Puzzly Podcasts: 99% Invisible and Revisiting the “Average Solver”

A geodesic dome.

Buckminster Fuller, inventor of the geodesic dome and the World Game, once said, “Ninety-nine percent of who you are is invisible and untouchable.” This quotation inspired the title of 99% Invisible, a podcast about aspects of the designed and built world that typically go overlooked. Hosted by journalist Roman Mars, 99% Invisible began in 2010 as a joint effort between the San Francisco-based American Institute of Architects and SF public radio station KALW. Since April 2021, the podcast has been owned by broadcasting giant Sirius XM, but has remained essentially the same. On a weekly basis, Mars continues to provide listeners with calmly narrated explorations of topics like efforts to track the pandemic, the history of grocery store “ethnic food” aisles, and the skull logo representing Marvel’s Punisher character, including its memetic use among reactionaries.

It might sound counterintuitive, or in Mars’ words, like a “perversity,” to break down elements of design in a purely sound-based format. Without accompanying visuals, how are we meant to truly appreciate a discussion of graphic design in film and television, or the history of Hawaiian shirts? Mars considers the absence of images a boon, saying, “I thought the concept of doing a design radio show where you strip away the visual aesthetics actually made sense, it got to the parts of design I really loved, which was the problem solving.”

This element of problem solving at the core of every episode will likely appeal to any die-hard puzzler. If you’re interested in episodes more explicitly aligned with your love of puzzles and games, I would recommend starting with episode 189, “The Landlord’s Game,” about Monopoly, or episode 335, “Gathering the Magic,” about—you may have guessed—Magic the Gathering, or even episode 349, “Froebel’s Gifts,” which more broadly considers the history of play as a tool of intellectual development.

In Community, the attempt to represent an average human being led to this terrifying mascot.

Then there’s episode 226, “On Average.” My predecessor on the blog previously discussed the issues with the concept of the “average” crossword solver, questioning popular ideas that the average solver might not be familiar with spoon theory or arepas, and what these assumptions imply about the average solver’s identity. “On Average” takes Glenn’s questioning a step further, walking listeners through a nineteenth-century astronomer’s innovation of reducing human populations to statistical averages. The episode focuses most closely on the practice of flattening people out to bodily averages, but also discusses average calculation for social phenomena like marriages and murders, and the rise of the idea that the “average” is “morally the way to think about people.”

99% Invisible‘s host and guests take the stance of critiquing the average as ideal. One example the episode traces is the WWII design of Air Force planes for the average pilot. Most WWII pilots were not anywhere near average; in fact, zero of the 4,063 pilots measured in one study came anywhere close to perfectly fitting the average, and even when standards were relaxed, only a meager handful had average measurements. Todd Rose, author of The End of Average, sums the issue up thusly: “If you are designing something for an average pilot, it’s literally designed to fit nobody.”

The same might be said of puzzles. If we construct a puzzle for the average solver, are we really constructing a puzzle for anyone at all? Or has all the life been sucked out of the puzzle, all the potential for anyone to connect with its quirks? To settle into the cockpit and soar? If ninety-nine percent of who we are is invisible and untouchable, then ninety-nine percent of who we are cannot be reduced to statistics, cannot be turned into averages. Whether physically or mentally, people are more than patterns, more than perfectly proportioned crash test dummies, and every aspect of the world should be designed with this in mind, from planes to puzzles.


You can find delightful deals on puzzles on the Home Screen for Daily POP Crosswords and Daily POP Word Search! Check them out!

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

Keep your Get Out of Jail Free card handy.

Recently, friend of the blog Chris Begley sent me an article about some interesting math facts. Most of them were about probability and how many people misinterpret the likelihood of various events happening based on bad assumptions about probability.

For instance, since you have a 50/50 chance of heads or tails when you flip a coin, it seems logical that if you flipped a coin ten times, you’d get heads five times and tails five times, whereas in reality, it’s common to have runs of one result or the other that fly in the face of that simple 50/50 assumption.

But that wasn’t the fact that caught my eye. I thought it was much more intriguing that not all spaces on a Monopoly board have an equal likelihood of being landed on.

And that can affect how you play. For instance, if you believe each spot has an equal chance of being landed on — 1 in 40, given the 40 squares on the board — you might opt to buy all three colors in a given area to give yourself a 3/40 chance (7.5%), or you might go for all 4 railroads to give yourself a 4/40 chance (10%).

[A breakdown of spaces and likelihood of landing, based on the UK version.
(Chance and Community Chest cards differ between UK and US versions,
though probabilities for spaces in the US version are quite similar.)]

But that’s not how Monopoly actually works. Some spaces are far more likely than others. This is partly due to rolling two dice every time you move (which makes 6, 7, or 8 spaces the most likely results). There are also rule cards that make some squares more likely than others.

The most common space to land on is Jail (due in no small part to the Go to Jail square and where Chance and Community Chest cards send you). The most common PROPERTY to land on is Illinois Avenue, followed by B&O Railroad, Tennessee Avenue, New York Avenue, and Reading Railroad.

[A breakdown of space probabilities for the US version of the game.]

On the flip side, Mediterranean Avenue is the least likely to be landed on, followed by Baltic Avenue, Luxury Tax, Park Place, and Oriental Avenue. (Again, the Go to Jail square comes into play, as Park Place is seven squares away and the most common dice roll is 7.)

I like that a little properly applied math might make you a better Monopoly player. (Though if I’m going to walk the Boardwalk, I’d rather be playing The Doom That Came to Atlantic City.)


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!