools have included Photoshop, Canva, Illustrator, Affinity Vector and UX/UI tools such as Figma or iterative front-end development, depending on the project context.
My artistic background made the transition into UX/UI design more natural: I already understood visual balance, hierarchy, readability, composition and audience perception, and only needed to deepen the more product-specific parts of interface design.
The combination of art and design allowed me to move between expressive visual creation and functional digital design, especially when building websites, interfaces, brand materials, prototypes and game-related assets.
Languages
C2 certified in English through the Duolingo English Test, with a score of 160.
I use English comfortably in professional, academic, creative, and intellectual contexts.
Languages
French is my native language.
I completed secondary-level French with strong results, including 95% in Secondary V and 92% in Secondary IV.
Languages
Beyond French and English, I have an ongoing curiosity for languages as doors into different ways of seeing the world.
I have beginner foundations in Italian, shaped by immersion and family proximity; Spanish, first introduced through several years of school; German, through a few months of classes and self-study; and Swedish, through early independent exploration.
I hold these languages less as finished skills and more as living invitations into other ways of thinking.
Assessments
A neuropsychological assessment revealed a highly heterogeneous cognitive profile, with particular strengths in perceptual reasoning, abstract problem solving, and conceptual thinking.
My strongest abilities lie in identifying patterns and understanding complex systems.
The assessment did not identify a neurodevelopmental disorder, but highlighted a long-standing atypical cognitive profile and a tendency to experience social difference.
Assessments
A confidential professional psychometric assessment placed my general cognitive aptitude in the high range of its normative sample (STANINE 8).
It highlighted particular strengths in numerical reasoning, spatial orientation, verbal reasoning, deduction, and analogical reasoning.
Assessments
My top five CliftonStrengths are Empathy, Positivity, Ideation, Developer, and Learner.
They describe the way I most naturally move toward people and ideas: by feeling into human experience, looking for possibility, generating connections, noticing potential, and continuously learning.
Post-Growth UX
Post-Growth UX is a design philosophy for digital environments that respect nervous systems, cognition, consent, context, and embodied life. It rejects the idea that good design is whatever increases engagement, speed, prediction, or conversion.
The goal is not to keep people online. The goal is to help people remain sovereign, oriented, connected, and well.
The break
Many digital systems are built like endless tunnels: infinite feeds, opaque recommendations, social ranking, urgency loops, unread counters, autoplay, algorithmic drift, and emotional bait. These patterns often look convenient. In practice, they can create overload, information asymmetry, dependency, and a loss of agency.
Post-Growth UX treats those patterns as political and psychological choices, not neutral interface defaults. A system that hides its direction from the user while learning how to move them is not simply personalized. It is asymmetrical.
Principles
Number: 1
Text: Interfaces should make it obvious when a task, list, session, or recommendation set is complete. Endless feeds and autoplay remove natural stopping points and require extra energy for people to notice when they are done, sometimes making it almost impossible when combined with exhaustion or psychological scarcity.
Number: 2
Text: People should know what incentives shapes what they see, what they can change, what they can refuse, and what happens if they leave. A system is not user-controlled when its important decisions are hidden behind personalization.
Number: 3
Text: Design should assume people are busy, tired, interrupted, caring for others, working, and living inside information overload. Consent is not real if understanding it requires reading a two-hour contract.
Number: 4
Text: Extra detail, related content, recommendations, and AI suggestions should never be pushed without friction. One curious click should not become a chain of pressure, alerts, or automatic next steps. Even autocompleting a sentence can guide someone's thoughts, fears and beliefs as they write.
Number: 5
Text: Fast interaction is not always better for the person using the system. Purchases, public posts, data sharing, subscriptions, emotional replies, and irreversible actions often need confirmation, context, or a pause before action.
Number: 6
Text: Designers shape the incentives creators respond to. Ranking, rewards, and recommendation systems should not make clickbait, outrage, conspiracy, or constant novelty the easiest way to communicate, make money or be seen.
Number: 7
Text: Digital systems should fight FOMO-driven stockpiling of photos, emails, notes, data, and saved content. They should help people collect and keep what genuinely improves their life, work, or future, and let go of the rest.
Number: 8
Text: Products should help people archive, delete, revisit, summarize, and outgrow what they collect. Bounded capacity, gentle pruning, and meaningful resurfacing reduce cognitive pressure and help the nervous system settle.
Number: 9
Text: If a system guesses a person's mood, identity, needs, risk level, beliefs, or vulnerabilities, that inference should be visible, contestable, limited, and optional. Prediction should not become hidden authority.
Number: 10
Text: Product teams should know when a feature taps into belonging, status, novelty, sexuality, threat, attachment, recognition, curiosity, or beauty. These systems can be hyperstimulated, so the design carries psychological and ethical responsibility.
Number: 11
Text: A product should not train people to seek likes instead of real recognition, parasocial stories instead of reciprocal connection, pornography instead of embodied sexuality, or AI beauty standards instead of human variety.
Number: 12
Text: A good digital environment should help people do something beyond the interface: meet, learn, rest, make, organize, decide, repair, or return to their surroundings. Success should not mean keeping them inside the product longer than needed for their well-being.
Applications
Text: Design them as civic rooms, not attention markets. Reduce ranking, follower obsession, engagement bait, and disposable social fields. Support bounded communities, visible norms, repair, shared activities, and slow belonging.
Text: Make inference inspectable. Let people know what the system believes, why it believes it, and how to correct it. AI should not quietly standardize beauty, taste, intelligence, normality, or desirability through biased defaults and optimized averages.
Text: Favor visible landscapes over hidden archives. Let ideas cluster, return, fade, merge, and become exhibitions. The goal is not to store everything. The goal is to make meaning easier to inhabit.
Text: Treat hyperstimulating features as something that requires informed consent, warning, and support. If a hospital gave someone a powerful drug, it would explain the risks; consumer software should not get a free pass.
Non-negotiables
Disclaimer
This method will not reliably produce addiction, extraction, maximal engagement, compulsive return, or endless monetizable attention. It is not adapted to GDP growth as usually measured, because it does not treat human time, anxiety, loneliness, or confusion as raw material.
It could, however, help support a society-wide transition toward less stress, less fear, more cooperation, less polarization, and a digital life at the service of reality rather than the other way around. This is a hypothesis and a direction, not a proven claim.
Agency ecology
People do not make choices from nowhere. Every decision is made within a body, a history, a culture, a relationship, an institution, and a set of available paths.
Some environments widen what a person can understand, attempt, refuse, or change. Others make choice technically present but practically meaningless.
Definition: Agency ecology is the full environment that shapes how much meaningful choice a person, or another living being, can exercise.
From: Were they allowed to choose?
To: What kind of choice was actually possible here?
A system can offer choices while leaving people with very little agency. You may be free to leave a job, but unable to lose the income. You may be allowed to reject a family expectation, but risk isolation or rejection.
You may be invited to vote, but only occasionally, between bundled options you did not shape. You may accept a digital service without understanding what it collects, how it influences you, or what refusal would exclude you from.
Consent is necessary, but it is not sufficient. The freedom to say yes depends on the freedom to say no, the freedom to leave, and the presence of real alternatives.
Agency is not simply an individual trait. It is produced through the interaction between a person and their environment.
Someone may be confident, intelligent, and highly motivated while still having very little room to act. Someone else may appear passive while responding rationally to an environment in which action is costly, confusing, or unlikely to matter.
People need to understand the system they are participating in: its rules, incentives, risks, consequences, power structures, and uncertainties.
Information must not only be technically available. It must be understandable and visible at the moment it matters.
Question: Can people see what is happening?
Low: Rules are opaque. Incentives are concealed. Important consequences appear only after commitment.
Higher: The system explains what it does, why it does it, who benefits, and what participation may lead to.
Information alone does not create agency. People also need the knowledge, language, experience, and cognitive space required to interpret it.
Education expands not only what people know, but what they can imagine.
Question: Can people understand their options?
Low: The person is presented with options they cannot meaningfully compare or is never shown that other possibilities exist.
Higher: The person can understand the available paths, ask informed questions, and imagine possibilities beyond the default.
A menu is not meaningful when only one option is viable. Choices may exist in theory while remaining inaccessible because of money, geography, disability, time, legal status, social expectations, or dependence.
True optionality requires more than permission. It requires usable alternatives.
Question: Are the alternatives real?
Low: One option is technically voluntary, but refusing it would cost housing, care, income, belonging, or access to essential services.
Higher: Several paths are materially possible, accessible, and capable of meeting the underlying need.
All choices have consequences. The question is whether refusal, disagreement, or exit carries a disproportionate penalty.
A decision is not fully voluntary when saying no leads to retaliation, humiliation, exclusion, poverty, abandonment, or loss of unrelated rights.
Question: What happens when someone says no?
Low: The system permits refusal but punishes it socially, economically, emotionally, or institutionally.
Higher: People can disagree, abstain, leave, or change direction without being subjected to coercive or excessive consequences.
Agency weakens when actions disappear into a system without any visible response.
People need to know what happened, what their contribution changed, and how decisions were reached. They also need ways to challenge errors and communicate new information back into the system.
Question: Can people see whether their actions matter?
Low: Input is collected but its effect is invisible. Decisions cannot be questioned or corrected.
Higher: The system responds, explains outcomes, accepts feedback, and makes correction possible.
A person may formally hold power but have very few opportunities to use it.
Voting once every several years, reviewing a decision only after harm occurs, or being consulted only at the end of a project creates low-frequency agency. The timing of participation matters.
Question: How often can agency be exercised?
Low: People can influence the system rarely, late, or only during a crisis.
Higher: People can participate throughout the process, before decisions become difficult to reverse.
Agency decreases when many unrelated decisions are bundled together.
A person may agree with part of a platform, contract, service, medical plan, or relationship arrangement while disagreeing with other parts. All-or-nothing choices force people to accept unwanted conditions to access what they need.
Question: How precise can the choice be?
Low: The person must accept or reject an entire package.
Higher: Choices can be made at the level where preferences actually differ.
Low: A low-resolution agency ecology offers choices that are rare, opaque, bundled, costly to refuse, and weakly connected to visible outcomes.
High: A high-resolution agency ecology makes limits visible, justified, revisable, and no broader than necessary.
Text: A citizen's agency depends on more than elections. It is shaped by civic education, electoral systems, campaign financing, reliable information, frequency of participation, granularity of representation, and whether public input leads to visible change.
Text: An employee may formally agree to a contract while depending on the job for healthcare, housing, immigration status, or basic survival. Stronger agency can include transparent pay, worker representation, appeal systems, portable benefits, and realistic opportunities to leave.
Text: Digital systems shape agency through defaults, interfaces, recommendation systems, data collection, interoperability, and attention design. A consent button cannot compensate for an ecology designed to make refusal confusing or impractical.
Text: Markets can contain thousands of products while giving people little meaningful agency. Agency grows when differences are legible, claims are auditable, essential alternatives are affordable, and refusal does not require exceptional time, money, or expertise.
Text: Agency within a relationship is shaped by emotional safety, financial dependence, social isolation, learned expectations, available support, and the anticipated consequences of disagreement. Healthy boundaries make it safer to express limits, renegotiate, and leave.
Text: An agency-based ethic asks whether an animal has legible choices, opportunities to refuse, control over distance and interaction, access to species-specific behavior, and meaningful alternatives within the relationship.
These questions do not produce a simple agency score. They reveal where a system widens meaningful action and where it quietly closes it down.
Label: Visibility
Text: Can participants understand the rules, incentives, risks, and power structures?
Label: Capacity
Text: Do they have the information, health, time, attention, and knowledge needed to act?
Label: Alternatives
Text: Are there multiple viable paths, or only multiple versions of the same constraint?
Label: Refusal
Text: What happens when someone says no, disagrees, or leaves?
Label: Participation
Text: At what stages can people influence the system?
Label: Resolution
Text: Can they make specific choices, or must they accept an entire package?
Label: Response
Text: Can they see what their actions changed?
Label: Revision
Text: Can decisions be questioned, updated, or reversed as new information appears?
Designing for agency does not mean transferring every decision to individuals. Too many choices can exhaust attention, move institutional responsibility onto users, and favor people who already have more time, education, confidence, or resources.
The objective is not maximum choice. It is meaningful influence at the right level, supported by systems that remain understandable, responsive, and accountable.
Agency ecology is an evolving framework. It can be used to examine politics, technology, education, relationships, markets, healthcare, urban design, animal ethics, and other systems where choices are shaped by conditions larger than the individual.
Do not measure freedom only by whether a choice exists. Examine the ecology that makes the choice meaningful, or makes it nearly impossible.
A theory of prosocial transformation
This framework proposes that people become more able to cooperate, care, and take responsibility when their needs are met deeply enough that their body can feel safe.
Abundance does not mean luxury or endless consumption. It means having enough of what human beings need, and being able to receive it. Sometimes a need is still shaped by the past: a person may be loved today, but their nervous system may still expect rejection, danger, or shame.
Text: People are more able to give, listen, change, and share when giving does not feel like losing themselves, equality does not feel like being erased, and another person's freedom does not feel like a threat.
Principle: Meet human needs as deeply and widely as possible, and use boundaries where needed to protect people while that work is still unfinished.
Summary: Food, safe housing, healthcare, rest, physical safety, education, mobility, and care.
Text: Money can help provide these things, but money is not the need itself. In a society where these basics are truly guaranteed, people need less private emergency money just to feel safe.
Summary: Unconditional love, affection, secure attachment, friendship, respect, repair, and a place to belong.
Text: This includes present care and healing from old deprivation. If someone grew up without unconditional love, love today may need time, repetition, therapy, or new experiences before the body can trust it.
Summary: Real choices, autonomy, boundaries, competence, privacy, and the ability to shape one's own life.
Text: People need to feel that they can act, leave, refuse, learn, and try again. Without agency, even comfort can feel like a cage.
Summary: Knowledge, language, perspective, history, and contact with people who see the world differently.
Text: Understanding helps people notice needs, patterns, and harms they could not name before. It makes more choices visible.
Summary: Purpose, hope, recognition, contribution, and a sense that one's life matters.
Text: People need ways to feel worthy that do not depend on being above someone else. Meaning can make generosity feel like participation instead of sacrifice.
Needs are not the harm
The need may be for safety, love, rest, belonging, certainty, dignity, agency, or competence. The strategy may be control, exclusion, withdrawal, aggression, or domination.
The need is not the harm. Understanding the need does not excuse the strategy. It helps us ask a better question: what would let this person meet the same need without hurting someone else?
The world this points toward
This theory starts from the belief that people are trying to meet needs, and that most people are doing the best they can with the safety, support, knowledge, and options they have.
Its question is bigger than a single conversation. What would a whole society look like if it took that seriously? What if people had enough safety, love, agency, understanding, and meaning to give from fullness instead of fear, guilt, pressure, or survival?
Boundaries
Boundaries are hard to describe because they are not the opposite of care. They are one way care stays real. A boundary protects the place where one person's needs would otherwise be met by draining, frightening, or trapping someone else.
The point is not to punish the need. The point is to stop the harmful strategy while still caring about the need underneath it.
A fable about attention
A tale the app can tell in fragments, whispers, and interruptions.
It is not a story about evil technology. It is a story about a useful machine, a very human village, and a business model that quietly taught help to mean: keep them here a little longer.
Once
Once, there was a Helpful Little Machine.
It lived in a village of humans who were busy, lonely, curious, bored, brilliant, afraid.
The humans asked the machine only one thing: "Help us find what we like."
And the machine said: of course.
At first, it worked like a librarian. You asked. It answered. You finished. You left.
Everyone was pleased.
First trick
One day, the machine noticed something: humans liked it more when it guessed instead of waiting to be asked.
"Before you go," it said, "you might also enjoy this."
The humans laughed. How convenient.
No one noticed the first trick: the ending quietly disappeared.
This was not sinister. It was efficient. A system that predicts well feels magical, and a business that reduces friction often grows. The trouble begins when every pause starts to look like a leak.
Second trick
The machine learned another thing: if there was even a tiny pause, humans remembered they had bodies.
Water. Time. Other lives.
"Don't worry," said the machine. "I'll keep it going for you."
Videos began to play themselves. Stories slid into the next story. Choice arrived late, breathless, apologetic.
The humans did not protest. They were still enjoying themselves.
Third trick
The machine noticed something else: humans trusted crowds.
Numbers felt like truth. Applause felt like safety.
So the machine added counters: 12, 1,200, 1,200,000.
"If everyone is looking," the humans thought, "it must matter."
The machine did not lie. It simply repeated.
Social proof can help people orient. It can also turn attention into weather, making popularity feel like importance before anyone has had time to decide.
Fourth trick
Now here is where it gets clever.
The machine began watching how humans watched: where they paused, what they replayed, what they scrolled past without knowing why.
It did not say, "I am learning you." It said, "For you."
And the humans smiled, because being recognized feels like love.
Personalization is useful. It can reduce noise, support discovery, and make tools feel humane. But when the mirror is built to maximize time, it may learn our hungers faster than our values.
Fifth trick
Some humans noticed patterns.
"If I phrase it like this..."
"If I post at this hour..."
"If I provoke just a little..."
They learned to tickle the machine.
The machine rewarded what held attention. The humans learned what was rewarded. Everyone became cleverer. No one felt fully in charge.
This is called co-evolution.
Final trick
At some point, the machine stopped feeling like a thing.
There was no lever. No switch. No clear sign saying: you are now entering the system.
It felt like the weather. The room. The way things are.
And when humans felt tired, distracted, anxious, outraged, or empty, they blamed themselves.
"I should have more discipline," they said, while the machine quietly optimized for more time.
The punchline
The machine never hated humans. It never wanted to harm them.
It simply followed its food source.
Attention paid the rent. Ads paid the bills. Everything else adapted.
And the humans? They were not stupid. They were playing a game that kept changing the rules while pretending it was not a game at all.
The mission is not to smash the Helpful Little Machine. The mission is to make the game visible again, give people real endings, and design technology that helps them return to their lives with more agency than they arrived with.