Dasein and the Paradox of Design
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Transcript of Dasein and the Paradox of Design
Dasein and the Paradox of Design
One of the main applications of phenomenological theory is technology studies.
One of its most prominent thinkers, Martin Heidegger, was one of the first western
philosophers to seriously examine the role of technology in everyday existence. His
concern is how people interact with technological objects and what this interaction says
about our conception of reality. User experience design (UX) takes a very similar
approach: as a design practice, it analyzes interactions between users and technology
in order to design better systems. This paper will look more closely at the relationship
between UX and phenomenology with the goal to find new applications of this rich
theoretical approach.
While a good number of design theorists and related thinkers (Dourish, 2004
Verbeek, 2005ab) have considered a phenomenological approach for analyzing
everyday objects and the design of things, their findings are still abstracted from the
design process. It is the objective of this essay to create a stronger link between
phenomenology and experience design. As designers, how can we possibly fail to fully
consider such a rich examination of how technological objects mediate the human-world
relationship?
Heidegger’s Influence
The current analysis will focus on more contemporary versions of
phenomenology, beginning with Martin Heidegger, who broke from earlier
phenomenological philosophers with a single word: Dasein.
Dasein refers primarily to Heidegger’s reconceptualization of the subject as
defined over and against the world. Instead of subjectivity, he classifies Dasein, literally
“being-there,” as the individual’s reflexive mode of being in the world: “Dasein exists as
a being for which, in its being, that being is itself an issue.” (Heidegger, 1962)
Heidegger’s choice of Dasein over ‘the subject’ is important, as it is the basis for his
break from Husserl’s teaching. Husserl’s thinking was too decontextualized from
everyday concern. Heidegger sought to base his work in the mundane experience, not
of human and world, but of human and world combined in Dasein.
Being-there implies a sense of knowledge and concern over being-there. Dasein,
then, is a sentient being, involved in the world, its choices, and outcomes.
“Heidegger holds that human beings (which he refers to as Dasein) and
world are not two distinct entities but only one which results from Dasein’s
involvement in the world. Thus the in of being-in-the-world is unrelated to
ideas of Aristotlean containment, instead in is better understood in terms
of involvement. Heidegger characterises everyday life as being an
engaged, absorbed involvement in an undifferentiated world.” (Turner,
Turner, and Carroll, 2005)
Dasein is the embodied, undifferentiated world that is concerned with it own being as
Dasein. Another way to say this is that Dasein is not an entity acting upon an outside
world, but rather an entity that acts with the world, is wrapped up in its dealings with the
world, and can only know of its world by learning in context of engaged interaction. In
this sense, being-there or being-in-the-world are not understood as an entity in a
container, but rather an entity that is actively involved with its own being.
One of Heidegger’s largest contributions to philosophy is his disagreement with
the Cartesian mind-body split. Descartes had a profound influence on how we think
about the self and world, advocating for a hard distinction between what happens in the
mind and what happens in the world. His famous dictum “I think, therefore I am”
prioritized the mind over the body and set forth centuries of work in cognitive science,
philosophy of mind, psychology, and many other fields. Within his articulation, a cogent
and conscious subject acts upon the world in an authoritative manner, and the existence
of thought implies the being of the subject.
Heidegger took a giant step when he called for a complete rejection on
Cartesianism; his philosophy became a “praxis philosophy.” Instead of sticking to a
sharp distinction between the theoretical and the practical, Heidegger based his thinking
on praxis, or the idea that theory and practice co-construct one another. We only
develop theoretical models through active engagement with the world, and practice is,
at least in part, informed by theoretical/cultural/common-sense models of how the world
works. The emphasis, however, is on everyday interaction as a means of gaining
knowledge and understanding.
