I caught a glimpse book
Transcript of I caught a glimpse book
I caught a glimpse of movement at the juncture of the cognitive, the social and the technical
Organised action and interactivity inhuman, social, and technicalconstituencies
Derek William Nicoll
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Introduction
It is not strictly civilisations that rise and fall but ratherthe ability of succeeding generations of people to liveaccording to the inspiring ideals and laws of thatcivilisation. Surely the material artifacts are born anddecay; the architecture, viaducts, irrigation schemes or evensimple drinking vessels rise and fall in quality,effectiveness and beauty. The inspiration and dedicationbehind that skill, the coherence of that society, these arethe determining factors, and these lay in the permanency of acanonic understanding . . . Canonic law is based on theobjective fact that events and physical changes which areperpetual are nevertheless completely governed by intrinsicproportions, periodicities and measures. (Critchlow, 1981:cover note)
Since Plato the material world has taken a subordinate
position in the western mind. The environment and all
within it; wildlife, rare species of plant and animal,
expanses of wilderness, green belts, conservation areas,
gardens, national parks etc. all suggest spaces under
human preserve from human intervention across various
levels. In technology too, the case which encloses inner
functioning components also delimits a preserved space,
cases prevent the non-technician from interfering or
tinkering with the functioning of the device. Before the
desktop PC there were not too many devices which allowed
access to ‘user serviceable parts’.
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For Plato ’Form’ was the creative force that manifested
itself into the soulless matter. The concept or idea was
always superior to the real world object. But we witness
in media also, that censorship has prevented access to
material not deemed fit to the social interest. Censored
material is not to be seen by a wider population, lest it
causes social unrest, or else somehow warp views or
corrupt morals, even motivate undesirable behaviors
including subversion and revolt, rape, torture and
murder. The man-made world seems full of boundaries and
yet man’s experience seems to move seamlessly through
time and space. Cartesian dualism – the idea, descended
from Descartes, of the separation of mind and body,
suggests the body as the interface linking the
phenomenological worlds of human experience with that of
nature, the social and technological with cognition and
intention. I think therefore I am, we think before we do,
or else we do not. We look before we leap. We design and
plan action, we forecast result, and we implement and
utilize – all in order to accomplish some desired or
intended goal or aim. But aims and goals are always
prefigured and teleological, they must be visualized and
conceived of in a similar manner to how we perceive those
things that are immediate and surround us. They can
shift. So it is always thinking about how to ‘get there’
from ‘here’. It is always teleological – we explain the
‘what will be’ by ‘what is’, and ‘what is’ by what we
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think ‘will be’. This explains failure in many reports of
the future, including science fictions, due to too much
reliance on the social, technical and cultural exigencies
of the time.
More immediately, the hardware or physiology of the eye
and the hand links to the software of the mind via the
chemistry and electricity of nervous system and brain
functioning. Tools, from space shuttles to humble tin
openers and smart bombs, extend our bodily interface into
and beyond the world. Following the musings of Marshall
McLuhan, media, in its various forms, bring far-flung or
never before imagined depictions of the world to our
senses for assimilation or unconscious or conscious
processing. Whether this is blood flow in the brain,
galaxies from the Hubble telescope, Hollywood
blockbusters which increasingly depend upon the
significant computational advances in animation and
graphics production for their power, or hellish
suffering, famine and pain in a distant country, mediated
sound and images make both the fantastic and mundane, the
fictional and factional, both proximate and immediate.
All are mediated.
The PC started as a physically massive statically placed
number crunching business machine and is now moving
towards a mobile device which is both tool and medium
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capable of transmitting and receiving multiple streams of
data and information from anywhere to anywhere. But, as
yet, nobody has an ‘always on’ mobile device, which
monitors us on multiple dimensions and allows us, with
permissions, to monitor an infinite number of other
worldly and human phenomena such as bodily sensations. We
can see the functioning of the brain but not the mind.
Not only would this be prohibitively expensive, would we
want it, maybe, but do we really need it? The closest we
have got to is turning the mobile phone into an internet
or television device.
Technological products are almost unavoidable in
contemporary life, and to grow up, and satisfactorily
socially integrate today does to a large extend depend on
learning a very complex system of signs and codes. In
many ways this denotes progress and development – the
shift from a predilection for signs coming from nature to
those coming from the man-made environment. Much this is
to do with the design and use of technological products
and their system and operating infrastructures. Without
the primacy of idea and innovation there would be neither
design nor investment of resource. Ideas and inspiration
never act independently of the vast store of influences
that abundantly populate our rich adorned modern
synthetic environments. These are environments with their
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respective orders and chaos of existence. And let us not
forget the social aspects of design.
That we most often design because of other people for
other people, we must use knowledge attained through
social channels, and armed with this knowledge we toy and
play with ideas of how others think in an intersubjective
sense. We strategize what their intentions may be, and
how they see and construct their worlds. We place out
imagined product in their worlds in order to realize
profit and utility. This is a key idea to user advocates
who wish to champion the user in design processes.
“Designers live in the world of design isolation.There are effectively two worlds – the design worldand the world of users – and while the real worldcontains real users, the designer works withabstract users, whose characteristics he invents.”1
Much has been written on this subject and we shall return
to these discussions later. But suffice to say here is
that it is not only design that views the social in such
a way, marketing, engineering, even governments view
reifications of persons in such a manner. This duality or
polarization is something of a chimera. Such views can
represent a democratic view of design, where users,
designers, investors, and all other interest groups have
1 Page, J. (1972) Planning and protest in N. Cross (ed.) Design Participation Academy Editions
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input and compromise civilly way towards the final
design. Or the view can be autocratic of the type
summarized in the following.
• We have a clear strategy for product and market growth.• We know exactly what our customers want.• Our customers never change their minds.• Our products fulfill their basic needs, entirely, every time,
forever.• Our products delight and attract new customers.• We bear complete relation with partners and suppliers• They understand our goals completely• They • We never lose customers to the competition.• Our products work exactly as designed.• We never force our customers to accept tradeoffs.• Our products make it to market on time, on budget, without
sacrificing quality or functionality.• Our plants and service operations are defect free.
If a company could out rightly state the above, they
would have little problem raising capital from banks and
investors. But this is not how the real world, the real
market operates. It is dynamic, and for varying reasons,
but using the tools of social science we can verify,
authenticate and solicit imagined realities. We aggregate
reports and observations of behavior and value and so can
make informed choices and decisions. We can observe
behaviors and we can inquire regarding action and its
motives, beliefs and attitudes, but can we really know
how other people think and feel? Perhaps not, but we
certainly act as if we do; we must do especially when
designing?
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How we perceive and make sense of technology, how we
value it and learn to value it, how we use it and learn
to use it, are matters of social concern as they are of
cognitive realms. So industry turns to the social to
investigate. But connecting mind to technology via the
physical body is not enough, the body must tackle with
the propensities and permissions and of function imputed
by design. Imagine a busy city street, whether in car or
on foot you can’t go just anywhere. The street is full of
static information such as street signs, advertisements,
road names, arrows in various directions – a maze of
conflicting information. Road sign differentiates from
shop sign – in which way? Road differs from pavement Then
there are the vehicles and people. Crossing, braking,
walking, running, laughing, gesturing, breathing. They
too convey information, how they act and what they do,
how they look and how they interact.
Almost all of this information is linked to the local
setting; almost all of it is, in fact, context-specific.
Within this chaos different individuals will pick out
differently aspects, the social psychologist walking her
dog may focus on a heated argument whilst checking body
language, a person late for a dental appointment is
apprehensive about what is about to take place but
cognizant of road conditions to cross, the driving
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instructor focuses in one road sign their instructor is
unaware of. Multiple realties in complex environments,
multiple systems of hard and soft elements abound,
converge, and comply, conflict, but all within context
and to some extent shared values and knowledge of
reality. For instance in the example given above people’s
roles do not dictate difference in whether they consider
it safe to leave the confines of the pavement to cross
the road without looking. Context lies in design as that
which normalizes and sublimates the chaos of existence.
The relation between content, form and technology in
contemporary product design is highly complex. The world
has meaning in how it is physically organized in
relationship to our physical abilities, and in how it
reflects a history of social practice. Studying social
and cognitive aspects of design and use can assist us to
become more aware of reality as a construction and of the
roles played by ourselves constructing or designing it.
It can help us understand that information or meaning is
not ’contained’ in the world, in books or products. The
‘worlds’ of design and use are particular. Designers are
not capable of affecting free will and choice. Meaning is
not ’transmitted’ to us – we actively create it according
to a complex interplay of codes of which we are normally
not aware. The signifier is the physical form of an
object; what we see, touch and smell in the objective and
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shared reality. The signified is the content, the meaning
of the object; what we experience, think and feel when we
interact with the artefact.
It helps such a project that no person, artefact or human
organization that develops, exists or operates in a
vacuum. Leaving space vehicles and neglected and feral
children to one side for a moment, for artefact, human
being or human organization there is only co-existence,
relation or relating. Insularity, autonomy, isolation are
understood here at best as only relative terms, more
realistically they are abstract terms. Think about the
six degrees of separation, think of synchronicity. What
ever happens on its own, independent of interested or
necessary ‘others’? What happens through pure
serendipity? What is indeterminate and random? Nothing
that which we are not trained to identify, or have no
interest in finding or looking at, nor that which fails
to capture and hold our attention.
Interaction, co-shaping. co-evolution. So co-existence,
relation or relating of things is true even within the
core mission of space travel and exploration. Expectation
and forecast typify our prospect of controlling the
future, the indeterminate and the uncertain, what we may
or may not find. Is there a sound when the tree falls in
the forest? - only if someone cares or deems it relevant
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knowledge, and creates appropriate systems, channels and
measures to know. The space craft communicates with
mission control or it doesn’t exist.
When Nasa originally planned to send men to the moon the
core mission was simply to get there. The race was the
prize. Only through convincing the powers that be at the
time did Eugene Shoemaker build a case for the kind of
scientific exploration that still defines space missions,
including the more recent shuttle launches.2 We’d love to
explore Mars in person, but we have already in mind what
we will find. This expectation helps craft the technical
and scientific prowess of the mission; it helps define
means and methods. And so it is when a company risks
resources to develop new technological products. They
wish to reduce risks and uncertainly.
While new products have been variously defined as
‘incremental;’ or radical’ innovations, they never drop
in on us from mars. A very worldly range of comparisons
drive the inspiration for firms to create and develop.
The first car is nothing but a carriage without horses, a
horseless carriage. The Horsepower is hidden in the
engine. It is not until twenty years later that the car
2 Deep Impact: Asteroids National geographic July 14th It should alsobe noted that ‘just getting there’ has a renewed focus within Nasa since the Columbus disaster.
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found a form that truly differentiated it as an
individual product.
How may we recognize something new? The answer is that we
cannot. There must be something familiar in the new. The
solution is to make an analogy to something well known.
We can use a metaphor that helps to create understanding
of the function; it facilitates a re-cognition of the
product. It is through this that we understand Windows
media player playing back MPEG-1 encoded information is
as yet a poor rendition of a VCR.
Other analogues aid consumers to make informed choices
regarding potential value and use of new products.
Products that belong to the same paradigm perform the
same function in a given context. If we need to sit down
we can use a sofa, a chair, a stool or a bench. If we are
thirsty we can drink water, coke, tee, beer etc. Which
product we choose is shaped by socially defined, shared
classification systems, some of them being personal
taste. The kind of comparisons here include the market
success of similar products or services, the widescale
adoption of a system or standard by firms and consumers,
competitive manufacturability, these all contribute to
the mix that inspires development.
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Comparisons continue to influence at junctures throughout
the development process guiding first the functional
aspects and components of design, and subsequently or
concurrently, drive ideas concerning how it should be
packaged and sold to the public, guiding whatever
associations should be built around it by marketers.
Firms constantly analogise market attractiveness and
utility through observation of the features of
competitors’ products and their success, or the
historical success of predecessors from within their own
product lines. They can also move further afield and
analogise from ever less directly related products and
their functionality such as the controls of a software-
based DVD player mimicking those of an analogue tape
recorder. But perhaps where such projection is most
noticeable is where it considers those aspects which open
the functionality of technologies and systems to their
publics – the consumer-user interface.
Regardless of how technologies are sold to the public,
there is hardly ‘open’ exploration in the sprit of a
Columbus or even the impetus of an Edison. That breed of
expectation know as ‘hypothesis’ also guides action and
exploration, as does ‘hunch’, ‘curiosity’ and ‘problem
identification’. It helps us think ‘outside the box’.
Inner and outer worlds
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There is an inherent drive for humans to develop relation
to that which lies ‘outside’. This is not difficult to
imagine as this ‘outside’ can be understood most
immediately, as the world around us, that inescapable
sensorium which sustains us as organisms and which feeds,
envelopes and surrounds our perceptual apparatus and
physical body. It encapsulates and provides context and
boundary to our mental ‘invironment’. It makes our
neurophysiologies, our bodies develop as interfaces to
the world of sensations beyond. We interact with the
world via them. We encounter the world as a place within
which we act.
The external environment offers stimulus as a constant
flow to our mental invironment and we react
cybernetically and monitor this reaction, but through
neurophysiological blocks and limitations not all of this
is processed into available information made available to
our mental invironment. This invironment, in turn,
develops its own higher order filters and processes to
steady the flow of conscious registration. This
characterises the idea of psychodynamic phenomena such as
the defence mechanisms of psychoanalysis. Also higher yet
is the mobility of our bodily interfaces to move between
particular environments which carry particular
characteristics over others, and of course to change and
alter these environments in accordance with intention and
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desire. This would be the realm of Abraham Maslow's
(1954) hierarchy of needs,i the idea that the world is the
interface
Beyond this lies the reality of the social and the
cultural.
“. . . most human acts in a developed society do notproceed according to a merely individual circuitbut, on the contrary, a more or less large part oftheir trajectory goes through social circuits whichare often extraordinarily far removed from theimmediate reality of the individual’s concreteaction . . . In fact it is the immense extent of thedetour between the starting point of an individual’saction and its return to itself, which explains thebasic spontaneous unconsciousness of the individual of the real basisof his personality.” (p.224)
Clearly notions such as social acceptance and
acceptability, adherence and non-adherence to rules and
procedures, to laws and regulations censor and constrain
individual choice of action/interaction/reaction. Social
structure constrains and enables actions. As such other
people, social institutions are our interface at this
level.
We learn of these rules and codes, or habits and ideas
not only from other people directly – that is face to
face – but also through media, books, radio, internet,
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television etc. Following the logics of Marshal McLuhan
and communication theory we are exposed to mediated
information that has itself been intentionally encoded
stored and transmitted for consumption and use by others.
This is again a higher order of filtration limiting
exposure trough privileging certain notions, meanings,
ideas, ideologies and scenarios over others. This is
accomplished through censoring, editing and formatting by
humans for humans. Technology also plays a role in its
mediating of the diffusion process. Books convey ideas,
notions etc. in a particular way compared to television.
It straddles the realms between mere reporting and
description of ‘facts’ to the deliberate and conscious
attempt to form public opinion. This is largely maps the
reckonings of McLuhan in his attempts to highlight the
peculiarities, as well is the propensities of media to
alter ‘sense ratios’. It is the realm of much work in
communication and media theory.
Contrast modernism with so-called ‘pre-industrial’ or
‘primitive’ cultures and societies. In contrast to stark
technological modernity, the myths and legends of
Australian aboriginals, Native Americans, Celts or
ancient Greeks exhibit a great reverence for place as
something alive, something that can reveal itself and
“talk” to people:“ Country is alive with information for those who
have learned to understand” (from Deborah Bird Rose’s study of
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life and land in an Australian aboriginal culture) .
What differentiates is nature from the word of the
artificial is that in the intended, designed world
‘evolution’ is speeded up. Nature, in its infinite
complexity evolves its components slowly, for biological
species it can take millions of years to adapt and
optimize with the environment. Context and condition
slowly dance towards better fit. In an age where
‘agility’ and ‘rapid prototyping’ typify manufacturing
and development processes such a waltz is not possible,
and speeding matters up becomes an exercise in
information intensity.
Our bodies and our sensory apparatus act as our interface
to the phenomenological world; we can only sense what is
made available to us, order and manage the resources of
nature and the prospects of technology via our senses and
bodies. Trough trial and error, repetition and
comparison, are ever more clusters and networks of
meaning and belief are built. This begins with
physiological learning such as eye-hand coordination,
through the means through which we recognise how to tie
shoelaces and tell a “P” from a “Q” and eventually
leading to what Clifford Geertz refers to in his
definition of culture as “webs of significance sown by
man” (Geertz, 1973: p.5). Within these schemas the
unfamiliar seem to sublimate into the familiar.
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This similar to processes which Silverstone has termed
domestication. This refers to the way in which technologies
and media sublimate into everyday life and routines
through appropriation and familiarisation. He likens this
to a taming process, such as when a wild animal is
adopted and made conductive to living in habitats and
their associated regulated and controlled spatiotemporal
conditions. Indeed, it is not unusual to find a dog, cat
or budgerigar in a home but a kangaroo or a horse? The
equivalent of the horse or kangaroo typifies many
deployments of IT in industrial and commercial contexts.
Here their complexity has makes them extremely obtrusive
elements of the operating environment, to the extent that
those environments – working practices, organizational
processes and physical settings – need to be redesigned
to accommodate IT.
The world around of us of products and buildings becomes
naturalised; it seems to be a natural, unquestionable
status quo and not a constructed piece of human artefact.
We often fail to realise that the most obvious and self-
evident around us, the real world – isn’t that self-
evident after all. Mark Weiser’s vision of Ubiquitous
Computing was founded on two observations. The first was
the most successful technologies are those that recede
into the background as we use them, becoming an
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unannounced feature of the world in which we act. they
both look for opportunities to tie computational and
physical activities together in such a way that the
computer “withdraws” into the activity, so that users
engage directly with the tasks at hand and the
distinction between “interface” and “action” is reduced.
The soft, mutable and ephemeral becomes hard, instituted
and patterned and vice-versa. ‘Outside’ can be the
unfamiliar in terms of situation and environment, outside
of the atmosphere and gravity that contains, constrains
and pins us. While many of us spend time and money
reducing uncertainty and risk, others possess some aspect
of that psychological disposition which drives them to
explore other lands, take drugs, or do dangerous sports.
We can explore vicariously sitting in front of out
televisions and our PCs. Similarly we design vicariously,
implicitly when we sit on a standards committee and
decide on parameters, or consider and condone changes to
standard operating procedures at boardroom level. Senior
managers explore options via their subordinates.
But the rules which motivate and guide exploration are
those always developed within our own immediate social
and cultural ecosystems with their ways of articulating
the universe relative to our own human development and
social interests. The plate on the voyager space probes
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depict symbols supposed to communicate with ‘intelligent’
aliens who may come upon it in the distant future. Was
its ability to translate meaning tried on indigenous
people within our own global socio-cultural ecosystem?
No, the likelihood is that it communicates to those
aliens that have successfully evolved to build an
organisation very similar to Nasa with its own culture
and inhabitants with Ph.D.s in communication design.
That plate represents an optimistic yet infinitely
delimited view of intelligence, and a very particular
one. Nothing would please, intrigue or scare us more
than if we ‘discovered’ life beyond our ecosystem, from
beyond the realms of our present knowing. But the
question of such an ‘encounter’ is; would we recognise
alternate lifeforms using our current frames of
reference? We understand little of what animals are
saying to each other. A little modesty and introspection
would reply: “Don’t we still have trouble communicating
with other earth-based lifeforms and even between
ourselves?”
Understanding design and needs
An important aspect of communication and miscommunication
lies in the translation of human need into function, and
function into desirable outcome. These are essential
translations which typify the design and innovation
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process when it meets with the diffusion, uptake and use
process. What makes something desirable and usable, and
desirable to use periodically and respectively is a
complex problem little explored in any holistic way. This
book attempts to explore these issues. It also considers
the very rich blend of influences and limitations which
can constrain the final product and its design and use
parameters. These are complex and interdisciplinary drawn
from a very wide set of literature including:
Anthropology of internet use; Business studies (e.g. of
effects of disruptive technologies on value chain, and of
ubiquitous computing); Communication studies and
education studies; Distributed cognition and communities
of practice; History and philosophy of science and
technology; Innovation studies; Knowledge organisation
(taxonomies and ontologies); Law and legal perspectives
(especially on IPR) and socio-legal perspectives; Library
information science, computer-assisted content analysis,
data mining; Marketing; Media studies and internet
studies; Organisational analysis, economics and business
studies, innovation theory; Policy studies and political
theory; Psychology of technology use; Science and
technology studies: Science communication; Social
informatics, CSCW, ethnomethodology; Social science
methodology; Sociology of consumption (science and
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academia as consumption of ICTs); Sociology of
technology3.
All of these fields and areas of knowledge and theory
development contributes to the thinking in this book. It
pivots around the key issues of use and usability, not
only as matters of technology designed in response to
glib assertions of latent human needs and requirements,
nor purely to do with explicit and clearly articulated
expressions of human desire to employ the products of
science and technology development towards solving
problems or making profits or saving labour. Indeed the
notion of needs has been questioned in Dreyfus (1967):
“When we experience a need we do not at first knowwhat it is we need. We must search to discover whatallays our discomfort. This is not found bycomparing various objects and activities with someobjective, determinate criterion, but through ...our sense of gratification. This gratification isexperienced as the discovery of what we needed allalong, but it is a retrospective understanding andcovers up the fact that we were unable to make ourneed determinate without first receiving thatgratification. The original fulfilment of any needis, therefore, ... a creative discovery.” (pp.25-6)
3 Social Shaping Perspectives on e-Science and e-Social Science: thecase for research support A consultative study for the Economic and Social Research Council(ESRC) Steve Woolgar p.6
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Rather, ‘needs’ is to do with the enrolling of complexes
of cognitive, social and organisational exigencies,
mustered, marshalled and managed to create new products
and services and new behavioural and cultural practices
as well as new forms of use behaviour and expectations.
Silverstone and Haddon (1994) refer to the special place
of use and its characteristics, when they suggest it as
the ‘design/domestication interface’. It is the most
tangible phenomenon arising from the lack of parity
existing in the relation of design processes to the
processes of incorporation within lives and lifestyles.
Value is a notion closely tied to use. It has been
defined by Bounds et al (1994) as “the summation of the
benefits and sacrifices that result as a consequence of a
customer using a product/service to meet certain needs.”
They continue:
“The concept of customer value moves away from thenotion that value is something inherent to theproduct or service toward the notion that value isdetermined in the context of customer use. Thus thecustomer does not value a product in a vacuum, butrather values the consequences of its use.” (p.175)
Wasson (1975) for instance speaks of ‘use systems’ with
respect to products “. . . oatmeal is not one product,
but several products, each with its own use
system.”(p.10) Here he refers to the ‘use’ of oatmeal for
making porridge, compared to the ‘use’ of oatmeal for
making cookies. Each requires different [design]
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processes and [tools] utensils in their production and
consumption. Bannon (1991; p.29) is aware of this with
respect to computer systems:
“In fact, it is often the case that computer usersneed to make some modifications to the system invarious ways, tailoring the system before it istruly usable. So in a very real sense users aredesigners as well.”
By privileging neither the situations of use nor
circumstances of production or consumption, there is an
attempt to anchor the reality of the product as an entity
that exists in both the worldviews of designers and
users. The aim here is to gain insight into the nature
and scope of the individual experiences a product may
generate.
Just as a house is more than its plans, more than a set
quantity of bricks, more than a result of the employment
of multiple skills, the dream of its owner, the ambitions
of landlord, its electrical, plumbing and communications
systems, its layout, shape size, desirability, cost and
value – then all manifest design products and processes
result from an to conditions which enable and constrain
its use in the short an long term. Symbolically the
created building takes on new symbolic meanings when it
is lived in, when it is used. An important factor to be
addressed from the wider approach to usability concerns
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the 'evolution of the user' (Nielson, 1992). Users of i-
TV, regardless of whether they were technically
sophisticated or not, at the time of appropriation will
not stay at the same level of usage ability. Using the
system changes the user, and as they change there use of
the system will change. This phenomena is referred to as
the "coevolutiion of tasks and artefacts." This may be
relevant to particular design issues over others, such as
search patterns a user has to perform to return or search
for an item. It is difficult to forecast these problems,
and this is the reason for longitudinal contextual
enquiry. Usability lab testing, provides useful and
immediate data which may be used for initial design of
more hardware oriented generic type features and
functionalities.
Here we are not concerned with he big picture nor small
picture, the whole or part, the experienced, imagined and
the real, the physical, chemical or biological, the
economic, the cognitive and social, the but how all these
dualities and aspects are relevant and come to prominence
as matters of concern over time for those attempting to
understand and marshal the processes of development.
Are we alone?
In a thought provoking article John Page suggests that
deisginers live in a world of design isoloation. They are
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isolated from users through politics, administration and
even intentional gatekeepers. Desigers, in some cases
such as architexts of new road systems are usally at the
end of a social and political process ehich dicates their
eventual working parameters.
So true ‘Robinson Crusoes’ whether experience, artefact,
human being or social organizations are few and far
between. Each enter arenas already existing or created,
populated or inhabited by ‘others’, environments
established, sustained and conditioned by pre-existing
rules and conditions. Meaning exists within the codes and
practices of these groups. Their rules and conditions are
often simple in effect – e.g. encounter and interaction -
but they are often complex in cause and origin,
especially when they act in concert. These rules and
conditions shape relation and relating, and the relative
power that some component, person or organisation has to
effect change upon others. The most complex relation
perhaps that popularised by chaos theorists towards the
end of the last millennium – the provocative notion of ‘a
butterflys wings beating in Korea cauing a hurricane in
Kansas. What is the window of opportunity for this? And
how is it set? Can we prove this or even observe it at
all? Is it of interest? Certainly national economies are
built granularly from small single purchases, but only in
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aggregation is there the suggestion of meaning which can
invoke interventions.
Cause and effect is often much more immediate. Repetition
like rote learning characterises the development of
routines, the carrot and stick of Pavlov and Skinner’s
behaviourism conditions responses and helps nudge proper
action and reaction and normative behaviours. But as
infants grow to accept the cultural norms and codes of
their families and communities, they relate and are
related, but not necessarily in any fixed or predictable
way. This is because they compare and are compared. They
grow to develop intersubjectivity, empathy, projection of
thoughts and feelings. They do this with people, and they
do this via multiple media and media technologies. These
range from ambient television exposure, books, electronic
and paper based spelling and counting games and now
multimedia and intelligent interfaces in the shape of
cuddly toys.
Technologies too, the grand plans or ‘babies’ of
entrepreneurs wax and wane according to perceived
benefits derived from the perspective of various
stakeholder and interest groups - developers,
manufacturers, distributors, consumer-users and other
investors. Their complex actions and interactions over
time, space and economy forge new artefacts and meanings,
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as they do learning. They condition their societal
embedding and thus impact upon their uptake and diffusion
into the fabric of everyday working and recreational
activities.
It is clear that social, political and economic concerns
wheedle their way implicitly an explicitly into technical
projects and much of the work in social studies of
science and technology (STS) has strived to illustrate
this. In sum this perspective has it that the design of a
device is much more than a summation of purely rational
technical processes and choices, preferring a more
problematic view that wider social and socio-cognitive
influences play critical roles in providing solutions and
guiding choices. Clearly, available knowledge of purely
technical options that circulate in technical communities
matter here, as does the impact of standards
organisations and potential and prospective user
impressions. Technological frames guide both the thinking
and the (inter)action within a relevant social group, and
“include different elements [such as] current theories,
goals, problem-solving strategies, and practices of use”
(Bijker et al. 1999: p.171). Just as the acquisition and
purchase of toothpaste is more than a purely rational
economic matter, technological innovation represents a
complex of ideas, knowledge, know-how and know-why.
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Perhaps this is why today the mundane achievement of a
routine everyday task such as the washing of one’s
clothes draws upon multiple streams of knowledge. This is
innovation captured in terms of knowledge used in the
development of ingenuous chemicals and machinery
(technology knowledge), and deepening understanding of
the human activity involved in the process (human
knowledge).
The juncture of where the technical and human relate can
be captured in the washing machines operating interfaces.
This offers user options where one inputs conditions and
contexts of the act – in this case which fibres, which
colours and how many clothes (all of which it is assumed
that clothes washers ‘know’ and can impart this knowledge
to the machine in order to effect desirable results). The
present move is to create intelligent responses and
processes where there is reduction in the machine need
for human intervention. As manufacturing automation
delivered (in cases) more effective and efficient
production processes, such optimisation is now intended
to diffuse into more and more everyday routines. The
upshot of this is that rather than the user having to
refer to manuals and experiment with user options, having
to develop knowledge for fibres and fabrics, one need
only place clothes in the machine, the machine adjusting
functional characteristics to suit whatever permutation
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of fibres and colours it ‘senses’. Such systems of
technology and use have already been around or some time.
Intermediate examples of these scenarios are enshrined in
those VCRs which can read bar-coded or numerically coded
information published in television guides. Rather than
programming the machine manually (referring to manuals an
accessing a barrage of peculiar menus, button sequences
and functions) such perplexing and frustrating activity
is short-cut. One achieves their goals without the
necessary postgraduate diploma in VCR programming.
What is interesting regarding the above is the many ways
such technical rationale is now analogous to ideas which
originated in organisational design and review. These
praised appropriate agility and responsiveness to changes
in operating environment whilst taking into consideration
how organisations leverage their internally developed
strategies and competencies. This conception of the firm
has viewed as a system within systems, and its products
and services emerging as components within ever larger
systemic contexts. This has a chair within a room, the
room within the house, the house within a neighbourhood,
and the neighbourhood in a city, the city in a nation,
the nation within a continent, the continent within the
world and so on.
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There are four important aspects of context: location,
identity, time and activity. They correspond to the where, who,
when and what of a situation. All four of these context
types should be used to determine what situation a user
is in and what action is appropriate to take on behalf of
the user. The user and their task. Context is defined as
any information relevant to an interaction between users,
their devices and their environments. This can include
physical context (such as the user’s identity and location),
social context (such as the relationship between users and
between users and devices), and virtual context (such as
meeting information kept in an electronic calendar or e-
mail message (Schilit et al., 1994; Pascoe, 1998)).
Context can also be broken down into information that is
explicitly provided by users and information that is
implicitly sensed by a computational system. The field of
context-aware computing has tended to focus on the
latter, because of the greater contrast with traditional
interactive computing.
Commentators such as the economist of technology Nathan
Rosenberg stated that entrepreneurial failure arises
when: “a would-be entrepreneur failed to consider the
relevant condition of interdependence between the
component with which he happened to be preoccupied and
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the rest of the larger system.”4 And thirty years ago,
the eminent British design theorist Nigel Cross and other
notables such as Donald Schön flagged up the lack of
systems level thinking at the expense of focusing too
strongly upon the component as the problematic rather
than the system, in which the component, must take its
place.
Dogson (2000) gives a compelling example of this in
relation to a firm which produces pumps coping with a
fierce low cost competition from overseas.5 To cope with
the increasing complexity of its own product, the UK-
based firm increased its sensitivities towards user
needs, whilst simultaneously developing abilities to keep
abreast of recent scientific and technological advances
and also developing stronger communication with related
technology firms (such as electronic control) systems
integrators in the projects its pumps will be installed
within. Improving its knowledge (user and material) and
its communication the firm had sights upon becoming a
system integrator itself. It was to become the designer
of pump systems and solutions than simply a fabricator of
pumps themselves. This offered the firm much master scope
4 Rosenberg, N. (1979) ‘Technological interdependence in the American economy’ Technology and Culture January, p. 295 Dodgson, M. (2000) The Management of Technological Innovation Oxford: OxfordUniversity Press
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for growth as it moved towards a more information-
intensive status. .
Systems are arenas often defined by what they keep at
bay, that is how they are exclusive, and what they choose
or are designed to embrace or include. Firewalls protect
digital networks from unauthorised intrusion. Nations and
their immigration law and enforcement do the same. A
breathable waterproof material lets water in the form of
sweat, out, whilst simultaneously keeping the same
substance, in the form of rain, from entering. Electronic
circuits act similarly. Components are explicitly
designed according to fixed tolerances, widely
communicated and socially understood, to prevent and
allow the passage of electrons according with the
delivery of functions. Human social groups also pattern
themselves according to inclusivity and exclusivity, in
City
Housing
Other system, e.g.
Industry ,
recreation
Traffic
Vehicles Travellers RoadsHOuses Families Sites
Surfaces
Networks
Body
Engine
Land
Property Rights and Legal Processes
Livings Rooms
Bedrooms
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order to function according to some explicit dictate,
goal or objective. Human brains and nervous systems also
act like this as much as they filter and channel as much
as they store and record. They select from competing
elements in the environment and if they did not we would
suffer sensory overload and be incapable of cognition.
Firms select materials and recruit expertise in the hope
of delivering successful products. The flow and passage
of elements is conditioned by the means and ecology of
communication and connection in a given system, and of
course, the facilities and promise of sustenance,
learning, relating and transforming.
We understand this through the rules of physical things
and actions and atoms, the rules of the chemical reaction
of elements and compounds fusing to create desired or
unintended or emergent properties, or the rules and
conditions set by the primordial soup of biological and
chemical properties from which living things arise, then
develop and evolve. Science is the human project through
which these rules and conditions are defined and
technology development is the means by which they fuse
with the arena of everyday life and everyday human
experience. They are made recognisable by the devices and
materials we use, consume and employ, those we live with,
or choose not to live with, and the tools we use to do
our jobs and further the cause of creation.
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The subjects of science and technology come under the
jurisdiction of rules and conditions outside of the rules
and environments in which they occur or are given life,
that is the lab or the workshop. More than geographical,
once they leave the lab or workshop they are explained by
rules that emerged within, or were created implicitly or
expressly by the wider pre-existing population of living
ideas, personalities and objects. David Bloor’s (1976)
“strong programme” defends the need for impartiality in
the explanation of true and false scientific beliefs. As
such it flags sociological concerns in the establishment
of ‘truths’ and generic overarching principles. These
‘truths’ are the new fusions of perception arising from
creative and critical thinking, a coping with the natural
limits inherent in all human-made constructs and
realisations, the boundaries of searching and finding at
any given time, age and knowledge development, coping
with relating and relation, our using and our copying.
Our ways of seeing, knowing and transferring and
transforming. Interpretative anthropology is a science
whose progress is marked less by a perfection of
consensus than by a refinement of debate. This does not,
however, mean that all interpretations are equally valid.
Ricoeur, (1971) writes that there may be a;
“ . . . specific pluriocity belonging to the meaningof human action . . . human action too, is a limited
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field of possible contradictions . . . .It is alwayspossible to argue for or against an interpretation,to confront interpretations, to arbitrate betweenthem and to seek for an agreement, even if thisagreement remains beyond our reach. In the finalanalysis differences in interpretation can only bearbitrated by applying socially accepted modes ofjustification; i.e., what will count as a convincingargument.” (p.331)
Ricoeur reached the conclusion that the type of
validation appropriate to interpretative claims is
juridical, a form of reasoning associated with legal
arguments in which the goal is to reach a verdict subject
to appeal and to the power of public reaction (i.e. not
‘facts’ or truth claims).
In technology development ‘pre-existing’ populations
invariably means technology companies and the universe of
technology products and systems. Particularly those whose
relation to other commercial entities and consumer-users
of existing products has been previously structured and
defined, but, again, not necessarily in a constant or
fixed way. New entrants into established markets can
change or innovate upon the status quo or any homeostasis
where the tendencies are conservative and reserved. In
volatile and dynamic industry sectors, they always do,
and potentially, they always can. New fusions in this
case mean innovations coming to be appropriated and used
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by the populations they were aimed at. They have met
their target audience. This takes more than discovery it
often takes aligning one’s efforts and resources towards
learning the language of another dominant party, a more
powerful player who creates the environment – in this the
standards regime - in which a lesser component
technology sits.
