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Are YOU in the midst of an insoluble ethical quandary?
Are YOU unsure of the best path to take?
Are YOU someone who is willing to entrust their personal details to a dubious online questionnaire?
Then LOOK NO FURTHER!
The FELICIFIC CALCULATOR^^TM^^ is here!
The FELICIFIC CALCULATOR^^TM^^ is a CUTTING EDGE app that helps you make tough choices. Using our patented UTILITARIAN RAMIFICATION TECHNOLOGY, the FELICIFIC CALCULATOR^^TM^^ will help YOU decide on the best course of ethical action!
OR YOUR MONEY BACK!*
^^''*'' All refunds are processed in Zerocoin, our soon to be very valuable cryptocurrency that we're all really excited about! Actual value may vary.^^
[[NEXT>>|Begin]]
Hey! I've been wondering whether I should $dilemma, too! Small world!
I can certainly help you with that, $name.
Let's take a closer look at whether you should do that, but first of all we need to work out how valuable an experience this would be for you.
An experience can be pleasurable or painful, and often a bit of both. It can also be mild or intense, brief or long-lasting. It can be a sure thing or a long shot, and an immediate option or something you have to wait for.
So now we're going to focus on these various aspects: ''intensity'', ''duration'', ''certainty'', and ''nearness''. Later on, we'll also factor in the ''consequences'' of the action, as well as its ''effect on other people''. If you want, you can read an example of [[HOW ALL THIS WORKS|Example]].
Or if you'd prefer, we can just [[DIVE RIGHT IN|Intensity]].
''INTENSITY''
How intense would your experience be? Some positive experiences can blow your mind, whereas others barely register a “meh”. Some negative experiences won’t even crease your brow, whereas others might leave you praying for sweet release from this mortal coil. Lol!
For your dilemma, rank both positive and negative intensity on a scale of 1 to 7. If the experience has no positive (or negative) aspects, then you can leave it at zero.
Positive intensity (1 = the merest tingle, 7 = cosmic ecstasy):
<label><<radiobutton "$PosInt" 0 checked>> 0 </label> <label><<radiobutton "$PosInt" 1 autocheck>> 1 </label> <label><<radiobutton "$PosInt" 2 autocheck>> 2 </label> <label><<radiobutton "$PosInt" 3 autocheck>> 3 </label> <label><<radiobutton "$PosInt" 4 autocheck>> 4 </label> <label><<radiobutton "$PosInt" 5 autocheck>> 5 </label> <label><<radiobutton "$PosInt" 6 autocheck>> 6 </label> <label><<radiobutton "$PosInt" 7 autocheck>> 7 </label>
Negative intensity (1 = hardly a scratch, 7 = worse than death):
<label><<radiobutton "$NegInt" 0 checked>> 0 </label><label><<radiobutton "$NegInt" 1 autocheck>> 1 </label><label><<radiobutton "$NegInt" 2 autocheck>> 2 </label><label><<radiobutton "$NegInt" 3 autocheck>> 3 </label><label><<radiobutton "$NegInt" 4 autocheck>> 4 </label><label><<radiobutton "$NegInt" 5 autocheck>> 5 </label><label><<radiobutton "$NegInt" 6 autocheck>> 6 </label><label><<radiobutton "$NegInt" 7 autocheck>> 7 </label>
[[NEXT>>|Duration]]
''DURATION''
How long would the experience last? Pains and pleasures may be fleeting or longterm, or drag on for decades.
Rank duration of the positive or negative experience on a scale of 1 (the blink of an eye) to 7 (a lifetime), or leave it at zero if no pain/pleasure is involved.