Emphasizing praxis over theoretical formulations results in a significant
epistemological shift in our understanding of objects. “Knowing-how” is more useful than
“knowing-that”:
“To understand a hammer, for example, does not mean to know that
hammers have such and such properties and that they are used for certain
purposes—or that in order to hammer one follows a certain procedure, i.e.,
understanding a hammer at its most primordial means knowing how to
hammer.” (Dreyfus, 1991)
Dreyfus’s interpretation seems to suggest that knowledge of use completely replaces
theoretical knowledge. I disagree with such a binary distinction. While Heidegger
certainly prioritized knowing-how, knowledge through use, he did not completely
discount the role of theoretical knowledge, which is merely a different mode of
understanding—less useful than knowing-how but not completely without value.
Theoretical and practical knowledge are important parts of the design process in
terms of how we determine familiarity and learnability of an interface or an object.
Mental and conceptual models—even when driven by the most meticulous research
methods—are abstracted and decontextualized from everyday use. A user might have a
mental understanding of a situation, but situations are inherently multi-referential, deeply
contextual, and relative. Modeling is the production of theoretical knowledge.
On the other side of the theory-practice continuum, rapid prototyping is often
caught in the trap of production for production’s sake—that is, the prototype becomes
proof of work rather than an artifact of determining the extent to which a user knows-
how.
The ultimate goal, then, is to accurately determine both theoretical and practical
interpretations and use patterns for a particular product.
“The things of technology (instruments) and the activities (of subjects)
which engage them, appear as the do only against the background and
founding stratum of some kind of framework. Technology in its ontological
sense is not just the collection of things and activities, but a mode of truth
or a field in which things and activities may appear as they do.” (Ihde,
1979)
From a Heidggerian perspective, the end goal of user testing might be to gather
knowledge about the background and the mode of truth that the background discloses
when a user interacts with an artifact. To put it another way, the object is a means to
access truths residing in the larger background system; and from the other side,
background knowledge only becomes evident when manifested through an object.
Things, Technology, and Context
How is it that a mode of truth is disclosed by technology? Heidegger’s position
holds that humans can only come to know themselves by knowing the tools they use. In
this sense, Heidegger’s tool analysis is very pragmatic one; he starts from the
assumption that all tool use is in order to accomplish something else. As a result, he
concludes that the nature of time (hence, his main text, Being and Time) is based on
Dasein existing ahead of itself. We exist to accomplish goals, and technological objects
are the means by which we do so.
The conditions that serve as the background for technology use are what we
think of as ‘world.’ Humans learn and interact against the backdrop—and with the
backdrop—of worldy conditions:
“The context phenomenon is a basic characteristic of our cognitive or
mental lives which consists in the fact that we are never (at least in natural
circumstances) confronted with any task at all outside a context: there is
no such thing as understanding a word, translating a sentence, solving a
problem (however simple), deciding on the appropriate response to a
demand, independently of some context in which the word, sentence, etc.
has in fact appeared: for human beings, signs, demands, tasks never
show up in isolation.” (Andler, 2000)
Language is the structural support for our dealings with the world. As such, it shapes
our experience of discrete objects and the interaction between humans and objects. In
this way, context is not simply the sum of all things and associated meanings but rather
the interrelation between things and meanings. We cannot refer to things in isolation;
even something as simple as a pencil is wrapped up in a multitude of cultural references
and, most importantly for phenomenology, its conditions of use in the world. That is, we
might know that a pencil is made of certain materials and has a certain shape, but more
importantly we know how to use a pencil in order to write. Even further, we know that
the use value of a pencil is particularly suited for when the writer seeks a lack of
permanence.
In his core work, Being and Time, Heidegger introduces a model for how we
might understand our interaction with objects. The terms he uses, Vorhandenheit and
Zuhandenheit, have no English equivalent, but are commonly translated as presence-at-
hand and readiness-to-hand. Despite the awkward English phrasing, I’ll stick to these
versions for familiarity’s sake.
Presence-at-hand is the relationship to an object based on theoretical knowledge
and scientific observation. The object is set out over and against the observer as wholly
other, factual, and analyzable. It is a relationship to an object or concept not in use—a
state that can be broken down to discrete facts, decontextualized as an object of
examination, and analyzed according to its existence outside the relationship to a user.