Markets, technologies, ideas and people evolve at
differing rates, and it is the aim of management to
understand and denote resources appropriately in
establishing trends, and their relative power to impact
the business. Perhaps it was the idea of virtual reality
which outstripped the technical potential to properly
provide for it. Although specific and narrowly defined
applications have arisen, such as showroom aids for
selling kitchens, these still fall dramatically short if
compared to the representations of science fiction by
authors such as William Gibson, and against maxims such
as “psychology is the physics of VR” by leading
researchers and theorists of the early 1990s.6
6 William Brikien
Katz M. L., and Shapiro C. 1985. Network externalities, competition, and compatibility. American Economic Review 75: 424-440.
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The world of ideas has always experienced its water
wheels, steam engines, Sony Walkmans, VCRs, Nelsen
Mandelas, and witnessed evolving theories and conceptions
of nature, the universe, of materials and living things.
That is not to say they are common, but to say that they
are rare yet have profound and wide effect on reality.
Powerful technology ideas – what one researcher calls
‘poles of attraction’ - draw the development of
infrastructures and associated networks, systems or
extension and support. Such development and growth
subverts the notion that things remain fixed and stable
as both infrastructure and that which it is aimed at
supporting or extending go jostle with each other, and
other networks, to improve and develop. And when they do
it is not just the ostensible technology but all its
associations and associated networks and infrastructures
including knowledge structures. The washing machine as
suggested earlier lies at the juncture of human
intentionality, technology, soap powder and fabric
development. Each has its own system or ‘constituency’
which drives dependent and independent development. Each
are complex and require multiple explanations in
discussing their realities; sociological discussions of
why clean clothes are desirable or why low energy
machines may be seen as more desirable, technical
discussions regarding making the machine robust and able
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to self-diagnose, how to make more durable, beautiful
clothing, and so on
Applied to human and social systems, such as the world of
politics or the wider world of human reality, existence,
creativity and experience, we can witness changes in
opinion and sometimes revolution. Developments clearly
affect and impact upon some people’s realties more than
others; they always do and so do so to different degrees.
They also affect and impact always in unique ways, even
if these effects are hardly recorded beyond recognising
quantities such as book sales or advancing the rating for
television programmes. The pervasiveness of a book – like
Chairman Mao’s Little red Book – or Moby Dick or the
Bible or Koran carries with it the idea of the
pervasiveness of its message, but this is not always
true. Media reception studies have shown clearly that
media consumption is a complex and very subjective
phenomena, where size of audience des not necessarily
relate to pervasiveness of message, especially if that
message is full of nuance and is complex.
The scope and scale of impact always varies, from the
subliminal to the supraliminal, from the micro to macro,
but only when something fits an environment, some
meaningful and ascribed space, when it is seen in
context, only then does it become available for universal
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acceptance. Again this need not relate to the way in
which it accords with the intention of its authors. It is
only where environmental conditions are conducive and
necessity drives action that ‘fit’ arises. The ecological
perspective (Ecosystems Theory, The Life Model) of Robert
E. Park, Ernest Burgess, Harvey Zorbaugh, Carel B.
Germain and Alex Gitterman suggests how people and their
environments constantly change and shape each other as
people strive for “goodness of fit” with their
environments. Neither is fixed, but neither are they in
flux, they are inextricably related. Gradual change seems
to be preferred although disruptive change also forces
radical change, and radical extinction. And so it is with
new technologies, technological systems and their market
and social environments. Radio and its networks of users
and technology were not made ‘extinct’ by television, nor
was cinema made extinct by television and later VCRs.
Pervasive technologies with established supporting
infrastructures and systems such as television (broadcast
networks and technologies) and the automobile (fuel and
service stations), impact upon the practices of many more
people than a specialised piece of plant, or a
specialised device for a laboratory. Kuhn’s paradigms
shifts apply equally to matters of a cultural and
political nature as they do to technologies and
scientific advance, and so background, Mandela as
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terrorist becomes background, to the foreground of
Mandela as freedom fighter. The opposite can also be true
if we consider the rise and fate of Hitler as champion of
the oppressed German people, to Hitler the orchestrater
of the final solution. As individuals they were a product
of the systems they recognised and opposed. Their
intolerance came to symbolise the power of will to create
good and evil. But what is clear is the power of
serendipity and political climate that propelled both men
from incarceration to leading.
Any dissident or subversive, in order to be such, must
have specialised perspective and sympathy towards the
system of which they are a product of, and which they
exist within, whether that environment is antagonistic or
not. Only then can they evoke strategies and tactics
which enable them to resist that which they see as unjust
and imbalanced.
Moving quickly from my vain attempts at moral relativism,
general systems theory is interested in the relation
between whole and part. It contrasts sharply with
reductionist scientific tendencies which have favored
part over whole (and attempted to show a kind of ‘primacy
of parts’). If a hypothesis is proven through experiment
there is a kind of completion, a point where theory is
built. But where do ‘systems’ begin and end? Are some
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components more important than others? Are they such at
different times? Are they context and environment? This
has been of interest to some commentators on technology,
as it does carry implications for the management of
innovation. Typically we say that systems have an
architecture, a hierarchy and rigidity of form, whereas
environments may have both structured and unstructured
and unrelated elements. Contexts have related elements.
A traffic system will comprise fixed symbols painted upon
the road and changing symbols in lights and numbers. Red
viewed within the context of this system is often deemed
and accepted as the instruction ‘stop’. The entire system
exists to pattern and structure the safe movement of
individual cars and the intentionality of their drivers
within a larger environment of other cars, other drivers,
other internationalities, buildings and pedestrians. An
ineffectual system will not only be a hazard to this
wider environment, but an inconvenience to drivers
through the creation of traffic jams and inaccessibility
to desired locations. But it only one system. Wider
systems of refueling and parking also feature, as does
systems of repair garages, car manufacturers, and driving
schools, driving tests, car salesrooms, and accessory
shops. All form partials of an interlocuting universe of
diverse meanings and support. This was highlighted by
Albert Pacey who drew attention to the lack of
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infrastructural support of water pumps in India in their
failure to provide utility.
What economists refer to as network externalities is the
number of users grow for a communication product so does
its value to the user.7 One component, which in labelled
as the ‘autarky value’, is the value generated by the
product even if there are no other users. This could be a
non-networked PC or Palm Pilot. The second component,
which has been termed the ‘synchronization value’, is the
additional value derived from being able to interact with
other users of the product. It is this latter value that
is the essence of network effects. This idea suggests the
growth of large scale communication systems such as
mobile telephony but it does not explain use and the
phenomenological aspects of such systems. This includes
playing an online game with other sentient human beings
controlling a sprite, against the internally encoded
artificial intelligence of a game sprite.
7 Liebowitz, S. J. and Margolis, S. E. 1995a. Path dependence, lock-in and history. Journal of Law, Economics and Organization 11: pp.205-226.Liebowitz, S. J. and Margolis, S. E. 1995b. Are network externalities a new source of market failure? Research In Law And Economics 17: pp.1-22.
Liebowitz, S. J. and Margolis, S. E. 1996. Market processes and the selection of standards. Harvard Journal of Law and Technology 9: pp.283-318.
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There are limits to adaptability in environments,
systems, components and in people, and especially with
respect to the temporal dimension. This is clear when
using technical communication systems. We can only
express ourselves in certain ways with SMS txt, with
voice, with video. Likewise whether control of a sprite
is by artificial intelligence – encoded human reactions –
against – realtime control by human controllers – there
are limits to the sprites performance and actions. To
some extent they keep themselves in order by allowing
some potentials whilst negating others. It took
considerable time for animals to emerge the capability to
breathe air after emerging from the oceans. And so it is
for desktop operating systems to become ever more user
friendly towards context awareness negating the need for
individuals to learn basic computer skills. It looks like
it will take a considerable jump in infrastructure to
shift from the internal combustion technology to fuel
cells and other means of propelling cars.
No artifact or human organization or theory comes to the
public domain with a clean slate. They vary in complexity
and simplicity, in utility and functional specificity,
but they always carry association. If there is none, they
will be quickly fabricated. Stakeholders and various
interest groups sublimate difference into wider existing
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structures of meaning and familiarity. This is
increasingly a normal routine of the business use of
technology. A PC taken to the home finds its use over
time through the selection of applications and other
software by its users and their installation. This
selection, within a limited set, differentiates and makes
unique the configuration of one PC to another. But just
as applications differ, they usually obey some order or
level of standardisation in the placing and design of
features such as the toolbar. A design etiquette has been
established. A recent buzzword has been cited as
‘services orientated architectures’. Essentially this is
middleware which offers the prospect of being adapted for
use by various players over a company’s value and
distribution chains.
Similarly, humans share traits although each one of us is
a unique configuration of experiences. There is always
sameness and difference. Like the decoration,
personalisation if you will, of one’s home, or the impact
of new plant on the shop floor on productivity what is
new situates within what exists, creating something of a
new revised whole, for the better or for the worse – an
incrementally new gestalt. This is clearly different from
a tin opener which has a specific function and specific
use, even if considered next to a knife. Intelligent
traffic systems will be responsive and sympathetic to the
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amount of cars travelling within the jurisdiction of
their boundaries, and also their behaviours and
movements. In doing so they will attempt to optimise the
utilisation of their resource – in this case their
abilities to permit the safe passage of cars to where
their drivers want to go. The same is true in the design
of circuit boards and microchips – they wish to allow as
free as possible the movement of atoms round their
architecture. Within their physical limits, this allows
them to travel as fast as possible, with least hindrance,
and utilising least amount of energy resource.
Situation and context
Over the last 20 or so years we have heard so much about
‘situation’ and ‘context’ with respect to digital system
design. This will be a constant thread raised throughout
this book. Typically these refer to activities and
cognitions with respect to task outwith the propensities
of the machine itself. It represents an effort to explore
what people actually do when engaging in work tasks and
responsibilities in order to capture and codify this
knowledge and apply it to system function, network
architecture and design. In short it should make for more
relevant systems, optimised to raise effectiveness and
efficiency. But what of digital network use for
entertainment or education? Clearly they will situate in
very different contexts, and have very different expected
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outcomes which can barely be described as ‘task’,
certainly against that which is focussed on industry and
office activities. We hardly use industrial terms to
describe domestic processes (i.e. the ‘raw material’ of a
sandwich and its ‘fabrication’). Also consider Cooper and
Press (1995) when they suggest that “ . . .the booker
prize is not awarded to Jeffery Archer or Jackie Collins
although their work is “usable” to more people than that
of Salman Rushdie.” (p.18)
Over these twenty years many fields of study including
media research and studies of consumption have shifted
focus to explore issues using ethnographic and other
qualitative research methodologies. These have been drawn
from anthropology and other ‘softer’ social sciences.
They also derive elements from philosophy (mostly
phenomenology) and from the humanities (critical analysis
and hermeneutics). So it is perhaps unsurprising that
over the same time domestic computing and its industry
has come to embrace the notion of consumption over
production. This is perhaps most notable through the
development of e-commerce and other forms of commercial
practice over digital networks. Consumption also
manifests in this arena through the development of
increasingly effective media delivery as an integral part
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of the functioning of PCs and mobile devices. Increasing
uptake of broadband communications, wi-fi and 3G mobile
networks lend provision of recorded and broadcast media
forms. They enable and extend functionality long
associated with the media technologies of video,
television and music reproduction. These functions are
restricted and augmented by the physical, geographical
and technical aspects including protecting copyright
content material.
Handwriting recognition was jumped upon too early by
Apple with their pioneering PDA. It worked inefficiently,
but highlighted how this function played a crucial role
in interfacing with this type of device. Computing and
mobile telephony moves increasingly towards the goal of
context awareness. What is fascinating with this
movement, which is functional as well as methodological,
is how it suggests new imperatives to understanding the
human factor in mundane, everyday tasks and activities
(e.g. the system of cleaning, or feeding, or
entertainment etc.) The danger that some quarters have
raised is that technology which goes too far into the
‘system’ of everyday life, and in doing so, invades
private space and time. It intrudes upon and spies on
what were previously private and anonymous activities.
This raises a specter which has long been the fear of
digital age privacy advocates with respect to ‘big
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brother’ state intervention. But it has come about more
insidiously through technical innovations advancing on
many fronts seeking their place central in the everyday
life and communications of users. Context aware
computing plays a key role in reducing the user’s
explicit input.8 Unlike the design of a single PC or the
entire internet, contexts and the events giving rise to
situations are infinite.
Even twenty years of human interest and explication can
not convincingly map all the contexts of human
experience, and computing impinges little upon aspiration
and inspiration at least in a direct fashion. Innovation
can help the layman achieve ‘professional results’ but
can not reach into the creative spark which led to, and
motivated, that standard of result being set in the first
place. The word processor still lacks functions that
write novels or academic papers to order. The fully
functioned digital camera creates good movies
autonomously, but circuitry can remove amateur handshakes
and focus and provide a ‘correct’ exposure according to
set normative values. But largely what alludes to here is
where the mental environment, the creative human being
with the command of cause and effect, the development of
8 Kaenampornpan, M. and O’Neill, E, (2004) An Integrated Context Model: Bringing Activity to Context Department of Computer Science, University of Bath
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problem identification and solving, still holds
precedence in the production of intellectual property.
This is that aspect where the person ceases to being a
‘cog’ or a ‘ghost’ in the machine, but rather the arcane
operation and functioning of the machine becomes a
‘ghost’ in the task and desirable outcomes.
Cause and effect can logically stretch back to the
beginning of time, and context can be taken to the
magnitude of the known universe. But the point where it
seems to matter is surely where learning and value
coincide. This is at the juncture of interacting
elements, the congregation of meaningfulness.
“Actor network theory is a ruthless application ofsemiotics. It tells that entities take their formand acquire their attributes as a result of theirrelations with other entities. In this scheme ofthings entities have no inherent qualities:essentialist divisions are thrown on the bonfire ofthe dualisms. Truth and falsehood. Large and small.Agency and structure. Human and non-human. Beforeand after. Knowledge and power. Context andcontent. Materiality and sociality. Activity andpassivity. In one way or another all of thesedivides have been rubbished . . . it is not, in thissemiotic world-view, that there are no divisions. Itis rather that such divisions or distinctions areunderstood as effects or outcomes. They are notgiven in the order of things.” (Law, 1998)
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Janus-faced then, these junctures are where systems
collide, where intentionality of the individual
translates into activation operating principles and
capabilities of the machine or business process, where
consciousness and concern translates neural activity into
physiological responses, button pushing, electronic
pulses and binary code. This is where the complexities of
intertwining systems and system levels become through
necessity direct and simple, or conversely very problematic
by designed or evolved structure. Where function and
being translate to use and usage, in order to deter
miscommunication and misdirection of purpose. It has
outcomes, whether this is changes of icons in a display,
or the reception of online ordered goods through the
post.
People, their organisations and artefacts, context and
act as condition and environment to one another. The
qualities of foreground and background, subject and
object, internal and external, their interplay and
interaction over time creates and defines the
differences, and although eternally complex, they are,
thankfully, of a limited set. Focussed, and by no way
infinite, they share attributes, characteristics,
routines and activities that can be apprehended and
communicated in efforts to replicate and take forward
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strengths of coping and capacity both by users of
systems, and of systems and their components.
Examination of these relationships forms the subject of
analysis across a wide range of fields, particularly in
systemic studies of phenomena. There exist essential and
chief dualities in such studies such as that lying
between system and component and system and wider
universes of context which include other connected or
related systems and other discrete systems. The object is
to improve understanding of the relation between objects
and living things (biological and physical sciences),
between people and between individual groups and
societies, and between people and objects in the universe
(human and social sciences) or to improve design and
practice, learning and application (what may tentatively
be called a science of reaction, interaction,
intervention and use).
Evolving epistemologies and ontologies - the available
spectrum of ways of knowing and ideas or models of
realities – also help anchor us and enable us in our
often vague and vain attempts to taxonomise phenomena,
objects and systems. In hypothetico-deductive inquiry,
for instance, one examines data concerning empirical
relationships among the variables; and one expresses the
propositions of a formal theory to provide a tool for
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developing further tests of relationships. These arise
according to developments in the theories and methods of
the physical, social and human sciences and according to
the themes arising from the humanities; history and the
Classics, philosophy, the wider media, direct experience,
folklore, hearsay and tradition.
Use cannot be narrowly defined through scientific and
technical explanation, nor can it be defined purely in
social or cognitive terms of reference. Regarding
motivations driving desire and use, or invention and
innovation any of these can only offer a description of
one part of the elephant. It cannot be said to be
entirely rooted in creative desires and needs for
sociability, or purely fickle wants and needs. Similarly,
it is not rooted entirely within new scientific
principles nor is necessity the only mother of invention.
Consider that inconvenience or breakdown and inefficiency
can be as well. A sophisticated new PDA device can
satisfy Velben’s notions of conspicuous consumption in
every way as well as functional concerns. That is it is
bought as a ‘trophy’ as much as a functioning tool. But
more than this is the fact of what these technologies are
used for. All the creative uses of digital technology are
much more rooted in the humanities than they are in
social sciences or technology.
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Their inspiration and application in understanding nature
and in the development of artefacts and systems are the
means and ends of knowledge creation. Taken together as a
whole they are only the beginning of the translation of
knowledge into meaningful application, utilitarian and
adventitious products and services.
A very rich mix of ideas and theories have continually
raised issues and informed management thinking and
‘science’ over the years. They have came from an eclectic
blend of sources, most notably psychology and sociology,
bringing it forward to where it stands today. But both
the object and methods of mainstream research continually
come under question. Through critique and response they
have developed and evolved to renewed sophistication
rather like physical products. New kinds of questions are
being sought and gaping gaps in our knowledge of
ourselves and our societies have been identified against
a backdrop of ideological, demographic, economic and
technical change. In the new millennium, the design of
technologies, information and communication technologies
(ICTs) in particular, face new imperatives within their
research agendas. I have already cited this as a
requirement for a deeper and more granular understanding
of the human, social and organizational aspects of use.
With the development of new levels of connectivity and
new kinds of applications and services not necessarily
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intended to cater for the paradigm of industrial
productivity, new scopes and scales of use knowledge will
be called upon at the ideation and design stage.
As an empirical science, sociology has been interested in
latent structures, while as critical theory, it has
pointed out that social reality is not what it seems to
be. Therefore, all attempts at building a unified theory
of society on the basis of the critical/positivist
distinction had to lead into the paradox of treating
front and back, latent and manifest structures as one and
the same thing. There is a clear relation for instance
between the market dominance of a company and its product
and that of economic, technological, political-legal and
sociocultural contexts. For instance, an increase in
interest rates means fewer sales of home appliances.
Fewer homes are sold and since most appliances are bought
when people move house this translates into reduced
profits of everyone in the appliance industry (Wheelan
and Hunger, 2002).
Changes in technology also matter. As microprocessors
leak and seep into every aspect of industrial and
domestic activity they transform the issues and relevancy
of design. What is becoming blatantly apparent is that it
is only through increased sensitivity to the contexts of
use, physical, behavioural or mental, can new information
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intensive products be adequately innovated. We are
speaking here of a granularity of designed effect, similar
to the pervasiveness of water as it fills every nook and
cranny of a rugged rock face. This applies as much to
the delivery of new portable media devices as it does to
increasingly farming yields through computerised
registration and analysis of land conditions.
Political-legal variables in the environment of firms and
products cannot be ignored. Antitrust laws are but one
example where corporations have to diversify their
acquisitions due to strict monitoring of their growth
strategies (see for instance Dobbin and Dowd, 1997).ii
And of course there are a range of sociocultural
variables that can converge upon firm, product and
process. Demographics are one, ‘green’ and wider natural
environment issues, increasing diversity of workforce and
markets are others.
None of these variables exist independent of the other.
Their relative weighting, power and strength create and
constrain opportunity, as well as condition development
and growth. Their individual dynamics and trends need to
be captured and highlighted so as to allow firms some
insight on how opportunity waxes and wanes and where they
might direct activity. Awareness of their attributes can
help strategic navigation and steer them towards
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sustainable realities. But to do so requires that firms
be adept at creating, acquiring and transferring new
knowledge, and at modifying its behaviour to reflect this
new knowledge and insights. This is at the core of the
rationale for Peter Senge’s Fifth Discipline (systemic
thinking) in the generation of learning organizations.
Learning is developed through critical self-examination
and experimentation at all levels of the organization. So
emphasis here is upon consideration of the whole rather
than the part in developing organizational learning
(Senge, 1990, Garvin, 1993). iii
It is within these realms that no artifact or human
organization comes to the public domain with a clean
slate as they always carry association. If there is none,
they will be fabricated, sublimated into the chaos of
everyday consciousness by our perceptual processes,
nervous systems and brains. Thus the differences between
new and old, soft and hard, human and non-human are made
and become significant (even though as we will see later
some would view these distinctions as arbitrary). This is
way in which company cultures form as well as how brand
strength develops in the public domain. It lends meaning
to product, project and firm differentiating it from an
ad hoc phenomenon to one which carries intention,
direction and identity.
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Summary
Following the lessons of biological science, we can know
nothing about any individual thing by itself, only of the
relations between things - things and their predecessors,
things and others in their type, the structures within
things and their relationship to structures without. The
reasons and terms by which things and human organisations
come to exist, as well as how their relation and relating
unfolds over time vary according to situation, condition,
environment and context. Examination of these
relationships forms the subject of analysis across a wide
range of fields, particularly systemic studies of
phenomena. The object is to improve understanding of the
relation between objects and living things (biological
and physical sciences), between people and between
individual groups and societies, and between people and
objects in the universe (human and social sciences) or to
improve design and practice, learning and application
(what may tentatively be called a science of reaction,
interaction, intervention and use).
There are also no random variations in human organizations
and artifacts. They are intentionally designed and exist
within a limited set to operate according to prevailing
rationales, conditions, ideologies and sets of
objectives. They came to be intentionally and
unintentionally shaped. Whether by adherence to explicit
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or underlying rules, as a response to recognisable
change, or through pure inspiration, creativity, will and
determination; what organisations produce comes to
fruition in society, culture and public domain, or they
do not. Just because something is prototyped, developed
then manufactured, this does not guarantee success. There
are a multitude of case studies showing tremendous and
costly research and development efforts which led to no
product and therefore no profits. But the residue that
was left was learning, either for the firm itself or for
interested others. Learning is particularly important to
innovation in the use and creation of new products.iv
Chapter 2 - Systems of acquisition,
acceptance and use
Business and industrial systems parallel but only find
closure in systems of acquisition, acceptance and use.
There exists no symmetrical model of
design-use/production consumption. As Silverstone and
Haddon (1996; p.44) have it:
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“Production and consumption are not related to eachother in a singular or linear fashion, but are theproduct of a complex pattern of activities whichproducers and consumer-users, as well as those whointervene in a facilitate the process ofconsumption, take part . . . innovation involvesmuch more than merely research and development orproduct launch. Innovation is a process whichinvolves both producers and consumers in a dynamicinterweaving of activities which are solelydetermined neither by the forces of technologicalchange nor by the eccentricities of individualchoice.”
In particular, sociologists view the rate of diffusion
and thus the economic value of an invention as primarily
a function of potential adopters’ perceptions of an
innovation’s inherent characteristics rather than as a
function of aggregate demand characteristics (Rogers,
1983). Value, relevancy and meaningfulness as much as
other qualities such as beauty, fun and ease of use –
usability – can never be forced upon those who would
consume and use products. They are not passive qualities
in any sense, they can only be realised in apprehension
and interaction. Good marketing and products is not
enough. According to Rogers, market acceptance is
influenced primarily by consumer preferences such as
“user needs”. Users accept and cope with the
inadequacies of products, or they do not. And there are
always inadequacies. That is not to say that this
mitigates appropriation and consumption, Krippnedorf for
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instance (1995) notes in relation to emphasising
awareness of product semantics in design:
“The experiential fact that that people voluntarilyaccept considerable inconveniences to drive the carof their dreams, live with the furniture that theylike, or wear clothes for which they are admired,suggests that other then technical criteria dominateeveryday life and individual well-being.” (p.157)
The Uses and Gratification (U&G) perspective (Rubin,
Perse, and Barbato) assumes that interpersonal
interaction through these and other media channels is
motivated by, and gratifies, felt needs and wants. Motives
are “general dispositions that influence actions taken to
fulfill a need or want” (Papacharissi and Rubin 179).9
Even the widely cited pundit of human-centred design
technique Donald Norman concedes that:
“In the consumer economy taste is not the criterionin the marketing of expensive foods or drinks,usability is not the primary criterion in themarketing of home and office appliances. We aresurrounded with objects of desire, not objects ofuse.” (Norman, 1988; p.216)
9 Papacharissi, Zizi, and Rubin, Alan M. “Predictors of Internet Use.” Journal of Broadcasting & Electronic Media 44, 2 (2000): 175
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Determination is always vaguer and more difficult to
grasp and quantify in the analysis of consumption than in
production. You can quantify units of inputs and outputs
in industrial and business systems one can account for
units sold. However, the ‘impact’ of new technology can
sometimes be vaguer. Usability, meaningfulness,
usefulness cannot be added on or some after thought
‘fix’, they have to be experientially realised. But as
elements in the complex of acceptance they are also privy
to a complex of contexts and conditions in their shaping.
This will be increasingly the challenge as technology
reaches deeper into the realms of human activity,
interest and behaviours. Computing not only becoming
pervasive, ambient or ubiquitous but humanistic: This
requires new levels of awareness of designers towards
people and new levels of sensitivity imputed into machine
design catering for the idiosyncrasies of users.
Firms
Firms: What they do, why they do it, how they do it
varies under prospects and constraints arising from a
wide spectrum of influences. In organisations these
manifest internally, such as management effectiveness, as
well as technical knowledge and expertise, and
externally, in terms of such entities as regulatory
regimes, suppliers and markets. A firm has been described
broadly as:
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“… an internal learning system in which the system’sinteractions… must now become a matter of directedtransformation of the whole system. These directedtransformations are in part the justification forthe business systems firm. But they oblige it tointernalise processes of information flow andsequential innovation which have traditionally beenleft to the ‘market’ and to the chain reactionswithin and across industry lines – reactions inwhich each firm had only to worry about its ownresponse as one component. The business firm,representing the whole functional system, must nowlearn to effect the transformation and diffusion ofthe system as a whole.” (Schön 1973: p.75)
Human, social, organisational, technical, economic and
business factors and knowledge waxes and wanes in
influence and in the development of organisations and
what they produce. Firms and much of their environments
like all social and living systems are in a constant
state of transformation and flux. Donald Schön makes the
case that many companies no longer have a stable base in
the technologies of particular products or the systems
built around them. But this is not isolated, entire
societies and all of their institutions are in continuous
processes of transformation. In order to be effective
they must learn to understand, guide, influence and
manage these transformations. The appearance of stability
is only an appearance. The task which the loss of the
stable state makes imperative, for the person, for our
institutions, for our society as a whole, is to learn
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about learning. What is the nature of the process by
which organizations, institutions and societies transform
themselves? What are the characteristics of effective
learning systems? What are the forms and limits of
knowledge that can operate within processes of social
learning? What demands are made on a person who engages
in this kind of learning? (Schön 1973; pp.28-29)
This is of course a problem for the application of social
science methods to the analysis of technology
development. Are we trying to capture a moving target? By
the time we write up the object of study has already
moved on.
Schön argues that social systems must learn to become
capable of transforming themselves without intolerable
disruption. In this ‘dynamic conservatism’ has an
important place:
“We must become able not only to transform ourinstitutions, in response to changing situations andrequirements; we must invent and developinstitutions which are ‘learning systems’, that isto say, systems capable of bringing about their owncontinuing transformation.” (Schön 1973: p.28).
The social glue is symbolic elements of the company, its
culture and its operating procedures and polices. The
physical glue is the politics of space and order, such as
‘open plan’ and ‘closed offices’ and boardrooms. The
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dynamics of change differs between firms and their
constituent social and technical components. Some
indication of there trajectory and velocity or
acceleration of change is very relevant learning for the
responsive organization. Product development does rally
though it lends fixed points in the chronological and
development roadmap.
One significant transformation comes through the two main
stages of innovation. Companies first innovate in their
products, but then, to be successful, they must innovate
and refine their processes. That is they must learn how
to produce what they have developed cheaper, faster,
smaller etc. Process innovation is essential to bring
price down and quality up. But it also requires review of
standards, procedures, and administration. This is
crystallisation. Once process innovation sets in, it puts
the whole company into an ‘efficiency mode’, with little
time, energy, nor inclination to look outside their
narrow ways into whole new approaches (Utterback, 1994).v Competitive advantage, once established through
discontinuous innovation, is maintained with kaizen
(continuous improvement), incremental product line
extensions or improvements (Morone, 1993).vi
Shifting from product to process innovation firms shifts
epistemology from single loop to double loop thinking. If
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they are successful, the result is that they
institutionalise and sustain. But the paradox is that in
most cases they can only sustain themselves through
redesign and innovation - the conscious creation of flux
and mutation.
At a high level the aggregated propensities and
activities of firms are monitored and constrained by
regulatory infrastructures dictated by government or by
adherence to guidelines of cross industry standard
bodies. They work in favour of the overall industry
sector or even entire economy by assuring agreement to a
single standard. At lower levels various industry
alliances prevail to condition structure and behaviour,
as will individual company policy and operating
procedures. At the micro level people interact with what
they build or use, constrained by their individual
differences such as motivations, presumptions, expertise,
skills and abilities. Tracking and monitoring these
processes, understanding the processes involved, where
and when such knowledge is applicable and necessary can
help in the strategic realisation of where firms and
their offerings can be steered and improved.
Returning to the biological metaphor, considered as
genotypes, organisations and artefacts inherit and bring
forward the aggregate of recipes and injunctions of their
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predecessors. Like individual human beings they possess
something of both the prospects and the inertias of their
ancestors. But in their operation they become unique,
always varying, especially in terms of effectiveness and
efficiency, and in terms of complexity. They have a
propensity to change the ‘way things are done’. This is
because different factors and/or influences are important
at different stages in the development of organisations
and artefacts. Unexpected or concatenation of factors or
influences can occur putting unexpected pressure on
strategic revision, even back-turning in activity and
strategic trajectories. In the beginning of projects
basic issues may dominate, like ensuring the technology
works, or how well teams are communicating and working
together.
What emerges is as much a product of their interaction with
their environment as it is of their individual capacities
and functioning. When structured, environment appears in
the literature dressed in various terms – systems,
matrixes, constituencies, universes, frameworks, fabrics,
and clusters, networks of other people, events and other
things. This includes other organizations (competitors,
markets, communities, suppliers, regulators, public
interest groups etc.), and conditions (state of economy,
GDP trends, tax laws, legal issues, changing
demographics, environmentalism etc.)
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Only in relation to this do they vary in their ability to
compel creation (what they make, how innovative or
compelling the offerings to customers and investors),
including their own, and in abilities to seduce and
sustain engagement (say, by suppliers, customers, users).
The modern business environment, inspired perhaps by
technology, toys with structure and therefore with the
freedoms and rigidities of social, industrial and
business relations. So we see the appearance of ‘virtual’
organisations, ‘matrix’ organisational structures, and
consumer-user ‘communities’. There is also the blurring
of traditional organisational boundaries. A recent
example is IBM extending along its value chain so much
that it now wants to ‘run your business’.vii This was a
company who originally made business machines, went on to
provide consultancy and now leveraging its knowledge to
encroach on the granularity of everyday business practice.
Technologies
Technologies: What they do, why they do it, how they do
it varies under prospects and constraints arising from a
spectrum of influences, forces and factors. In products
such as technologies this relates to design elements
within the product (keyboards, video cards etc.) and with
respect to supporting services and infrastructures
(internet, TCP/IP etc,).
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Artifacts such as technological products are also born
within a limited set; they also vary in the effectiveness
and efficiency of what they do. They vary in complexity
and in their ability to seduce consumption and cultivate
use and usage at individual, group and population levels.
They exist in a functional and usage environment which
includes human consumer-users and other non-living
artifacts, their functions and the natural world. Some of
these environmental aspects are complimentary (i.e. Sony
Playstations augmenting the use of television) and some
which can compete (say, for attention and usage such as
when the act of Internet. browsing replaced television
viewing time). Some are hostile (too much water or
humidity affecting operation, or children hitting a
switch too hard). Artifacts vary in their
interoperability, their robustness, durability, and
capabilities to be customized or personalized.
But the success, survival and sustainability of
organization and artifacts are always finite. They are
always limited by socio-cultural, knowledge, and
material, scientific and technical exigencies.
Availability, accessibility, absorbency, usability – they
all limit integration. Surpassing these constraints and
limitations through and by innovation is the project of
firms acting competitively (for instance Druker,
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1987).viii. The hallmark of sustainability is adaptability
and much recent management ideas, such as agility and
semi-autonomous teams mirror this. Prahalad and Hamel
(1990) define core competencies as "corporate wide
technologies and production skills that empower
individual businesses to adapt quickly to changing
opportunities."
How shape and scope, scale and structure are
conceptualized is through being crystallized in pattern
and anticipations. These are the ideas, the projections,
the designs, the symbolic collateral that organizations
and artifacts carry for interested parties including
management, project teams, investors, customers and so
forth. Technical standards and laws and rules governing
operation are examples here. This phenotypological aspect
is as crucial here as traits determined by inherited
hereditary prospects and inertias. More than ‘smoke and
mirrors’, this is how people come to trust and believe in
a firm’s capacities or a technical product’s prowess to
deliver value. Herein lies the engine of brand strength.
Same is true for feature and function; how organizations
and artifacts operate and come to be, is monitored and
adjusted in operation and in action. The opening salvo of
David Schön’s The Reflective Practitioner (1983) is directed
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against ‘technical-rationality’ as the grounding of
professional knowledge. Usher et. al. (1997: 143) sum up
well the crisis he identifies. Technical-rationality is a
positivist epistemology of practice. It is ‘the dominant
paradigm which has failed to resolve the dilemma of
rigour versus relevance confronting professionals’.
Schön, they claim, looks to an alternative epistemology
of practice ‘in which the knowledge inherent in practice
is be understood as artful doing’ (op. cit.). ixBut action,
to be meaningful and to be replicated, such as when
management researchers ascertain ‘best practice’ in a
given area of operations, it must pertain to some level
of generalization and be relevant to the largest
population. In order to do so it must render itself to be
easily described. Herein lies the juncture where action
ceases to become prominent in discussions of the social
shifting instead to highlighting the role of
communication.
In the management of everyday life we are so used to
thinking of, and within, patterns of one sort or another.
Think of how our personal everyday habits and routines,
the standard operating procedures (SOPs) of the firm, the
rules of law for citizens of state, household rules,
customs of our culture – govern what we think and do. Our
adherence to these ‘frameworks’ can be tacit, unspoken,
once we have consciously registered and assimilated them
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into our thinking and behaviours. We use these shared
codes to benchmark our actions and behaviours. We measure
individual opinions against public opinion in effort to
assimilate or differentiate ourselves against the notion
of a status quo. Learning to operate a new machine for
instance, like riding a bicycle, may need instruction and
practice. That is, until it becomes ‘second nature’ –
done with little conscious thought (Polyani, 1962, 1966).
Users
Users: What they do, why they do it, how they do is yet
another aspect that varies under prospects and
constraints arising from a spectrum of influences, forces
and factors. Silverstone and Haddon (1996) are amongst
others that view reversal or collapse in the roles of
production and consumption as a distinguishing feature of
recent society. Technology-push and demand-pull are seen
as two conflicting theories of innovation and diffusion
of products. The debate about the relative importance of
market demand versus technological opportunity has raged
since Schumpeter (1934). While Schumpeter argued that
entrepreneurs are driven by technological opportunity,
early studies indicated that increases in demand preceded
increases in inventive activity over the business cycle
(Schmookler, 1962). Research has tended to side with
Schmookler, concluding that user “need” is the most
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important driver of innovation (for a review see Freeman,
1982).