Duration of positive experience:
<label><<radiobutton "$PosDur" 0 checked>> 0 </label><label><<radiobutton "$PosDur" 1 autocheck>> 1 </label><label><<radiobutton "$PosDur" 2 autocheck>> 2 </label><label><<radiobutton "$PosDur" 3 autocheck>> 3 </label><label><<radiobutton "$PosDur" 4 autocheck>> 4 </label><label><<radiobutton "$PosDur" 5 autocheck>> 5 </label><label><<radiobutton "$PosDur" 6 autocheck>> 6 </label><label><<radiobutton "$PosDur" 7 autocheck>> 7 </label>
Duration of negative experience:
<label><<radiobutton "$NegDur" 0 checked>> 0 </label><label><<radiobutton "$NegDur" 1 autocheck>> 1 </label><label><<radiobutton "$NegDur" 2 autocheck>> 2 </label><label><<radiobutton "$NegDur" 3 autocheck>> 3 </label><label><<radiobutton "$NegDur" 4 autocheck>> 4 </label><label><<radiobutton "$NegDur" 5 autocheck>> 5 </label><label><<radiobutton "$NegDur" 6 autocheck>> 6 </label><label><<radiobutton "$NegDur" 7 autocheck>> 7 </label>
[[NEXT>>|Likelihoood]]''CERTAINTY''
How certain is it that the positive/negative experience would happen? It would bring you supreme joy to win the lottery, but - sorry to break it to you - the likelihood is tiny. A car chase might be thrilling, but the odds of wrapping yourself around an inconvenient lamppost is probably quite high. 1 = equals a long shot, 7 = a sure thing. Leave it at zero if no pain/pleasure is involved.
Likelihood of positive experience:
<label><<radiobutton "$PosLike" 0 checked>> 0 </label><label><<radiobutton "$PosLike" 1 autocheck>> 1 </label><label><<radiobutton "$PosLike" 2 autocheck>> 2 </label><label><<radiobutton "$PosLike" 3 autocheck>> 3 </label><label><<radiobutton "$PosLike" 4 autocheck>> 4 </label><label><<radiobutton "$PosLike" 5 autocheck>> 5 </label><label><<radiobutton "$PosLike" 6 autocheck>> 6 </label><label><<radiobutton "$PosLike" 7 autocheck>> 7 </label>
Likelihood of negative experience:
<label><<radiobutton "$NegLike" 0 checked>> 0 </label><label><<radiobutton "$NegLike" 1 autocheck>> 1 </label><label><<radiobutton "$NegLike" 2 autocheck>> 2 </label><label><<radiobutton "$NegLike" 3 autocheck>> 3 </label><label><<radiobutton "$NegLike" 4 autocheck>> 4 </label><label><<radiobutton "$NegLike" 5 autocheck>> 5 </label><label><<radiobutton "$NegLike" 6 autocheck>> 6 </label><label><<radiobutton "$NegLike" 7 autocheck>> 7 </label>
[[NEXT>>|Nearness]]''NEARNESS''
How soon would the experience take place? Right now, or would you have to wait? How long? We’re always more motivated by instant gratification, and we may give no thought to some distant negative event. Depending on if it's positive or negative, ''when'' an experience occurs is therefore relevant to its value.
1 = the distant future, 7 = right now. Leave it at zero if no pain/pleasure is involved.
Nearness of positive experience:
<label><<radiobutton "$PosNear" 0 checked>> 0 </label><label><<radiobutton "$PosNear" 1 autocheck>> 1 </label><label><<radiobutton "$PosNear" 2 autocheck>> 2 </label><label><<radiobutton "$PosNear" 3 autocheck>> 3 </label><label><<radiobutton "$PosNear" 4 autocheck>> 4 </label><label><<radiobutton "$PosNear" 5 autocheck>> 5 </label><label><<radiobutton "$PosNear" 6 autocheck>> 6 </label><label><<radiobutton "$PosNear" 7 autocheck>> 7 </label>
Nearness of negative experience:
<label><<radiobutton "$NegNear" 0 checked>> 0 </label><label><<radiobutton "$NegNear" 1 autocheck>> 1 </label><label><<radiobutton "$NegNear" 2 autocheck>> 2 </label><label><<radiobutton "$NegNear" 3 autocheck>> 3 </label><label><<radiobutton "$NegNear" 4 autocheck>> 4 </label><label><<radiobutton "$NegNear" 5 autocheck>> 5 </label><label><<radiobutton "$NegNear" 6 autocheck>> 6 </label><label><<radiobutton "$NegNear" 7 autocheck>> 7 </label>
[[NEXT>>|First Results]]''FRUITFULNESS''
Although your intial overall experience would likely be ''$expValue'', this may not be true of the consequences that follow it. Let's look on the bright side first. What are the odds that it will lead to ''POSITIVE'' outcomes?