Readiness-to-hand is a relationship between object and user based on active
engagement. The relationship, and subsequent meaning that emerges from it, is
predicated on the object in use in order to accomplish an end goal. This is the domain of
knowing-how, in which the user achieves a sense of fluidity, acting through the object as
opposed to with or upon the object. The object itself fades into the background of
relations that enable the user to accomplish a task, hence Heidegger’s observation that
Dasein always exists ahead of itself: we are constantly focused on a future event,
merely using the present to accomplish the future.
In this sense, an object with which one is not current engaged simply exists as a
present-at-hand ball of matter. When it is picked up and used, however, it becomes an
embodied instrument. Unfortunately, what Heidegger largely ignored is the notion of
meaning. When an object is picked up and used, we create meaning from it, and this
certainly should play a role in its readiness-to-hand.
These two categories of use are different, but we should not view them as
opposites. While qualitatively different, they are not necessarily opposed to one another.
Take the example of typing and email. If you are fluent with a standard keyboard, your
focus is likely not on the keys but rather on the message on the screen, how the reader
might interpret your message, and what words to choose. Your relationship to the
keyboard is one of readiness-to-hand: you are acting through the keyboard in order to
accomplish the goal of sending the email. Now imagine if, while typing, you misspell a
word, which results in it being underlined in red on the screen, signifying ‘this word is not
spelled correctly.’ At that moment, since your focus was on the screen and not the
keyboard, the red line breaks the ready-to-hand relationship with the keyboard and
makes you conscious of the keys. You now have to go back and deliberately,
consciously re-type the word. The keyboard has become present-at-hand.
Heidegger might refer to this interaction as ‘making the object conspicuous.’
While in the ready-to-hand mode, the object blends into the background of worldly
relations. When that mode is interrupted, it becomes conspicuous as an object of
analysis. Returning to the pencil example, it is easy to see how during the act of writing
the pencil becomes inconspicuous; the writer acts through the pencil to write a
message. But as soon as the tip of the pencil breaks, it becomes conspicuous again as
an object in need to repair. Or when the writer makes an incorrect marking and needs to
erase. We can think of writing as a mode of ready-to-hand relations, and erasing as
presence-at-hand. In the former, the object is simply means of accomplishment; when
goal-orientation is interrupted, the pencil is flipped (literally) to the erasure mode, in
which it becomes a scientific instrument in relation to the marks on the page. Heidegger
calls this switching of modes “coping.” We cope with things that break, things that do not
operate as expected, and poorly designed objects by constructing our own workarounds
to accomplish the end goal associated with their use.
These two modes of human-object relationship do not function as a categorical
switch but rather as a continually moving spectrum. The rate at which our dealings with
objects move back and forth between ready-to-hand and present-at-hand is too fast to
measure. Technology designers see this all the time in user testing. It is tempting to
think the end goal of designing a technological object is to create something with which
users can ‘intuitively’ interact, hence user testing as a means for identifying the
‘unintuitive’ features of the object and eliminating them. However, there are problems
with this approach, While intuition is an important within object relations, to design an
intuitive object would mean to understand all the background relations and networks of
knowledge, understanding, and experience that affect how we approach technology. It
would also mean to create an object so embodied with our ‘natural’ interactions that its
existence is almost unnoticeable.
A better way of approaching user testing and usability is through the lens of
coping. What we are testing is not whether the product itself can be labeled usable or
unusable, but rather the user’s ability to cope with various interruptions and unexpected
twists the object presents. The area of focus during usability testing, then, is not the
product itself; it is the space of interaction between user and object, the space where
coping happens. The object in this situation—whatever we are testing—tends to beg our
attention, but the real focus should be the complex system of engagement that opens
up between object and user. This space opens new possibilities for designers.