User ‘needs’ have been rarified in much of the discussion
of new product development in the literature. Their
capture and application within processes is less than
clear. A few prescriptive models and methods exist, ut
challenging this emerging consensus, Mowery and Rosenberg
(1979) pointed out that user “need” is not an accurate
measure of demand and that it is too vague a construct to
mean much. But it isn’t one or the other, and the
chicken/egg question is not cogent. Many cases of new
product design draw upon very significant resources in
their development and represent considerable acts of
monetary risk, but even so, Westrum (1991; p125) suggests
that “ . . .in some cases inventions predate knowledge
of their major uses.” Tauber (1974) puts the case much
more strongly when he says that most innovations, and the
need for them, are ‘beyond’ the foresight of most
consumers. Ortt and Schoormans (1993) suggest that in the
case of major innovations consumers “perceive products
incorrectly”, and suggest that any inferences from their
feedback is “of dubious value.” They claim that in the
marketing literature respondents’ evaluations of major
innovations are claimed be invalid; “. . . in the case of
major innovations, all consumers can be regarded as non-
experts.” Surely this is rallying call for
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technologically determinist designer and producers to
ignore any meddling notion of ‘needs’ and ‘users’ and
just produce new products with indeterminate outcomes
when delivered to market.
The first has it that technology is developed by firms
and then ‘pushed’ onto unsuspecting receptive consumers.
These like the mass media audience are considered no
better than passive dupes accepting and absorbing
anything that firms throw at them. In many ways this
characterises the mass manufacturing paradigm where
generic products are built for their utility value and
captured so forcefully in Henry Ford’s maxim “any colour
as long as its black”. The second has it that latent
demand will somehow precipitate in the emergence of a
succession of new products by perceptive and receptive
firms. This denies the ‘one size fits all ideology of
mass production, and is more suggestive of modern ‘post-
fordist’ manufacturing, one-to-one marketing,
customisation and personalisation that caters for a
divestiture of tastes and preferences. The technologist
has documented science to support the functionality or
nutritional value of the product, and the marketer has
data on what consumers perceive they need.
A balanced view here is that some products and services
are by nature simple utility based products that require
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little input from customers while others are complex
information intensive products which require significant
input from actual and prospective user bases. There is
world of difference in the complexity between tin openers
and a program which aims to provide fro ‘intelligent’
functioning. From a hermeneutic perspective the reader’s
production of meaning in the text occurs within a ‘fusion
of horizons’ - “the fusion of horizons of understandings
which is what mediates between the text and its
interpreter.” (Gadamer, 1979 ; p.340) Basically this
points to the symbiosis of a text, its inscribed meaning,
its interpreted meaning, and the “reader’s awareness of
the text as both similar to and different from those
experienced previously (Wilson, 1993: p.45).” By
substituting ‘text’ (or understanding it in the wider
sense that it is often referred to today, see for
instance Dezin, 1997), for technology, or more
accurately their characteristics, attributes, features
and functionalities, one can begin to understand
something of an avenue for a phenomenology of technology
that includes the worldviews of both parties. Rubin,
Perse, and Barbato drew on Schutz’s in the study of mass
media. They measured and verified three additional, but
arguably less interpersonally focused, communication
motives: pleasure, relaxation, and escape (Rubin et al.
625)10.
10 Rubin, Rebecca B., Perse, Elizabeth M., and Barbato, Carole A.
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While few commentators would argue that they exist in any
pure form, many business cases (including my own research
project of interactive television) suggest that the
realties of innovation always contain significant
elements of serendipity, chance and opportunity. Who or
what end-consumer-users are remains vague and non-
distinct, incomplete, improperly articulated, as indeed
can be their reactions with firms and technologies.
Overview
The material given in this book is an eclectic blend of
theories and ideas drawn from a wide range of sources. I
make no excuses for this, but I apologise that sometimes
the ideas will not quite bolt together in a wholly
elegant way. There is space for a chaos of meaning. The
propositions are at best prototypes in an outlook which
is crucial for considerations in the organisation and
management of technology, innovation and design. It is a
reflection of what is taking place in industry just now
and reflects the dilemma that many more firms will
encounter as they explore issues like intelligence and
pervasive connectivity in their products.
“Conceptualization and Measurement of Interpersonal CommunicationMotives.” Human Communication Research 14, 4 (1988): 601-628
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The first usability theme – the ontology of usability
All themes presented here are linked by their common
interest – how people, natural and fabricated
environments, tools and artefacts provide for mutual
shaping. From this process emerges knowledge and ways of
doing and seeing. It also conditions what is available to
use and how we can use it. Some of these are drawn from a
practitioner/methodological position such as studies of
human computer interaction. This is a broad church which has
developed a very broad outlook extending from philosophy
and the humanities (I am thinking here particularly of
Brenda Laurel’s idea of computers as theatre) to extremely
pragmatic rules of thumb for aspiring web designers such
as basic guidelines for designing good web pages (an
example here is Neilsen’s guerrilla usability). The main aspect
here of interest is exploring the notion of usability as
a disintegrated or integrated product or service quality
and also its relative place in the propagation of
instances of use and the development of usage patterns.
This is the first of three themes which will address the
notion of usability in this book.
The second usability theme – usability develops its
scope, advances methodologically
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A second feature of usability questions it as a product
quality relative to product and services which are non-
productive. This can be summed up in the notion of the
‘usability’ of media programming. Methodologically, the
Cartesian ideal of experimental psychology and cognitive
science—continuing the use of experimental apparatus of
laboratory-oriented classical psychology borrowed from
natural sciences—has been seen as unable to penetrate the
human side of the interface of commerce and technology,
end-use and technology. This is because these products
not only exist in the clinical setting of the laboratory,
or comfortable setting of the boardroom, the noisy dirty
environment of the shop floor, but more usually as elements
woven into the fabric of everyday life. The ethos of
‘everyday’ distinguishes the nature and value of these
technologies. What is the usability of television for
instance against that of a book? It is important to
analyze the utility of a technology before one considers
its usability; so what precisely is television’s ‘use’,
how is it used, when is used, under what social and
environmental conditions is it used and so forth.
Such a line of questioning takes the researcher form the
realm of computer science and HCI into media studies,
cultural studies, and social studies of consumption. The
periodicities and patterning of use – usage – are
enabling and constrained within a plethora of social,
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environmental and operative conditions. And similarly the
notion of usefulness, an all much more immutable,
subjective quality, arise in direct relation to the
circumstance of use, quality of using (including
usability an more general aspects of achieving goals and
objectives – themselves potentially very personal and
encroaching on the realm of personal taste) and how often
and under which conditions it is used.
Use is an event, its contexts and conditions can be
registered. Usability has evolved certain methods which
lend themselves to quantitative analysis. Usage is
periodical - it is frequency.
Usefulness is more difficult to grasp, it can be
intensely subjective and personal. It is not observable
and only measurable via attitudinal style questionnaires
surveys and phenomenological style inquiry. No one can
authoritatively dictate the interests of others. They can
suppose their interests and level of value, make
conjectures and inferences based upon analysis of use and
usage but they cannot say why someone has value in
something.
This question is related to concepts of acceptability,
usefulness, or utility. Davis et al. (1989)x has
developed a technology acceptance model (TAM), which is
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based on the theory of reasoned action (TRA) describing
the determinants of consciously intended behaviours
(Ajzen & Fishbein, 1980). According the TAM actual system
use is dependent on the behavioural intention of the
users to use. This intention is created by a positive
attitude towards the system which stems from a cognitive
evaluation process based on beliefs and norms.
According to Davis 'perceived usefulness' and 'perceived
ease of use' are strong beliefs in the attitude forming
process. Perceived usefulness is defined as the
prospective user's subjective probability that using a
system will increase his or her job performance within an
organisational context. Perceived ease of use is defined
as the degree to which the prospective user expects the
target system to be free of effort (Davis, 1993). This
model might be valid for interactive technology, which
will be used in organisational contexts. However, for the
use of information technology TAM appears to be too
simple, i.e. more factors might play a role. Prospective
users of information technology have more freedom to
choose between various applications. They are interacting
with information technology in a wide range of contexts,
and often lack adequate user support.
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The dimensions of use are also not monotonically related;
there are generally trade-offs between them. This
explains some of the paradoxical aspects of usability
analysis -high usability does not imply high usefulness
or usage, and many well-liked interfaces and systems are
poor from a usability standpoint. The theme of Donald
Norman’s The Invisible Computer raised the spectre of how good
products can fail and inferior products can succeed? This
became the theme for the book. When technologies are new
they are invariably clumsy, instable and difficult to
use. They engender engagement but remain complex and
difficult to learn and use. Part of their allure lies can
lie in the challenge they present. In use, if not design,
a game is not an engineering problem. Although they
ostensibly look similar, we understand there is a huge
difference in context and objective between a puzzle book
bought at the train station to while away the journey,
nervously tackling an exam paper, and completing an IQ or
other psychometric test.
But more generally Rogers (1995) has suggested that a
certain breed of consumer-users will overlook
instability, difficulty in use, inelegant appearance.
They wish to indicate to the world that they are on the
vanguard of advance; they are part of an elite which
surpasses difficulty to find arcane function. As the
market matures and competition and process innovation
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lowers price and raises quality the demographic of the
customer changes from technology enthusiast ‘early-
adopter’, to more general populations of ‘functional
users’. In doing so the customer set changes radically.
Now consumers want efficiency, pleasure, and convenience.
More than simply addressing media products such as
movies, games music and so forth such a notion of
usability is being applied to tangible goods and service
as well. This is touted as the ‘experience economy’. The
notion is that what we are paying for is experiences,
symbolic and otherwise rather than for perfunctory goods.
This notion intersects neatly with more recent product
development approaches in ICTs which speak of addressing
the ‘user experience’ (UE) in design.
The third usability theme – usability embeds in the
organisation and its processes
A third aspect of usability brings us to the realm the
social and organisational. It questions it an integrated
product quality and site of research in new product
development. Consider the following employment of
ethnographic work by Kodak.
One such unanticipated finding emerged from a studyof the ways people used digital cameras to capturevideo and still clips. The ethnographers discoveredthat photographers had to tell people when they were
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shooting video and when they wanted stills, so thesubjects would know whether to move around. As aresult of this finding, Kodak digital cameras arenow equipped with an indicator light that providesthis information automatically. Similarly, a studyof how people purchase and initially use filmcameras, generated insights on the shoppingexperience that led to revisions in the ways Kodakproducts are packaged and displayed in stores.Ethnographic findings contribute to the creation andrefinement of Kodak products and services becauseresearchers work closely with designers, engineers,marketers, and product planners. In most projects,the ethnographers take others into the field to seethe world from the customer's point of view. Theseexperiences, along with the analysis and insights ofthe ethnographers themselves, provide developmentteams with the knowledge and inspiration they needto develop truly user-centered products.11
Usability is political. What is its place in the
competing structures of knowledge that feed managerial
decision-making? Important questions are raised regarding
the place of usability in product and service development
and only recently are these questions being tabulated in
terms of the economic benefits. Likewise engineering and
marketing have long been represented politically at
senior management levels, and it is only very recently
has user focus been represented here. Clearly it is not
11 http://www.kodak.com/US/en/corp/researchDevelopment/productFeatures/anthropology.shtml MAy, 2002
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enough to build product and services, there propensities
must be communicated to those who may wish to acquire
them. Marketing and marketing research as practice has a
strong legacy institutionally, like engineering, and over
the years has evolved routines, methods and processes.
Marketing has evolved as a distinctive field within the
firm. The proactivity of building relevance for the
product and establishing customer niches compares to the
receptivity of market research capturing customer
feedback upon product. It is an established field in
management training and business studies. This contrasts
with user experience, user centred design, HCI, usability
have only recently become components of courses in design
and computer science.
For instance In IBM today a ‘Vice President of Ease of
Use’ .provides overall corporate strategy on user
experience. The remit is to communicate regularly with
executives across the company. Also a ‘Director of User
Technologies’ leads the integration of ease of use
programs into IBM’s management system with divisional
ease-of-use champions, including regular cross-company
tracking. A ‘Program Director of Corporate User Centred
Design and User Experience’ leads the further development
of UCD and UE methods, processes, and tools and provides
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leadership of and communication to IBM’s user experience
practitioners (Vredenburg, 2003).12
The relevance of usability to the firm and society are
explored much deeper in this book extending the essential
and necessary economic imperatives to that of a
‘contribution’ to culture and the future of design and
organisation. It is clear: there must be balance in the
firm regarding the organisation of knowledge between and
around marketing, technology, and user experience as they
all play critical roles, but one cannot dominate the
others.
But technology appears from a management perspective as
more certain, controllable and predictable in terms of
application and consequence. It is manifest and has fixed
attributes (standards) and functions; it is often
available as bolt-on system to be integrated. It has
interoperability along fixed lines. It is crystallised.
For firms developing technology it is naturally centre
stage and a pre-occupation, organisation and activities
are structured around it. For firms simply using
technology it remains a key resource commanding
significant budget, and needs proper representation at
12Vredenburg, K. (2003) ‘Building ease of use into the IBM user experience’ IBM Systems Journal, Vol 42, no 4, pp.517-531
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board level. Its power has grown in power with the
continual march of ICT into all manners of enterprise.
Such an idea calls for extending our view of both
usability as an integrated product quality, a development
company practice and with respect to our considerations
of the value and meaning of media in our lives. As much
of the literature on usability has tended to be
prescriptive, I am moving into high-risk unchartered
territory. But it does come at the backend of serous
research into creativity, organisation and technology
over the last 20 years. In order to approach these topics
there will be excursions into areas as diverse as
interpretative social science theory and method, systems
and associated theories, science and technology studies,
and more general frameworks arising from industrial
practice and design and innovation research.
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Chapter 1 - Pattern
Pattern: it is all around us. Everywhere we look, feel,
and listen. Even smell has pattern, stored as such in the
brain. Patterns existing in the physical world, enter our
brains via perceptual systems to creating patterns, The
internal patterns of the brain index with those from the
physical world and those stored patterns of associations
Can we ever have structure without pattern?
Humans use patterns to order the world and makesense of things in complex situations. Give a childa pile of blocks, and he or she will build patternsout of them. Give an adult a daily commute, and heor she will build patterns within it.13
We search for patterns when we enter an unfamiliar space,
meet a new person, listen to a new piece of music, use a
new device. Most important is that we also manifest patterns
as we act, as we communicate and behave, and indeed, even
as we seek out and acknowledge patterns in others and our
environments. At certain levels of analysis people repeat
things, we have routines, habits, necessary functions we
must perform to sustain ourselves, learn, socialise and
entertain ourselves. These can be subjected to13 KURTZ AND SNOWDEN IBM SYSTEMS JOURNAL, VOL 42, NO 3, 2003 p. 466
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statistical analysis. The search can be effortless,
casual or exacting; it can be tacit or explicit. We look
and listen, touch and smell. We may use microscope and
telescope, system-logging of user responses and website
reporting, we use social science inquiry like participant
observation or we can use police inquiry. Digital pattern
making in spreadsheets and datasets, and pattern
recognition by neural nets are a long way from the
sophistication of human understanding of the relevance of
pattern.
The creation and search for pattern, for proportions,
periodicities and measures is so prevalent it seems part
of a basic human trait. Its how we make sense of atoms
and molecules, solar systems and galaxies, individual
neuron firings to nervous systems and organ functioning,
individuals to groups, societies and cultures, syntax,
vocabulary and prose, from fibre to thread to the
intricacies of Persian rugs, from bricks to houses,
cites, binary code to applications and the internet,
individual purchases to national and global economies.
In an attempt to link heaven and earth ancient builders
followed canons, some coded in texts like the bible,
which dictated proportions which linked stars and planets
to the building of temples and other artefacts. This
provided them with a tangible link between the everyday
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experiential world and that of the cosmos. Patterns once
acknowledged on a cultural level become tradition, a
conservative force which can positively challenges
adaptation and innovation. It is more easily
transmitted, than abilities that lean towards novelty and
creativity. It confers ontological security and the sense
of a stable environment or society. This is largely what
Csikszentmihalyi's (1990)xi is speaking of when he refers
to flow. ‘Flow’ underlies the psychology of optimal
experience and what we can recognise from when we get
lost in a good book or watch an engrossing movie. The
familiar and expected sublimates us into the passage of
time, whilst unfamiliar events or situations cause
stress, possibly adrenalin rush, and jolt us to a
heightened state of apprehension and awareness.
But what in the universe is stable? Donald Schön (1973)
takes as his starting point the loss of the stable state.
Belief in the stable state, he suggests, is belief in
‘the unchangeability, the constancy of central aspects of
our lives, or belief that we can attain such constancy’
(Schön 1973: p.9). Such a belief is strong and deep, and
provides a bulwark against uncertainty. We try to make
‘brute facts’ ‘objects’, but money (paper and ink) only
carries the significance it does because we all recognise
that we do. And we continue to do so.
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Combinations or patterns of elements are always being
sought, identified, reconfigured, applied as a governing
ethos as powerful as the periodicity of a daily rising
sun. It seems that under analysis that our whole
universe, micro, meso and macro are patterned. But much
scientific inquiry is aimed at an over insistence that
the only explanation is the simplest one. But such
explanation must situate within a larger gestalt, always
of one thing in relation to others. Even the most
chaotic and random events finally appear to possess
underlying structure and submit to taxonomy. Digital
technology is all but a tool in this boundless search to
establish pattern and meaning.
He same is true in the conductance of everyday life. When
we switch on our TV we expect the screen to light up. If
it doesn’t we are unsettled and embark on processes of
problem solving. Chris Argyris and Donald Schön's
(1974)xii starting point was that people have mental maps
with regard to how to act in situations. This involves
the way they plan, implement and review their actions.
Furthermore, they asserted that it is these maps that
guide people’s actions rather than the theories they
explicitly espouse. One way of making sense of this is to
say that there is split between theory and action.
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Akiko Busch in Geography of Home, indicates that it is
often only when technologies breakdown that they, their
use, and their function, comes to conscious awareness and
focus.xiii Then, and often only then, do we realise their
relevance and integral nature in sustaining the smooth
running of domestic affairs. Most relevant to the story
is the way in which addressing breakdown led to
reconceptualisation - a taking stock of the contexts or
the 'bigger picture'. Busch reflects on her tale of her
faulty septic tank pump thus:
"While I reject categorically the idea that my house(or any other) has a personality, I have come torealize that it does have a language of its own, onethat includes not only the slight sounds, hums, andvibrations of all electrical appliances that keep itgoing, but a host of other interior systems, anetwork of social and cultural currents, thosehabits, beliefs, and values that also make itfunction. And I realize, too, that it is by beingattuned to all these systems that we might arrive atsome genuine understanding of what it is that givesus power to the places we live." (Busch, 1999:p.163)
She alludes here to the home as a seething, living
complex of elements and dynamic flows, an exchange of
energies and industry. As such she hints at how the home,
the domestic, its contents, activities and technologies
represent a whole, a dynamic open system, and a special
case for study. While her example hints at an animistic
view of the home, the home considered as a living entity,
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she does not promote a blurring between human and non-
human elements (as we shall see later is promoted in
actor-networks). Instead, she shows how they fuse. Mesh
in a meaningful way, which lead to an enriched view of the
environment in where she lived.
We always have operational expectancies regardless if we
are speaking of armies or football teams or of everyday
labour saving, communication or entertainment devices.
Psychologically, patterns afford us an ontological
security, a sense that there is some limit to change,
that things and events can be consistent and predictable,
that they will repeat or at least move in a direction or
trajectory ‘that makes logical sense’. In this frame they
are viewed to replicate and can be replicated. Patterns
and their recognition hold the promise of results through
application of knowledge.
Meaning
Can we have meanings without structure or pattern? As
Ulrich Neisser indicated in Cognition and reality (1976) we do
not perceive things in themselves – i.e. pure stimulus -
but the meaning things have for us. Meaning is complex
web of emotional and intellectual responses to a given
event or artefact. All our Metaphors and symbols of
‘reality’, what we register in our nervous systems,
neurons firing in particular sequences and configurations
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in the brain, what we learn through direct experience and
what we pick up from media and social interaction all
meld into a whole, a particular succession of sensations
and experiences. We learn to recognise succession in this
way. We are given a helping hand by parents and teachers
and others in society. Familiar situations function as a
precedent, or a metaphor, or... an exemplar for an
unfamiliar one. (Schön 1983: 138)
The naming of things, nouns, helps transference of
meaning. For early humans this ability picked things out
socially, isolated patterns from a white noise, an
infinite continuity of unstructured sensory experience.
Corresponding sounds became individually shaped and
socially accepted to stand for things that had
recognisable pattern, and as such there was the prospect
of remembrance and transmission, eventually in written
text. Gregory Bateson (1988)xiv draws our attention to the
fact that language depends on nouns, but other forms of
communication such as biological communication depends
upon the relations of things to one another. He also
warns us an overly dependent use of reductionist science
can hinder us from understanding part to whole, and
similarly this can happen when we reify things with
nouns. We can know nothing about any individual thing by
itself but we can know something about the relations
between things. An organization’s behaviour – what they
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produce, how they produce it (product and process) -
their ability to respond, adapt and cope – is what
characterizes them, differentiates them from others, as
indeed does the constraints they encounter when they
operate. Since the early 1970s Donald Schön’s central
argument is that ‘change’ is a fundamental feature of
modern life and that it is necessary to develop social
systems that can learn and adapt.xv
Patterns take on meaning, and meaning takes on pattern.
And in doing so the succession of sensations and
experiences group and come to be registered, stored and
encoded in the brain. Importance varies regarding
patterns corresponding to something like Maslow’s
hierarchy of needs. Lower order needs have to be
addressed first, but once satisfied, lead to higher order
needs. The development of civilisation can be mapped to
Maslow’s generalisation, as indeed can be the development
of technologies, - where once we were entirely
preoccupied with cultivating food and providing shelter,
we now spend protracted periods of time watching TV and
playing video games.
The tools and technologies of agriculture and industry,
aimed solely to labour save and at production, give way
to the heterogeneity of the microprocessor and digital
networks capable of providing for knowledge work or
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knowledge play. Indeed, work becomes play as in
simulation games such as SimCity and The Sims teach us to
consider the management and governance of municipalities
and human nature and outcomes. The prospect of the digital
battlefield is considered as a blurring of video games with
real life consequences. Simulations relate to the real
world, as the development of the brain relates to the
development of culture. It is difficult to ascertain the
primacy of art mirroring nature, or nature mirroring art.
When looking at a situation we are influenced by, and
use, what has gone before, what might come, our
repertoire, and our frame of reference. Meaning also
arises and is interpreted via our worldview or
Weltanschauung - the similar, shared and yet unique and
individual way we value, judge and make sense and
wholeness of disparate experiences. We are able to draw
upon certain routines. As we work we can bring fragments
of memories into play and begin to build theories and
responses that fit new and unfamiliar situation.
Interpretive social science approaches such as
ethnomethodology and phenomenological inquiry seek to
explore similarities and differences in articulation of
reality between individuals towards an end of
understanding patterns of meaning, or themes.
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In an artificial world where we have to decode so many
symbols of reality everyday, we have no choice. But
fortunately all things artificial were built,
unconsciously and of course explicitly to accord with to
the needs and requirements of a generalised human sensory
apparatus and understandings, as well as to that of a
shared and mutually beneficial culture. This enshrines
the intimate relation between individual creativity and
cultural ‘acceptance’. or ‘appropriateness’. It is to
some degree hardwired into our nervous systems –
McLuhan’s ‘sense ratios’ as a result to constant exposure
to the abstract and artificial creations of our species.
It is conduit in the complexities of the relation of
micro to meso and macro levels of reality.
“There is a sequence in the functioning of memorythat can be seen passing from the biological intothe cultural realm. First the cerebral storing ofinnumerable items of experience, then theirconcentration into images that begins the breakdownof the wholeness of experience hence to the controlof life’s matrix; next the formation of fixedsymbols and more especially the sound symbols oflanguage that make it possible to sharpen theidentity of things by the giving of names and totransfer memories and images from one living humanbeing to another. Finally, the invention of writingthat extends memory outside the living group to allgenerations of all mankind. By these means whatstarted as the momentary experiences of singleindividuals may be built into a great and long-livedcultural tradition.” (p.166) xvi
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In this sense this is good for the discussion raised in
this book. It offers a basis for a shared horizon of
meaning between those who design and produce and those
who use and consume. The designer as celebrity like Stark
or Alesi or the unsung industrial designer producing a
‘classic’ design are like the film star or rock artist.
They have impact, to varying degrees, upon culture and
individual taste, aesthetics and meaning. Their success
in doing so, and how this is hindered, is a key theme in
this book and of vast interest to designers and marketers
in the new millennium. Donald Schön considers the
processes and development of reflective practitioners
(1983; 1987; 1991).xvii The heart of this study was, he
wrote, ‘an analysis of the distinctive structure of
reflection-in-action’ (1983: ix). He argued that it was
‘susceptible to a kind of rigor that is both like and
unlike the rigor of scholarly work and controlled
experimentation’ (op. cit.).
Hard-line semioticians
Hard-line semioticians would have it that even our
apprehension of nature is symbolic, constructed as it
were. It was Berger and Luckman who spoke first of the
social construction of reality but this rests upon a legacy of the
verstehen tradition. This means that a setting sun means
peacefulness and relaxation or the end of the day, and
that a snow filled landscape equals ‘cold’, ‘barren’ or
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even ‘Christmas’, the season to spend. Likewise no firm
or product enters the market with a clean slate, that is,
without some ideas about how to proceed or without
strategies about what might work or what it can or may
do. Even when the market ruthlessly punishes bad
decisions and/or lack of knowledge firms can only respond
by ‘reading’ the lessons the market is teaching and of
course making internal changes to suit. That is firms
treat external changes as a ‘text’ as a symbolic
construct, to which their only response is to change
their patterns of behaviour, or that which they produce.
We communicate symbolically and all designs by humans for
humans carry symbolism - the icon on the mobile phone,
the brand name, the door release on the underground
train, the graph on the television screen, the
lightswitch at the side of the door, the figure on the
banknote, even the entire written philosophy of
Wittgenstein and Heidegger and those who critique them,
the billboard urging us insidiously to buy or at least
express a little interest in the lifestyle depicted.
Schatzberg (1999) studied the shift of aircraft material
from wood to metal in American airplanes during world
wars. Schatzberg argues that the shift to metal was
reinforced by the “progress ideology of metal” suggesting
that symbolic meaning of material “is not neutral; it can
become linked with systems of power in a way that
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distorts understanding and restricts human choice. In
such cases, symbolic systems become ideologies, and these
ideologies can exert a powerful influence on technical
change.”xviii
As children we develop, or do not, the ability to decode
meanings inferred in symbols and they effect how we
interact and develop meaning in the world with each
other. Such abundant symbolism is a legacy and a product
linage that we adapt to as we engage in lifelong learning
to decode and encode reality. 150 years ago the idea of a
child lighting an entire room by a touch of their finger
would be abstract, and this is but one example.
How we react and cope is indicative of what we prize as
‘intelligence’ and this is not the abstract
‘intelligence’ of experimental psychology and IQ tests
but the common sense know-how and know-to that gets us by
and helps us achieve our everyday goals and solve
everyday problems. The first thing ‘putting a spanner in
the works’ here is that there is no certainty in
communication acts. This is certain, some things we
share, some things we can‘t, won’t or don’t. Some
experiences we can articulate if asked the right
questions some we cannot. There is always an element of
misrepresentation and misinterpretation within
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communication systems, and this is regardless of form,
physical, technical or symbolic. Things and their
meanings are only ever partially shared. If I design a
piece of music on the PC I can only partially translate
its meanings to you when I play it back or give you a
disk so you can listen to it later. What I am attempting
to translate is an arcane mix of emotions and technical
rationale which is intensely personal, but still will
have recognisable and shared elements. Enough so you can
partially understand ‘what I am getting at’. ‘Pure’ or
‘radical’ works of art by uncompromising designers or
artists can prove very difficult to interpret or use.
What I am attempting to transfer to you via this book,
regardless of the employment of emphatic prose, remains a
compromise. I can only partially engage you in what I am
trying to say, and I can only partially get my
articulation across. It’s the same if I make a device to
augment your everyday life, it too will represent an
imprecise measure in the palette of human exchange. But
in the way it is compromised, how is it compromised? And
why is it compromised? Is it a playoff? Is it a political
or ideological compromise, or rather more likely an
economic compromise? Is it due to lack of empathy? Or is
it due to stubbornness on my behalf? These are only some
of the questions that I can ask as a producer or
marketer.
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Meanings in groups and teams
While we have great latitude to read or misread things at
the individual level we have less so as a group, the
group consolidates and consumes difference or it ceases
to function and dissipates. Institutions are
characterized by ‘dynamic conservatism’ – ‘a tendency to
fight to remain the same’ (Schön 1973.: 30). But the
forces of entropy work for physical and living systems as
they do for social systems. The final outcome of
democratic or consensus processes of interpretation are
most definitely compromises. Without shared meaning we
would be embodied in a rudderless ship with no chance of
developing goals or objectives in the world. It is well-
known that ‘design by committee’ has its strengths and
yet can manifest weakness. It is dependent largely upon
the alignment or congruence of the various parties in
acknowledging an apparently common view.
Today with virtual teams, strategic alliances and other
advanced forms of organizational structure alignment, and
its recognition, are more important than ever. In cases
where all parties feel (equally?) compromised, the net
result will always be less than perfect; indeed this can
end in stalemate. The emphasis upon creative teams in
product development is a first attempt by industry to
mimic the messy real world of consensus building that
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take place out with the organizational boundaries. As
such it is an attempt to create microcosm and to minimize
misinterpretation and miscommunication. It is the
precursor to recreating the messy world of deployment and
commercial and lived realities in product and marketing
trials. It is not just recreating mess but learning to
cope with it and minimising its impact in denying our
ability to forecast
Team members with complementary skills and knowledge, if
reacting in consensus, should produce a more accurate
model of what can, should and will be produced - one
which more sensitively balances internal capabilities
with outside possibilities. They debate and lobby from
their own expertise, and they bring to the table
knowledge of their own expert domains with associated
knowledge of relevant internal and external developments.
These act as lenses, or hindrances, to congruency. It
should produce better results than if their thinking were
‘manufactured’ or ‘controlled’ by decision-making groups
higher up in the organization. Herein is the nature of
decentralized organization.
But lack of ‘fit’ is a godsend for innovation, just as
the political left and democrats are renowned for their
praise of the dialectic, it manifests between senders and
receivers and opens the prospect of a biodiversity of
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ideas and rich opportunities for innovation. But only if
only we can register, see and exploit them, and resolve
ideas to action. The way societies learn about
themselves, and the processes by which they transform
themselves, is through politics, and the essence of
politics is learning through public deliberation, which
is the characteristic of effective learning systems.
(Ranson (1998: 9) xixThey can be, and sometimes are,
grasped by firms and teams who have the capacity and
capabilities to record, learn, develop and produce. In a
world of perfect fit there are no needs and requirements,
no way to compete, no way to improve product and process.
But it is not the sole prerogative of the corporation tomanufacture and propagate wider society and culture, thefinal sites for developments, where innovations aredeployed. They are usually beyond the sphere of influenceof any one firm (unless they are called Microsoft!).There is an in-built tendency for people to subvertoverly rational structures put upon them. Customising,making something one’s own, or altering it in some way sothat it functions better is not just a common practice,but an essential practice in helping products evolve andachieve success. This is not new, the ancient warriornever fashioned spears that were too short or too long,the craftsman always adjusted aspects of his creations tobetter suit the needs and whims of his client. HenryFord’s “any colour as long as its black” manifests in the
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field of architecture where Lang, et al. (1974) identifiedthe received view in architectural thought as: “peopleare infinitely adaptable, that they will respond in theway that they will give up normal tendencies topersonalize the spaces in which they work.”
As Krippnedorf (1995) notes in relation to emphasisingawareness of product semantics in design;
“The experiential fact that that people voluntarilyaccept considerable inconveniences to drive the carof their dreams , live with the furniture that theylike, or wear clothes for which they are admired,suggests that other then technical criteria dominateeveryday life and individual well-being.” (p.157)
Production is also accomplished, completed if you will,by consumers who appropriate, use and cope with productsand services within their activities and in doing somanifest implicit communications which can register atkey micro, meso and macro levels. In doing so, theyeffect social, cultural, economic and organizationalevolution.
Indeed, we should unveil the common place and make the
familiar unfamiliar and remember the remarks of design
theorist David Pye in the 1960s:
“Who wants a car to get hot? Or wear out its tyres?Or to make a noise and smell? . . . Nothing wedesign or make ever really works. We can say what it
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ought to do, but that it never really does. . ..Things are not ‘fit for their purpose’ “(p.10).
Successive generations may abide by the codes and rules
of design inherited from predecessors or they may be
inspired or coerced to effect alteration and change -
innovation. And change always implies risk. Things and
social institutions change or are changed in order to
effect adaptation to miscommunication or
misinterpretation, or perceived or actual lack of ‘fit’.
This can be the appearance of internal or external social
or technical elements ‘enforcing’ change (i.e. regulatory
changes), sometimes economic or political necessity
(changes in the wider economy, legal frameworks),
sometimes it is tactical and sometimes strategic
(competitors actions, changes in technical
specifications, wider societal trends).
We look at the sky and the dark clouds overhead tell us
to expect rain . . . it does not. We watch the weather
report on TV the symbols on the screen and the
commentator’s dialogue tells us to expect rain and there
is none. Our models and constructs help reduce complexity
and help us focus our decision-making and choice, just as
theories and methods help focus research efforts in
science, technological innovation and environmental
scanning. Alan Ganek summarized this with respect to
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computer systems: “The computer industry has spent
decades creating systems of marvellous and ever-
increasing complexity. But today, complexity itself is
the problem.”
But they are not perfect; they do not and can not
guarantee success, just as the information source may be
wrong. But through their employment they do appear to
smooth the chaos of existence, highlighting the most
relevant areas to focus and aim the ‘controlled’ chaos of
development.
Models, constructs, theories and methods bear relation to
each other as ideas and maps of activity. Praxis, a term
used by Aristotle, is the art of acting upon the
conditions one faces in order to change them. It deals
with the disciplines and activities predominant in the
ethical and political lives of people. Aristotle
contrasted this with Theoria – those sciences and
activities that are concerned with knowing for its own
sake. He considered both are relevant to the development
of societies. That knowledge is derived from practice,
and practice informed by knowledge, in an ongoing
process, is a cornerstone of development in pragmatic
science, design and engineering.
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Social science method acts as the interface between the
designer, researcher, the world and whatever phenomena
are being constructed or placed under study. As Poole and
McPhee (1985) have it; “what we can know is determined by
the available methods for knowing.” Indeed, in both
social research and in product design and development the
strange and the familiar are both pertinent and to be
sought. The strange or mysterious, are often considered
to be ‘problems’ which need to be ‘solved’ so that
advance can be made. This is highlighted in the historian
of technology Thomas Hughes’s notion of reverse salients –
these are elements of an overall system development which
lag due to unforeseen problems. They hold up overall
system development.
Systems then become self-referential regarding their
operational and design defects as it were, the mysterious
becomes sensible when it is cast in a luminous frame (for
example Bateson et al, 1956). But what of when the
commonplace becomes puzzling when its complexities are
revealed (e.g. Henry, 1975). In the latter case the
notion of everyday life with relation to the
appropriation and consumption of technologies has opened
up a Pandora’s Box in terms of present and future
applications for information technology.