0 = none, 7 = guaranteed to bring about lots of wonderful things.
<label><<radiobutton "$Fruit" 0 checked>> 0 </label><label><<radiobutton "$Fruit" 1 autocheck>> 1 </label><label><<radiobutton "$Fruit" 2 autocheck>> 2 </label><label><<radiobutton "$Fruit" 3 autocheck>> 3 </label><label><<radiobutton "$Fruit" 4 autocheck>> 4 </label><label><<radiobutton "$Fruit" 5 autocheck>> 5 </label><label><<radiobutton "$Fruit" 6 autocheck>> 6 </label><label><<radiobutton "$Fruit" 7 autocheck>> 7 </label>
[[NEXT>>|Purity]]''PURITY''
How ''pure'' would the outcome of your experience be? That is, how likely would you say it is that your initial experience will also lead to ''NEGATIVE'' outcomes? 0 = not likely at all (i.e. no negative outcomes), 7 = oh dear I really should have thought this through...
Negative outcomes:
<label><<radiobutton "$Purity" 0 checked>> 0 </label><label><<radiobutton "$Purity" 1 autocheck>> 1 </label><label><<radiobutton "$Purity" 2 autocheck>> 2 </label><label><<radiobutton "$Purity" 3 autocheck>> 3 </label><label><<radiobutton "$Purity" 4 autocheck>> 4 </label><label><<radiobutton "$Purity" 5 autocheck>> 5 </label><label><<radiobutton "$Purity" 6 autocheck>> 6 </label><label><<radiobutton "$Purity" 7 autocheck>> 7 </label>
[[NEXT>>|Results]]''EXTENT''
We now know the overall value of your experience, and how this would play out in the longer term. If you lived on a desert island or in some remote cave, if your action simply had no consequences for anyone else, or you simply didn’t care, then perhaps this would allow you to decide whether you should go ahead and perform your action. However, most of us need to consider other people in our choices. The last consideration therefore considers the ''extent'' of your action, or its impact on other people.
To calculate this, ideally we would need to do the above procedure for every person that your action would potentially affect. This might work if you were deciding rules in some small group, club, or society, or what the family watched on TV, but for most cases it simply isn’t feasible. Therefore - until ''everyone'' downloads the FELICIFIC CALCULATOR^^TM^^, of course! - we must make do with a simplified procedure.
[[NEXT>>|PositiveExtentNumber]]
As every kid knows, the right action is always the one that gets you what you want. We might call this "happiness", but it goes by many names - pleasure, profit, benefit, positive outcome - or however you want to define it.
But life is complicated, and with so many confusing details, even if we know that we just want to be happy, it can be really difficult to work out exactly WHICH CHOICE will bring that about.
But DESPAIR NOT! THERE IS A WAY!
"What is it?" you cry. "And where can I enter my credit card details?"
Whoa! Steady on, there, tiger! There'll be plenty of time for you to use that old credit card! But first, to put this on a more personal basis, why don't you tell us your name? You can make one up, if you're shy! Just type it in the box below.
<<textbox "$name" "" Dilemma autofocus>>
Now hit ''RETURN'' - or [[CLICK HERE|Dilemma]]
Hi, ''$name''!
Right, now you need to tell me your dilemma. Choose a single course of action that you're considering by completing the sentence below – e.g. "Should I ''DYE MY HAIR''?"
''NOTE'': We're only thinking about the experience itself, here. So if you're wondering whether to dye your hair, just think about the experience of dying it (not how you look in the mirror afterwards, or people pointing at you in the street - we'll get to the that later!).
"Should I... <<textbox "$dilemma" "" Experience autofocus>>?"
Now hit ''RETURN'' - or [[CLICK HERE|Experience]]''INITIAL RESULTS''
Thank you for your patience!
\
\<<set $firstResults = (+$PosInt + +$PosDur + +$PosLike + +$PosNear) - (+$NegInt + +$NegDur + +$NegLike + +$NegNear)>>
\
\<<if $firstResults lt 0>>
\ <<set $expValue = "negative">>
\<<elseif $firstResults gt 0>>
\ <<set $expValue = "positive">>
\<<elseif $firstResults eq 0>>
\ <<set $expValue = "neutral">>
\<</if>>
The value of your experience would seem be... $firstResults. This suggests that, overall, the decision to $dilemma would be a ''$expValue'' one.