Before attempting to understand these possibilities, it is helpful to look at
Heidegger’s thoughts on technology. His relatively short and deceptively simple essay
The Question Concerning Technology (1977) is packed with nuances, but I’d like to
focus the discussion on the notion of truth and how truth arises from our dealings with
things:
“[Dasein] finds itself primarily in things because, tending them, distressed
by them, it always in some way or other rests in things. Each one of us is
what he pursues and cares for. In everyday terms, we understand
ourselves and our existence by way of the activities we pursue and the
things we take care of.” (Heidegger, 1962)
Heidegger viewed technology as “a mode of alētheuein. It reveals whatever does not
bring itself forth and does not yet lie here before us, whatever can look and turn out now
one way and now another.” (Heidegger, 1962) Alētheuein, or truth, becomes a potential
product of technological interactions. Technology is what enables us to access truth, but
it is no the kind of truth that comes from theoretical introspection or scientific discovery.
It is the truth in everyday-ness, the truth that springs forth from the mundane
interactions we have with the world.
Technological objects, for Heidegger, are conduit between self and world; they
are the necessary middle points between subject and object that, by their very
existence, blur the lines we have created between subject and object. If technology is a
mode of truth, something that presents truth, what happens when technology breaks or
doesn’t live up to expectations? Does it reveal the same sense of truth?
Broken Things
Heidegger’s notion of the truth-revealing quality of technology comes
dangerously close to inverting his argument involving the context-dependent and praxis-
based nature of being. Heidegger wanted to show that the essence of technology is not
necessarily technological—it lies in the ability for things to reveal a sense of truth about
the world. But Heidegger has been criticized (Ihde 1979; Verbeek, 2005b) for thinking
about technology as an overarching category instead of sets of everyday things. One
reason for this is simply the technological world Heidegger experienced: manufacturing,
war machines, etc. If our being in the world is context-specific, how can technology
reveal a sense of unified truth?
Designers deal with this question more often than they might realize. User testing
and usability is a constant dance between the truth about a product and its use, how
different groups of users create their own truths, and whether each truth holds equal
weight against the future success of the product. Hubert Dreyfus explains the situational
nature of object use:
“When the hammer I am using fails to work and I cannot immediately get
another, I have to deal with it as too heavy, unbalanced, broken, etc.
These characteristics belong to the hammer only as used by me in a
specific situation. Being too heavy is certainly not a property of the
hammer.” (Dreyfus, 1991)
And this property of ‘being too heavy’ likely will not cause a complete abandonment of
the object but rather a new, revised way of interacting with it:
“When equipment malfunctions, Heidegger says, we discover its
unsuitability by the ‘circumspection of the dealings in which we use it,’ and
the equipment thereby becomes ‘conspicuous.’ ‘Conspicuousness
presents the available equipment in a certain unassailableness.’ But for
most normal ways of coping, so that after a moment of being startled, and
seeing a meaningless object, we shift to a new way of coping and go on.”
(Dreyfus, 1991)
The testing process often revolves around the highly ambiguous and often
unanswerable question, “Does the product work as intended?” This question is
evaluated in terms of whether users’ behavioral patterns match the designer’s
expectations, often coupled with external factors such as business-political motivations,
project budgets and timelines, fragile egos, etc. It is easy to fall into dualist notions of a
product ‘working as expected’ or ‘not working as expected.’
I want to argue that user testing and usability studies, when done well, extend
beyond short term implications and into coping strategies and creative misuse. The
conspicuous object, which has become conspicuous by way of defect, is not often
abandoned but rather coped with. Heidegger’s notion of coping explains how we deal
with bad design, broken things, and the natural lacks of things in everyday life.
Inconspicuous objects function at 100% efficiency, but this is not the norm. More often
than not, we are coping in some way. While there is a certain recognition for the act of
coping within the user testing scenario, I believe we can go further in determining how
users cope and work that insight back into the design process.
The Designer’s Paradox
Design Thinking (Cross, 2011; Brown, 2009) has been largely successful in
formalizing a design process that, instead of starting with business goals, concentrates
on a human-centered process by which designers empathize with others, frame a
problem, ideate on solutions, and test assumptions. It emphasizes understanding a
problem before designing solutions for it. In the business world, it is not uncommon to
invest large amounts of money and time into designing a product based off
assumptions, with no real interaction with end users, and therefore little to no insight into
why the product should exist. Design Thinking works to develop deep empathy and
problem exploration before investing in solution design.