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But understanding and knowledge generating activities
require time and place in organizational activities and
structure. Their return on investment or ROI may not be
immediate or even figural in terms of end of tax year
accountancy. Their value is less discernable than
consumption of raw materials, the cost of human labour,
the cost of utilities and plant and the production of
hard artefacts. Understanding the consumer-users
phenomenology of ‘everyday’ life, is a much bigger and
complex problem than understanding the ‘usability’ of
your new device, and that is a bigger and more complex
problem than understanding how many chips you use in the
device, their cost and how many man hours in its
development.
Similarly, in business our contracts also help formalize
our relations with outside agencies, focus our
behaviours, and limit our use of resources. All this is
reduction - reduction from a large set of possibilities
to a narrowing of the determinism of mutually beneficial
actions. But there is a notion that hiding complexity,
behind words and software interfaces can cause
complications. Interfaces which mask complexity render
the user, either party, powerless to improve it. If a
transaction breaks down, you are left helpless, unable to
solve what might be an underlying design problem in the
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wording. You need to call on an expert, legal or
technical.
All commercial activity utilizes technology and
knowledge, and all business is all about being social.
And to the crux of the matter, what I would like to do in
the remainder of this book is consider communication with
respect to the ‘social’ and the ‘technical’. I believe
that this is best worked out in the course of a tour
through recent developments and consideration of the
foundational backdrop against which they have played out
– particularly with respect to technical system
development and its use. At a high level, though,
communication, the social and the technical is the
property of being manifest in and as a part of the world.
Examining the challenges of first identifying elements,
then considering the interface and interaction between
elements, I propose a way out of the management and
innovation dilemma facing emerging industry, and society
based upon connectivity and mutability. In order to do so
we need to make a clear distinction between the concepts
of method, technique, and tool and this tour will
introduce some of these, hopefully for new audiences.
Enlarging usability as a research project
Design exists in the interplay between tradition and
transcendence, between what came before, the ways of
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making and doing it, and a drive for innovation and
betterment. One of the aims of recent design is to
improve the usability of devices and interfaces.
Usability - the design of ‘ease’, ‘effectiveness’,
‘efficiency’ and ‘satisfaction’ of use. This is perhaps
best understood using a Darwinian metaphor – the notion
of ‘fit’. ‘Fit’ as applied to the instance of products or
services, is when their intended function and purpose
matches that of their apprehended function and purpose,
to the delight of those who will be willing to pay for
it. Usability as a quality plays a significant role in
this process of fit, as frustrations on behalf of those
who use arise from disparities of anticipated function
from actualised function, or from poor representation of
function in visible elements of its design, or even
through marketing, advertising and promotional activity.
But herein lies a contradiction. I have already claimed
that lack of fit is a godsend for innovators, it opens
the prospect of improvement of products by their
developers or heir competitors. Usability closes lack of
fit, so in some sense it closes the prospects of
improvement, and so is anti-innovation. Usability as a
practice comes under fire within development firms due to
its intrusion of fast development cycles. .Also
usability as a semi-explicit quality of products
completely melds into the development of ambient or
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pervasive computing applications where there is complete
transparent in function and operation of devices.
To design usability effectively represents a real
challenge to designers, particularly if they have
impoverished concepts or knowledge regarding the contexts
of use, how the product is encountered, apprehended,
interpreted and used by users. Other factors are
important such as the technologies interoperability with
others or with communication networks .As such it
straddles the worlds of perception, learning, and
technology key themes in human-computer interaction (HCI).
A focus on purely functional dimensions of a product is
no guarantee of ‘fit’, as intangible elements can
contribute to its apprehension in the minds of those that
use and consume. Usability as either aim or experience
can be said to only really exist as both a product of
contexts, and as a product which can only be apprehended
within contexts - technological, informational,
historical, social, individual. But most importantly it
is both created and apprehended also through practice –
i.e. use and usage. It also relies on the substance of
the communication act itself, whether this means the
features, functions, texts or symbols denoting the
designer’s and producer’s intended purpose/s.
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From a usability perspective it is the users’ perception
of product qualities which is important, and it is these
which need to be captured and translated to designers and
managers in meaningful ways, in order to produce relevant
feedback into innovation effort. Beyond simply
imaginative or speculative views of potential needs and
requirements regarding a product, lie perceptions of use,
consumption and users informed through various kinds of
research practice. Research practice is the means by
which users and consumers are themselves ‘designed’ by
firms, either as an “ideal” or “necessary” to “complete
both the function and vision embodied in the artefact.”
(Silverstone and Haddon, 1996; p.45) This can often act
to problematise the notion of user value and behaviours
for guiding early ideation and design, it can also be
used politically within the firm to win senior managerial
support for projects, or even in validating the prospect
of new innovations to the wider public domain (Nicoll,
1997).
The origins and development of human factors knowledge
The origins of human factors knowledge in its application
of design have a very ancient beginning. At a strategic
point in human cultural history humans began to adopt the
general habits which we can still identify today
including ‘making things for others to use’.
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“Early in our history it became usual to inhabithouses built on the ground, to wear ornaments andsome clothes, to cook food, to live in familygroups, with wider social allegiances that mightlead to warfare, to work and to play, and to use allremaining social energy to religion and the arts.”(p.52)xx
By this time humans designed and crafted “tools for
cutting, piercing, hammering, and smoothing . . . The
Palaeolithic artists of Western Europe understood outline
drawing, engraving, polychrome painting, modelling and
carving in relief and in the round.” (p.53) These
abilities supported and augmented abilities to
domesticate animals and cultivate crops. This was the
appearance of control and management, patterns of
recognisable actions and predictable reactions –
intelligent anticipations - that furthered the separating
of humans from the chaotic force of nature.
“The self-consciousness that intensified with theelaboration of the cerebral cortex, making man moreand more aware of his actions and of his separationfrom nature, was to take two main and opposingdirections. One was towards controlling theenvironment. This led immediately to tool-making andthen on to the while accelerating course of ourtechnical and scientific advance. Here analysis, thebreaking down of the whole into manageable parts,has been the means, and the ends are whollypractical and material. The other direction istowards reuniting the part with the whole, man with
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the universe from which his consciousness seemed todivide him. This way led to ritual art, religiousfaith, mysticism, and some aspects of philosophy.Metaphor, simile, symbolic enactments and otherunifying forms have been means, and the endsessentially, are not practical or material.” (p.166)
They were making artefacts for others to use, such as
pots, weapons and hand tools, the maker, the craftsman,
had a fixed formulae that had latitude in variation.
While there were essential conformities, different
variations catered for differing purposes.
Without doubt the industrial age, only a 150 years old or
so (two human lifespan end-on-end?), not only brought
with it the ability to create new mass markets, but also
the need to reorganise labour. Just as the need for
weapons drove ancient innovation in design, so it did
when the revolver company began the first production
lines during he American civil war.
The old craft tools were themselves a product of crafting
by their owners, making them better fit the user and the
job. But the industrial age gave rise to more generic
machines and technologies, and more generic products.
Work specialisation gave rise to the generic worker the
cog in the machine.
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With new forms of distinction in what operators could and
could not easily achieve when carrying out their assigned
functions. Basic physical traits such as smallness or
strength would dictate job role. Physiological
differences also came to the fore, determining how one
person physique and frame predetermined their suitability
for the job (i.e. could they reach and turn this
stopcock?). Accidents were considered a nuisance rather
than highlighting where machinery was dangerous and in
need of serious redesign. They were a particular nuisance
when one had to train a new operator/repairer. This
further hampered production. As machines diffused into
owner operator concerns such as in farming a concern for
safety eventually highlighted.
What eventually became apparent was that levers and stop
cocks difficult to use, placed in inaccessible or
inconvenient places, or dials and other system feedback
elements which did not provide accuracy also had an
impact of the efficiency and effectiveness of the machine
and its operator. Psychological differences also appeared
in that some people could pick up the operating
principles more quickly and learn faster than others, and
some could remedy minor glitches or breakdowns better
than others. It became clear that machines, particularly
their interfaces, should be optimised to their operators,
and that operators should be parsed according to their
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socio-cognitive abilities to learn and operate machines.
But how much was poor design to blame, and how much was
poor human resource management? Clearly for the sake of
flexibility it was necessary to optimise controls so as a
given machine, whose design was to be replicated could be
used by the largest population of potential users.
Such perspectives were given a considerable impetus by
the Second World War. With the outbreak of war it soon
became clear that there needed to be significant
investment of financial, intellectual and engineering
resources in order to improve many diverse areas
contributing to the war effort, including pilot training,
personnel selection and target tracking performance. It
had become immediately obvious that serious performance
shortfalls existed with some manned equipment and both
human factors and ergonomics were given a great boost
when efforts to address these and many other problems
brought together a host of professional specialisms,
including psychologists, physiologists, and engineers.
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The discipline of Ergonomics or Human Factors started tobecome formalized after the war. Ergonomics is describedas a study of work, and its environment and conditions inorder to achieve maximum efficiency. The essential ideais placing humans as the centre of attention in systemdevelopment. Systems cannot be considered to be trulyintegrated without the appropriate matching of users (andnot forgetting maintainers), the technology or equipmentwhich they will use, and the environment within which theequipment will be operated. Ergonomic studies havelargely focussed on identifying human factors - humancognitive and physical capacities and limitationsrelative to the design and specifications of task,technology and machinery. Part of the product of thisresearch has been translated into guidelines andprescriptive measures regarding the size, positioning andother characteristics of hardware and display items. Itis a scientific investigation into the relation of peopleto machines.
The 1950s saw the developed and diffusion of computersand more complex into business. In the mid-1960s, taskssuch as filling seats on airplane flights or printingpayroll checks had been translated into requirements thatresulted (with some trial and error) in successfulmainframe systems. In the mid-1970s, minicomputerspromised to support groups and organizations in more
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sophisticated, interactive ways, and office automationwas born. Office automation tried to extend and integratesingle-user applications, such as word processors andspreadsheets, to support groups and departments. Much ofthe writing on computing from the mid-70s was:“stunningly dismissive of usability and ratherpatronizing of users.” (Carroll: p.506)
The first conferences dedicated to human-computer
interaction (HCI) were held in the early 1980s. HCI
studies are described as an “area of intersection between
applied psychology and the social sciences . . . and
computer science and technologies.” (Carroll, 1997) In
the later part of the 20th century the dominant view of
human nature portrayed in psychology and allied
disciplines, has been a cognitivist, rather than a
behaviourist, physiological, or phenomenological one.
This regards the human individual as a “as information -
processing systems, that is, as systems receiving,
manipulating, storing, retrieving and transmitting
information.” Bernsen (1988).
The view of humans as ‘information-processors’ is a view
that largely dominated discussions within human computer
interaction (HCI) studies for a large part of the 1980s.
However, many critics including original proponents of
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such views, came to criticise them for lack of
contextuality:
"The problem seemed to be in the lack ofconsideration of other aspects of human behaviour,of interaction with other people and with theenvironment, of the influence of the history of theperson, or even the culture, and of the lack ofconsideration of the special problems and issuesconfronting an animate organism that must survive asboth an individual and as a species..."(Norman,1980: pg.2).
and from that time there has been much evolution in howdata gathered from users of technology is used to guidethe process of designing and developing new hardware andsoftware systems. Throughout this process there has beena productive dialog among academic and industry-basedresearchers and usability engineering practitioners.
Shackel (1991)xxi has human factors issues along three
major dimensions:
utility--will it do what is needed functionally? usability--will the users actually work it
successfully? likeability--will the users feel it is suitable?
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Shackel has usability measured along on four furtherdimensions:
effectiveness--performance in accomplishment of tasks--the access to potential utility
learnability--degree of learning to accomplish tasks--the effort required to access utility
flexibility--adaptation to variation in tasks--the rangeof tasks for which there is utility
attitude--user satisfaction with system--themanifestation of potential likeability
The means by which usability and other HCI studies
achieve this is a focus on ‘users’. Usability testing as
a research practice had roots as a lab-based activity,
and as such, relied heavily upon controlled experimental
methods and quantitative means of analysis. It often
combined questionnaire administration, with system-
logging and participant observation in order to evaluate
time to completion of certain given tasks, where
manipulation of certain interface elements provides an
independent variable. The results of the test, combined
with self-report, and analysis of user behaviour during
the test inform recommendations made to the product
developers, regarding iterations on the original design.
Dumas and Redish (1993) came to identify a problem in
this ontology when they claimed that the; "specific
instances that you see in a usability test are more often
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symptoms of broader and deeper global problems with both
the product and the process." (p.32) Lab tests invariably
treated the ‘user’ as an independent variable, a ‘cog in
the machine’, observed and tested to provide insights to
improve machine functioning. Champions of usability
engineering have stressed since the early 1980s the
importance of an early focus on users and their
requirements during the early specification stages of
product development (i.e. Gould, 1988, Gould and Lewis,
1983, and Whiteside et al., 1988), a process that must
continue as the system, its diffusion into the sites and
situations of use and its associated marketing develops.
Carroll sees a pivotal point in the early development of
HCI as emerging in the work of Dreyfus (1979) who shifted
the focus in design practice; “beyond the designer’s need
for prototyping and iteration as a means to clarifying
the design problem . . . to the user’s knowledge,
experience and involvement to constrain design
solutions.” (Carroll, 1997: p.504) This is the genesis of
what is referred to as user-centred design (UCD).
“Design is typically “inside-out”; that is, theinternal architecture is defined first and then auser interface is created for users to get access tothe system functions. In contrast, UCD isfundamentally user driven. Users are involved in allstages of design and development. The userexperience is designed first, and the product orsystem architecture is created to support this
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design. In other words, UCD is design that is“outside-in.””xxii
Such a view would encourage practitioners to look beyond
traditional usability concerns such as ease of learning
and effectiveness to broader user issues such as
aesthetics, collaboration, accessibility, credibility,
persuasion, and pleasure. In the next decade
practitioners will need to expand their repertoire of
knowledge and skills beyond traditional usability and
design activities and move from tactical to strategic
thinking.
The need for strong facilitation skills has beenemerging slowly over the past decade and willescalate with the growth of virtual teams, matrixmanagement, and outsourcing of design. I canenvision a new job role called “strategic usercentered design (UCD) facilitator.” This rolefocuses more on strategic facilitation (for example,getting executive support, doing high-level publicrelations, and training managers about the UCDprocess) than on tactical facilitation (conductingdesign meetings, test sessions, or brainstormingideas for a particular product). The strategic UCDfacilitator would work to get UCD activities intothe mainstream of the development process.xxiii
Another principle and related field is CSCW started as an
effort by technologists to learn from economists, social
psychologists, anthropologists, organizational theorists,
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educators, and anyone else who could shed light on group
activity. Applying this analysis to the net and web one
has to take into account that utility in a collaborative
environment is not just for individual users but for
communities. For example, the accessibility of a system to
all members of the relevant reference community is a
utility consideration. One has to take into account that
usability is not intentionally defined in terms of
compliance with human factors guidelines, but rather
extensionally defined in terms of evidence of a high
proportion of effective users. Likeability is a critical
factor to user adoption of a technology, particularly in
a competitive market place, but it is sometimes taken as
a "subjective" dimension not subject to formal modelling.
Taking people into account in this way, by means of
Human- or User-centered design, has long been a cardinal
principle for human factors and this is now enshrined
within the national and international Standard “Human
centred design processes for interactive systems” [BS EN
ISO 13407:1999].
This Standard provides guidance on the human-centred
design activities that take place through the life-cycle
of interactive systems. Although the Standard was
originally written with special reference to computer-
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based systems, it is readily applied to any other type of
system. It also stresses that making interactive systems
human-centred brings substantial benefits by increasing
usability and such highly usable systems:
are easier to understand and use, thus reducing training and support costs; improve user satisfaction and reduce discomfort and stress; improve user productivity and operational efficiency of
organisations; improve product quality, and provide a competitive advantage.14
The lack of commitment to usability in almost all
organizations is reflected in the limited career paths
for usability professionals. They are usually paid less
than the technologists and have limited promotional
opportunities. In some organizations, usability
activities are being scaled down and staff moved into
broader roles, such as writing user documentation.
14 [BS EN ISO 13407:1999, Clause 4].
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The best known texts of these approaches are Jakob Nielsen, Donald Norman, John Seely Brown, Dertouzos and Vredenburg. (Brown and Duguid 2000; Dertouzos 2001; Nielsen 2000; Norman 1990; Vredenburg, Isensee et al. 2002) Brown, J. S. and P. Duguid (2000). The Social Life of Information. Boston, Harvard BusinessSchool Press.Dertouzos, M. L. (2001). The Unfinished Revolution: Human-centered computers and whatthey can do for us. New York, Harper Collins Publishers.Norman, D. A. (1990). The Design of Everyday Things. New York, Doubleday.Vredenburg, K., S. Isensee, et al. (2002). User-Centered Design: An Integrated Approach.Upper Saddle River, NJ, Prentice Hall.
(Maddix, 1990: p.9) As an experience, usability has beendefined as:
The ease with which a user can learn to operate,prepare inputs for, and interpret outputs of a systemor component.15
The effectiveness, efficiency and satisfaction withwhich a specified set of users can achieve a specifiedset of tasks in particular environments16.
”The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specifiedcontext of use.” (ISO 9241-11 Guidance on usability)
.Taxonomy of design orientations
15 Institute of Electrical and Electronics Engineers (1990) IEEE Standard Computer Dictionary: A Compilation of IEEE Standard Computer Glossaries16 ISO (1991). International Standard ISO/IEC 9126. Information technology - Software product evaluation - Quality characteristics and guidelines for their use, International Organization for Standardization, International Electrotechnical Commission, Geneva.
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Design for all It is now recognised that too little attention in the past has been paid to thewide range people's skills and abilities when designing products. This has often led to people with disabilities being excluded from making effective use of a product or system. By taking account of the needs of the people with say, impairedhearing, vision, speech and motor skills, the future product will be more useful to a wider range of people, and be more successful as a result.
User Supportive design This area is often left until a very late stage in the design process, and then somedocumentation and 'help' screens are written in a hurry at the first minute; theother aspects of user support are usually left to others by the designers, who are often unaware of their relevance and importance. careful attention to all thesesupport facilities can significantly assist usability.
Iterative design The difficulties revealed in user tests must be remedied by redesign, so the cycle design, test and measure, redesign must be repeated as often as is necessary untilthe usability specification is satisfied.
Experimental design Early in the development process, the expected users should do pilot trials and then subsequently use the simulations, andlater the prototypes, to do real work. Whenever possible alternative versions of important features and interfaces should be simulated or prototype for evaluation by comparative testing. These studies should be formal and empirical, with measures of the performance and the subjective reactions of the users. Thus ease of learning and ease of use can be assessed and difficulties revealed.
Participative design A panel of expected users (e.g. secretaries, managers) should work closelywith the design team, especially during the early formulation stages and especiallywhen creating the usability specification.To enable these users to make useful contributions, they will need to show a range of possibilities and alternatives bymeans of mock-ups and simulations. A valuable procedure, although not easy, is to write the parts of the operating manual
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describing the interface and how touse it; then user tests of a drawing of the interface with this draft manual can reveal potential problems before they havebeen embedded into the design.
User-Centred design Designers must understand who the users will be and what tasks they will do. This requires direct contact with users at their place or work. If possible, designers should learn to do some or all of the users' tasks. Such studies of the users must take place before the system design work starts, and design for usability must start by creating a usability specification.
Action and activity
Have our brains developed through the ordering of our
environments and experiences, or has ordering our
environments and experiences developed our brains? The
development of humankind is the story of a multitude of
mutual shaping processes between thought and action,
action and environment, and action regarding particular
objects in particular environments. The major product of
such processes is learning and knowledge. Within the real
of tools and technologies this is learning and knowledge
leading to innovation. Kolb and Fry identified four
stages in a model of experiential learning.
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Observations and
reflections
Testing Implications of concepts
in new situations Formation of
abstract concepts and generalizatio
ns
Concrete experienc
e
Via our observations and reflections of concrete
experiences we form abstract concepts of generalisations.
This includes logical inferences “if this and this
happens, then this will result . . . “This is affirmed or
refuted through testing the implications of the concepts
in new situations which lends to the creation of further
concrete experiences or outcomes whose observations and
reflection should infinitely refine the process and make
more founded the concept and generalisations .and so on,
and on a loop recursively. This model fits a wide range
of human activities from the applications of social
science research, to creative processes in product
development and design, to how we come to learn how to
use products and recognise the usefulness of their
functions in particular situations over others,
developing critical, self-reflecting practice.
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Formation of abstract
concepts and generalizatio
ns
Finger and Asún (2000)xxiv argue that this constitutes a
two-fold contribution to pragmatic learning theory.
First, their introduction of the notion of ‘theory in
action’ gives greater coherence and structure to the
function of ‘abstract conceptualization’ in Kolb’s very
influential presentation of experiential learning.
‘Abstract conceptualisation now becomes something one can
analyse and work from’ (Finger and Asún 2000: 45).
Second, they give a new twist to pragmatic learning
theory:
Unlike Dewey’s, Lewin’s or Kolb’s learning cycle, where
one had, so to speak, to make a mistake and reflect upon
it… it is now possible… to learn by simply reflecting
critically upon the theory-in-action. In other words, it
is not longer necessary to go through the entire learning
circle in order to develop the theory further. It is
sufficient to readjust the theory through double-loop
learning (ibid.: 45-6)
The study of activity has developed by Activity theory or
cultural-historical activity theory. This was developed by Russian
psychologists Vygotsky, Rubinshtein, Leont'ev and others
beginning in the 1920s.xxv It represents a very general
framework for conceptualising human activities. It
possesses an alternative formulation to that of human
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information-processing as to how people learn and society
evolves. While it is Donald Schön’s work on
organizational learning and reflective practice that
tends to receive the most attention in the literature,
his exploration of the nature of learning systems and the
significance of learning in changing societies has helped
to define debates around the so called ‘learning
society’. It adopts a materialist perspective based on
the concept of human activity as the fundamental unit of
analysis. Leont’ev argued that an activity is the
smallest meaningful unit of analysis because analysis of
its components (by which the activity is realised) is
meaningless in isolation. Indeed individual actions,
rules, use of artefacts and so forth may appear to be
bewildering or even contradictory outwith the context of
the activity.
It holds that the human mind comes to exist, develops,
and is only understood within the context of meaningful,
goal-oriented, and socially determined interaction between
human beings and their material environment. It assumes
that human beings live in objective reality that determines
and shapes the nature of subjective phenomena.
Socially determined properties of things, especially
those of artefacts, and the very involvement of things in
human activity, are also objective properties that can be
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studied with objective methods. As such it places
emphasis on social factors and on interaction between agents
and their environment explains why the principle of tool
mediation plays a central role within the approach
(opposed to description and language which is the focus
phenomenological and ethnomethodological studies). It
considers that tools shape the way human beings interact
with reality. It further emphasises that internal
activities cannot be understood if they are analysed
separately, in isolation from external activities
The very concept of activity implies that there isan agent who acts (an individual or collective"subject"). Then, any activity is directed atsomething, so there should be things the agent isinteracting with. According to the Activity Theoryterminology, activity mediates interaction betweensubjects (agents) and objects (things). The basicprinciples of Activity Theory, which will bepresented below, clarify different components ofthis system: the objects involved in humanactivities, the forms of mediation, the structure ofactivity, etc.xxvi
Motives are processes that account for an individual’s
intensity, direction and persistence, of effort toward
obtaining a goal (Mitchell, 1997).xxvii Basically, motives
correspond to human needs (cf. Maslow’s hierarchy of
needs), and according to this model, activities, driven
by motives, are performed through certain actions which
are directed at goals and which, in turn, are implemented
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through certain operations. In 1987 Yrjo Engeströmxxviii
proposed the triangular structure of human activity as
shown in below.
The main components of this model are:
Subject: Information about the individual orsubgroup chosen as the point of view in theanalysis.Tools: Information about tools, which can meaneither psychological or physical tools.Community: Information about individuals orsubgroups who share the same object as subject.Division of labour: The division of tasks betweenmembers of the community.Rules: Explicit or implicit regulations, norms andconventions that constrain action or interaction.Object: Target of the activity within the system.Outcome: The result from transforming the object.
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Engeström’s model has been applied in computing to
studies of CSCW where the notion of shared work or
labour, is a key defining component of activity. Not
exclusively aimed at productivity, this typifies the
context in which it is applied in studies of computing.
After all, it is confusing to speak of the ‘task’ of
‘viewing’ television as much as any notion of ‘using’
television. However, the activity of ‘watching’ television
is common. Activity Theory describes and relates key
elements in their influence to human activity. In
Engeström’s model it considers that any two elements in
the model are mediated by another element. For example,
the relationship between subject and community is based
on rules (i.e. parents designating the time permitting
children to watch television). At the same time the tools
have influence on how the subject meets the object (the
TV allowing for entertainment possibilities, or in the
case of I-Tv shopping). The idea is to look for
contradictions within the activity and between this activity
and surrounding activities, since they constitute the
basis for change: In particular contradictions in how
tools, objects, subjects are seen.
This apparent complexity of Activity Theory has
frightened off many practitioners from actually trying to
apply activity-theoretical concepts in practical
situations. But its concepts and ideas suggest a fresh
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look at what we do with technology rather than how we
‘react’ to it. As such it removes us from technological
determined perspectives regarding use.
Such processes of mutual shaping are recognised to have
biological consequences as well as socio-cultural
outcomes. Human intervention in the natural world
culminates today in the significant developments in the
fields of biotechnology and genetic engineering, human
communication has its apotheosis in the development of
ICTs and in other terms, such as the development of our
brains. Neurophysiologically, our neo-cortex developed
significantly over that of previous hominids. The
exaggeration of the frontal and temporal lobes,
characteristic of humankind, provides for millions of
nerve cells not enslaved to basic bodily functioning, but
lent capacities to store and associate memories. They
also lend themselves to powers of image-making. Taken
together they lay the foundation for self-consciousness,
awareness of past and future, intelligent anticipation
and the prospect of accepting and transferring traditions
needed to sustain culture.
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Extending usability to tackle media
It is difficult to appreciate that much of what surrounds
and unconsciously preoccupies us in our everyday life is
a relatively recent addition. Consider television. We
shift cable channels with ease creating a sensory
smorgasbord of what were in the past the very alternate
and distant realities of nature, wildlife, indigenous
tribes, police activity and science programmes depicting
new advances and failings of advanced large technical
systems. Each of these coexist and are in some respect
now equally familiar. But the increased sophistication
and subtly of our interactions and knowledge tell a story
of both fragmentation and melding. It is difficult to
predict in which way, if at all, a person’s worldview is
shaped as they watch the behaviour of polar wildlife from
the comfort of their shack in the Cambodian jungle. Does
it make sense? Is such programming of any use? Certainly
it speaks more of the fact of television pervasiveness
than of any meaningfulness of its programming.
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To be truly user-centred usability has expanded the remitof HCI and ergonomics to encompass the cognitive andemotional aspects of using products. More recently,usability research has expanded the scope of HCI andergonomics research to include emotional, perceptual andsocial aspects of use - aspects which have conventionallycome under the wider auspices of the social sciences asfoci of study (March, 1994; Logan, 1994).
The subject of the current research was the usability of
an interactive television system. The system came to be
represented technically and operationally in a ‘demo’
box, this prototyped how the actual networked system
would operate, what it would feature in terms of service
components, and how its would handle and navigate between
service elements. Starting with standard usability lab-
style tests, the present study highlighted that while the
usability of a stand-alone demo box was generally 'good',
there were a range of other issues surfaced through the
interactions with subjects.
It transpired that the common, familiar everyday
phenomenon that we call television actually manifests a
range of very complex conceptions regarding television,
what it means, as well as its content and the practise of
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viewing; their opinions about the content available on
the demo box, what they imagined i-Tv to be and how this
compared with what they were confronted with in the
prototype STB.
Constructively, this drove a need to approach the main
study with a much more open-ended and broader style of
approach. One that would understand the usability of the
system in context with an individual's perceptions and
understandings and also the operability of prototypes
compared to the functioning of the actual, large
operating system. In essence this confirmed the anomalies
originating in a consideration of the concept of the
‘usability’ when applied to television and other types of
media.
"One of the most potent symbols and vehicles of ourcurrent high-tech society is the television set. Theautomobile, the aeroplane and radio have clearlyleft no one's life entirely untouched, but it isarguably television that has affected people's mindsmost deeply. Around the globe, the television setprovides a very literal window on the world outside,liberating at the same time the inner, private worldof the imagination. But is television truly a ghostfrom the gods? Or is it a Trojan horse, coming intoour homes as a deceiver . . . ?" (Marzano, 1995:p.9)
What do we use television for? A notion of use is
ambiguous here. Even applied to games it is less open,
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games like some television programming, entertain. For
example, the design of games is something that should or
could involve the participation of users, but user
centered design experts should not approach game design
in the same task-oriented way as they would approach an
application design in banking.xxix In practice new games
are more likely to be based upon industry trends and
designer ingenuity than upon the thoughts and aspirations
of users.
Situating usability as company practice
This brings us to a second strand of development in the
original proposed study: That of situating ‘usability’ as
‘company practice’ and ‘source of knowledge’. This would consider
usability testing and its results as one of a number of
competing knowledge flows within pressurised product
development processes, not least finances. Karen Donoghue
describes how critical it is to align business and user
experience goals in her book Built for Use.xxx
Single-loop learning seems to be present when goals,
values, frameworks and, to a significant extent,
strategies are taken for granted. The emphasis is on
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‘techniques and making techniques more efficient’ (Usher
and Bryant: 1989: 87)xxxi Any reflection is directed
toward making the strategy more effective. Double-loop
learning, in contrast, ‘involves questioning the role of
the framing and learning systems which underlie actual
goals and strategies’ (op. cit.).
Most of us are aware that Marshall McLuhan was a champion
of the notion of media extending our sensory apparatus,
and he has been criticised as being technologically
determinist in this respect. This is because the opposite
is also true. With the astounding penetration of portable
devices, media and information technology extend ever
deeper into the nooks and crannies of both who we are and
what we do and value. It is not extant technologies
extending our capabilities but our human capabilities,
thoughts, behaviours and actions themselves that are
providing a rich source for the computations and pattern
recognising abilities of large technical systems. With
adequate digital storage and computational abilities
combined with sophisticated data mining, reporting upon
individuals, groups and populations of users is becoming
a powerful tool. With respect to McLuhan he was not
unaware of this. In Understanding Media he writes that:
“each stick of chewing gum we reach for is acutely noted
by some computer that translates our least gesture into a
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new probability curve or some parameter of social
science” (p.60) He continues this theme in a later
passage quoted from the New York Times (Oct. 15th, 1963);
“a decided transition from today’s distributionvehicles. . . Mrs. Customer will be able to tune inon various stores. Her credit identification will bepicked up automatically via television. Items infull and faithful coloring will be viewed. Distancewill hold no problem, since by the end of thecentury the consumer will be able to make directtelevision connections regardless of how many milesand involved.”
It appears that at least the idea of e-commerce and
interactive television has pedigree. And moreover,
McLuhan was wise enough to critique such future scenarios
by pointing out that:
“what is wrong with all such prophecies is hat heyassume a stable framework of fact-in this case, thehouse and the store- which is usually gthe first todisappear . . . in other words it is the frameworkitself that changes with new technology, and notjust the picture within the frame.” (p.195)
He predicated that such a change would lead to the death
of shopping itself. We know in hindsight that regardless
of the turn of the millennium hype of t-, m- and e-
commerce, none have supplanted the store as the principal
site of commerce. But it has created a very significant
alternative channel. But what is true is that
virtualising organisations does place the need to
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rearticulate business processes. A television used for
playing video games is a different beast than that which
receives broadcast television. It is backed by an
entirely different infrastructure to create and provide
content, as well as requiring augmentation to the basic
function of the television receiver.
Grudin (1991) noted many influences which compromise
usability programmes within product development in large
organisations. He and others (such as Norman, 1993 and
Redish, 1989) suggest that management, 'traditional'
development processes and organisational structure can
hinder the incorporation of usability programmes. Indeed,
such hindrances can be an ingrained aspect of company
culture and routines. Redish and Selzer (1985) point out
that two sets of costs, which they described as 'test it
now' or 'fix it later', may not come under the same
budget within departments (i.e. R&D and customer
service). This causes a rift within the organisation with
respect to incorporating usability practices: "The
manager who must get the manual to the printer on a
certain schedule and within a certain slot is not
responsible for whatever havoc the manual might cause
later on." (p.51)
Internal politics and power most definitely enter into
the equation of how effective usability testing may be,
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or any other kind of external scanning, and confuse and
make complex any idea of usability delivering a result
(i.e. a better and more usable product). Even more
general political climates and national cultures can
affect the ‘usability’ of various methods.
Understanding of such problems has driven the creation of
usability departments independent of R&D and customer
service departments. This ensures the place of usability
within the organisation and its product development
process, and helps in maintaining objectivity in the
evaluation of a product's functionality. Usability
becomes a discrete company function. However, Wixon and
Comstock (1994) pointed out that testing often involved
the setting of goals and tasks by the product development
team, which were then used in tests by the usability team
or department and who would subsequently return the user
feedback to product developers.
While this is admirable in maintaining objectivity and a
sense of ‘rigour’ in the application of the research -
bearing in mind that developers and designers conducting
tests themselves would often consciously or unconsciously
influence results and their interpretations according to
their own subjectified, sometimes impassioned view of the
product. It does, however raise further questions
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regarding the successful organisational positioning of a
usability study.
In the first instance, questions have been raised with
respect to usability testing slowing down the product
development process. Employers will ask usability
practitioners to provide more evidence of their impact on
corporate return on investment (ROI),The concern for
usability ROI started growing with the economic slump
beginning around 2000, and companies now routinely ask
how our efforts to improve usability relate to either
internal ROI (cost savings) or external ROI (increased
revenues).
While the emphasis in articles on ROI is often onhow usability activities make the product better, itmight be more important to understand how thoseactivities affect the internal development process.Usability groups should consider collecting metricsthat show how they improve the process as well asthe product. For example, can you show that youreduce the number of problems that might haverequired rework late in development or (don’t laugh)that you reduce the amount of unproductive meetingtime? Collecting internal and external metricsrequires developing a solid usability infrastructurethat can support the ROI metrics.xxxii
Regarding the situated use of a product within
naturalised settings, a number of usability experts (most
notably Wixon et al., 1990), began to consider the wider
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contexts of use, with particular regard to work
environments. As I have argued in the book, usability
(and the other use parameters) of domestic information
and entertainment appliances depend on a much wider set
of social and perceptual conditions than the relation
between a product's functional qualities and human
response time in performing set tasks.
Simply because a product merits the attribute of good
usability by being tested in a scientifically rigorous
way, this does not mean that it will perform that way in
the marketplace (Wixon and Comstock, 1994). In addition,
while it may indeed add to the value and accessibility
for the masses’ styles and mode of use, it does not
guarantee desirability and usefulness for all.
Conversely, perhaps the least ‘rigorous’ approach for
companies deriving knowledge of their product in relation
to perceived consumers – product concept testing - is
open to vast discrepancies between reported and actual
product perceptions and consumer behaviours (i.e. Iuso,
1975; Sands, 1980, Tauber, 1975, 1977, 1981).xxxiii
I wish to argue that there exists a rationalistically
bounded perspective of the consumer-user by firms,
largely created by the employment of various tools and
research methods which filter and accent aspects of the
user and their use process. Such filtration and accenting
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corresponds to the routine way in which the firm conducts
its consumer-user research. It can also be in answer to
changing corporate and industrial climates and
philosophies where issues such as 'customer focus' and
'continuous improvement' (TQM, Kaizen, etc.) evolve in
importance, or in response to tools, methods and
procedures. These may rise and fall in popularity for
enhancing, production, market success, and consumer
satisfaction (usability engineering, QFD etc.)
Again, while frameworks such as macroergonomics, which
aim to harmonise work systems at both the macro- and
micro-ergonomic levels (Hendrick, 1995), may work to
place usability as a relevant quality within the social
and technical settings of the workplace, there remain
questions regarding the experiential qualities of usability.