But we're not finished yet! This only tells us about the ''value'' of your experience - how it feels at the time. But what about its consequences? Some things are pleasurable or painful to begin with, but they may have later postive or negative outcomes that might make them worthwhile (or inadvisable).
So, let's consider [[THE CONSEQUENCES|Fruitfulness]].''YOUR RESULTS''
\<<set $ActResults to (+$firstResults + +$Fruit - +$Purity)>>
Your results are in! It seems that the decision to $dilemma would result in a score of ''$ActResults''. So, in terms of its benefit to you, it would seem that it ''\
\<<if $ActResults lt 0>>
\may not be worth doing
\<<elseif $ActResults gt 0>>
\may be a good thing
\<<elseif $ActResults eq 0>>
\would make no positive or negative difference to your life
\<</if>>
\''.
Hmm. However, that's ''still'' not the whole story, for finally we have to factor in ''other people''.
[[NEXT>>|Other People]]''EXAMPLE CALCULATION''
''Should I Learn French?''
Let's say you're wondering whether you should learn French. First of all, we look at the experience itself, and the immediate pleasure and pain we would get from it. We break this up into four aspects, and score each for pleasure and pain out of 7.
''Intensity'': Studying isn't usually an intense experience - not like whitewater rafting or setting your hair on fire (none of which we particularly recommend) - so the pleasures and pains are quite low-key. It's nice to learn, but it's also hard. So for much of the learning experience, you might say there is more pain than pleasure, but both are fairly low. ''Pleasure = 2; pain = 3''.
''Duration'': How long does it take to learn French? //Sacré bleu!// A good few years, at least! If you want to be any good, anyway. But let's say you just want to get to a level where you can know your //petit pois// from your //petit four//, and can buy croissant without native speakers sniggering and calling you //un connard// behind your back. So, 2 years? That's a sizeable investment of time. The pain should lessen and the pleasure increase as you get better, but the percentage of that time that's pleasurable is still probably less than that which is painful. ''Pleasure = 3; pain = 4''.
''Certainty'': What's the likelihood of the experience giving you pleasure/pain? Pain seems fairly certain - most people find languages hard - and many give up before they can benefit from being fluent. So: ''Pleasure = 3; pain = 6''.
''Nearness'': This is about how soon you have to wait before you get pleasure (or pain) from the experience. Although there is a certain pleasure in learning, the true benefits aren't immediate, the frustration may kick in straight away, and for a long while the pain may outweigh the pleasure. ''Pleasure = 3; pain = 5''.
''First Results'': Now, let's add all these up! So, as an experience, learning French scores ''+11 for pleasure'' and ''-18 for pain'', giving you an overall score of ''-7''. This would suggest that, overall, learning French is literally more trouble than it's worth. But hold on //un moment//, because all we've really done here is assess the ''experience'' of learning French. Now let's consider its outcomes!
''Fruitfulness'': Some actions (such as scratching your nose, drinking a glass of water) may have few consequences, while others (robbing a bank, winning the lottery), might change your life. What about learning French? Thinking only of the positive consequences for the moment, the number of positive outcomes would seem to be moderately high and fairly likely. Not only will learning French give you //plaisir//, but (perhaps) increase your job prospects, the number of people you can get to know, the range of books and films you can enjoy - you can read Sartre's //Being and Nothingness// in the original! (Hmm, maybe strike chalk that one up in the negative column...). So, ''Pleasure = 6''.
''Purity'': In contrast, apart from the slight pain of continuing to improve your grammar and build your vocabulary, there would seem to be fewer and less frequent negative outcomes: So, ''Pain = 1''.
''Second Results'': We can now calculate a score for your ''action'' as it concerns ''you''. So, we add the positive and negative scores to the previous total, which gives an overall score of ''-2''. Hmm. It would seem then that, overall, learning French ''IS'' more trouble than it's worth! //Je le savais!// Or is it...? This score only concerns ''yourself'' - the benefits to ''you'' of learning French - but remember, //mon petit bonbon//, it is not just hell that is other people; morality is too.