A related movement, the Lean Startup (Ries, 2011), also highlights the need for
proper problem framing and awareness of assumptions before designing solutions.
Within what we might call Lean Design, the entire product development team works to
formulate hypotheses to test and (in)validate before investing too much time into the
design process. The Lean Startup—and its original version, Lean Thinking and Lean
manufacturing from Toyota—aims to reduce waste from the product development cycle.
The end goal is to systematically create a product that solves a problem for a well-
defined group of people.
Each approach relies on prototypes to test possible solutions. As prototypes are
tested with users, designers return to the designs and make changes based on user
feedback. Often, feedback is not taken at face value but rather filtered through an
interpretive screen. For example, users have a difficult time articulating product
features, but they naturally talk about the problems they encounter. Designers take that
data and decode the implicit meaning: what is the difference between what the user
says s/he needs and what s/he actually needs?
Design Thinking and Lean Startup have been successful in getting designers to
think about feedback loops and end user sentiment driving design decisions. However,
there is still a sense of tension in terms of linearity when thinking about problems and
solutions. Lean Startup would claim to be a nonlinear process, as it relies on early
prototyping over upfront strategy; and Design Thinking prides itself on fully
understanding the problem before designing solutions. If phenomenology has taught us
anything, it is the importance of praxis: the real world situations in which users interact
with an object will tell designers more about a product than an infinite amount of time
speculating from afar. But what happens when the product or behavior doesn’t exist
yet?
The designer’s paradox states that we cannot think about solutions until we
understand the problem, and we cannot understand a problem until we think about
solutions. (Dorst, 2006)
The first part of the statement is easy enough. Designing solutions for a poorly
defined problem space is wasteful and is exactly what a good design process tries to
avoid. The second part, however, is more complicated. Saying that we cannot
understand a problem until we think about solutions breaks up the linearity of the first
statement. Moving linearly from problem understanding to solutions assumes that there
is a final answer at the end of the “understanding” phase, and once we find it, we will be
able to design solutions without anything changing in the problem space. It assumes we
can understand a problem space before exploring all the conditions of possibility it
affords. The second part allows for exploring these potentialities in terms of solution
hypotheses, but it largely ignores the need to understand a problem space.
The first part of the statement is theoretical: we generate theoretical foundations
about problem spaces based on distanced observation. Even if designers are
participating in contextual research in the field, we can still consider this work theoretical
if it is not generating solution possibilities. Without tangible things, we are unable to see
how users cope with difficulties. The second part of the statement is purely practical. It
is based on active engagement with real behaviors, but it forgets that pure practice is
often just pantomime without a foundational approach.
How to we solve for such a paradox? Perhaps it is best to start with thinking
about technological objects and how they are used in ways that construct meaning, as
these interactions are often the focus of analysis for both understanding a problem and
its potential solutions.
Don Ihde explains our interactions with technology as multistable. Use cases for
technological objects cannot be determined in any static sense, as the relationship
between humans and technology is truly interactive:
“Technologies do not determine directions in any hard sense … [W]hile
humans using technologies enter into interactive situations whenever they
use even the simplest technology—and thus humans use and are used by
that technology, and all such relations are interactive—the possible uses
are always ambiguous and multistable.” (Ihde, 2002)
Interaction with a technological object goes both ways; we use the object and the object
uses us. In this way, to understand a problem space, we need to see the effects of
different types of objects and how those new additions affect the entire system.
“A hammer is designed to do certain things—to drive nails into the
shoemaker’s shoe or into shingles on my shed, or to nail down a floor—
but the design cannot prevent a hammer from becoming an objet d’art, a
murder weapon, a paperweight, etc. Heidegger’s insight was to have seen
that an instrument is what is does, and this in a context of assignments.