This relates much more strongly to the processes of
everyday consumption and integration of technical
products into lives and lifestyles, into the private and
personal space of the home. Indeed, one could argue that
one can expect to use [sometimes complicated] machines in
the workplace, whereas the legacy left from domestic
machines and technologies – light switch, vacuum cleaner,
electric clock, fridge, television – is one of simplicity
in operation. Silverstone's notion of 'domestication' -
which along with the notion of the everyday practices and
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consciousness has formed a recurrent theme in this book,
and it suggests the more personalised, possession-style
rituals associated with learning to use and live with
ever more complex technologies (PCs, hi-fi separates,
home cinema – all of which require some degree of
installation).
Managing Technology within Transitory Organizational
StructuresxxxivAn agent is something that perceives and
acts in an environment. We split an agent into an
architecture and an agent program.
‘hot’ and ‘cool’ usability
Compromise is the shear beauty of design. Luckily it is
so as it is always evident in the built environment. Ask
Donald Norman an outspoken proponent of user focused
design methods. In works such as The Psychology of Everyday
Things he wanders the built environment illustrating and
drawing attention to use and usage compromised by design.
His style particularly in this volume is similar to that
of epoche in phenomenology. Husserl describes epoche
thus:
“From the beginning the phenomenologist lives in theparadox of having to look upon the obvious asquestionable, as enigmatic, and of henceforth beingunable to have any other scientific theme than thatof transforming the universal obviousness of thebeing of the world” Husserl (1970: p.37)
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The kind of critique that Norman makes of the world of
technology, symbol and use is similar to that which
Husserl advocates as a means to doubting the horizons of
experience, a suspension of familiar assumptions through
an agnosticism regarding their truth content:
“A lifeworld must be rendered, “strange” and itsmundanity made the subject of a radical epochésuspending natural attitude and exposing itspresuppositions” (Benson and Hughes, 1981; p.50)
He represents the travelling fool or trickster whose
apparent naivety is actually a set of parables teaching
us of how the passively received artefact and
environment, actively considered, could be improved by
design. In a phenomenological sense, he brackets our
mute acceptance of what we a given, to evoke a logical
criticism of the poor usability of very familiar objects.
Such a view begs creativity on behalf of the recipient,
the symbol decoder or user, who unlike Norman are not
researchers whose jobs are to shape educate design
thinking. In many more cases, Shannon and Weaver’s
‘noise’ – an ‘unwanted’ artefact of communication system
operation, distinctly offers the prospect of incorrect
transference or imprecise interpretation of use and
usage. A crackly line depends a lot as recipients on our
ability to ‘join the dots’ and make meaning where
communicatively there is little. Ask a minimalist,
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economy of meaning is a big thing in technological and
semiotic development. It saves space and energy if one
can get a meaning across to the largest amount of people
without risk and taking up vast energy resources. It
opens the prospect of ‘getting into someone’s head’; it
is the catchy jingle, the ‘sticky’ array of verbledge,
the unusual but memorable and evocative juxtaposition of
images. Moreover it opens the prospect of ‘getting into
many people’s heads’ – the apotheosis of mass markets
and the dream of firms and investors alike.
The essential ingredient here is of course the definition
McLuhan left us regarding his ‘hot’ and ‘cool’ media.
‘Hot’ media like movies leave less for the audience to
‘fill in’, compared with ‘cool’ media such as telephone
and radio. We sit back, relax and get involved, rather
than spend energy in conversation and creating mental
images to suit dialogue. But how involved do we get,
comparing say, internet access on the move to watching
television in our lounges, what about gaming or texting?
Csikszentmihalyi's (1990) notion of flow is also relevant
here. With relation to media and technology it relates to
abilities of content and devices to facilitate concentration and
involvement. It an apply to both ‘hot’ and ‘cool’ media, but
probably more to ‘cool’ media, as it requires that we get
lost in engagement. We can watch a film but not register
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it as we are lost in internal thought. Getting lost in
conversation is usually noticeable both in face-to-face
conversation where there is visual cues, but also in
telephone conversations where there is a lack of auditory
cues and/or responses. Too little a level of engagement
will result in boredom and in cases frustration (where
someone prevents you to input in to a ‘conversation’) and
too high a level in anxiety (where people are speaking
over the top of each other in an attempt to conroal or
command the conversation). The optimal level results in
the intense satisfaction of a good interaction.
Media and artefacts captivate us, but to different
levels. Not all ‘good books’ are ones that we can’t put
down, not all movies are engrossing, only some websites
are ‘sticky’ – can such a level of experience be
formulated, designed? How could one explore this with
consumer-users? Asking someone what colour of car they
would like is a relatively binary operation compared with
asking them if they will ‘meld’ experientially with it
and come to feel as ‘one with it’. Such approaches will
take marketing research to the realms of whacky
categories of advertising - ‘working mum with two kids
does karate on tues nights’.
How true is it if we are speaking of the ‘received
wisdom’ or ‘craftsmanship’ passed between generations or
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that knowledge passed formally or causally between
parties over coffee in the staff room or domestic
kitchen? How engrossed in that are we? Absorption of
material is also relevant. Is it also true in matters of
design and production, in internal communications between
company functions and team members and of the acceptance
and use of products and services in everyday routines by
consumer-users?
All product and services communicate intentions and
beliefs, tacit and explicit, of their creator
communities. They are consciously built, taking forward
the McLuhan metaphor, as ‘hot’ media, that is; as devices
which totally fulfil the needs and requirements of it
users. But they are often received by consumer-users as
‘cool’ media – that is; not quite matching their expected
purposes and demanding a ‘filling in’ of use, usage,
usefulness and purpose.
Just like language, device or service features and
functions inevitably enable and constrain the
communication between producer and recipient and
therefore the prospects for meaning-making and
interpretation. This should be of great interest to
producers, as this impacts how they come to be characterised
by users and the way in which they develop attributes. But
they are always built as if they simply enable – full stop.
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The most enthusiastic technological determinists are
one’s who have an interest and right to be, they are
designers and engineers and their managers.
Applying these ideas to that of McLuhan’s hot and cool
media. We lay the foundation of consideration of a hot
and cool usability. Hot usability would leave less
complexities for the user to get lost in, this catagory
would concern consumer goods. Cool usability would
concern devices which needed a considerable amount of
training and practice like nuclear power station control
panels and that of aircraft.
Are you a “human factor” or “actor”?
Do you consider yourself to be just a "factor" in a
“system”? I doubt it. But if you were involved in
planning or design production you may “act” as if you
were. But implicitly you would be placing the interests
of the system ahead of the interests of people.
Bannon (1991) who citcises the role of the person in
[experimental] human factors research. In a paper
entitled “From human Factors to Human Actors” he writes17:17 Bannon, L.J. (1991) ‘From human factors to human actors: The role of psychology and human-computer interaction studies in system design In Greenbaum, J. and Kyng, M. (eds.) Design At Work: Cooperative Design of Computer Systems (pp.25-44) Hillsdale, NJ:
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“Within the HF (human factors) approach, the human is often reduced to being another system component with certain characteristics, such as limited attention span, faulty memory, etc., that need to befactored into the design equation for the overall human-machine system. This form of piecemeal analysis of the person as a set of components de-emphasizes important issues in work design. Individual motivation, membership in a community of workers, and the importance of the setting in determining human action are just a few of the issues that are neglected. By using the term human actors emphasis is placed on the person as an autonomous agent that has the capacity to regulate and coordinate his or her behaviour, rather than being a passive element in a human-machine system.” (pp.27-29)
Part of Bannon’s summary of how to remedy this problem
was to move from “product to process in research and
design,” also to move from “user-centred to user-involved
design” and from “user requirements specification to
iterative design.”
Designers often have to act out the use and use dynamics
of their creations. When it is part of an overall system,
say, an interactive media system this may be intertwined
concurrently with views of system functioning and
specifications. This is a creative ‘to and froing’
Lawrence Erlbaum
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between human actions and technical responses. So what
comes first, chicken or egg, technology or people?”
Bronowski (1973)18 suggests that the first tools were:
“. . . the fundamental invention, the purposeful actwhich prepares and stores a pebble for later use. Bythat lunge of skill and foresight, a symbolic act ofdiscovery of the future, he had released the brakewhich the environment imposes on all othercreatures.”(p.40)
Their may be substance to this proposition of ‘original
use’, and its correlation to the development of human
consciousness. Such an idea has substance in recent
archaeological thought by authors such as Schiffer
(199219) and Stick and Toth (1993)20.
Schiffer views that human societies have always been
characterised by a dependence on artefacts, from
prehistoric stone tools to modern electronic devices. He
sees that technology responds to and affects virtually
all human behaviour; yet the interdependence of behaviour
and artefacts have never been studied intensively.
18 Bronowski, J (1973) The Accent of Man London: BBC19 Schiffer. M.P. Technological Perspectives on Behavioural Change Tuscon, AZ: The University of Arizona Press20 Stick, K.D. and Toth, N. (1993) Making Silent Stones Speak: Human Evolution and the Dawn of Technology London: Weidenfeld &Nicolson
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Schiffer draws on his discipline's familiarity with
artefacts - and the processes of change they reveal - to
offer new insight into the study of behavioural change.
He draws on case studies that deal with changes in
architecture, ceramics and electronic technology, where
he emphasises the central idea that the explanations of
change must focus on the nexus of behaviour and artefacts
in the context of activities.
Quite obviously if one takes a archaeological view it is
difficult to pick, as the development of human
consciousness, societies and learning stem from the
intimate interaction of human and tool, but from a
product testing perspective one can argue that you cannot
learn of a product unless a ‘subject’ is exposed to it.
But people going about their everyday quotidian actives,
at work and a play, precede the advent of a massive
procession of new innovations, aimed at helping them. At
every given time, although we dwell in infinite
possibilities we do not follow so many of them. There is
a social and cognitive glue, emerging from out social,
economic and technical environments which keep us on
apparent paths of habit, actions and behaviours. But are
they structures, like physical buildings, with their
epitome in the idea of Bentham’s panoptican, or are they
negotiated, seamless webs or matrix like, full of
feedback nuances and interaction complexities, the
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subtleties that only human beings can manufacture and
appreciate?
The language of the domains of commerce, societal
governance and technological development is insidious.
Noticing change in the policy stance of centralist
political parties manifestoes is hard. It requires
subtlety. But it is not about the success of people, but
the success of parties and candidates, of the economy and
of interactive systems. They say they are citizen- user-
centred, but they think and act system-centred. This
critique of system-centeredness is hardly new. The
industrial era is replete with complaints that, in the
name of progress, firms and political institutions
wilfully subjugated human interests and rights to the
interests of industrialization and the machine. User
knowledge is always situated. What people know about
technology is always located in a certain time and place.
Designing for real life, then real contexts, have to be
part of the process of modelling use and usage. Design is
increasingly about appropriateness; appropriateness is
shaped by context; and the richest kinds of contexts are
places and social institutions and organisation.
Back to the crux of the matter, in a world of metaphor
and symbol exchange, what about the idea that most
‘technical’ systems in fact social systems, only technically
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implemented? Or when Institutions define structures for
the behaviour of human actors, is it as Nelson and Sampat
(2001) put it, they become social technologies? xxxv What about
the notions that “technology is society made durable,”
(Latour, 1991) and that we consider technology as
“congealed social relations” (Woolgar, 1991). How about
Products and buildings, for example, which someone so
insightfully described as “frozen software” bearing in
mind that they often began their shape in a CAD program.
Conversely sociocultural advocates argue that humans are,
to a great extent, reflections of technology.xxxvi
Artefacts as well as people are certainly capable of
conveying meaning (Csikzentmilhalyi and Rochberg-Halton,
1981)
There is the claim that engineers tend to ignore the
social concerns of their work, and that social
scientists, on the other hand, do not know very much
about technology and are reluctant to consider the
artificial reality of technical objects or even their
diversity and relative power to ‘impact’.
But what is the ‘social’. Latour defines the social as
"[an] adjective… [that] now codes, not a substance, nor a
domain of reality (by opposition for instance to the
natural, or the technical...), but a way of tying
together heterogeneous bundles, of translating some type
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of institutions into another” (Latour 2000: 113). Black
boxes are "taken-for-granted elements (well-established
facts, unproblematic artefacts) that can be employed,
risk free, for a variety of purposes" (Latour
1987:p.398). Within system design engineers may ‘black
box’ either human or non-human elements.
Actor network theorists argue for impartiality in the
description of human and nonhuman actors, of things and
non-things. Their main proposition is that the split
between nature, society and artefacts is artificial and
arbitrary in itself. Latour argues that modernity relies
on the “complete separation between the natural world
(constructed, nevertheless, by man) and the social world
(sustained, nevertheless, by things)” (Latour 1993: 31).
Perhaps what matters is not the distinction between
“real” and “artificial” environments, but the complexity
of the relationship among the behaviour of the agent, the
percept sequence generated by the environment, and the
goals that the agent is supposed to achieve. In other
words the interactions that happen in use, the mutual
shaping that occurs through usage and the coevolution of
artefacts and humans when things are viewed as so useful
they become essential. Heidegger argued that the ontological
structure of the world is not a given, but arises through
inter-action. The task is to reconnect the two spheres,
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natural and artificial, not through the construction of
bridges, but through observing the multiple networks that
compose the social, and that, in turn, are composed of
actors, human and nonhuman, which possess the same
ontological status. For Latour, the world is ontologically flat,
that is, people and artefacts are part of a continuum.
Their differences, rather than pertaining differences in
kind (to an ontology, to an essence that is given a
priori), are differences in degree.
Goals just provide a crude distinction between “happy”
and “unhappy” states, whereas a more general performance
measure should allow a comparison of different world
states (or sequences of states) according to exactly how
happy they would make the agent if they could be
achieved. Because “happy” does not sound very scientific,
the customary terminology is to say that if one world
state is preferred to another, then it has higher utility
for the agent. The word “utility” here refers to “the
quality of being useful,” First, when there are
conflicting goals, only some of which can be achieved
(for example, speed and safety), the utility function
specifies the appropriate trade-off. Second, when there
are several goals that the agent can aim for, none of
which can be achieved with certainty, utility provides a
way in which the likelihood of success can be weighed up
against the importance of the goals.
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Some “real” environments are actually quite simple. For
example, a robot designed to inspect parts as they come
by on a conveyer belt can make use of a number of
simplifying assumptions: that the lighting is always just
so, that the only thing on the conveyer belt will be
parts of a certain kind, and that there are only two
actions—accept the part or mark it as a reject. The
interaction of pervasive computing, with social and
environmental agendas for innovation represents a
revolution in the way our products, our systems are
designed, the way we use them – and how they relate to
us.
But are the social and technical really interchangeable,
even as metaphors? Is there any benefit in adopting this
view? The goal of the actor-network approach is not to
provide solutions, but ways of looking at the world and
our interactions with it. This is of interest
academically but how does such a view present value to
commerce or contribute to design? Within all the rich
theoretical sophistication of actor-networks I identify
the key issue to be that artefacts constitute the social
glue between humans. What makes humans “human” are
material entities and what makes the social “social” are
nonhuman entities. The social is constituted by ‘hybrid’
networks, or sets of relationships created among people
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through the use of artefacts. Without these artefacts,
the relationships could not be established/maintained.
I mean in doing so there appears in the first instance an
air of ‘scientific management’ - the notion of underpaid
workers as cogs in the machine; workers as cyborgs,
pawns, or sullen unitary entities in a manufacturing
process with high job specialization. In the popular
management literature such a view of labor has been
largely discredited, and while Taylorism, Fordism and time and
motion studies still have a place in increasing work
efficiency in sweat shop operations, they have been shown
to erode job performance (Lawler, 1986)xxxvii Core job
characteristics which link to positive psychological
states and outcomes are skill variety, task identity,
task significance, autonomy, and feedback.xxxviii These
emphasize individualism and autonomy in determining tasks
and developing and utilizing skills – the worker in
control or the worker as manager, neither necessary - nor
perhaps desirable - for the sweat shop mass production
line.
The new imperative of autonomy is not a simple expression
of democratization of the factory and the shop floor – it
is a negation of simplistic and functional views of a
functional unitary worker as a ‘black boxed’ component of
the manufacturing system. It is part of a wider picture
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that sees symmetry in studies of the consumption of
technologies. This views the consumer as unitary measure
who in good Cartesian Fashion either buys a product or
service or does not. What they do with it or what they
think of it, or why they did or not buy it is of little
commercial or engineering interest. An architecture of
passive relationships between user and system is
massively inefficient. If a thing is worth using, people
will figure out how to use it. And in figuring out how to
use products, services technologies, users make them all
better. Early spreadsheet packages are a case in hand,
notoriously difficult to use, there poor usability was
nevertheless surpassed by their usefulness to small
businesses.
Rather a picture is emerging which is much more rich and
complex. This advances a notion of smart or intelligent
actors, with individual talents, experiences and skills;
biographies of use and ‘extra-use’, and acting in a
complementary and meaningful manner within social groups.
These are taken as semi-independent social ‘sub-systems’
participating and contributing to an overarching social
system which aimed at meeting organizational goals and
objectives which is true if one considers the workshop or
the office or home. Or in the mobile age anywhere in-
between. What emerges at the end of production processes
in this way is considered to possess a higher degree of
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innovativeness and carry the prospect of heightened
customer satisfaction and delight, through being more
appropriate, novel and meaningful.
Linked very closely to these propositions by recent
commentators on consumption (e.g. Firat et al., 1995;
Silverstone and Haddon, 1996). They view reversal or
collapse in the roles of production and consumption as a
distinguishing feature of recent society. Production,
especially mass production, loses its privileged status
in culture to consumption, which has become the means by
which individuals define their self-images for themselves
as well as others. This clearly illustrates the new
sovereignty of the consumer in processes of selection,
use and re-use, which will influence production directly
or indirectly. Gone forever is the Cartesian consumer or
audience.
This is also a period marked by changes in the outlooks
of designers, design theory and technology. The
perspectives listed above regarding human resource
management and production and consumption find correlates
directly in technical systems now boasting ‘smart’ or
‘intelligent’ components or functioning. Under various
rubrics – ubiquitous computing, ambient intelligence –
are technology systems capable of making adjustment to
individual and system performance depending upon changes
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in local external conditions and reduced interactions
with users. What earmarks such systems as ‘different’
from the human perspective is that they should benefit
users while being totally independent of their attention.
Not only is this a problem to defining such product
characteristics as usefulness and usability, benchmarks
for product effectiveness, this places new imperatives
upon designers to consider in much more in more granular
form the human factor in prospective deployment contexts.
For example, if the clock manufacturer was prescient
enough to know that the clock’s owner would be going
overseas at some particular date, then a mechanism could
be built in to adjust the hands automatically by the time
difference at just the right time. This would certainly
be successful behaviour, but the intelligence seems to
belong to the clock’s designer rather than to the clock
itself. An agent’s behaviour can be based on both its own
experience and the built-in knowledge used in
constructing the agent for the particular environment in
which it operates. A system is autonomous to the extent that its
behaviour is determined by its own experience. An interesting
development of these technologies applied to the built
environment is that if devices and building are described
as ‘frozen software’ then the addition of ‘smart’ or
intelligent’ elements start to melt them. They are no
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longer static, but alike living systems dynamic, even
unpredictable. But this comes at a cost.
“To be modern is to live a life of paradox andcontradiction. It is to be overpowered by theimmense bureaucratic organizations that have thepower to control and often to destroy allcommunities, values, lives; and yet to be undeterredin our determination to face these forces, to fightto change their world and make it our own. It is tobe both revolutionary and conservative: alive to newpossibilities for experience and adventure,frightened by the nihilistic depths to which so manymodern adventures lead, longing to create and tohold on to something real even as everything melts.”(Marshall Berman, All That Is Solid Melts into Air [New York:Penguin Books, 1988]:13-14.)
The innovation dilemma is simply stated: Many companies
know how to make amazing things, technically. But we are
increasingly at a loss to understand what to make. We
have landed ourselves with an industrial system that is
brilliant on means, but pretty hopeless when it comes to
ends. Indeed it will have to be as Silverstone (2003;
p.4) says that: “all those involved in directing policy
or developing markets in this emerging digital world
will, likewise, need to take what ordinary people are
doing in their everyday relationships to communication
and information technologies.”xxxix
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Failure to do this will lead to at best ineffectual and
frustrating systems, or at worst, to dangerous safety and
privacy compromising situations. Heller (1989) points out
that one of the contributory factors to the Three Mile
Island accident in 1983, was a technical control fault
caused through over-confident engineering design. Kopec
and Michie, (1983) later attributed this fault with lack
of awareness of the human factor, in the layout of
control functions and consistency of warning lights.
Mumford (1986) also notes in relation to this potential
catastrophe that if the human factor can be so blatantly
ignored in a nuclear plant, there may be justification
that problems to do with technologically intrinsic design
may happen anywhere. Heller sees that the underlying
philosophy of technologists is that;
“Engineering solutions are often designed tomaximise the effectiveness of the technology on theassumption that human beings are almost infinitelyflexible and can be relied on to make all thenecessary adjustments needed to work the systemwithout too much disturbance. We have seen that suchone-sided solutions can fail completely or in thecase of the motor car assembly line, the vandalisedtelephone boxes, or the ticket control; mechanisms,operate at unexpectedly low levels of efficiency . .. it is unlikely that a solution based on maximisingthe advantages of technology alone can functionwithout reducing the overall effectiveness of thesystem which, by definition, is a system requiringthe co-operation of the human component” (Heller,1986:p.23).
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The history of humankind’s relation to technological
products is one of both endless acts of design and user
compromise and adaptation (as Silverstone has it:
“Everyday life is not biddable to the desires of
technology”)xl.
But the learning loop of this relationship is much, much
shorter in an age of rapid response – in the product
development cycle as well as consumer-users being able to
fill feedback through interactive media and retail
systems, and via system-logging and reporting of their
actions.
“Ultimately, ICTs are domesticated when they are“taken for granted”, when they are no longerperceived as technologies, as machines, but almostas a natural extension of the self. By claiming tomove technologies to the background and people tothe foreground, Ambient Intelligence promises thedisappearance of the technical artefact and itsunderlying technologies. As a result, it can be seenas the ultimate stage of domestication. However,domestication also highlights that the process ofacceptance and use of ICTs is not necessarilyharmonious, linear or complete. Rather it ispresented as a struggle between the user andtechnology, where the user tries to tame, gaincontrol, shape or ascribes meaning to thetechnological artefact. This is not resistance to a
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specific technology but rather an active acceptanceprocess.” xli
But before getting carried away with well-publicized
potentials forecasts of technical prowess to radically
redefine and shape everyday reality, we should remember
that the great promise of agent technology and artificial
intelligence has yet to reach its epoch. A dedicated
computer which can beat the world chess champion is not
one sentient enough to fulfil Turing”s Law or make a cup
of coffee. It is not autonomous. More successful
technology deployments which are labelled smart, do not
manifest an exclusively ‘global’ notion of intelligence,
benchmarked against statistical ‘norms’, but rather a
more mobile intelligence which successfully maps global
concerns to all forms of local conditions – be they
cultural, economic, regulatory, or organizational – and
back again. A truly autonomous intelligent agent should
be able to operate successfully in a wide variety of
environments, given sufficient time to adapt.
Linking the social and technical, and the cultural,
separating them conceptually, frames important questions
in debates regarding in the development of not only
organization but also technology. Why? Consider the
category ‘task significance’ and what it is taken to
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represent; “the degree to which the job has a substantial
impact on the organization and/or larger society.”
(McShane and Glinow: p.133).xlii Invariably, the notion of
‘tasks’ in industry tend to be facilitated by
technologies and many firms use technology to make
technological products. The way in which ‘impact’ is
made is through and by technology, and by organization and
re-organization. Neither technology, nor re-organization
possibilities are infinite. Like technologies in general
they enable and constrain interactions and
communications. This carries vast implications for
production and also for the development of societies
itself.
The changes in outlook towards human resources and
organization, the relations between production and
consumption and use, and to the nature of technological
development itself are indicative of the rise of the
emergence of the Information or Knowledge Society with its
precedence upon the management of knowledge and expertise
and of learning. (see Webster, 1995). xliii
However, there are differences in development of
organizations and technology, and how businesses view
markets.
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“We are moving from business strategies based on the"domination" of markets, to the cultivation ofcommunities. The best companies are focusing moreon the innovation of new services, and new businessmodels, than on new technology per se. They arestriving to change relationships, to anticipatelimits, to accelerate trends. Designers andusability experts need to study, criticise and adaptto these trends. Not uncritically, but creatively.”xliv
Certainly both are intentionally developed, both can be
exploratory such as R&D teams building experimental
prototypes, but regardless of extraneous influences,
social and otherwise, technology developments have a
linear nature in their development. Ideas such as
scenarios convert to prototypes, prototypes to final
products released to the pubic domain. One can only
‘reverse engineer’ something which has been ‘engineered’
in the first place, but ideas and scenarios are more
fleeting and mutable. Technological projects have a
beginning, middle and end, and while this ‘end’ may
signify the break-up of the project group involved in the
development. They do not usually mean the ‘end’ of the
firm.
Social scientists, economists included, interested in
technology, have tended to ‘black box’ technology in some
way or another. Indeed complexity demands that we narrow
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our scope of understanding or involvement in phenomena or
large scale systems. Technology is depicted as something
which has inputs and manifests outputs. Indeed, not only
do social scientists reduce the role and implications of
technology, many of us in everyday life consider
technology for what it does over how it does it. We do
not have to know about the in and outs of TCP/IP to surf
the net, and we do not need to know about he laws of
thermodynamics to drive a car, or consider all that is
necessary in technology and businesses processes to
facilitate the working of the ATM machine.
If we consider that technology ‘does’ something then can
we consider a firm as a technology? After all, a firm’s
function is to create products and services. They feature
particular configurations of competencies, skills and
expertise. They characterize themselves under their
brands and the look, feel and quality of their product
and services. And moreover they develop communication
skills; “If every product is really a service, then every
contact or communication with customers is also the
product” (Kantor, 1992: p.10) They come to develop
attributes through all of to above in the eyes of
stakeholder, customers, suppliers, partners, regulators
etc. Can we view the hardware of the mobile phone as
social? We certainly use it for social purposes but is it
itself social, if so in which ways?
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“…the freestanding material-technical artifacts andwhat they do by themselves should be takenseriously. This means that their actual operations(not just their design) and the actual, embodiednorms (standards) governing these operations shouldbe conceptualized as genuinely social processes of aparticular kind.”xlv
Indeed some scholars from the social studies of
technology have emphasized that ‘the technical’ needs
unpacking. Molina for instance considers the complexities
involved with specific technologies. This emphasizes that
the nature and state of development of given technologies
do condition the strategic limits and opportunities for
the processes of development “i.e. creation, production
and diffusion”.xlvi. He urges us to consider within our
social analysis of technology “the-role-of-the-
technical”. (p.3)
The reality of the job at hand is that there are much
broader concerns within the organization concerning the
way an individual views themselves as having ‘impact’
either upon the organization or the wider society.
Similarly, it is a broader concern that technological
change ‘impacts’ the organization either in a ‘positive’
or ‘negative’ manner. Such a notion of impact may be a
chimera created from a biased view of the world at large,
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or simply buying into the propaganda of the marketing
dept. Many firms and their employees, as well as
commercial or domestic users, view the world through
glasses tinted with the features and perceived benefits
of products and services. After all, the firm has a
boundary, and one of the means by which it invents itself
and the relevance of its offerings are through accenting
and highlighting, perhaps at times exaggerating, the
propensities of its developments in their contribution to
the wider world outside. The reputation IT and
biotechnology to radically alter our lives for the better
precedes its actual abilities to do so.
In reality however, outside the firm’s boundary is an
environment which affects the firm, and it is much more
complex as a system or a collection of systems and sub-
systems to anything constructed or emerging within the
firm. Some environments are more demanding than others.
Complex interactive systems are strongly situated, and so
is any actual design of them. E.g., in some cases there
is no possibility to approach prospective users, in other
situations; certain decisions are prohibited by
constraints from the client. Environments that are
inaccessible, nondeterministic, nonepisodic, dynamic, and
continuous are the most challenging. This is the root of
uncertainty in business, and the risk or failure is much
higher for innovative products and services – those that
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do not have a distinctive relation with the world
outside. The behaviour of the firm – the behaviour of any
particular firm - arises from the nature of the firm and
of the systems set up within it to cope with
environmental change (not as a random event). Included
here are the rules and codes of operations, the sum
expertise of its staff to leverage resources, its
abilities to crate working conditions and appropriate
organizational structures and competencies, and the
means, methods and style of communications.
Structural view is essentially a static picture – it
talks about what a system looks like – like the pattern
on an organisational chart - not what it is attempting to
do. So such structures are designed, usually by those
further up the hierarchy and have much more loosely
defined goals towards an aim of accenting creativity. The
bottom line is that structures either carry out processes
competently or are acted on by (external) processes to
highlight incompetence and weakness.
Firm’s are often characterized by having hierarchies of
management held in a structure. Structures vary between
‘orthodox’ mass manufacturing hierarchies with
centralized and narrow spans of control, and more
‘organic’ structures which emphasize the use of semi-
autonomous teams. A third hybrid form - the matrix -
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addresses the need for functional specialism whilst
remaining responsive to product and customer needs.
In the traditional hierarchal model the lower levels of
the organization are typified by operative employees such
as machine operators or even engineers. Most directives
come from the higher echelons, and communication is
typically top-down. They are expected to narrowly define
their skills, knowledge and activities. Decision-making
here is quite focused upon aspects such as design
specifications, problem-solving, maintenance or ‘fixing’
things. That is, their training includes the development
of a sound knowledge of materials and components, their
specifications, properties and tolerances, their
compatibilities and limitations, their uses and
applications. This is largely what they were taught at
university or college, and what they largely practice and
continue to develop knowledge in during their everyday
work routines. In organic structures there is a broader
participation, the use of more creativity as take their
place as a member responsible for some aspect of the
overall project, as well as feedback upon the advice and
recommendations of other team members.
Technical and middle managers or team leaders facilitate
and organize work flows and teams within whatever social
structures and systems chosen to shape organizational
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performances. They have ‘working knowledge’ of what each
engineering specialty possesses ‘expert’ knowledge of,
and they know how to organize and monitor projects to
meet goals and deadlines.
Other functions of the organization bring different forms
of knowledge and expertise to the boardroom table where
options are played off by senior managers and business
policy and strategies formed. This level affords the
greatest latitude for change in direction. These will be
operationalised via middle mangers, technical managers or
team leaders. Structures can often have a significant
constraining impact on system communications.
Policies and strategies are built upon the products of
internal and external scanning. This concerned with
conceptualizing the inner state of the organization –
financial reporting, competencies, human resources etc. –
and issues pressing from without the organization –
competitors’ behaviours and products, consumer reactions
to existing product lines and so forth. In addition to
forming business policy and strategy, knowledge of the
internal and external environment should help solve any
managerial dilemma that appears. That is, anything that
hinders stability or growth, or stands in the way of
improving effectiveness and efficiency. Power relations
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also feature. The insight from David Noble’s (1979)21
study of numerical control of factory machine tools is
that the technical change does not necessarily come from
technical rationality, namely effectiveness and
efficiency, as always claimed by technological
determinists. Power struggles appear to be an
21 Noble, David. (1984) Forces of Production: A Social History of IndustrialAutomation. New York: Knopf.
i Maslow (1954) attempted to synthesise a large body of research related to human motivation. In an ranked order of priority they included the needs to address: 1) Physiological: hunger, thirst, bodily comforts, etc. 2) Safety/security: out of danger. 3) Belongingess and Love: affiliate with others, be accepted. 4) Esteem: to achieve, be competent, gain approval and recognition. 5) Cognitive: to know, to understand, and explore. 6) Aesthetic: symmetry, order, and beauty. 7) Self-actualisation: to find self-fulfilment and realise one's potential. 8) Transcendence: to help others find self-fulfilment and realise their potential. Patrick Jordan, an advocate of pleasurable design, describes how this progression from functionality to pleasure is similar to Maslow’s hierarchy of human needs, wherein people move up the hierarchy as their needs are fulfilled at lower levels. Usability practitioners have tools to understand functionality and usability, but they must now add tools for understanding what products need to move to the highest, or pleasurable, level of the hierarchy. These tools can include Kansei (pleasure) engineering, the Kano method, the repertory grid technique, and laddering.
Jordan, P. W. Designing PleasurableProducts: An Introduction to the New Human Factors. London: Taylor & Francis, 2000.
ii Dobbin, F and Dowd, T.J. (1997) “How policy shapes competitions: Early railroad foundings in Massachusetts” Administrative Science Quarterly (Sept.) pp.501-529iii Senge, P.M. (1990) The Fifth Discipline: The Art and Science of the Learning Organization New York: DoubledayGarvin, D.A. (1993) “Building a learning organization” Harvard Business Review (July/August) p.80iv Hit, M.A., Keats, B.W. and DeMarie, S.M. (1998) “Navigating in the new competitive landscape: Building strategic flexibility and
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underpinning factor in technological choices. There are
means of control and communication which promote survival
of the social system, in this case, the firm. Of course
the nature of business, indeed, living, is the emergence
of unforeseen events, which require flexibility in
response.
competitive advantage in the 21st century” Academy of Management Executive(November) pp.22-42v Utterback, J. M. (1994). Mastering the dynamics of innovation. Boston: Harvard Business School Pressvi Morone, J., (1993), Winning in High Tech Markets. Boston: Harvard Business School Press.
vii UE differs from UCD on this dimension by broadening the perspective from being simply user driven to being business value driven. The UE process starts by collecting detailed market requirements, business requirements, and user requirements, creatinga business model that rigorously integrates all of these requirements and focuses on the design aspects that affect the “bottom line.”
viii Druker, P.F. (1987) Innovation and Entrepreneurship New York: Harper-Collinsix Usher, R. et al (1997) Adult Education and the Postmodern Challenge, London: Routledgex Davis, F.D. (1993) User acceptance of information technology: system characteristics, user perceptions and behavioral impacts. International Journal of Man-Machine Studies, 38, 475-487. Fishbein, M. & I. Ajzen (1975) Beliefs, Attitudes, Intention and Behavior: An Introduction to Theory and Research. Reading: Addison-Wesley.
xi Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York, Harper and Row.xii Argyris, M. and Schön, D. (1974) Theory in Practice. Increasing professional effectiveness, San Francisco: Jossey-Bass.xiii Winograd and Flores (1986) cite Heidegger when he speaks of breakdown to represent this phenomena. This is a bringing to consciousness awareness things, objects and thoughts through their 'lack of fit' or 'lack of flow' in the course of purposeful use is an important concept to the functioning, as well as evaluation of technologies.
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Against this scenario, which is a snapshot of many modern
organizations, it is easy to see the seductiveness to
build an organic analogy of the firm or indeed a
technical project – one that urges us to view the firm as
a kind of living system comprised of social and technical
elements. These are structured in hierarchies and
manifest processes and actions.
A basic definition of a system
Systems do not exist in an absolute sense – a system is
an idea or convenient metaphor, often used to help
someone understand or solve problems in a real situation:
systems can often be purely "in the eye of the
beholder"
systems have an "out-there" aspect, and an "inside-
us" aspect
A system is an assembly of parts or components connected
together in an organized way. In general, the parts are
affected by being in the system and they are changed if
they leave the system. Addition or removal of a component
changes the system. The assembly of parts does something
(but behavior may be not doing something when the
environment changes) – there are processes and outputs.
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The particular assembly has been identified by a human
being as of particular interest – in essence, the system
is owned by someone. Wilson (1990) uses a classification
of several types of systems adopted from Checkland
(1971). These are natural systems, designed systems,
human activity systems, and social and cultural systems.