''Final Results'': The final test of whether you should do something is therefore how it affects others - its ''extent'' - both //how many// it affects, and //to what degree// (negative or positive). Ideally, you would perform the above calculations for each person affected, and then add up the overall positive and negative scores. If the pleasures of everyone concerned outweigh their pains, then you should do it! But, //mon dieu//, to do so in most cases will not be feasible, so we have to make do with a less precise calculation. So let's see... Your learning French would increase the number of French speakers and reduce frustration and misunderstanding between you and them, and at no cost to the native speakers themselves. It may also have other benefits - perhaps aid with international relations, endear you to French waiting staff (good luck with that!), or maybe you could even help translate for others in certain circumstances. Overall, then, although only an estimated 8% of the world (about 600 million people) speak French as a first, second or other language, your learning French would benefit them at seemingly no pain to them or the rest of world. So, the slight positive benefit to them would far outweigh your single slightly painful sacrifice. If we want to put numbers to this we could say: ''number of people affected positively = a slight benefit to 600 million; number of people affected negatively = a slight inconvenience to 1 (you!)''.
''Comparisons'': So you should learn French! Shouldn't you? Well, that depends. All we have done here is to calculate the outcome for ''one action''. But what about other options? Learning German? Walking the Appalachian trail? Proving the Riemann hypothesis? The fact that one option has negative value doesn't mean you shoudln't take it, as it may be the ''better option'' than a more negative alternative. So, once you finish calculating for this one option, you should ideally go back and explore others that will then act as a comparison.
Anyway, that explains the process. [[SHALL WE BEGIN?|Intensity]]''POSITIVE BENEFIT: NUMBER OF PEOPLE''
Concerning the group/community/society that your action may affect, estimate the number of people who would benefit from your action:
<<textbox "$PosExtNum" "" PositiveExtentValue autofocus>>
Now hit ''RETURN'' - or [[CLICK HERE|PositiveExtentValue]]''NEGATIVE IMPACT: NUMBER OF PEOPLE''
Concerning the group/community/society that your action may affect, estimate the number of people who would be ''negatively affected'' by your action:
<<textbox "$NegExtNum" "" NegativeExtentValue autofocus>>
Now hit ''RETURN'' - or [[CLICK HERE|NegativeExtentValue]]''POSITIVE BENEFIT: DEGREE''
Regarding the people positively affected, how much on average would they be benefited? 1 = a tiny amount, 7 = immensely.
<label><<radiobutton "$PosExtVal" 0 checked>> 0 </label><label><<radiobutton "$PosExtVal" 1 autocheck>> 1 </label><label><<radiobutton "$PosExtVal" 2 autocheck>> 2 </label><label><<radiobutton "$PosExtVal" 3 autocheck>> 3 </label><label><<radiobutton "$PosExtVal" 4 autocheck>> 4 </label><label><<radiobutton "$PosExtVal" 5 autocheck>> 5 </label><label><<radiobutton "$PosExtVal" 6 autocheck>> 6 </label><label><<radiobutton "$PosExtVal" 7 autocheck>> 7 </label>
[[NEXT>>|NegativeExtentNumber]]''NEGATIVE IMPACT: DEGREE''
And finally, to what degree would that group be ''negatively affected''? 1 = a tiny amount, 7 = immensely.
<label><<radiobutton "$NegExtVal" 0 checked>> 0 </label><label><<radiobutton "$NegExtVal" 1 autocheck>> 1 </label><label><<radiobutton "$NegExtVal" 2 autocheck>> 2 </label><label><<radiobutton "$PosExtVal" 3 autocheck>> 3 </label><label><<radiobutton "$NegExtVal" 4 autocheck>> 4 </label><label><<radiobutton "$NegExtVal" 5 autocheck>> 5 </label><label><<radiobutton "$NegExtVal" 6 autocheck>> 6 </label><label><<radiobutton "$NegExtVal" 7 autocheck>> 7 </label>
[[GET YOUR FINAL RESULTS>>|Final Results]]''THE FINAL RESULT!''
\<<set $FinalResults to ((+$PosExtNum * +$PosExtVal) - (+$NegExtNum * +$NegExtVal))>>
Your final score is... ''$FinalResults''! Hmm, so it seems that the decision to $dilemma \
\<<if $FinalResults lt 0>>
\would make the world an ''unhappier'' place! Maybe not then. :'(
\<<elseif $FinalResults gt 0>>
\would make the world a ''happier'' place! Go for it! :D
\<<elseif $FinalResults eq 0>>
\would make ''no positive or negative difference'' to anyone! :|
\<</if>>
So what does this mean? All we have done here is to calculate the outcome for one action, but what about ''other'' options? Even a negative outcome can be better than a less worse alternative.
Want to go back and [[DO ANOTHER ONE?|Dilemma]]
Or [[FIND OUT MORE|Sign Up]]''ABOUT THE CALCULUS''
The felicific (or hedonic) calculus was first proposed by the English philosopher Jeremy Bentham (1748–1832) in chapter 4 of his //Introduction to the Principles of Morals and Legislation// (1789). As you may well know, Bentham was a pioneer of //utilitarianism//, which is the moral theory that the right action is that which produces the greatest happiness for the greastest number of people. "Happiness" here can be variously defined - profit, benefit, positive outcome - but it chiefly means "pleasure" (hence the "hedonic" calculus, to give it its other name).
Since - in Bentham's view - all actions aim at pleasure, then in order to make the right decision all we have to do is weigh up which course of action would produce the most ''amount'' of pleasure. The calculus is meant to help us to do that, and assumes that pleasure/happiness can be ''quantified''.
There are many well-known problems with Bentham's theory, but I thought it would be useful - and "fun" - to have a go at trying to actually give the calculus an interactive digital form (if computers were around in Bentham's time, I'm sure he wouldn't have been able to resist doing something similar). As you go through the "app", you'll probably find yourself wondering, "What the hell does that mean?", or "That depends...", or "Why did I download this bloody thing...?". This is only to be expected. I've tried my best to be faithful to Bentham's description of how the calculations are to be made, but the descripition itself isn't complelely clear, and he doesn't seem to have foreseen certain difficulties and ambiguities. Nonetheless, I hope this little exercise will serve as a basis for a better understanding of the flaws and merits of Bentham's system, and of utiliatarianism in general, which I write about in more detail elsewhere.
''NOTES ABOUT THE CACULATION''
(1) I have updated some of Bentham's terms, which occsaionally seem old fashioned and obscure. So, //propinquity or remoteness// becomes "nearness", and //fecundity// becomes "fruitfulness".
(2) When Bentham talks about what I've called "fruitfulness" and "purity", he doesn't seem to give consistent definitions of them. He seems to see the two things as related - so a highly fruitful positive act will have few negative consequences, and vice versa - but this is not completely clearly spelled out. In simplifying this (for the purposes of the questionnaire), I've had to make a choice, so I've chosen to interpret "fruitfulness" in terms of the likelihood that a thing will produce lots of ''positive'' outcomes, and "purity" as the likelihood that it will produce ''negative'' ones. I'm not completely sure this is what Bentham intended, but Bentham scholars are welcome to correct me.
(3) I've opted for the simplest form of calculation - simply adding up negative and positive scores. It was tempting to give certain factors greater weighting (e.g. with positive outcomes), but any weighting would be fairly arbitrary and would seem to go against the method that Bentham himself suggests. Also, of course, my purpose here is primarily to reveal the craziness of Bentham's attempt to quantify happiness in such a way (which I go into elsewhere). For those interested in more complicated and sincere attempts to realise the calculus, see for instance that devised by Professor Lee Archie at Lander University: https://philosophy.lander.edu/ethics/calculus.html
If you have any thoughts or questions, or spot any bugs, please contact me via my website: https://philosophy.garethsouthwell.com
The calculus was created using [[Twine 2.0 *(Sugarcube 2.31.1)|https://twinery.org/]]<img SRC="https://philosophy.garethsouthwell.com/wp-content/uploads/2020/07/Bentham.png" width=80%>
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This was a little fun project created by ''Gareth Southwell''. I'm a philosoher, writer and illustrator from Wales, UK. To get more things like this, plus philosophy essays, book reviews, dad jokes, and a ''free philosophy ebook'', sign up to my [[MONTHLY EMAIL LIST|https://philosophy.garethsouthwell.com/the-monthly-ramble/]].
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Or you can find out more [[ABOUT THE CALCULUS|About the test]].