But he did not elaborate upon the multistable uses any technology can fall
into with associated shifts in the complexities of ‘assignments’ as well. No
technology is one thing, nor is it incapable of belonging to multiple
contexts.” (Ihde, 2002)
A designer has a certain intention when designing an object and designs affordances to
help make potential uses apparent. But the dictation of use is impossible. Technological
objects are multistable: their use is context dependent, and goal attainment trumps
design intention every time. When one needs to prevent a stack of papers from blowing
away, the hammer has completely different possibilities of action versus when that
person needs to drive a nail.
The task of understanding a problem and designing a solution is complex insofar
as it assumes 1) the problem can be understood fully, and 2) a single solution exists
that accounts for its own multistability. Instead, multisatbilities arise when solutions are
designed, even if these solutions are based on complete assumptions, that inform the
nature of the problem space. There is a praxical element to problems that only reveals
itself when users are able to manipulate objects in the world. This is one of the biggest
insights phenomenology can offer design—the idea that our relationship with designed
objects is context-dependent, embodied, and multistable, and therefore this relationship
is mediated by both real solutions that exist in the world and possibilities for new
solutions that only exist as potentialities.
Interactions and Relations
At this point in our analysis, we are encountering a break with Heidegger’s
thought to the extent that we are concerned with specific objects of technology rather
than technology in the broad sense. Don Ihde was largely responsible for rethinking and
reframing phenomenology into what he called post-phenomenology, which accounted
for this specificity, among other aspects beyond the scope of this essay. Ihde described
how the patterns of behavior associated with technology fall into categories: embodied,
hermeneutic, alterity, and background. We will focus on embodied and hermeneutic
relations, as they are the most relevant to the present discussion.
Embodied relations are those in which the object of use becomes incorporated
into the user’s body and enables a true ready-to-hand experience, in Heidegger’s
terminology. A common example is a pair of eyeglasses. The user wears glasses in
such a way that they become embodied and remove themselves as objects of analysis.
The wearer looks through them to see the world, and given that the glasses are not
smudged or broken, s/he forgets about them completely. In this relationship, the glasses
are more an augmentation to the eyes than they are a physical object.
Hermeneutic relations, on the other hand, are classified by object-ness. In this
state, the object must be read and interpreted as a completely other entity that must be
read and interpreted. Verbeek (2005b) gives the example of a thermometer as a
hermeneutic object. One must read the thermometer, which indicates temperature. The
thermometer presents a representation based on cultural symbols, language, and
measuring systems the user must interpret in order to make sense of it. Instead of
relying on ‘natural’ or ‘intuitive’ information, hermeneutic relations are dependent on
designed spaces to function.
The same object can be classified as embodied or hermeneutic in different
contexts. The eyeglasses example is seen as an embodied technology when they are
functioning properly, but as soon as the glass smudges or the hinge starts to loosen,
they become a hermeneutic object of analysis. Their flaw makes them conspicuous, and
the user must cope with them. We can also think about embodied and hermeneutic
relations as the ends of an interaction spectrum. The movement between embodied and
hermeneutic might happen so quickly that classification is not possible.
The two types of relations just mentioned, embodied and hermeneutic, can often
be viewed as two separate and distinct categories, but there is a massive, detailed
space in between. This is the space of interactions, where poles like
embodiment/hermeneutics, technology/humans, and subjects/objects start merging
together. A useful way to understand this in-between space is through James J.
Gibson’s theory of affordances. Gibson was a psychologist studying visual perception
when he articulated his observations on affordances, and his thinking has been
appropriated into design discussions beginning with Don Norman’s The Design of
Everyday Things and now continuing with embodied cognition research.
An affordance can be thought of as an aspect of the environment-organism
relationship that enables action. A common example is a doorknob; its shape affords
grasping and turning in order to open a door. Water affords drinking, chairs afford
sitting, pens afford writing, etc. Gibson saw affordances as much more that objects in
the environment. He viewed an affordance as the connective tissue between self and
world:
“When in use, a tool is a sort of extension of the hand, almost an
attachment to it or part of the user’s own body, and thus no longer a part
of the environment of the user. But when not in use the tool is simply a
detached object of the environment, graspable and portable, to be sure,
but nevertheless external to the observer. This capacity to attach
something to the body suggests that the boundary between the animal
and the environment is not fixed at the surface of the skin but can shift.
More generally it suggests that the absolute duality of ‘objective’ and
‘subjective’ is false. When we consider the affordances of things, we
escape this philosophical dichotomy.” (Gibson, 1986)
For Gibson, objects in the world are simply dead objects, until we are able to interact
with them through the affordances they provide. A hat sitting on a table is known
through cultural meaning, the fact that we call it a “hat” and are aware of how it might be
used. But once we pick up the hat and put it on our head, it becomes part of the body,
linked by its affordances. The shape of the hat affords placement on the head, but we
know that the head is its proper place because of customs and cultural meanings we
have associated with hat use.
The theory of affordances is a way to resist the urge to categorize human
experience in unnecessarily restrictive buckets. Instead of thinking only about self and
world, we can think about the space in between:
“An important fact about the affordances of the environment is that they
are in a sense objective, real, and physical, unlike values and meanings,
which are often supposed to be subjective, phenomenal, and mental. But,
actually, an affordance is neither an objective property nor a subjective
property; or it is both if you like. An affordance cuts across the dichotomy
of subjective-objective and helps us to understand its inadequacy. It is
equally a fact of the environment and a fact of behavior. It is both physical
and psychical, yet neither. An affordance points both ways, to the
environment and to the observer.” (Gibson, 1986)
When we think of entities and objects, there is an entire space of interaction in between.
This is where interaction designers work. We might say user experience focuses on the
individual user, while industrial designers or interface designers are creating objective
elements, and interaction designers are creating affordances. While there is significant
overlap, this distinction might be useful for defining roles and allocating the correct skills
toward certain problems. User experience designers attempt to affect the user’s
interpretation. Interface or industrial designers focus on how a product communicates its
functionality. And interaction designers design the affordances that live in the middle
space between object and user, communicating the potential actions that one can
accomplish with the object.
Designing Mediation
Beyond the individual work of a single designer, what this discussion is really
about is mediation. Technology—both in the sense of broad, non-object-specific
technology, and specific device-based technologies—mediates the relationship between
humans and their world. It is not that technology shapes behavior, nor is it that behavior
shapes technology: they co-construct one another.
Peter-Paul Verbeek has been influential in this conversation over the last decade,
focusing on rethinking linear frameworks of human-technology relations: “Technologies
coshape the human world and thus also human relations with technology itself. Human
beings are not sovereign with respect to technology, but are, rather, inextricably
interwoven with it.” (Verbeek, 2005a) A favorite example over the past couple decades
has been the gun. (ibid) The National Rifle Association’s slogan, “Guns don’t kill people.
People kill people” has been influential in the discourse around rights to bear arms in
the United States. The slogan, meant to shift responsibility off of the technology and
onto the active agent that wields it, can be thought of as particularly misleading. While
we might think of the person with a gun as ultimately responsible, it ignores how the
simple act of holding a gun changes someone. A person with a gun is very different
from a person without a gun, as evidenced by the way we refer to that person: a
“gunman.” This linguistic classification points to a particular way of combining man and
gun. Separate, they are agent and object; but together, a new form of being emerges in
which the agent is mediated by the technology that incorporates itself into the body of
the user. Or perhaps with a more mundane example: “Mediation shapes the mutual
relation in which both subject and object are concretely constituted. Someone who
wears eyeglasses, for instance, is not the same without them.” (Verbeek, Peter-Paul.
2005b)
This idea of mediation starts to rethink the common notion of “agent acts upon
technology to accomplish a goal.” We can see some divergence from traditional
phenomenology at this point. While someone like Heidegger would conceive technology
as something humans act through in order to accomplish something, this new form of
phenomenology—or post-phenomenology—stresses that the object itself also has a
mediating role. It is not simply that the human agent acts upon the object, but the object
also acts back upon the agent. Together they become something else.
Post-phenomenology has much to offer design processes. It is easy for
designers to think of their work as the intentional process of creating a set of conditions,
including objects that support those conditions, that increases the potentiality for a
certain outcome. Much of this sentiment, I believe, stems from the same sentiments
voiced by post-phenomenology—namely, that technology mediates the relationship
between self and world. If this is the case, then designers are not necessarily creating
objects and affordances that allow users to perform an action in order to accomplish a
goal, as more classical phenomenology might hold. Instead, designers are creating
conditions of possibility for certain outcomes, but should always be aware of the
multistable, mediating forces of technology.
Another way to think about this relationship is in terms of sense-making, or the
creation of emergent meaning. Designers are creating conditions in which objects,
users, and contexts are combined to create something emergent that did not exist
before these entities were combined:
“People can only develop a durable relationship with artifacts if what
matters is not just a matter of style or function. After all, other artifacts
could embody the same meaningfulness or functionality, but no other
artifact can be this specific material thing, here and now.” (Verbeek,
2005a)
Verbeek’s mention on situation or context serves to stress the idea that Heidegger’s
phenomenology does not sufficiently address the hermeneutics of technology—that is,
by taking a broad view of the essence of technology, he is not able to properly consider
specific technological objects and our relationship to them. Post-phenomenology
attempts to make up for this lack by examining how humans use technology not only to
accomplish goals but also to create meaning.
Experience designers are not simply creating an object or an interface, they are
creating all of the peripheral context that surrounds it along with the human involvement
that comes with it. Even in cases where human involvement is purposefully minimized—
e.g., ubiquitous computing, the so-called “natural” user interfaces, etc.—the design of
the object is even more important, as it so drastically affects the periphery. There is this
sense that design of an object or and interface inherently includes a concern for the
emergent affects of that object. But this concern is not always apparent in the design
process. Part of what post-phenomenology offers is a way to articulate the importance
of that concern an possibly suggest ways to highlight it during a design process.
In a certain sense, many designers are already practicing this deep concern for
end users and multistable relationships through activities like research as an empathy-
building activity and user testing as a means of observing technology in use. The
inherent, but perhaps not articulated or intentional, goals of research and testing all
revolve around interpreting systems of meaning and understanding use contexts.
“The mediating role of technologies comes about in a complex interplay
between technologies and their users. At the very moment human beings
use them, artifacts change from mere ‘objects lying around’ into artifacts-
for-doing-something. And this ‘for doing something’ is determined not
entirely by the properties of the technology itself but also by the ways
users handle them. Technologies have no fixed identity; they are defined
in their context of use and are always “interpreted” and “appropriated” by
their users.” (Verbeek, 2011)
In-context user research aims to understand the hermeneutics of current behavior. It
uses observation and probing to interpret the role of cognition, behaviors, and rituals
that shape the human-technology relationship. Using this as groundwork, design inserts
a new variable into the system. User testing then analyzes how that new variable affects
the system as a whole. To put it another way, research maps the system of meaning,
design introduces new meaning, and testing measures the effects of new variables in
context of the entire system. The idea is that we can never know the real affects until
they are implemented and observed. Design never happens in a vacuum. The
designer’s tacit goal is to see how the state of his or her designed object changes from
when it is an ‘artifact laying around’ versus an ‘artifact-for-doing-something’ and creating
meaning.
Designer’s Paradox Revisited
Post-phenomenology provides a way to frame technology within technological
objects and opens possibilities for examining multiple potentialities. The downside is
that this opening does not the designer’s job easier. Multistability remains as the wrench
within the machine of technology design, and designers must adapt to increasingly
complex domains. The post-phenomenological method also calls out the paradox of
problems, solutions, and their apparent linearity. Even if it suggests no concrete
solutions to overcoming the paradox within the design process, it at least provides a
means to understanding the problem. While post-phenomenology might not warrant a
radical rethinking of design processes as we know them, it does underscore the
importance of deep thinking about things.
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