In this classification designed systems are treated
separate from human activity systems and social and
cultural systems.xlvii The notion of an ‘open’ system is
one which is accessible by extraneous elements, or even
other systems, without its on intergrity as a system
being compromised. Niklas Luhmann's theory of social systems
is perhaps the most advanced model of modern society. It
is the first major sociological theory that opts for
communication as the constitutive element of society and
other social systems. Causes and reasons for this
theoretical decision are reconstructed, first in terms of
problems internal to Niklas Luhmann"s social theory (the
distinction of psychic and social systems; the
distinction of action and experience; formal properties
of the concept of communication; the implications of
autopoiesis) and secondly in terms of processes of
societal change (the rise of the information society; the
genesis of world society), which favour the switch
towards a communication-based (instead of action-based)
systems theory.
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He borrows from concepts of living systems to the
description of mental and social systems. Living systems
act in the medium ‘life’, mental systems in
‘consciousness’, social systems in ‘communication’. Both
mental and social systems operate, within language and
meaning. Communication does not take place without
presupposing consciousness, and vice versa. This is a
convenient characterisation of various levels of human
and social existence which will be drawn upon extensively
in this book. The following diagram could be thought of
as a concept map and helps us to see some key terms and
concepts from systems and how they might be related.
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One of the great challenges in recent engineering design
is the increased complexity of the designed objects; they
are both more sophisticated in structure and materials,
and more information intensive. The contextual
implications of a deployment of genetically modified
living entity are of grave concern to those who believe
that we should not interfere with the ‘mechanisms’ and
complexity of nature.xlviii In this view the implications
of genetic modification are inherently systemic.
Similarly, the manufacturers of chips closely monitor for
new opportunities to get product deeper and further into
the vagaries of ‘everyday’ life, the lifestyles of
consumers. Every nook and cranny of quotidian life, at
home and work (and in the mobile age – in-between) is
being researched, with firms and universities prospecting
for new digital deployments in the minutiae of human
activity and meaning. This demands that technology firms
place increased imperatives upon their knowledge and
abilities to research and produce compelling arguments
for their products and services.
While engineers originally designed relatively simple
objects like bridges, the artifacts they design have
become more complex and gradually they became involved in
designing not only single artifacts but also the
relations between the artifacts. Several methods and
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theories have been used to analyze and design systems,
e.g. o[pen and closed systems Hard and Soft System
Theory, Cybernetics, Operations Research.
Technical development is a social process; science and
technology are necessary conditions of this process, but
they are, by no means, sufficient to determine its
performance. Evolution is primarily based on the
emergence of new variants of existing system elements.
New variants have to prove their fitness in competition
with existing ones. Development of a wide range of
different elements is costly and restricted by available
resources. The concept of the socio-technical system was
established in the 1950s to stress the reciprocal
interrelationship between humans and machines and to
foster the program of shaping both the technical and the
social conditions of work. in such a way that efficiency
and humanity would not contradict each other any longer.
Efficiency can be seen as the primary selection criterion
in nature. System efficiency is determined by efficient
constituent elements and processes. Unlike close systems,
open systems have purpose (objective), possess porous
boundaries with their environment, and process
information.
The aim of this book is to explore the nature of hybrid
(socio-technical) systems and its implications for
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engineering design. As Thomas P. Hughes observed in
Rescuing Prometheus:
“System builders preside over technological projectsfrom concept and preliminary design throughresearch, development, and deployment. In order topreside over projects, system builders need tocross-disciplinary and functional boundaries—forexample, to become involved in funding and politicalstage setting. Instead of focusing upon individualartifacts, system builders direct their attention tothe interfaces, the interconnections, among systemcomponents.” (p. 7)xlix
In order to do so the concept of socio-technical systems
will be analyzed. Social, technical and social-technical
systems, as well as the way such systems are designed,
will be compared. Changes in design tasks and the
(changing) role of engineering knowledge, due to the
increased importance of socio-technical systems, will be
studied. The results of this comparative analysis will be
integrated into a characterization of socio-technical
systems.
What are socio-technical systems, what do they consist of
and how do they compare to technical and social systems?
ii. What are the differences and similarities between
technical, social and socio-technical design tasks? iii.
What changes are there in design tasks when shifting from
technical to socio-technical design, and what are
implications on the role of engineering knowledge?
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The economist Nathan Rosenberg (1982: p.39) suggests that
“Technology is . . . at the centre of those activities
which are distinctly human.” Cole (1995)22 assumes that
the species-specific characteristic of human beings is
their ‘need and ability to inhabit an environment
transformed by the activity of prior members of their
species’ (p.190). He views this as a ‘common starting
point’ of all socio-cultural-historical viewpoints. The
transformation of this environment, and the means by
which the ability to transfer the means of
transformation, are;
“ . . . the result of the ability/proclivity ofhuman beings to create and use artefacts - aspectsof the material world that are taken up into humanaction as modes of co-ordinating with the physicaland social environment . . .The idea that mediationof activity through artefact (often refereed to bythe slightly reduced concept of tools is thefundamental characteristic of human psychologicalprocesses and the human environment).” (ibid, p190)
Cole goes on to quote several examples of this, including
Henry Bergson:
22 Cole, M (1995) ‘Socio cultural-historical psychology: some general remarks and a proposal for a new kind of cultural-genetic methodology’ in (Wersch, J. V., Pablo, D.R. and Alvarez, A. eds.) Sociocultural Studies of Mind Cambridge: Cambridge University Press pp. 187-214)
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“If we could rid ourselves of all pride, if , todefine our species, we kept strictly to what thehistoric and prehistoric periods show us to be theconstant characteristic of man and of intelligence,we should say not Homo Sapiens but Homo Faber. InShort, intelligence, considered in what seems to beits original feature, is the faculty ofmanufacturing artificial objects, especially toolsfor making tools, and of indefinitely varying themanufacture.” Bergson (1911/1983; p.139)23
23 Bergson, H (1911/1983) Creative evolution New York: Henry Holt xiv Bateson, G. (1988) Angels Fear London: Riderxv Schön, D. A. (1973) Beyond the Stable State. Public and private learning in a changing society, Harmondsworth: Penguinxvi Hawkes, J. (1963) History of Mankind Cultural and Scientific Development, Vol. 1. Part 1. Prehistory London: Mentorxvii Schön, D. (1983) The Reflective Practitioner. How professionals think in action, London: Temple SmithSchön, D. (1987) Educating the Reflective Practitioner, San Francisco: Jossey-BassSchön, D. A. (1991) The Reflective Turn: Case Studies In and On Educational Practice,New York: Teachers Press, Columbia University
xviii Schatzberg, E. (1999) Wings of Wood, Wings of Metal. Princeton:Princeton University Press. p. 16xix Ranson, R. (1998) ‘Lineages of the learning society’ in S. Ranson(ed.) Inside the Learning Society, London: Cassellxx Hawkes, J. (1963) History of Mankind Cultural and Scientific Development, Vol. 1. Part 1. Prehistory London: Mentorxxi Shackel, B. (1991). Usability--context, framework, definition, design and evaluation. Shackel, B. and Richardson, S., Ed. Human Factors for Informatics Usability. pp.21-37. Cambridge, UK, Cambridge University Press. xxii IBM SYSTEMS JOURNAL, VOL 42, NO 4, 2003 VREDENBURG 519xxiii Another aspect of this role would be to pull together the various sources of data on users and their work (or play, depending on the product) and facilitate the sharing of this information at every level in a company or organization. The role of strategic UCD facilitator would require a high level of business savvy, knowledge of social psychology (quite useful for understanding how groups and stakeholders interact), and extremely well-honed listening,
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Technology is certainly a symptom of the human condition.
It is manifestation of a desire to relate to, monitor and
control natural and human processes and activities. It is
human intervention. Humans influencing or determining
ecological systems should be aware that, at least in the
enabling, and interviewing skills. The UCD facilitator wouldfocus on building a usability infrastructure and institutionalizing usability.Wilson, C.E. ‘Usability and user centered design : The next decade’ Intercom Jan 2005 p.8xxiv Finger, M. and Asún, M. (2000) Adult Education at the Crossroads. Learning our way out, London: Zed Books.xxv Kaptelinin, V., et al. (1997). Activity Theory: Basic Concepts and Application. CHI 1997, Los Angeles.
xxvi Bannon, L. xxvii Mitchell, T.R. (1997) ‘Matching motivational strategies with organisational contexts’ in Cumings, L.L. and Staw, B.M. (eds.) Research in Organisational Behaviour vol. 19 Greenwich: JAI Press pp.60-62xxviii Engeström, Y., et al., Eds. (1999). Perspectives onActivity Theory. Activity Theory and Individual andSocial Transformation, Cambridge University Press.
xxix potentialIBM SYSTEMS JOURNAL, VOL 42, NO 4, 2003 KARAT AND KARAT 539-540
xxx Donoghue, K. Built for Use: Driving ProfitabilityThrough the User Experience. NewYork: McGraw-Hill, 2002.
xxxi Usher, R. et al (1997) Adult Education and the Postmodern Challenge, London:Routledgexxxii Wilson, C.E. ‘Usability and user centered design : The next decade’ Intercom Jan 2005 p.8xxxiii “Concept tests and product tests do not work . . .The limitations of concept and product tests as predictors of subsequentsales are borne out by empirical investigations and literature surveys . . . Furthermore, they are generally of value only in the case of continuous products where consumers are well aware of standard attributes and functions; for discontinuous innovations they are unlikely even to predict trial.” (Tauber, 1981: p.182)xxxiv Valentin H. Pashtenko
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mid-term, efficiency determines which elements from flora
and fauna are dominant under the conditions set by those
humans. In this perspective the entire history of
agriculture and animal husbandry is genetic engineering.
As the command of the natural sciences of physics,
chemistry and biology has grown, so has the ability toxxxv Nelson, R. R. and B. N. Sampat (2001), 'Making sense of institutions as a factorshaping economic performance'. Journal of Economic Behaviour andOrganization 44: 31-54.
xxxvi xxxvii Lawler III, E.E. (1986) High-Involvement Management San Fransisco: Jossey-Bassxxxviii Skill variety is the degree to which a job requires employees to use different skills and talents to complete a variety of work activities; task identity is the degree to which a job requires completion of a whole or identifiable price of work; task significance is the degree to which the job has a substantial impact n the organization and/or larger society; autonomy is the degree to which ajob gives employees the freedom, independence, and discretion to schedule their work and determine the procedures to be used to complete the work’ job feedback is the degree to which employees can tell how well they are doing based on direct sensory information form the job itself.
Hackman, J.R. and Oldhan, G. (1980) Work Redesign Reading: Addison-Wesley p.90xxxix Silerstone .R. p.4 Media and Technology in the Everyday Life of
European Societies Final DeliverableThe European Media and Technology inEveryday Life Network, 2000-2003
xl P.19 xli xlii McShane, S.L and Von Glinow, M.A. (2000) Organizational Behavior: Emerging Realities for the Workplace Revolution Boston: McGraw-Hill
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create new substances, material and machines which
intervene in all aspects of worldly existence, and of
course predictions of that of worlds beyond (i.e. we do
not expect Mars to require a new version of physics in
its understanding, and we expect ‘intelligent’ human
beings to decipher the plaque which adorned the voyager
spacecraft we sent into the universe).. The pervasiveness
of information technology extending into all aspects of
everyday experience and practice, and the profound
connotations of genetics to modify aspects of living
xliii Webster, F. (1995) Theories of the Information Society. London: Routledge.
xliv n abridged version of the keynote speech held by John Thackara atthe CHI2000 conference in The Hague.
xlv Large Technical Systems and the Discourse of Complexityin Lars Ingelstam (ed.), Complex Technical Systems, Swedish Council forPlanningand Coordination of Research, Stockholm: Affärs Litteratur 1996, 55-72Bernward Joerges p.5
xlvi Molina, A. (unpublished) The Role of the Technical in Innovation and Technology Development: The 0perspective of Sociotechnical Constituencies Management School; UNiv. Of Edinburghxlvii Wilson, B. (1990). Systems: concepts, methodologies and applications. Chichester,John Wiley & Sons Ltd.Checkland, P. B. (1971), 'A systems map of the Universe'. Journal of SystemsEngineering 2.
xlviii I think here of the unfroseen by-product of over-use of anti-biotics – the use of human organisms to produce drug resistant strains of bacteria. Other examples have been the introduction of rabbits to Australia, where there populations got out of control. One must also comsider bollgaurd montosamoxlix
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things suggest a future marked by mutability, re-
configuration and change.
Since temples and other buildings were constructed and
aligned in proportions related to the stars there is the
intention of creating the mediation of technology in our
experiential and metaphysical realities. The formal
structured proofs of maths and rationalism are perhaps
the inheritors of such an arithmetic logic based upon
geometry and measurement.
But technological mediation is also empirical, it is
observable and concrete. Following McLuhan in his famous
work such as The Medium is the Massage technology mediates
our relationships with the natural and man-made worlds;
it mediates our relationship with energy, and mediates
communication between us as humans. Science, scientific
method and inquiry produces proportions, periodicities
and measures that confirm or deny postulations, offering
patterns as securities to engineers and designers in
their endeavour to translate these patterns into
functions and applications. Moreover, how these can be
formed into useful, functioning systems. Every object in
reality that is modelled by systems theory exhibits an
"outside" and
an "inside," an external behaviour and an internal
construction. In this case is the inner workings of the
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system, built by system architects, which are based upon
engineering principles. External behaviour is how such a
system represents itself to intentional users or
operators, and how it appears to provide benefit.
Following from the earlier discussion on organizational
form, it is not so easy to speak about the designing of
social systems. Particularly in complex socio-technical
systems, usually not all elements and relations are
designed in all detail. While certain elements of such
systems can be designed or redesigned, other elements
and, therefore the system as a whole, can behave much
more irregularly. Some system theories treat systems as
evolving rather than being designed. In that case
activity to control the behavior of systems is a form of
manipulating rather than designing.
Beginning with those such as Comte there is the
application of principles and techniques drawn from the
natural sciences applied to the analysis of people and
particularly groups. Peter Drucker in Industrial Man (1965)
considers Comte as the first thinker who focussed on
industry, in particular how societies can organise around
the industrial producer.l The project of a social science
is the production of proportions, periodicities and
measures that suggest patterning in the activities and
practices of human groups and populations – their
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structures, their knowledge, their traits, their
motivations, their outcomes and goals. It also deals with
individual and group differences and similarities,
behaviours and interactions. The ‘outer’ aspect of a
particular social system is how members of such a group
behave or look to an observer, how they express
themselves - particularly in terms of some functions or
purpose, how they organise etc. ‘Inner’ aspects is how
they organise themselves, how they develop knowledge of
the world without the group, how they develop
communications to express meanings and purpose within
themselves.
A notion of ‘intervention’ here is the identification of
individuals, groups, organisations and their
communications. How do their structures and the action
and interaction of human and non-human elements impact
outcomes?
The goal of eliciting pattern in the social continuum is
largely an attempt to acknowledge, dispel, infer or
predict future behaviours and perceptions and actions and
reactions. It questions first; how social structures and
systems develop out of pre-existing social structures,
and how they are similar and unique. And second; how do
social structures shape individual decision-making and
action. Third: how do these processes feed-back upon each
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other and within themselves to generate individual
development and social innovation and evolution? It can
also be a means by which to understand or better
interpret past events – positive or negative - with
relation to organisational effectiveness and efficiency.
In economic systems, efficiency is measured as the ratio
of financial output and input. Efficiency is a decision
factor. A small number of input and output factors is
easy to measure but may provide insufficient information.
For better decision making, efficiency should be based on
a wider scope considering the above mentioned principles.
For example, the Balanced Scorecard approach takes
several
weighted ratios into consideration.
In industry, opposed to other forms of institution such
as academia, the aim is always to modify responses and
structure actions at the individual or group level -
especially towards some internal or external threat or
occurrence. This can be failure in product components to
adequately benchmark against competitors’ products or
changes in policy, regulation, technology, consumer
tastes etc. Identifying system boundaries can sometimes
be quite difficult, and different analysts can often
disagree with where it should be set. The boundary may
have a physical presence, I am thinking here of a case
for a PC, or a corporate headquarters, but often does not
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– the business system of a virtual or actual organization
may view all stakeholders such as suppliers, customers,
regulators etc as an integral part of their operations.
An alternative view is that Usually thought of as all
parts of the world outside the system, but in practice,
is restricted to those parts that interact with the
system Important as it determines where the analyst sets
the boundary between what is inside of the system and
what is outside One rule of thumb is to set the boundary
where interactions between the system and its environment
are minimized. An alternative approach is to identify
components which affect the system, but which the system
is unable to control directly and is unable to affect to
any significant extent for example, the environment of
the overall management system of an organisation is
likely to include public policy, legislation, the
economy, technology, product markets and so on
Vincenti (1990) tentatively refers to engineering design
knowledge as, among others, methods and tools engineers
use, general design concepts and quantitative data.liIn
the standard received view, it becomes the purpose of a
rigorous scientific method to insure that knowledge is
obtained by 'objective' and 'verifiable' means. The
ultimate object is attaining knowledge of particular
features or functions of the object of study. It then
attempts to infer causes and predict effects or outcomes.
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In the grading of levels of knowledge according to their
degree of objectivity, knowledge is most certain that
which has the smallest amount of personal contamination.
Mathematics and physics would be pure sciences in this
view. And knowledge would be most problematic where the
personal element is greatest - arts, literature,
philosophy, as well as in those 'complex' sciences such
as biology or psychology, and moreover in the social
sciences. These however are also the domains often most
associated with the recursive propagation of culture, as
their products also shape the values and meanings people
have for things in the world. In design for consumer
markets these are as important in everyway a much as
function.
Social systems and systematic forms of management and
governance rely entirely upon identification and
consideration of constituent components – in particular
their interactions, their skills, their abilities to
sense-make and their abilities to generate, communicate
and disseminate meanings. In order to develop these
competencies firms must have adequate models and theories
of management and governance which can attempt to order
actions, thoughts and behaviours within the organisation.
These come through education and training, either formal
or informal learning. But they must also possess some
worldview of their operating environment. That is, they
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must have a command of adequate theories and models of
influences and pressures coming in and influencing from
without the organisation. These must correlate and balance
with internal responses and resources within the
organisation that cope with and address these changes.
However there are problems producing 'objective' and
'verifiable' knowledge in the pressurised development
environments of modern industry. Rather than ‘correlating
and balancing’ external pressures are often dealt with on
an issue by issue manner rather than in a collected
strategic and rationalised way. This is common reaction
to complexity and apparent chaos.
The philosophy of the social sciences is an extensive and
dense field of critical theory that highlights why the
application of a positivist or hypothetico-deductive
views drawn from the ‘physical’ sciences is a problem,
but it has never the less been deemed as relevant and
convenient for firms wishing to understand the wider
population out with boardrooms, offices, workshops and
production lines. With the rise of ‘mass production’ in
the 20th century was the corresponding rise of a ‘mass
society’ and other forms of ‘massification’ (like mass
‘hysteria’, mass audience etc.). This considered
populations as an amorphous whole comprised of atomised,
unitary members.
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With its roots in the natural sciences, where properties
are deemed to lend themselves more to measurement and
control, positivist approaches in social and human
sciences have been exposed to a number of critiques (i.e.
in psychology in the early 70s with Gergen, 1973; Harré
and Secord, 1972; and Shotter, 1975). Commentators
manifested discontent with positivist method, and the
exclusive dominance of quantification. Harré and Secord
(1972) for instance were concerned with the mechanistic
model of human beings which academic psychology seemed to
subscribe to. These were believed to derive from the rise
of behaviourism as the regnant force in psychology. lii
The popularity of behaviourism and 'big project'
sociology, and other disciplines such as anthropometrics
and ergonomics co-evolved with the ‘massification’ of
industry, the mass media, and urbanisation. It provided
answers to a society increasingly reliant on science to
solve problems derived from vast changes in lifestyle and
living conditions. Again, this clearly illustrates the
importance of the consumer and consumption in processes
of selection, use and re-use, which will influence
production directly or indirectly. They must still be
categorised and typed and segmented into groups which can
be studied.
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These include populations which are the target audience,
representative sample, market or ‘demographic’ for their
product and services. This has led to the prospect of
further understanding of how new products, drawn from
science or re-configurations of and improvements upon
pre-existing technical elements, may be best offered and
presented to the market. It provides insights on how they
can be positioned and packaged.
Other methods of interfacing with consumer-users have
been developed by technology firms and their business
clients, and these draw from an eclectic range of social
and human science disciplines. The aim is to reveal
aspects of human behaviour and cognitions with direct
respect to technology and the development of business.
These include usability tests, marketing and technology
trialling, prototyping, system-logging and reporting and
so on.
As with other cultural products and their creation,
dependent on wider societal shifts in emphasis and
interest, research methods in disciplines such as
psychology have evolved to ask new questions, “asked and
answered in new ways." (Smith et al., 1995: p.1) Also
within the business world, analysts are increasingly
dissatisfied with using simple aggregated market
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statistics that reveal little about the underlying
sociocultural dynamics that affect acceptance of advanced
technical systems (i.e. Gonzalez, 1997). People
influencing social systems - such as policy-makers,
managers, designers, regulators - should be aware that
the processes of interaction and behavior of the persons
involved are evolving toward more efficient forms. To
pursue objectives, these have to be represented. To
develop objectives, models of
the surrounding world and of desired states of the active
part within this model have to be represented, too. There
is a wide range of representation mechanisms in existing
systems: from physically manifest implicit
representations like the simple reflex in nervous systems
to explicit knowledge representation like computer
programs and beyond to models of
cultural evolution of societies with a shared body of
knowledge, as described by Karl Popper.liii
However, as explored earlier, according to the
objectivist, neo-positivist or hypothetico-deductive
view, authentic knowledge is acquired when the
"subjective" - emotional, aesthetic, moral, and religious
- elements in knowing are strictly and rigorously
eliminated. Such elements, it is held, taint or distort
knowing and the derivative knowledge by introducing
elements of ambiguity and commitment. A large part of the
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project in what has come to be regarded as the 'dominant'
view in research method has been to eliminate extraneous
influences from the object of the research other than
those introduced or known by the researcher. If not
isolated, these 'extra-scientific', subjective elements
would determine the foundational paradigm upon which
science is erected and leave science in the realm of
opinion and 'rationalised superstition' (Gergan, 1973).
But the design of technologies are often optimised in
various ways according to intended or 'aimed use' within
the specific environments of factory floor, workshop,
office, schoolroom, kitchen, living room, garden etc.
Within the lives of their occupants these spaces accrue
rich and deep meanings. They form an integral part of the
multiple flows and networks of activities and energies
which constitute and sustain the space we call 'home' or
‘work’ and most importantly, its relevance to everyday
life and activity.
Henri Lefebvre (1992) warns against taking such kinds of
metaphors too seriously lest one abstracts too much from
properly comprehending the lived experience of things:
"Consider a house, and a street, for example. Thehouse has six storeys and an air of stability aboutit. One might see it as the epitome of immovability,with its concrete and its stark, cold and rigidoutlines . . . Now a critical analysis would
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doubtless destroy the appearance of solidity of thishouse, stripping it, as it were, of its concretewalls, which are glorified screens, and uncovering avery different picture . . . permeated from everydirection by streams of energy which run in and outof it by every imaginable route: water, gas,electricity, telephone lines, radio and televisionsignals, and so on. Its range of immobility wouldthen be replaced by an image of a complex ofmobilities, a nexus of in and out conduits . . . theoccupants of the house perceive, receive andmanipulate the energies which house itself consumeson a massive scale. Comparable observations, ofcourse, might be made apropos of the whole street, anetwork of ducts constituting a structure, having aglobal form, fulfilling functions, and so on . . .The error – or illusion – generated here consists inthe fact that, when social space is placed beyondour range of vision in this way, its practicalcharacter vanishes and it is transformed inphilosophical fashion into a kind of absolute. Inface of this fetishized abstraction, 'users'spontaneously turn themselves, their presence, their'lived experience' and their bodies intoabstractions too." (pp.92-93)
As social scientists or as market or consumer researchers
or as designers and creative managers we abstract systems
of living and social systems. We then we focus this
abstraction into a suitable construct and attempt to
match our products and services to suit.
To illustrate, when designing an object (e.g., anATM), we do not have to take into account the "wholeperson" (whatever that might be). But we do have totake care of the communicative/interactive needs of
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persons related to the specific situations far asthese are recognizable. What is the whole person?Those who can observe it from the outside, cannotobserve it from the inside, and those who canobserve it from the outside, cannot observe from theoutside. Everything else is, in my view, amisconceived and idealistic/romantic concept of"wholeness" which does not work. This means: don'tcater for individual people (they are inaccessibleanyway). Instead, care for their communicativepatterns of behavior. This should not be consideredas anti-humanistic, but as methodliv
The analysis of rational agency as a mapping from percept sequences to actions probably stemsultimately from the effort to identify rational behavior in the realm of economics and other formsof reasoning under uncertainty (covered in later chapters) and from the efforts of psychologicalbehaviorists such as Skinner (1953) to reduce the psychology of organisms strictly to input/outputor stimulus/response mappings. The advance from behaviorism to functionalism in psychology,which was at least partly driven by the application of the computer metaphor to agents (Putnam,1960; Lewis, 1966), introduced the internal state of the agent into the picture. The AI researcher and Nobel-prize-winning economist Herb Simon drew a clear distinctionbetween rationality under resource limitations (procedural rationality) and rationality as makingthe objectively rational choice (substantive rationality) (Simon, 1958).
In contrast, some software agents (or software robots or
softbots) exist in rich, unlimited domains.
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One regards systems as accepting inputs from their
environment and providing outputs to it. An
"input/output analysis" is a common tool to help with the
understanding of systems The so-called IPO-paradigm
(Input-Process-Output). This paradigm conveys a teleological
system definition, i.e. a definition that is concerned
with the function and the (external) behaviour of a
system, disconnected from its construction and operation.
The above is the position of the contextual usability
framework presented later. It considers meaningful facets
of a technology and service as communicative aspects
between designers and users, producers and consumers.
These are not strictly semiotic as these acts focus as
much on outcomes as they do upon technologies or users
themselves. This perspective on ICT in everyday life is
in continuity with research areas on domestication (Lie
and Sorensen, 1996; Silverstone, 1994), social
construction of technology (Bijker and Law, 1992;
Chambat, 1994) and research on ‘human agency’ (Loader,
1998; Wyatt et al., 2000), where the research focus is
the user and not the technology. But what is presented
here is a further distinction, I is a focus upon use, as
opposed to what is used (i.e product or service), or the
user (those that operate technologies or services towards
some goal).lv
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Although specific system definitions do not match, they
seem to agree on the fact that systems consists of
elements and relations. What these elements and relations
are, and how they are conceived differs from theory to
theory. While the social sciences emphasize behavioral
models and therefore the actors, their actions and their
motives for these actions, engineering focuses on the
physical elements and the (causal) relations between
these elements.
The ubiquity of technology
We have spoken earlier of the prevalence of pattern and
symbols but what of our technological environment. How
our everyday world is populated with devices and
machines? Everyday we act and interact with the natural
world, with materials and with each other through the
mediation of technology bound to intention, goals and
objectives. Technology both enables and constricts –
channels - how we act, interact and transact with each
other and other institutions. Thus, it realises, defies
or negotiates the fulfilment of intentions and
objectives, and as it does, it shapes behaviour, as well
as how we perceive technology, the world, ourselves, and
reflexively, our behaviour.
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What is relevant to the discussions raised in this book
is that designers explore or understand how they can
enable but do they in their training and practice
understand how they can constrict? Is it even possible in
their in their effort to enable to conceive of how they
themselves are constricted by forces beyond the material,
say by the multiplicity of internal and external social
and organisational influences that have interests in the
end product and its diffusion? It is here that a wider
recognition of commercial and development contexts and
environment may be useful. This will be especially true
when there are also attempts to consolidate social levels
with others addressing technologically mediated
motivations, interpretations, goals and aims.
Technology’s in all its myriad appearances - as
application interface, a chemical applied or a drug
ingested, or even the hard, physical manifestation of a
simple technological product like a cog – are always a
product and process of contextualising, all within in a
unique social continuum which highlights their relevance
and power to enable and drive revenues. This is
especially true in a management environment where
differentiation between product and service collapse,
global exchanges intensify in density and reach, and
premium is being placed on richer more pervasive
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communications and use of digital technologies and
networks.
The ‘impact’ of digital technologies and networks is a
well hackneyed path in the literature of many fields from
economics to human computer interaction studies. I am not
interested in it here. My preference here is to focus
more upon the ‘softer’ side of the human, social,
organisational is currently being conceptualised. Some of
this parodies technical networks but human social systems
and organisation imply decision and policy making,
knowledge generation and sharing, motivation and choice
Technology is designed and produced by firms who
specialise in improving their specifications and
performance. They are sold to, or used by, firms who wish
to capitalise upon these improvements and commercialise
the products (these include system integrators, retail
outlets and service providers).
Technologies then are used by individuals and groups who
have specific functions and purposes in mind. Building
technology was not enough. Office automation
practitioners needed to learn more about how people work
in groups and organizations and how technology affects
that
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.
The intersection between technology, business and user is
the space where technologies succeed or fail to satisfy
their intentional purpose. There are three, perhaps four
junctures of intentionality involved.
1. The intention to provide technology which cancompete on price and performance. The function hereis continual innovation of product and process.Example: Mobile phone exchanges.
2. The intention to sell technologies which compete onprice and performance, The aim here is to acquirecomponent products which can be sold competitivelyor may help lower costs of system integration,example: mobile phone exchange system integrators –
Commerce
TechnologyConsumer Users
Commercial enterprises realising technological potentials – technology realising commercial applications
Commercial enterprises
realising new market potentials – consumer users
realising new products and
services The space where technologies linked to goods functions and services succeed or fail – where everyone is happy and where balance between all stakeholders
Technology developers realising potentials of their
products via consumer user
understandings – consumer-users
realising technological capabilities
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those who install and build exchanges for and onbehalf of operators
3. Or the intention to integrate and utilisecommercially technologies which can improveorganisation efficiency and effectiveness. Here thecommercial enterprise is the user and it hasacquired technology in order to produce gains in itsown effectiveness and efficiency. Example: Mobilephone operator
4. The intention to quickly learn the use of technologyand to invoke quick assimilation into skills bases.Here we are speaking of the individual worker whomust learn of its operability. Example; mobile phoneexchange operators, billing, etc.
5. Or an end consumer who has bought a technology andintends that it will be a useful contribution toeveryday life and activities. Example’ mobile phoneuser
The various intersections illustrate interactions between
the various players’ or rather more specifically their
fundamental motivations for interaction. In a perfect
production world, designers and managers would know
precisely what to make to satisfy the market. The
illusion of this occurs when a firm operates as a
monopoly. When you are the only show in town, you can
confuse being sold out every night with successful
content. In a perfect business world, every technology
you purchase harmonises perfectly with your business
processes and immediately improves efficiency and
effectiveness. Or component you buy can be incorporated
into your own product considerably increasingly its
value-add. Or every technology you purchase you can sell
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on at greater profit. In a perfect user-consumer world
every product you acquire suits your needs, its features
and functions matching your ambitions perfectly, it is
easy to operate and learn, and is provided at a price
which seems fair.
Mobile phones cannot perform their main function on their
own, they need to be embedded in a network, using send-
and receive antennas, operators, cables, a billing
system, laws and regulations, agreements between cell-
phone builders and network providers, et cetera. the
massive use of SMS by the users of cell-phones was
something that was not anticipated by the
telecommunication companies. While the technology to do
so was available, a social (billing) agreement to deal
with this was not available and had to be designed based
on the behavior of the users. It could therefore be said
that the users played a role in redesigned the system.
ATMs are, or at least were initially, designed froma purely technical perspective. This is not amazingsince the people who designed and implemented ATMswere technicians. For at most ten years after theirintroduction, the banks that used these machines astheir new outlets, maintained a wrong mental pictureof them. Instead of keeping their ownresponsibilities, bank managers thought that theyshould blame the technicians for all problems theusers had in using the ATMs. Apparently, they didn’tconceive of an ATM as one of their business
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processes, only technically implemented. The core ofthe problem can very convincingly be revealed if onetakes the social stance.lvi
However, here are many more worlds that ft into the mix
of production and consumption, regulators, standards
organisations, consumer groups, legal entities, investors
and so forth. They also foster overlaps in a less than
perfect system of technology propagation and deployment.
Du Gay et al. (1996) have elaborated on earlier work by
Johnson in establishing a notion of a 'cultural circuit'.
This views the perpetuating and development of, and
subsequent diffusion of, both ideas and actual products
between various institutions and actors.lvii
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Representation
Identity
Production
Regulation
Consumption
Fig. 2.1 Du Gay et al's 'circuit of culture (after du Gay et al.,
1997)
For instance technology companies do not develop nor
develop products in a vacuum. They must appreciate both
the overall needs of commercial organisations and
business goals, whilst simultaneously keeping an eye upon
issues of usability and operability at the individual
level. Conversely, a single user has preferences for
certain mobile phone operators partially based on
technical issues (such as connectivity and reception).
Commercial entities have business models of how the
technology can be deployed or sold to drive revenues, but
they will also remain conscious of their market, and may
have a much more pervasive level of interaction with the
consumer-users of technological products. The
intersection between technology, business and user is the
much reduced interaction space or juncture where
technologies succeed or fail to satisfy their intentional
purpose. Information and communication technologies are
often built with configurability in mind so as to best
fit the needs and requirements of both business and
users.
These domains are never mutually exclusive. They
constantly jostle and reassert themselves against the
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pressures of new technological breakthroughs and
discontinuities. But they do so not driven, in a
technological determinist sense, by innovation in
technology, but also by wider social, economic and
cultural changes. For instance to what extent does the
rise of China as economic super powers rely on the power
of digital networks against social and economic reforms?
Technology remains at this time innate; it does not make
decisions or choices on how to innovate upon itself
structurally. The science fiction proposition of robot
managed factories that update, innovate and redesign
robots that recursively reinvent themselves all in a
closed autopoetic system are a long way off indeed. They
exist in some future alien environment bereft of the
alignments and lack of alignments which typify the human
endeavour and struggle to come to terms with the natural
environment, its own complex and contradictory human
nature and its own social creations – the institutions,
competitors, customers, stockholders which comprise their
operational contexts and environments.
Under the rubric of a ‘constituency’ or a ‘network’ or
‘environment’ there is value recognised in the mapping of
all elements that give rise to, and hinder development
and innovation, and then to employment, acquisition and
diffusion. This also links to the possession of, and
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development of, a divestiture of cognitive abilities and
knowledge spread across this universe of institutions and
the individuals that set the conditions for success or
failure. The very notion of success or failure here is
not confined only to commerciality; it can equally refer
to more diverse ideas such as popularity, ease of use, or
robust functioning, the inspiration for new product
classes, or even ability to become a ‘classic’.lviii
The unique configuration of cognitive abilities and
knowledge across this universe provide for a foundation
to the acts of design and of use and utility. Known or
foreseeable benefits or profitability of a technical
product is the motivation that equally drives design,
acquisition and consumption. It also drives competencies
and abilities to use regardless if we consider the
designer’s role or the technology’s adoption and use by a
firm or an individual consumer. It is always ‘lust for
result’ that acts as the intrinsic motivator to employing
technics towards achieving some aim or goal. In the
producers world ‘list for result’ is ‘drive profit’ in
the world of users, application and use it is to ‘have
effect’.
Other considerations
Many other considerations come into play when we build or
employ the use of technology. These include how it will be
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best employed and operated, and then retrospectives and
evaluations ex post of how it was or is actually came to be
employed and operated.lix Both designer/producers and
user/consumers are privy to this feedback loop. In the
first case the impetus is to create better products
cheaper, and in the second it is to find new products
with unique features that delight, or to find better
replacement products cheaper. Sometimes this learning is
explicit and sometimes tacit. Chris Argyris and Donald
Schön (1973) suggested that two theories of action are
involved. They are those theories that are implicit in
what we do as practitioners and managers, and those on
which we call to speak of our actions to others. The
former can be described as theories-in-use. The words we use
to convey what we, do or what we would like others to
think we do, can then be called espoused theory. If we
started with a clean slate, if we had no preconceived
notions about how TV, radio or the phone should be, we
would never design what we have today. VisiCalc was the
first spreadsheet package, and along with word
processors, tangible value for PCs was understood by
business people. Western society's epistemology of time
and space was changed dramatically by the diffusion of
the car; however, the notion of knowledge itself was
changed by electronic media.lx
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We must consider that there is always an anticipatory
component to how we view technology. This true if one is
speaking of a car, a complex biochemical process or a new
hand held portable media device. Strategically,
technologies anchor anticipations of outcomes. They
anchor an infinite universe of context and content by
their specifications, their features and functions, their
attributes and characteristics. As they anchor
perceptions so they cluster groups of people in efforts
to develop and produce and then to market and advertise.
Whether by a management committee considering retooling
their factory or producing a new technological product,
or a high-street shopper browsing new devices, prospects
offered by a technology drives a plethora of
considerations and thoughts, as well as dialogues and
debates. These anchor in most cases to its design - its
raison d’ etre. The successful technical product,
functionally, operationally and commercially also
clusters consumer-users. As it does so the conditions are
set for a richer understanding of how to improve product
and service indexed to the situating and use of the
product or service in its anticipated naturalised
environment. The expectation would be that, as in beta
software releases, that weaknesses and bugs would be
uncovered by a relatively large population of trialists.
These could be addressed in a statistical manner with
those weaknesses indemnified by the largest amount of
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users headlining the fix list of software engineers.
However, such practices while cost effective for firms to
test complex code do not serve to cover all potential
feedback regarding the look and feel, the experience, of
using a product. Other methods must be employed such as
focus groups and usability tests in order to uncover more
specific weaknesses or presumptions in the design.
Human purpose and industry
Regardless of form, technologies are born to express and
to serve industry and human purpose. Designers ‘act as
if’ their ideas of purpose are identical or similar to
that of anticipated users. Sometimes this is essential,
such as technologies providing safe water, sometimes it
is for more fickle reasons such as our craving for
entertainment. If it does not serve purpose, or is simply
viewed as not by relevant stakeholders, then it decays,
it falls away, becomes disused. Technology never arises
without index to human intention and design or to human
interpretation, society and organisation. Indeed,
operating only in concert with human motivations,
interests, agency, activities and needs can technology be
employed to create any conditions of perceivable and
experiential change. Our power to change technology
varies according to what kind of stakeholder we are
relevant to its development. But ability to change
technology, contribute to its innovation, lends us the
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view that changes in technology can lead to changes in
ourselves as individuals, the way we express ourselves
and communicate, as well as changes to organisation or
society.
"Interactive TV will transform the way we manage ourlives, the way we work, rest and play, the waybusinesses market and sell their services. It willchange the rules forever."lxi
But while it may have unintended consequences in
deployment, technology never has unintended function.lxii A
television show from my childhood intrigued me. Each week
it featured some long forgotten agricultural tool
originally created to perform a unique function - to
obviously improve upon existing practices and means of
doing something. People had to guess at this function and
as I recall they were often more wrong than right. It
was great entertainment hearing them, these were not
laypeople but to some degree or another agricultural
experts. They mused over possible uses and deployments.
Some were close while others were way off mark.
Every technical product—take the pocket calculator for
instance—incorporates functions which originally had been
personal abilities, knowledge and intentions. What has
been inside certain individual persons is externalized
and objectified in the technical system, and it is thus
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generalized beyond the individuals. This process of
transindividual generalization of value and behaviour
patterns is called institutionalization in sociology, and
hence, technical development has to be understood as
technical institutionalization. Institutions (in the abstract
meaning), on the other hand, channel and shape the
behaviour of the individuals, and integrate them into a
common culture, an effect which is called socialization
in sociology.(p.70)lxiii
This draws attention to the fact that technology, its
function and its interpretation are shared phenomena,
that is, social knowledge contingent on utility. Ropoh
(1999’p.70) goes on: “Utilizing technical products means
making use of alien abilities and knowledge, sometimes
even to be overwhelmed by alien goals, which may be
incorporated in the artefacts as well.
Function and utility is commonly viewed as something
objective, something that belongs to a thing. But David
Pye (1964) urges us to consider that when people speak of
‘function’ all you get from them is: “talk about the
purpose of the thing” which is a statement of opinion:
“and can never be anything else” (p.8)lxiv People share
views of objects, utility or function or they do not. This
is where the genesis of new markets occurs or does not.
Consumer-users self organise around various functions and
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features, similar to what Stewart has referred to as
“poles of attraction” lxv these are key technologies or
technological concepts which align industries and other
technologies. This is similar in actor-network theory
Artefacts, then, constitute the social glue between
humans. What makes humans “human” are material entities,
and what makes the social “social” are nonhuman entities.
The social is constituted by ‘hybrid’ networks, or sets
of relationships created among people through the use of
artefacts. Without these artefacts, the relationships
could not be established/maintained.
Indeed in certain cases objects, can be matters of
disputed use and utility – a clear case here being nuclear
power. If it is not subject in part to the laws of common
sense then the use and utility of an object or tool is
lost on us. If a technology evolves or is replaced
through time and the knowledge of its use and function
becomes redundant, not past on, it becomes an anomaly.
You cannot look at it and intuitively imagine function.
Nor can you simply go to, or have knowledge only of its
operating environment and ‘work it out’. Nor is it due to
the difficulties of eliciting tacit knowledge simply a
case of asking. Common to craft tools, the secret of its
use was in its use – in the practice of use, the culture
of use and crafting of use, the activity of use, and the
interaction effects. Each provided for learning loops of
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various dimensions and complexities over time frames
which consolidated this use.
The perplexities of these ‘lost’ technologies are true
for laypeople apprehending the control panel for a
nuclear power station, or that found in the cockpit of
jet liner. A layman has no idea of what certain dials and
switches do. They need substantial training in order to
interpret them to allow monitoring and training in how to
adjust them towards desirable or favourable or even safe
outcomes. Whilst sounding like a parody of distopic
science fiction in the vein of Fritz Lang’s Metropolis,
this is increasingly the act of labour in the information
age. The function, the understanding of use has been
codified, abstracted or even improved upon in subsequent
designs.lxvi New technical systems are also put to work
alongside old technologies, and new functions improve
upon or augment old functions.
How often do we know what something ‘does’ but we may not
know how it ‘does it’? People drive cars to work everyday,
or switch on the light knowing what they do without fully
understanding the principles of the internal combustion
engine or the generation and distribution of electricity.
A similar theme is picked up in the literature on the
strategic management of innovation in technology.
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Huntington and Maidique (1979) for instance raise the
question of just how much technical knowledge is needed
for one to become a technical manager.lxvii Even if we know
what technologies do we may, as users or managers, not
are able to employ them ‘right’. We may fail to realise
and understand the clues if any, regarding the
motivations of design and production. We may not realise
its value or market, or we can fail to organize its use
‘properly’. What I am alluding to here is; can the
contexts of use be adequately captured to inform the
contexts of design and production? What are the benefits,
if any, of such a venture?
Singularity of vision
It is a rare occasion indeed when merely the visions,
projections, perceptions, attitudes, and beliefs of
individual people – mental phenomena and their reporting
influences the success or failure, adoption and non-
adoption of technologies in homes, workplaces, factories
and in marketplaces. The most powerful product champion
and Sunday supplement technical editor are still limited
in their influence to sway opinions.
Mental phenomena such as beliefs are, after all,
cognitive constructs that rest upon one’s experiences,
background and cultural dispositions. In technology it
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can be even more specifically based upon working
experiences on a certain machine or performing a
particular task. That is, what we think of a technology
is itself a product of information, rules and codes that
lie beyond our individual development. It is a product
developed through formal and informal social interactions
which happen within our firms, organisations, cultures
and communities. Education, apprenticeship and working
experience contribute to forming examples of these ‘ways
of seeing’. But they can also be the ephemeral and
fickle, but nevertheless pervasive influences, of our
changing fashions and tastes.
But economies of scale are never driven by a single
persons’ endorsement, but only when a mass of people come
to cohesively recognise the benefits of using and come to
be identified as a ‘market’.lxviii The promise of a mass
market is a sure driver of development activity.
Important to note however is that the primary purpose of
design for the market is creating products for sale.
Conversely, the foremost intent of social design is the
satisfaction of human needs. lxix
Not only does the content and manner of people’s thought
and thinking share traits, technologies, successful
technologies, are largely social phenomena and cultural
artefacts, where there is a general societal acceptance of
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their use and utility whether we use them directly or
not. They are part of the everyday quotidian landscape.
But unitary singular meanings can be disputed by groups.
Consider that conceptually most of us would recognise the
articulated lorry on the road is performing the function
of shifting goods to supermarkets. But acting in a more
immediate fashion we are of the opinion that they are a
nuisance to the roads as I am in a hurry and I can’t get
passed them. Albert Pacey showed quite clearly the
alternative relevance of the Snowmobile between Eskimos
utilising them for their everyday hunting and that of
other groups using them for recreation. The recognition
and widespread acceptance of technologies, their use and
utility, remain largely matters of social and cultural
construction which can defy or deny the intentions of
designers and producers. Technologies are now understood
to be themselves privy to a complex of influences in
their design and shared (negotiated or disputed) meanings
in their adoption and use. What Paul Dourish calls
‘embodiment’;
“When I talk of “embodied interaction”, I mean that interaction is an embodied phenomenon. It happens inthe world, and that world (a physical world and a social world) lends form, substance and meaning to the interaction. Like the example of a conversation,interaction is embodied not merely in the fact that there is phys-ical contact between real fingers and a solid, three dimensional mouse; it is embodied in
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the sense that its occasion within a setting and a set of specific circumstances gives it meaning and value. By implication, it loses both if removed fromthose circumstances again.” lxx
Technology as a cognitive product, is perhaps best
realised when it is described as; “knowledge related to
some physical object,” or “the socially conditioned
knowledge of the use of an object or tool,” (Howells,
1991; p16)lxxi A Robinson Crusoe character marooned on a
dessert Island is constrained in what he can build, not
only by availability of material in the natural
environment. He is constrained by what tools if any, he
has to hand, and how to go around doing what is necessary
to achieve satisfaction of his needs (techniques -
socially conditioned knowledge of use). He is further
constrained by socially conditioned knowledge of what it
is he needs, what he must look for, and what he can
substitute for the known qualities of a tool or material
not to hand (i.e. to cut wood he must find a sharp stone,
hard enough, like an axe to do the job). Even if he
‘learns’ to do something it likely derives from socially
conditioned knowledge and basic pedagogy as much as it is
a response to environmental conditions. Even if we build
something ‘alone’ using ‘ingenuity’, we call upon a wide
range of socially acquired and developed knowledge some
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of which is explicit and some of which is not (Brown,
Collins and Duguid, 2001)lxxii.
The embodiment of intention and the social in technology
Individual perspectives inform product and process
innovation and development, and their acceptance as
useful and worthy of investment, but they cannot
guarantee their success as commercial entities as they
diffuse into the public domain.lxxiii All too often
‘acceptance’ in this context is part of a complex socio-
cultural process such as that granted by a committee, or
a management team, or even a family living together in a
household considering the pros and cons of broadband. In
industry CEOs or senior government figures responsible
for innovation are counselled by a multitude of advisors
before making crucial decisions. This is why
technological diffusion can always be treated as matters
of social learning. Learning can also be social:
A social system learns whenever it acquires newcapacity for behaviour, and learning may take theform of undirected interaction between systems…[G]overnment as a learning system carries with itthe idea of public learning, a special way ofacquiring new capacity for behaviour in whichgovernment learns for the society as a whole. Inpublic learning, government undertakes a continuing,directed inquiry into the nature, causes andresolution of our problems.
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This is not only the concern of social scientists. Kolb
and Fry’s four stages in their model of experiential
learning apply both to a model of research methods and to
the use of technologies. When we begin to use a
technology the concrete reality of its functions and
features open up new possibilities (as well as close
others – as no technology does ‘everything’). Our
apprehension of the experience of using and its relevance
to purpose and goal help shape our more general
cognitions of the product – its usefulness to us, and its
value. This in turn shapes our perceptions of how the
device or product will suit different circumstances and
situations – and so will shape usage patterns (frequency
and periodicity of use) and will condition our response
to good or bad usability.
Other disciplines such as human computer interactions
studies have similar concerns regarding the ‘fit’ between
technological potentials and human aims and objectives:
A computer system does not itself elucidate themotivations that initiated its design, the userrequirements it was intend to address, thediscussion, debates and negotiations that determinedits organization, the reasons for its particularfeatures, the reasons against features it does nothave. The weighing of tradeoffs, and so forth. Suchinformation can be critical to the variety ofstakeholders in a design process: customers,services and marketers, as well as designers, whowant to build upon the system and the idea it
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embodies. This information comprises the designrationale of the system. (Carroll, 1997: p.509-510)
Earlier John Carroll (in Carroll and Ronson, 1991) had
developed an approach that considers systems to be
“embodied” social and behavioural claims about the needs,
abilities, and activities of their users; their rationale
seeks to articulate the social and behavioural theory
implicit in a design. They see a programming environment
as embodying a range of claims about what the programmers
know, what they do and what they experience and about the
nature of programming tasks and the contexts within which
these tasks are carried out.
Of all the potential technical products that could exist
in the world today, only those who have came to a more
general level of employment of use are those deemed as
‘successful’. They are sustainable and persistent and
they create business. The classic examples are
automobiles, televisions and mobile phones. Once novel
and new to the world they are now the familiar objects
populating the very fabric of everyday existence.
The hard aspects of technologies and their component
parts and functions appear to evolve, pushed forward by
the commercialisation of scientific breakthroughs or the
momentum of firms acting competitively (Howells, 1991).
Successive generations of cars, audio-visual formats and
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units, and new mobile phone designs with enhanced
features and functions appear to the high street shopper
as if by magic in showrooms and on shop shelves. More
than social or cognitive products, technologies are also
comprised of hard, physical components, mechanisms, and
discrete devices subject to the laws of engineering
physics. Nevertheless, knowledge of these laws and their
application are essential ingredients to the new product
development mix. They must be translated into feature and
function with expertise.
Innovation on look, feature and function do seem to
follow lineages, and it is only so often does more
radical changes come in function and format (such as VCRs
replaced by DVDs, or digital television replacing
analogue). This is due to limitations upon technical
choices and apparent irreversibility along certain
trajectories of development (Rosenberg, 1994;
Collingridge, 1992, and Callon, 1993).lxxiv Rosenberg
(1994) sees that the frameworks which are developed by
major innovations constitutes the initiation of path-
dependent activities which extend over decades, and by
which later developments cannot be understood except as
part of an historical sequence;
“. . . there is always a huge overhang oftechnological inheritance which exercises a powerfulinfluence upon present and future technological
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possibilities. Much technological progress at anygiven time, therefore, has to be understood as theattempt to extend and further exploit certaintrajectories of improvement that are made possibleby the existing stock of technological knowledge.There are continuities of potential improvementsthat are generally well understood by engineers andproduct designers. Expert knowledge of the workingof the vacuum tube did not provide an adequate basisfor a “discontinuous leap” to the transistor.However, once the transistor was invented, itcreated a set of opportunities for furtherimprovement by pursuing a trajectory ofminiturization of components (including integratedcircuitry) which has occupied the attention oftechnical personnel for nearly half a century.”(p.16).
The technological regimes put forward by Nelson and
Winter (1977) also allude to a somewhat autonomous vision
of gradual and incremental developments, rather than all
out innovatory activity, as they see technology
developing along a “natural trajectory.”
Such funnelling of innovation is to do with capabilities
and constraints upon knowledge and expertise, and it is
to do with the technical capabilities of the firm (cost
of re-tooling etc.). It is also to do with related
product, services and service offerings which create an
infrastructure or ‘constituency’ of supportive and
interdependent products, services and knowledge-based
environments in which the product situates. Two key
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themes arise out of Donald Schön’s discussion of learning
systems: the emergence of functional systems as the units
around which institutions define themselves; and the
decline of centre-periphery models of institutional
activity (ibid.: 168). He contrasts classical models of
diffusing innovation with a learning system model.
Classical models for the
diffusion of innovations
Learning systems’ models
around the diffusion of
innovationThe unit of innovation is
a product or technique.
The unit of innovation is
a functional system.The pattern of diffusion
is centre-periphery.
The pattern of diffusion
is systems transformation.Relatively fixed centre
and leadership.
Shifting centre, ad hoc
leadership.Relatively stable message;
pattern of replication of
a central message.
Evolving message; family
resemblance of messages.
Scope limited by resource
and energy at the centre
and by capacity of
‘spokes’.
Scope limited by
infrastructure technology.
‘Feedback’ loop moves from
secondary to primary
centre and back to all
secondary centres.
‘Feedback’ loops operate
local and universally
throughout the systems
network.
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In this we can see the significance of networks,
flexibility, feedback and organizational transformation.
At the same time we have to recognize that the ‘ways of
knowing’ offered by the dominant rational/experimental
model are severely limited in situations of social
change.
A case in hand here is television shifting from analogue
to digital formats. This requires considerable alteration
not only in the functioning and make-up of the technology
itself (i.e. television sets), but in all its supporting
infrastructures (i.e. broadcasting technology and content
production). The same is true if new environmental laws
dictate that automobiles shift from internal combustion
modes of power to electric (electric cars with electric
charging stations); or that mobile phones shift to
accommodate ever-more impressive multimedia capabilities
(such as that offered by 3G technology).
Technology today is not only hardware, software is
increasingly important as microprocessors populate ever
more everyday objects. Other forms of digitally enabled
engineering tools such as computer aided design
applications (CAD) key roles in the design and production
of new products. Since many designs never reach physical
formation until manufacturing and production places
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increased emphasis upon cognitive skills and tools.
Technology, in every instance, whether in software
production, design, consumption and use represents
interaction with facets of socio-cognitive and socio-
cultural continuums the (Silverstone, 1996). Education,
apprenticeship, invention, crafting, innovation,
development, design, manufacturing, management,
marketing, selling, distribution, buying, all rest upon
wider social contingencies and trends in learning and
human communication. A view of learning as a social
phenomenon brings us to what Woolgar (1991) suggests when
he offers a definition of technology as ‘congealed social
relations’. Utilising this concept, he emphasises the
primacy of social attributes in technology production and
use. He is not alone. Much of the social studies of
technology field and that of the management of technology
and innovation places a renewed emphasises upon the
social and political dimensions of technology production,
adoption and use (see for instance Williams and Edge,
1996 in their review of the STS field). Social
constructivist studies of technology (for instance
Bijker, 1995) places emphasis on a combination of
historical and sociological perspectives (with
“infusions” from economics and philosophy) for
understanding the exigencies of the innovation of
technologies. He further stresses that: “. . . one should
never take the meaning of a technical artefact or
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technological system as "residing in the technology
itself." Instead, one must study how technologies are
shaped and acquire their meanings in the heterogeneity of
social interactions.” However, reifying 'technology'
involves treating it as if it were a single material
thing with a homogeneous, undifferentiated character.
This notion can be seen as a kind of 'essentialism'. As
mentioned earlier in many sociological accounts of
technology, the word 'technology' is variously used to
refer to tools, instruments, machines, organisations,
media, methods, techniques and systems. And as Jonathan
Benthall notes, 'virtually any one of a wide range of
technical innovations can stand symbolically for the
whole of technology . . . The symbolic field of
technologies is interconnected' (Benthall 1976, p. 22).
There is a co-shaping of social and cognitive
contingencies and that of technology. Particular
organisations of features and functions call for the
development of expertise and knowledge. Particular
organisations of expertise call for particular technical
resources. Similarly particular organisations of
technologies, in systems and networks can call for the
reorganisation of human activities and other resources.
Since the work of the Tavistock Institute’s
groundbreaking studies of the UK coalmining industry
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organisations have been classified as two mutually
exclusive open systems – A social system of individual
skills, needs, and interpersonal relations and a
technological system of machines, tools, and production
processes. The interlinking of these systems, with
sympathetic changes to both, is what lays the ground for
organisational effectiveness and efficiency, and lays the
grounds for product and process innovation efforts.
Technologies are typically a product of a wide-ranging
multitude of social contingencies as they come to influence
reorganisation of human activities and perceptions
towards meeting some goal or aim. They are so in every
way as much as they are a legacy of how things came to be
done before, how previous versions or models were built,
or how things used to operate. Managers can learn of
this reorganisation and, if they can, innovate to suit in
terms of accommodating and optimising against information
flows such as ‘user needs and requirements’ and matters
of purely technical decision making. In the case of the
sociotechnical systems work it suggests how the
introduction of new technology along with organisational
slack, the creation of self-directed work teams led to
more effectiveness and efficiency in the work process.
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Chapter 2 – Multiplicity - views of things
The Blind Men and the Elephant“It was six men of IndostanTo learning much inclined,Who went to see the Elephant(Though all of them were blind),That each by observationMight satisfy his mind”John Godfrey Saxe's (1816-1887) version of the famous Indian legend.
But as Ulrich Neisser indicated in Cognition and reality (1976)
we do not perceive things in themselves – i.e. pure
stimulus - but the meaning things have for us. Meanings
are attributed to things by a range of individuals and
institutions, and so they are conditioned by a complex of
influences including the symbolic attributes of the
product group (i.e. the status attributed to certain
models of cars or watches). These symbolic elements are
afforded sense through the propagation of myths - utopian
or dystopian discourses, marketing and PR, and moral
panics (via marketing and/or press reports). These always
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accompany products in their diffusion through to
consumption and use. Further, there are the tensions and
resolutions regarding how these situate within the pre-
existing networks of social and technical relations and
use functions within the household, as well as lives,
lifestyles and everyday practices of potential consumer-
users.
As Schostak (1993) puts so vividly:
“The world is an imaginary construct formed out ofthe multiple presentations circulated by family,school, church, media, workplace and so on. Itextends beyond our reach; it is populated bybillions we will never meet. Yet we grasp it inimagination and we say we know it exists, that it isreal, that indeed, we know the ways of the world.However, our knowledge of the world is second-,third- fourth- hand at best.” (p.229)
Most things in the world carry a multiplicity of
meanings. What things mean depends on who we are and why
we are considering them. The Weltanschauung or world-view
concept is an important concept in systems work and the
study of human activity systems including design.
each person interprets the world in terms of aunique and dynamic set of experiential influencesand biases
dynamic set of attitudes, beliefs, values,assumptions, motivations and opinions on how theworld functions
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individual and group weltanschauung will affecttheir understanding of, and actions relating to,organizations and changes being made to them
Indeed, Sergent (1998) sees design is the “accommodation
of incommensurate world-views.” Each world-view or
lifeworld can be simplistically thought of as a set of
design spaces (search spaces or problem spaces) and one
type of creative action corresponds to creating new
design spaces that make an accommodation between these
world-views.
“The use and meaning of information andcommunication technologies in the home . . . canonly be understood within the class, gendered,geographical and generation context of itsconsumption.” McKay (1995) p.47)
This is the basic realm of study tackled by semiotics. As
MacKay (1995) notes;
“Design and development processes may encodepreferred forms of deployment in a technology (viaits technical possibilities), which are reinforcedthrough marketing. It is in this semiological sensethat one might propose that a technology is a formof text.” (MacKay, 1995; p.45)
For instance, we can consider the PC as a product, a
tool, as a means of entertainment, a communication
device, or as a system of discrete devices.
Incommensurate views should not be viewed necessarily as
detrimental. Goodenough (1994) has suggested that it is
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activity which binds people together and creates the
conditions for such logics;
“People who interact with one another regularly in agiven kind of activity need to share sufficientunderstanding of how to do it and communicate withone another, doing it so that they can work togetherto their satisfaction. All they need to share, infact, is whatever will enable them to do that . . .the cultural makeup of a society should not be seenas a monolithic entity determining the behavior ofits members, but as a melange of understandings andexpectations regarding a variety of activities thatserve as guides to their conduct andinterpretation.” (1994, p. 266 -267)
Proctor and Williams (1994: p.4) speaking of the design
of computer – supported co-operative work systems, put
this down simply to the fact that “end-users and
designers don’t inhabit the same environment and share a
common practice.” Its acceptance in the public domain
outside of the workshop, development lab or factory can
be viewed as a: “a negotiation of the intent of the
designer and manufacturer and the expectations of
communities of use. The product is, in Buchanan’s view “
. . . a mediating middle between two complex interests,
and the processes of new product development are
explicitly the negotiation between those interests.”
(p.12)
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We can more abstractly consider a PC as a set of direct
and indirect social relations between the manufacturers
of its various components (as suggested in the Woolgar
perspective). The same is true for many other man-made
structures. For instance a house is so many bricks, a
home, an investment, a retreat, desirable, a prison, a
design, an idea, an address, an institution and so on -
definition depends upon interest. Even an individual has
multiple roles within the conductance of their life where
they may be father, brother, adversary, friend,
confidante, manager, worker, co-worker, team member,
user, consumer, a colleague, a mentor, a CEO etc. A
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single human being can be each and any of these depending
on which other individual, party or social group
considers.
In the wider world of society, commerce and business
perceptions and beliefs regarding either technology
and/or people can make significant contributions as they
translate into policy, projects, standard operating
procedures, and recommendations (Wheelen and Hunger,
2001). They do so as they circulate within the public
domain, in shops, in universities, in magazines,
newspapers, and books and in the halls and offices where
policy-makers, decision-makers and regulators reside. In
a classic example from 1879, Sir William Preece, the then
chief engineer of the Post Office, was very guarded
regarding the potentials of telephony:
"I fancy descriptions we get of its use in Americaare a little exaggerated, though there areconditions in America which necessitate the use ofsuch instruments more than here. Here we have asuperabundance of messengers, errand boys and thingsof that kind . . . the absence of servants hascompelled Americans to adopt communication systemsfor domestic purposes. Few have worked at thetelephone much more than I have. I have a telephonein my office, but more for show. If I want to send amessage - I use a sounder or employ a boy to takeit." (Preece, quoted in Dilts, 1941: p.11)
Contrast this with a vision of Alexander Graham Bell from
roughly the same period:
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"At the present time we have a perfect network ofgas pipes and water pipes throughout our largecities. We have main pipes laid under the streetscommunicating by side pipes with various dwellings,enabling members to draw their supplies of gas andwater from a common source. In a similar manner, itis conceivable that cables of telephone wires couldbe laid underground, or suspended over head,communicating by branch wires with privatedwellings, country houses, shops, manufactories,etc, etc. uniting them through the main cable withcentral office where the wires could be connected asdesired, establishing direct communication betweenany two places in the city. Such a plan as this,through impractical at the present moment, I firmlybelieve, would be the outcome of the introduction ofthe telephone to the public. Not only so, but Ibelieve, in the future, wires will unite the headoffices of the Telephone company in differentcities, and a man in one part of the country maycommunicate by word of mouth with another in adifferent place." (Quoted in Winston, 1986: p.338)
Both men refer to the same technology, but many things
distinguish the vision of Bell with the evaluation of
Preece's. Preece performs a kind of substitution and
calculus of function. It is a culturally biased view of
technology, where he considers that the social exigencies
of the UK negate needs for its propensities. For
instance, one's ability to draw labour from a
'superabundance' of human servants negates need for any
technical solution or ‘fix’ to a human communication
need.lxxv In many senses, it is as much a commentary on
class relations and social status in the late 19th
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century UK as it is on technical function and utility.
One must wash clothes by hand, for instance, if they
cannot afford to pay someone to do this for them or they
cannot pay for a washing machine. Preece’s vision may
also hint at institutional interests – i.e. the threat of
the telephone towards the human conveyance of written
messages (which were, after all, the mainstay of the
business of postal services at that time).
With all the benefits of hindsight, we know that Preece
missed what is perhaps the most striking aspect of Bell’s
vision. Bell highlights the most prevalent feature of
telephony, when he describes abilities to communicate in
real time, naturally, that is word of mouth, over
considerable distance to many people.lxxvi Moreover, he
emphasises the network and connection or connectivity as the
real distinguishing features, beyond simply ‘what it
does’ or ‘what it replaces’.
Difficulties in forecasting
Sometimes it is simply not possible to predict outcomes
at all. Potter (1969; p38) states that: “The ‘goodness’
or ‘rightness’ of a design cannot easily be estimated
outside a knowledge of its purpose, and sometimes also of
its circumstantial background.” Cooper and Press (1997;
p.43) further suggest that design has a “diverse and
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changing role as an activity or process that links the
realm of technology, production and economy with that of
consumption culture and ideology.”
The global economy is an increasing service economy. If
one is not a knowledge worker, then one works to service
the knowledge worker. Technical solutions have made many
forms of labour seem quite distant from providing for the
lower echelons of Abraham Maslow's (1954) hierarchy of
needs.lxxvii Nevertheless, it remains a truism that the
design of many products, if not all products, involves a
wide complex of social activities, perceptions and
anticipations, as well as needs and requirements. They
combine in complexes to inform shape, purpose and
function – and success as commercial entities.
This vision articulated through various types of rhetoric
advocates and helps to lobby new product ideas within the
firm to senior management. They are similar to the
'pitch' that promotes the new idea to outside agencies
such as venture capitalists and other funders. They also
bear relation to proposals to regulators and standards
authorities, and to potential partners (i.e. Schneider,
1991)lxxviii.
In addition, is also the ‘look’ of a product, its
physical appearance, and also the ‘look’ of the people
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depicted in promotional material and product
advertisements. Advertisements create and foster
impressions of use and value to the public; they suggest
context, they highlight purpose. Opening the casing of a
PC presents archaeology of different manufacturers’
products. These manufacturers have clearly communicated
with each other, at least by accepting and adhering to
certain technical specifications and standards that
permit interoperability.
Each of these examples indicates communications beyond
any simple, direct and consorted addressing of basic
human needs. Moreover, they definitely disavow any notion
of a single common interest necessarily existing between
parties, presenting, instead, the prospects of a
multiplicity of perceptions regarding a single technical
product as it diffuses through the firm and into the
public domain.lxxix Some of these are aligned (i.e.
adherence to standards), some which may not be (i.e. a
technology being used for a different purpose other than
that depicted in advertisements). What we have left is
innovation as a contradictory and uncertain process:
“ . . . not just a rational-technical `problem-solving' process; it also involves `economic andpolitical' processes in building alliances ofinterests (amongst, for example, supplier firms,technologists, potential users, funding bodies
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regulators) with the necessary resources andtechnical expertise, around certain concepts orvisions of as yet unrealised technologies.” (Willamsand Edge, 1996; p. 866)lxxx
As much as technologies are typically social products,
that is products that comply (or do not) with social,
group and individual needs, they also influence social
practices, practicalities, organisation and
possibilities. They reorganise existing practices,
activities and perceptions (Pacey,. Mapping the
multiplicity of perceptions in an age of ‘information
intensive’ products is critical for organisational
learning and governmental policy-making.
Changing perceptions
Perceptions and interests are never static features they
are dynamic and they evolve. Emily Dikenson suggested
that she “dwelled in possibilities” and certainly, we
have an infinite range of interaction possibilities
available to us at every moment in time. However, we do
not neither see nor take advantage of these possibilities.
Habits, routines and various kinds of social structuring
act to limit cognitions and behaviours. Although reality
always exists in a present, the telos of this reality is to
be found in the future, the future is a factor, perhaps
the main factor, in directing our conduct. It is the
nature of intelligent conduct to be future-directed
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(Mead, 1936). Fundamentally, human action is always
action directed toward a future. The past does not
determine (although it can and does condition) human
conduct; it is human conduct which then recursively
determines the past. Visions, associations and
perceptions - mental phenomena – rightfully or
wrongfully, motivate or mitigate, help or hinder
innovation. Technology, when considered as ‘congealed
social relations’, contrasts with human thoughts, beliefs
and perceptions. These certainly seem more ‘uncongealed’.
They are more fleeting, fickle and mutable, open to
change, fashions, trends – their gestalts dependent on
environment, context, and political and other kinds of
ideology.
Nevertheless, common sense dictates a notion of such flux
is only partially true. Structures of thought and
behaviour, like our technologies and buildings show
persistent qualities. They do so as they are conditioned
culturally, and most definitely, socially (as in the
construction of laws and regulatory policy). It is easy
in hindsight to criticise Preece's failure to appraise
the potential of the telephone, and this is a common
occurrence in the history of innovation.lxxxi We look back
and are amused at their apparent ‘lack of vision’. But
appraisals such as his are an index of not only his
personal experience and knowledge, but of his socially
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ascribed position, his social status, his social milieu
(including advisors) and political climate at the time.
However, and perhaps most importantly, Preece had himself
considerable political clout, and this led to a hiatus in
the technology becoming adopted and implemented in the
UK.
Bell's visions of the telephone came to be realised. This
century, along with plumbing and electric mains,
telephone networks pervade, link and informate businesses
and homes. Mobile data and telephony networks join land-
based networks of twisted pair and fibre optic cable to
add additional layers of communications network. A
buzzword is the 'local loop' – Local Area Networks (LANs)
– for the home, each room wired with fibre optic cable or
equipped with wireless LAN (Wi-Fi). Another standard is
Bluetooth, which extends the functionality of infrared
devices aimed at connecting various devices such as
mobile phones and printers. The new imperative is to
enabling entire suites of intelligent and networked
devices to work together in concert. It is also possible
to link their functioning in ever more relevant ways to
the outside world (such as telematic control over
domestic functioning or fault self-reporting of
electronic products). As technical possibilities for
connection and connectivity proliferate, firms are
increasingly keen to realise desirable new possibilities
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in services that can utilise and capitalise upon this
potential.
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Chapter 3 - Technology systems
Many independent technologies only achieve their
potentials to fulfil needs when they connect to a larger
network of components, services and utilities. Most
obvious are digital and analogue television and radio,
Internet enabled PCs and hand-held devices, mobile and
land based telephony. Reiterating the earlier point that
many mediatechnologies also come to have meanings only
when they are “plugged in an infrastructure of ongoing
social relations.” (Tuomi, 2003; p.8)lxxxii This emphasises
that telephony and television are invariably social in
nature, not only in the production of technology and
content development, but in use and how they organise
information and communication between users. Weick (1990)
also points out that most discrete technologies are
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usually in fact technological systems; combinations or suites
of technologies coupled together into a whole.
Technologies can be said to contain hardware parts - the
machines and tools - and software parts - the knowledge that
built them, and that expertise which is required to use
them (Rogers, 1995). The knowledge involved in technology
may be formal – that is laid down in heuristics - or tacit
– in the sense that action is governed more by intuitions
developed through constant exposure to particular
problems (Polyani, 1962, 1966; Dosi, 1988). This suggests
also one way on which technology, and technological
development helps anchor perceptions and thought. It also
sets the tracks along which technologies can evolve.
Technological trajectories bind and focus development
effort at various social levels. The technology strategy
of firms is rooted in the evolution of its technical
capabilities, themselves a product and legacy of broader
trends (Burgelmann et al, 2001)lxxxiii.
My object in this chapter is to outline something of the
recent thinking regarding how we can conceive of the whole in
processes of technological and service development and
innovation. 'Conceiving of the whole' has been the
prerogative of general systems theory (GST) and related
disciplines. With respect to technological development,
this means accounting for cognitive, social, symbolic and
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technical elements that combine or mesh to produce
usable, manageable technical system and its technologies.
Moreover, it considers how both social and technical
elements interrelate. It examines the merits and
shortcomings of two particular approaches to this problem
– actor-network theory (ANT) and sociotechnical constituencies and
considers the applicability of these approaches to
mapping the 'big picture' of the case study presented
later.
The present study came first to accommodate a view that
both traditional broadcast and interactive forms of
television required a modified or expanded view of
usability as a defining quality of their operation.
A second very distinctive strand of development within
the study in this book was a shifting of focus from a pre-
occupation with users (i.e. their reporting on their
experiential aspects of the system), to one which
considered a deeper question. How is ‘user research’ situated
within the wider social continuum of the trial? More specifically,
this concerned the organisational and knowledge
generating aspect of technology and marketing trials in
general. Little direct work has been done on this
subject, and the literature drawn upon to help with this
aspect of the study is relatively recent. It does
however, have direct and indirect roots within a systems
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theory perspective. As such, these approaches form the
main impetus of this book.
The case outlined later – The Cambridge trial - was a
formidable social and technical undertaking especially
when viewed from an innovation or organisational
perspective. Indeed, considerable effort was placed on
engineering the social aspects of the trial.lxxxiv While the trial
was clearly driven by a range of opportunities, fuelled
by a succession of strong and often flamboyant beliefs
and visions, the governance and organisation of the trial
and technology evolved. It did so subject to the
succession of unforeseen internal and external stresses
and influences – commercial, technical, organisational
etc. – influences which in the business world continually
plague and hamper intentions, plans and anticipations.
Since the pioneering work of Lucy Suchman in the 1980s
(i.e. Suchman, 1983, 1988, 1991, 1992), the design,
innovation and diffusion of many technological systems
have come under a wider scrutiny as subjects which are
sensitive to the situations and conditions of use.
"Situated action is an emergent property of moment-by-
moment interactions between actors and between actors and
the environments of their actions." (1988: p.179). She
also stressed the contrast and disparity between rationalist
plans and situated action, as well as the role of language
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in constituting human interpretation of situations (which
she shares with Berger and Luckman, 1966; Winograd and
Flores, 1988 and others who take a more interpretist and
constructivist slant on inquiry). What people plan and
what subsequently comes to pass are often two different
things. This is the bane of strategic management.
To affect proper design, many systems simply cannot
ignore depth understanding and sensitivity towards local
knowledge and experience on behalf of developers. Nor can
they ignore social contingency that demands a closer
collaboration process between those who produce products
and those that use and consume them.lxxxv The value of a
service or product, and the proper establishment of their
consumption and use can only be properly realised, indeed
comprehended, by their deployment into the environments
and conditions of their operation, consumption and
appropriation. This includes the home as well as the
workspace, or with the rise of mobile communications, it
means in practice ‘anyplace’.lxxxvi
This is why many companies while still relying upon
environmental scanning and more traditional modes of
understanding their business contexts are employing a
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more experiential, ‘learning by doing’ attitude to new
product development.
A ‘learning by doing’ attitude prevailed in the present
study itself. The study was shaped by the action of
conducting the research (in a 'grounded theory' style of
approach, i.e. Glaser and Strauss, 1967).
The trial's evolution itself influenced and shaped the
present study, most obviously with respect to access to
the trialists. Who could speak to them, what could or
would be asked, as well as where and when they would be
asked, were each originally the sole prerogative of Om.
However, it eventually came under the jurisdiction of a
working group responsible for all marketing and user
research issues within the trial. This was a group
comprising of representatives from the consortium
producing content and services, or wished to explore the
new channel for interfacing with consumers. Each belonged
to quite distinctive, but in many ways, complementary,
industry sectors. Each also had quite specific interests
in both the processes and outcomes of the user research.
They had quite different, at times conflicting views, of
the ‘user’ or ‘consumer’, often due to differences in
corporate cultures or ways in which the firms perceived
people - customers, viewers, subjects etc.
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The different perceptions of the notion of 'user' or
'consumer' led to competing or conflicting interests not
just in what should be investigated, but how it should be
investigated. There emerged very different and specific
requirements regarding critical issues in research. For
instance concerning the confidentiality of material gathered
from the trialists, or the occasions when one could
legitimately contact them for the purposes of questioning.
Other factors quite apart from social considerations
prompted continual iteration and revision to the
originally proposed research. Chief amongst these was the
status of the technological system. The functional system
and content material varied over time. This had a direct
impact upon user (and partner) perceptions of the system.
There were also considerable problems with trialist
recruitment. The technological system and its content
could not be taken as an independent variable in the
process of understanding the trial.
Taken together, all these events or processes constituted
a major influence hindering or demanding change to
research proposals. After all, what was one evaluating?
Bluntly, if users were only able to view half a film due
to technical problems, what was the value, in exploring
the usability of the remote control interface? Problems
with trialist recruitment occurred largely because of
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'rumours' regarding the impotency of the system to convey
meaningful programming that people had any interest in
watching or interacting with. At the very onset of the
study, such hurdles came to demand agility and
flexibility in approach. It also constantly drew
attention to the fact that the trial should be considered
as a whole, that is, of social and technical elements
working together in concert.
Coping with these developments, as and when they arose,
became a necessary condition of the present study. This
laid the foundation for a shift in emphasis within the
study to include observation of the social and
organisational process of the trial. This expanded view
of the trial and its processes included consideration of
how user research was negotiated and managed, how
knowledge was not only created, but how it flowed and
coped with emerging issues, all of this within a very
complex and pressurised high-tech organisational
environment.
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Chapter 4 - General systems theory and holism
Richard Bucannan (2001) views that Instead of focusing on
symbols and things, designers today have turned to two
quite different places to create new products and to
reflect on the value of design in our lives. They have
turned to action and environment.lxxxvii He also goes on to
discuss that the relevance of environment an system.
System thinking and theory has a long pedigree
culminating in the development of general systems theory.
With origins widely associated with the biologist Ludwig
von Bertalanffy in the 1940s, GST proposes that real
systems are open to, and interact with, their
environments (i.e. Von Bertalanffy, 1949). GST is
described as a series of related definitions,
assumptions, and postulates about all levels of systems
from atomic particles through atoms, molecules, crystals,
viruses, cells, organs, individuals, small groups,
societies, planets, solar systems and galaxies (Miller,
1978). As such, it may be applied to analysis linking
human and physical, social and built entities, micro and
macro linkages, local as well as global effects.
"Systems are bounded regions in space-time,involving energy interchange between their parts,
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which are associated in functional relationships andwith their environments . . . All behaviour can beconceived of as energy exchange within an opensystem or from one system to another . . . and thatall living systems tend . . . to maintain steadystates of many variables . . . in an orderly balancebut within a certain range of stability." (Miller,1956: p.32)
Such thinking has proven useful to studios of people and
technology. They frame why some social phenomena,
institutions and technologies appear to remain in a
steady state for some time, while others dissipate or
fall apart, or are replaced under the forces of
innovation. Scott (1961: p.23) argued that "the only
meaningful way to study organisation is to study it as a
system." He observed that the distinctive feature of
modern organisation theory lay in its conceptualisation
of an organisation as an open system – that is a system of
parts which are open to influence to outside influence
(suppliers, customers, partners etc.).
Rather than reducing an entity (e.g. the human body) to
the properties of its parts or elements (e.g. organs or
cells), GST focuses on the arrangement of and relations
between the parts that connect them into a whole. Holism
refers to a perception of the relatedness of things in
approaching reality or a problem. Ramstrom (1974)
encourages an increased emphasis on systems thinking to
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comprehend the increased interdependencies between the
system and its environment, and between the various parts
of the system. If a conceptualisation may be made
regarding a useful network of these interdependencies,
one has in fact defined a system (Heylighen, 1992). Quade
(1975) sees that the systems approach is a way of dealing
analytically with complexity in the organisation of
things. One abstracts from reality and forms an image of
the interdependencies that appear to exist among diverse
elements. This is distinct from the fragmented or
piecemeal approach, such as often marks the pursuit of
reductionist science. Designs can be hierarchical
ordered, the designed object can be seen as a whole, can
be considered a group of components (or elements), which
on their own can
probably be split up again in components and so on. The
more in detail you go into the more mono-discipline the
components tend to become and the less social elements
are used in the design and vice-versa (Kroes, Franssen et
al. 2004).lxxxviii
Such abstraction, however, denotes that one must have a
clear picture of the potency of each component part, and
must then propose a ‘snapshot’ of the system at any given
time. Such analysis often denies proper address of the
dynamic nature of living, evolving systems. However, of
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importance is how they can provide proper means to
understanding relationships.
Systems thinking is a way of looking at real world
systems for the purpose of understanding and/or
improvement. There are two pairs of ideas that are at
the core of systems thinking (we will cover some aspects
of these later):
emergence and hierarchy
communication and control
Systems thinking has been extended in to various systems
methodologies for undertaking more formalised studies
into systems. Many of these have been picked up and
adapted by other disciplines:
systems analysis approaches
hard systems methodology and systems engineering
soft systems methodology (SSM) and human activity
systems
other approaches including systems failure thinking
note a distinction between "method" versus
"methodology"
Are found at both ends of the size scale
solar system << galactic system << universe
cell systems
atomic systems
Mechanical and other mechanistic systems
engines
bicycles
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electrical and electronic things
Biological systems
people
other animals
plants etc
Social systems
political parties
families
factories
organisations and their parts etc
Natural systems
forest systems
weather systems
river systems etc
Boulding's Framework of Systems
This provides a means of classifying systems, essentially
based around their level of complexity.
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Level of
ComplexityExample Characteristics
Level 1Structural
FrameworkThe organisational chart
Level 2 ClockworkDynamic, moving, predictable,
must be controlled externally
Level 3
Cybernetic
device such as
thermostat
Dynamic, predictable, capable of
self-regulation within certain
limits.
Level 4 The cell
Open, dynamic, programmed for
self-maintenance under changing
external conditions
Level 5The plant
system
Open, dynamic, genetically
determined, capable of self-
regulation through wide range of
changing external and internal
conditions.
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Level 6The animal
system
Open, dynamic, genetically
determined system that adjusts
to its environment by making
internal adjustments and by
forming simple social groups.
Level 7 Humans
Open, dynamic, self-regulating,
adaptive through wide
circumstances because of ability
to think abstractly and
communicate symbolically
Level 8The social
system
More complex than an individual,
more open to environmental
influence, more adaptive to
circumstance because of
collective experience and wider
reservoir of skills.
Level 9 The Most freely adaptable to
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transcendental
circumstance because it rises
above and extends beyond the
boundaries of both individuals
and social systems.
A number of fields are closely associated with the
systems approach, and of these perhaps most notable are
cybernetics, complexity theory and chaos.
Cybernetics, Complexity theory and Chaos
Cybernetics - from the Greek 'kubernetes', which means
'steersmanship' - is a term recently given a new lease of
life through association with virtual reality (VR) and
the Internet (e.g. 'cyberspace' as coined by Gibson,
1984). Its origins derive from Wiener (1948/1961) who
defined it as; "the science of communication and control
in the animal and the machine." In a similar fashion to
GST, this is a domain now encompassing many of the
traditional disciplines: mathematics, technology,
biology; but also economics, philosophy and sociology.
The focus of GST is the study of the structure of systems
and models. However, the comprehension of a system cannot
be achieved without a constant study of the forces that
impinge upon it and this invariably means communication
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or control in one sense or another (Katz and Kahn, 1966).
Cybernetics studies the communication and control in a
system and with other systems – i.e. how the systems
function.lxxxix Whilst the ideas and principles of
cybernetics and systems science are applicable to various
phenomena. They are most often applied to the study of
complex systems such as organisms, ecologies, societies
and machines. These we can regard as multidimensional
networks of information systems.
Systems never appear in a vacuum. Natural systems, such
as the weather are the product of larger systems, such as
the global ecosystem and so forth. This makes them always
complex, beyond their own integral complexity (i.e.
having many disparately connected and interrelated
parts), in their linkages to larger systems.
Man-made systems, with social or technological elements,
such as those that make commercial flight possible, are
always susceptible to failure. Man-made systems, without
constant update, maintenance or renewal, become subject
to entropy, become unwieldy, unusable, or redundant.
Complexity theory and the notion of self-adaptive systems are two
further closely linked concepts to GST and cybernetics,
as is chaos theory. Santosus (1998) presents a vivid but
simple account of complexity theory:
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"What is complexity theory? One way to understand itis to look skyward to the avian manoeuvrings ofbirds. A lone bird follows simple rules of behavior,such as when and what to eat. However, a group ofbirds flying together exhibit complex,unpredictable, creative behaviors that emergenaturally from the interactions of individual birds.For example, a flock in v-formation is able to flyfarther and faster than an individual bird. Theflock that is formed when autonomous agents - birds- interact is known as a complex adaptive system. Tofly in a flock, a bird need follow only three simplerules: Don't bump into anything, keep up and stay inclose proximity. Yet following these rules leads toa cohesive, seemingly complicated group of birdsflying with the speed and precision of the BlueAngels." (p.6)
According to McMaster (1996: p.13) complexity is "at the
edge of chaos." In this state, patterns can be seen and
even understood, but the rich interplay of individual
elements cannot be reduced – as they would in GST or
cybernetics - to easily identifiable units and relations.
They are more like the cluster of birds in flight, where
patterns can be discerned, with one bird leading. But
this is emergent rather than agreed by committee, or
based purely upon physical prowess or other determining
factors. Complexity theory looks at these systems in ways
that are organic, non-linear and holistic. In an article
that appeared in the New Scientist in 1987, Paul Davies
speaks of non-linear complex systems:
"The behaviour of nonlinear systems is enormouslyrich and diverse. When driven away from equilibrium,
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they are liable to leap abruptly and spontaneouslyinto new, more complex or highly organised states.Alternatively, they may become chaotic. Often thereare certain "singular points" where predictabilitybreaks down, the system becoming enormouslysensitised to minute fluctuations. It is as if thesystem had a "free will" to choose between differentpaths of evolution, to explore new possibilities."(Davies, 1987: p.43)
According to Mitchel Resnick of MIT complexity is arising
across many phenomena and mental processes partially due
to decentralization:
"Ideas about decentralization and self-organisationare spreading through the culture like a virus,infecting almost all domains of life. Increasingly,people are choosing decentralized models for theorganisations and technologies they construct in theworld – and for the theories that they constructabout the world." (Resnick, 1994: p.4)
Living systems are non-linear dynamical systems which,
although comprising physical material to which all the
laws of classical and quantum physics apply, show
emergent characteristics like self-organisation. Examples
include complex metabolic self-regulation in cellular and
organismic structures, and various manifestations of
consciousness and cultural emergence. Emergences such as
consciousness show well-defined laws of dynamic behaviour
when looked at from certain perspectives such as
cybernetics and psychology and psychotherapy, but can
often appear chaotic to the untrained eye.
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In constructing human organisations and technical systems
it is clear that some aspects can be predicted whilst
others cannot. Both surprising and undesirable
consequences arise or emerge from systems. Their
construction, however, at the ‘edge of chaos’ is a
premier site for learning and development of knowledge.
I believe that one of the most significantdevelopments in systems thinking is the recognitionthat human beings can never see or experience asystem, yet we know that our lives are stronglyinfluenced by systems and environments of our ownmaking and by those that nature provides. Bydefinition, a system is the totality of all that iscontained, has been contained, and may yet becontained within it. We can never see or experiencethis totality. We can only experience our personalpathway through a system. And in our effort tonavigate the systems and environments that affectour lives, we create symbols or representations thatattempt to express the idea or thought that is theorganizing principle.xc
A focus upon there ser experience encourages
practitioners to look beyond traditional usability
concerns such as ease of learning and effectiveness to
broader user issues such as aesthetics, collaboration,
accessibility, credibility, persuasion, and pleasure.
These qualities can be considered a system of use.
Chapter – 5 The social and the technical
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The historian of technology, Thomas Hughes (1987), views
that one of the defining aspects of 'system technologies'
is that they contain messy, complex, problem-solving
components. In addition, a notion of chaos may apply to
the rich social and physical environments of the home.
The networks and infrastructures of electric mains and
the plumbing that sustain homes have long raised
idiosyncratic problems for builders. Domestication the idea
raised in chapter one suggests how the networks that
comprise daily life and ritual concur with the
interconnections of the built environment and the
technologies of the home.
Lucidly presented in Geography of Home (1999), design
commentator Akiko Busch gives an account of the
unforeseen complexity of the modern habitat and
habitation. In particular, she draws attention to the
multi-dimensional contexts and non-linear processes that
comprise everyday life and one of its key environments.
Many of these dimensions, sublimated within our
consciousness, nevertheless have real impact in smoothing
the 'chaos of experience'. She wished to establish the
reason for an uncharacteristic electricity bill. This
took her on an exploration of the electrical functioning
of her home. The result was a review of her home as; "a
network of social and cultural currents, those habits,
beliefs, and values that also make it function." (Busch,
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1999: p.163) In conclusion, she points out that the most
banal, tacit, and familiar activities and phenomena can
be made explicit as problems of a complex nature. Most
importantly, she stresses social and cultural aspects as
much as the hard technological and decorative aspects in
the creation of the complex of our domestic space.
Technical artefacts have many functions that can only
find proper explanation in terms of their wider social
and symbolic contexts (economic, personal, legal,
symbolic, aesthetic, etc.) This is often because
engineers explicitly design them to manifest these
functions and contexts; there is always an argument that
this further erodes the distinction between technical
artefacts and social 'artefacts'.xci
Social systems
Following earlier propositions; we not only interact with
'things', including various natural and mad-made systems,
but also, via various meaning systems, with each other as
people. Communication is the transference and
understanding of meaning (Robbins, 2001). This can be
directly; for instance, ‘in person’ or ‘face-to-face', or
indirectly through body language, dress and behaviour. It
can also be via various pictorial representations and
through art and crafts. It can also be via technology
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such as the mediation of the telephone, semaphore,
newspaper, radio, TV, letter and e-mail.
Opposed to suites of technologies the structures and
networks of groups, communities and societies are largely
invisible to the eyes. Nobody can walk into a workspace
in an office or factory and witness easily witness social
structures. However, their outcomes are generally not.
As indicated earlier, knowledge, visions, beliefs etc.
are not only mental phenomena but also essentially social
phenomena, socially constituted, the result being a
complex of social and technical aspects, operating at
many levels, culminating and interrelating in the
creation and operation of useful technical systems.
Knowledge and to some extent, individual powers of
interpretation, planning and design are social phenomena,
socially shaped and socially constructed. Polyani (1962,
1966) argues that tacit knowledge belongs to the personal
domain, but is still embodied in the meeting, the
interaction, between the individual and the culture he
belongs to. Lao *1996)
Attributes much of the Silicon Valley's success to aculture that promotes informal sharing of technicalknow-how, amidst intense competition, among the manysmall firms that populate the area. In contrast, thestaid, larger, and more vertically integrated, firms
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located in the Route 128 region near Boston prefertraditional self-reliance and secrecy. . . [T]hisdifference between the two regions . . . is a majorreason for Silicon Valley's phenomenal growth andRoute 128's relative stagnancy.xcii
This contrasts somewhat with Vygotsky (1978, 1986) who
strongly points out that all knowledge is social in some
way or the other, and thus contingent on social
structures pre-existing in social systems. Thus to
Vygotsky knowledge exists in the collective structure
existing in social systems.
Simon (1987) argues in favour of the view that tacit
knowledge can be made explicit by 'unfreezing social
habits'. Simon focuses on organisations, while Vygotsky
focuses on social structures, and Polanyi has his
attention directed towards the meeting between individual
and culture. Regardless of which view is adopted the
essence of interaction between the individual and other
human beings and objects remains uncontested. Development
effort, problem-solving, and translation of commercial
interests into technical solutions focus thoughts
regarding technological choice and innovation.
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Theories of structure in sociology derive from its roots in
the work of Comte, Karl Marx, Emile Durkeheim and
perspectives that are more recent derived from structural
linguistics. These commentators were interested with
questions of determination, reproduction and power
relations. Their work also opened relevant questions
regarding the relations of the social self, to the
cognitive, inner self. In many respects, the view here is
of processes constituting a subject as a product of the
structures to which they actively subscribe or
unconscious participate.
"Crucial to the idea of structuration, is thetheorem of the duality of structure . . . agents andstructures are not two independently given sets ofphenomena, a dualism, but represent a duality . . .the structural properties of social systems are bothmedium and outcome of the practices they recursivelyorganise." (Giddens, 1984: p.25)
This suggests a co-shaping of the individual and the
social. In Action Systems and Social Systems (1971) the most
distinctive features of Talcott Parsons's social theory
are illustrated. First, he understands the social system
to be a distinct entity, different from, but
interdependent, with three other action systems: culture,
personality, and the behavioural organism. Second,
Parsons makes explicit reference to Durkheim in his view
that social systems are sui generis things in which values
serve to maintain the patterned integrity of the system.
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The individuals who come to subscribe to their relevance
sustain them beyond their formation.
Social systems, unlike technological systems are not
always visible beyond observation of the various groups,
their interactions and perceptions. Thus, they define as
'soft' systems, as they are to an extent, more mutable,
and flexible than technology that is described in terms
of being 'hard'. It is common knowledge in studies of the
organisation that, organisation and reorganisation of at
the human level is often, but not always, easier to
achieve than the revision of technical systems. Thus,
especially in certain sectors, there is the persistent
need for human craftsmanship and agency that persists in
an age of automation and mechanisation.
Another notable contribution to social theory relevant to
technology is social network analysis. This focuses on patterns
of relations among people, organisations, states, etc.
and so is roughly equivocal to cybernetics (Berkowitz,
1982; Wellman, 1988; Wasserman & Faust, 1994). Of recent
popularity in studies of computer mediated communications
(CMC) social network analysts seek to describe networks
of relations. It aims to do this as fully as possible, by
teasing out the prominent patterns in such networks. It
also traces the flow of information (and other resources)
through these patterns and aims to discover what effects
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these relations and networks have on people and
organisations. As such, it reflects a shift from the
individualism common in the social sciences towards a
structural analysis. This method suggests a redefinition
of the fundamental units of analysis and the development
of new analytic methods. In a wonderful critique of the
state of social sciences
The unit is [now] the relation, e.g., kinship relations
among persons, communication links among officers of an
organisation, friendship structure within a small group.
The interesting feature of a relation is its pattern: it
has neither age, sex, religion, income, nor attitudes;
although these may be attributes of the individuals among
whom the relation exists: "A structuralist may ask
whether and to what degree friendship is transitive. He
[sic] may examine the logical consistency of a set of kin
rules, the circularity of hierarchy, or the cliquishness
of friendship." (Levine & Mullins, 1978: p. 17)
Luhmann's theory asks for the function of systems. The
purpose of system formation is, generally speaking, the
creation of separated regions which allow the system to
record and process the complexity of the world. Systems
establish a difference between inside and outside, acting
as a sense-making, symbolically mediated interface
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between delivered and processable complexity. Thus a
system defines, for itself the boundary which allows it
to create its own identity according to internally
produced and processed rules, and to maintain it against
an external reality.
No analysis of consciousness will ever reveal anything
about communication - and vice versa - as no analysis of
mental processors will reveal anything about brain
processes, which are the domain of living systems.
Autopoletic systems act in operate closure; mental and
social systems being totally distinct The construct of
person is that, structural coupling of mental and social
systems, allowing both references to communication and
consciousness.
Any manifest form of human design and behaviour can be
considered as broad acts of communication between people.
Indirect form of communication manifests in ‘statements’
such as architectural buildings, designer clothes, road
signs, maps and via the design, operation and public
display of features and functions of technologies -
interfaces. Supporting this idea, the field of semiotics
dictates that each action, every perception, constitutes
some act of interaction between the environment of
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people, objects, nature and symbols (i.e. Eco, 1976;
Fiske and Hartley, 1978).
There are always limitations and constraints on human
communication and behaviour.xciii No act of communication
is perfect, as there is no law that can be designated
which adequately covers all exigencies. Similarly, from a
technology view, Bandwidth enables and restricts digital
interaction possibilities such as what can be
successfully downloaded via digital networks.xciv
There is always ambiguity, misinterpretation, lack of
comprehension and so forth. Thus, laws like design
objects are always under review. For instance arranging
the inside structure of a building impacts upon
interaction possibilities within that space. Christopher
Alexander has spoken of a ‘pattern language’ suggesting
the subjective aspect of encountering spaces. The pattern
approach has its origin in architecture and was adopted
by software engineering and areas related to software
engineering, dealing with organizational and pedagogical
questions. It suggests a typology of patterns that recur
according to tacit selectivities. Likewise, interaction
design of websites denotes the space of interaction
possibilities when using interactive media. In a similar
vein, there is a well-hackneyed polemic in human and
social sciences. It considers what has primacy in shaping
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human social affairs and individual behaviours and
attitude formation. Is it a case that the cognitive
dominates the social, or is it vice versa?
As a species, our brains and neurological systems have
evolved in concert with our interaction in the world.
Indeed the very distinction between the human species and
that of the animal kingdom is attributed to only our
development and use of tools:
“The size of the brain relative to that of the bodywill not do as the final distinction. Tools not onlyoffer proof of mental concentration with at leastsome slight skill and forethought, but, when theyare of stone, posses the supreme advantage ofdurability. Therefore both theoretically and forexpediency the dictum that manufacture maketh man isa sound one.” (Hawkes, 1965: p.210)
Rising beyond the level of neurological phenomena, we
never perceive pure forms, unrelated objects, or ‘things'
as such. Rather it is our 'reaction' to external stimulus
that relates to the meanings that things have for us
(i.e. Neisser, 1976). Perception has been defined as “A
process by which individuals organise and interpret their
sensory impressions in order to give meaning to their
environments” (Robbins, 2001; p.122). An environment
comprised of man-made objects and symbols quite obviously
texture this meaning. As will one where natural phenomena
dominate. Education and training, past experiences,
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motives, attitudes, interests, and expectations each have
a role in shaping perceptions, as does the nature of the
target (what is being perceived) and the situation (the
context). Values represent basic convictions that “a
specific mode of conduct or end-state of existence is
personally or socially preferable to an opposite or
converse mode of conduct or end-state of existence”
(Rokeach, 1973; p.5.)xcv
Rokeach indicates a duality in values as being personally
or socially based, but values – what we consider right,
good or desirable are more often than not socially
learned. However, values and meanings can vary according
to socio-cultural determinants. Rationales and logics can
also vary, as rational decision-making for instance has
been defined by Herbert Simon as a person making
consistent value-maximising choices within specified
constraints (Simon, 1986).xcvi Toulmin, et al. (1984)
suggest that:
" . . . reasoning is less a way of hitting on new ideasfor that we have to use our imaginations - than itis a way of testing and sifting ideas critically. It isconcerned with how people share their ideas andthoughts in situations that raise the question ofwhether those ideas are worth sharing. It is acollective and continuing human transaction." (p.10)
We are aware of, and attach meaning to people, symbols
and structures in the world, but as Toulmin sees it: "Our
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ideas are our own, but our concepts are shared".xcvii This
is an important idea for any understanding and analysis
of social and individual reality.
The belief that there is not one objective reality, but
various realities that individuals create forms the
thesis of socially constructed realities (i.e. Berger & Luckman,
1966). This alludes to another idea introduced earlier -
that meanings derive, and evolve, through communication
with others. It also states that the realities individuals
create (and may take for granted) influence their
patterns of interaction and emphasises the formation of a
relational reality via conversations, actions and
reactions, and sequence of events (Von Foerster, 1984;
Gergen, 1985). Meanings derive from what we share and are
not an intrinsic product entirely particular to
individuals (Vygotsky,1978,1986;Toulmin,etal.,1984)
Interactions also feature as critical events within each
individual person's growth and development into the
society to which they belong, this forms the basis of
much of the work of developmental psychology.
Civilisation and culture inherently denotes both ways of
seeing and ways of doing. A person's acceptance into a
given civilisation and culture often depends upon
abilities to conform to social norms. While in some
senses, this acts as a tunnelling or focusing of vision
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towards what is culturally deemed as important, it can
also mark the development of skills that lead to a sense
of belonging. Here the precedence is upon social
interactions with parents, siblings and others as one
grows and develops as an individual. These interactions
shape the person, their behaviours, attitudes, and their
worldview.
"The activities of a domain are enframed by itsculture. Their meaning and purpose are sociallyconstructed through negotiations among present andpast members. Activities thus cohere in a way thatis, in theory, if not always in practice, accessibleto members who move within this social framework.These coherent, meaningful, and purposefulactivities are authentic . . . Authentic activities,then, are most simply defined as the ordinarypractices of the culture." (Brown et al., 1989: p.25)
Interactivity in learning, learning-by-doing is; "a
necessary and fundamental mechanism for knowledge
acquisition and the development of both cognitive and
physical skills." (Barker, 1994: p:1). As individuals
develop cognitive and motor abilities as children, they
have available at any moment a myriad of possible
interactions. However these are constrained and made
finite by cultural considerations, individual
differences, physical abilities and so forth.
The most dominant shared meaning systems in groups,
communities and societies is the language they use – “The
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meanings of words are not are not in the words; they are
in us” (Hayakawa, 1949; p292).xcviii The methodological
positions of phenomenology, symbolic interactionism, and
ethnomethodology are upon action and its meaning. Each
approach has a strong focuses methodologically upon
language and its use. 'Interaction' here is in its
essential sense, and can be taken as the profusion of
interpretative and reactive acts that infuse nearly every
moment of existence. Whilst some of these are tacit and
implicit, many are described and considered in language.
Theories of action and theories of structure have formed
a broad debate in the field of social and human sciences
(Giddens, 1979). Whereas theories of action tend to be
micro-social, focused upon individual's views, theories
of structure tend towards the level of organisation at
various levels. It is also clear that neither dominates,
as both interpolate laying the foundations for the other.
This is clear in two sets of theories emerging from
within psychology and sociology. The first is activity
theory, and theories of social structure.
Chapter - 8 Trials as social systems
Talcott Parsons (1971) discusses the notion of social
systems, defined by the interaction of two or more persons in
which each actor attempts to account for the action of
other actors or in which there are common goals of
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interaction. This is similar to Rogers (1995) when he
defines them as "a set of interrelated units that are
engaged in joint problem solving to accomplish a common
goal." (p. 24) However, if we consider the case of the
Cambridge trial, each group, each individual firm on the
trial, performed quite distinctive roles, with each often
seeking quite different aims and objectives with respect
to participation. Such influences can lead to mis-
alligment in the entire system detrimental to sharing and
negotiating goals (Molina).
Technology and marketing trials: Their social groups
In many large scale technology and marketing trials, the
Cambridge trial as an example, there are three distinctive
social groups, constituncies or networks. The trial itself was
founded through the efforts of two consortia of
companies. First, was the consortium of technology and
communication infrastructure companies – and second, another
consortia responsible for providing content and services.
Members of both these groups had a relatively well-
defined, easily understood and common goal - to test the
technology and market for i-Tv.
However, there was a third distinctive social group - the
trialists. These were the participants of the trial. From the
perspective of the first two groups, the trialists were
intended to act out roles as surrogate consumer-users- that
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is, they would provide feedback regarding the efficiency
and satisfaction with using the system.
Intrinsically, this group had its own agendas in getting
involved with the trial, curiosity and novelty being the
most likely motivation. Important to stress is that they
had quite different objectives or goals in being involved
with the trial. (c.f. the earlier discussion on the
‘logic or use’ in comparison with the ‘logic of design’).
The trialists wanted to explore the potential of the new
system to deliver entertainment. They were to be central
to the resolution of visions. They would provide data and
responses that would first ground the potential of the
technology to perform its functional purpose. They would
also come to comment upon the viability and value of the
system of content and services. Finally they would
provide some benchmark of the overall system's business
and market potentials – i.e. what people would be willing
to pay for, and how much.
More than this, interests, aims and objectives did not
remain static. Rather like the technology which developed
and metamorphosed functionally throughout the trial,
interests, aims and objectives were dynamic and not fixed
features. The interplay of elements, their interaction,
co-shaping and co-evaluation, created chaos and
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indeterminacy confounding any realisation of anticipated
outcomes.
Social systems are definitely not self-maintaining,
because they do not directly generate the components
which realise themselves (their participants in fact
generate the new components) (Hejl, 1984). The
applicability of self-maintenance also complicates by the
fact that these components may participate in multiple
social systems at any time, and they have the ability to
withdraw from participation entirely. This is
particularly true in the artificial use environments or
‘controlled conditions’ of trials, tests and experiments
of any kind.
Researching complexity
Alan Ganek summarized it best when he stated that; “The
computer industry has spent decades creating systems of
marvelous and ever-increasing complexity. But today,
complexity itself is the problem.”xcix Establishing the
relation of technology to people, commerce and
institutions is complex and has meant that considerable
focus has been levelled at creating theoretical
structures which can cope with its analysis.
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Another polemic that arises in social science is that of
technology and the individual as object or subject,
background or foreground in such analysis. Herbert Simon
for instance describes a scene that truly captures the
determining relations of subject, structure and
environment. An ant is walking on a beach. Simon notes
that the ant's path might be quite complex. The
complexity of the path (structure), however, is not
necessarily a reflection of complexity of the ant
(subject). Rather it might reflect the complexity of the
beach (environment or context). The point of Simon's
scenario is the suggestion that the environment or
context plays an often-underestimated role in influencing
and constraining behaviours. Following Simon, Resnick
(1994: p.142) suggests that people often think of the
environment as something to be acted upon, not something
to be interacted with. And as Marshall McLuhan (1964: p.viii)
has it: “Environments are not passive wrappings but
active processes.” Here is a defining aspect of
environment, structure, or context viewed as an open and
dynamic rather than closed and fixed system. This is a
critical concept underpinning the notion of many of the
frameworks discussed in this chapter. It also underpins
the “contextual usability’ approach developed in this
book – that is usability defined and realised contingent
with other experiential use elements.
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Until recently mechanistic, linear models typified much
organisational and managerial thinking. This is often
characterised by simple cause and effect and associated
predictable outcomes. These approaches also possess
legacy to the notion of 'scientific management' (Taylor,
1911) or even Weber (1947) when he refers to the
'bureaucratic phenomena'. These ideas inspired most
mechanistic models of the organisation, and are now
largely discredited in modern organisational theory. For
instance, Kling (1987) came to consider the trend in
mechanistic models of technological systems. While often
justifying economic, physical and information processing
aspects of developments, such perspectives often ignored
the context of complex social actions in which
technologies are developed and deployed. Many information
systems professionals, for instance, remain locked into a
mechanistic viewpoint of organisations that tends to
neglect the socio-political and socio-cultural elements
of information systems.
Wheatly (1992:p.27) asserts that: "Many management
strategy theorists either were engineers, or admired that
profession . . . There has been a close connection . . .
between their scientific training and their attempts to
create a systematic, rational approach to business
strategy."
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Complexity theory in its application to the study of
business, technology and society is viewed provides an
alternative view. A complex system is defined in Holland
(1995: p.124) as:
“a system that cannot be fit in a fixed model,whatever the complexity, the sophistication, thesize of the model, the number of its components andthe refinement of their interactions... The conceptof complexity implicates unpredictability andpossible emergence of unprecedented events.”
Holland accords that a complex adaptive system exhibits
emergence and self-regulation. This means that the outcome of
a process is the result of the interaction among a
variety of people (agents or actors if we consider the
sociological definition) that pursue better performance
in co-evolutionary co-operation and collaboration with
each other. Emergence can best be defined as the
behaviour that surfaces out of interaction of a group of
people, whose behaviour cannot be predicted on the basis
of individual and isolated actions (Coleman, 1999).
Complexity theory applied to organisation suggests that
most phenomena and processes in the real world do not
reflect such linear thinking. (Wheatly, 1992; Santosus,
1998; McMaster, 1996)
Anderson (1999) identifies the following characteristics
that complex adaptive systems share:
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1) A group of agents with cognitive schemata. Agents can beindividuals, groups of employees, managers orcustomers. Each agent’s behavior is dictated by aschema, a cognitive structure that determines whataction an agent takes given his/her perception ofreality. Cognitive schemata are mentalrepresentations of reality defined in terms ofnorms, values, principles, rules and models (Shermanand Schultz, 1998). