New Jobs, Old Jobs, and Recycled Jobs
One of the key reasons the innovation
sector—unlike manufacturing—has so many jobs is that even today it remains a
remarkably labor-intensive sector. The main production input in scientific
research is human capital—in other words, people and their ideas. Writing
software still requires hours of typing on a keyboard. All you have to do is
visit a workplace to see which production inputs are really important. In a
factory, the dominant components of the factory floor are clearly the machines,
and everything else, including the location and activities of the people who
operate them, revolves around them. In a lab or a software company, it’s clearly
the people who matter, and everything revolves around them.
Ironically, the workplaces where the most innovative technologies are created
are still largely dependent on human labor, while the workplaces where
traditional goods are made are largely run by robots.
Take digital entertainment, for example. Adding
digital effects to a movie requires hours and hours of creative labor. I
realized just how labor-intensive the process was when I went to see Avatar with a programmer named Kent Matheson, who had worked
on the film at George Lucas’s special effects company, Industrial Light and
Magic. Matheson had spent weeks designing one of the starships that appeared on
the screen for just a few seconds of the two-and-a-half-hour-long movie. My
good friend Ben Von Zastrow works a few miles north of Pixar in a smaller
independent studio called Tippett Studio. His job is to create
computer-generated small furry animals for movies. Technically, he is a
lighting artist. Of course, there are no physical lamps or sets; Ben uses
software to shed light on animated creatures. He works alongside a team of
other digital artists with evocative names like animator, modeler, texture
painter, compositor, and puppeteer, but all of them create images by typing on
a keypad. It took Ben and his team three full months to create something as
simple as a small wolf for the movie Twilight: New Moon.
The fact that creating images with a keyboard
remains so laborious is not a bad thing for the workers in this sector. On the
contrary, it is a very good thing, because it means more jobs for them—at least
for now. Of course, the day will arrive when some new software will enable
digital artists to create starships and furry animals in weeks instead of
months, and then in days, and eventually in hours or minutes. In the beginning,
digital artists will be thrilled, because they will be able to do their jobs much
more easily and quickly. But in the long run it will mean fewer jobs. In the
same way that tractors and combines replaced farm workers and robots replaced
factory workers, powerful computers and better software will someday do the
work of digital artists.
Jobs that today look more like art than labor
will eventually become commodified, standardized, and mechanized—they will lose
their luster, and their numbers will start to shrink. This is likely to happen
not just in digital entertainment but in most other parts of the innovation
sector, as technological progress reduces the need for human labor. We must
hope that when this happens, promising new ideas and products will appear and
the cycle of old and new jobs will start all over again.
A common fallacy is to think that all jobs in
innovation, because they involve new technologies, are “new jobs.” But in many
cases they are just replacing existing jobs, and in some cases they might even
result in fewer jobs overall. For example, travel websites have undeniably
created social value, because they have made booking plane tickets and hotels
cheaper and more convenient. Thousands of “new” Internet jobs have been created
for those who design and manage the sites of companies such as Expedia and
Travelocity, but the job losses have been far greater, as countless travel
agencies across the country have had to shut down. Similarly, Netflix has
increased the variety of rental movies available, but this is proving
disastrous for thousands of neighborhood video stores.
Innovation keeps churning
out an ever-changing roster of jobs, and yet the net effect is positive. An
analysis of the French Internet sector found that since the advent of the Web,
the Internet has created 1.2 million jobs (both for positions directly linked
to the Internet, such as software engineering, and positions outside the
sector, like delivery of online purchases) and destroyed 500,000, thus
generating a net gain of 700,000. In other
industrialized countries, the best estimates are that 2.6 jobs are typically
created for every one destroyed. Importantly, although the job losses are
geographically widespread, the job gains are mostly concentrated. In the case
of travel websites and Netflix, Seattle, New York, and the San Francisco Bay
Area have experienced employment gains, since this is where the websites tend
to be located, while all other cities have suffered a loss of retail jobs.
Aucun commentaire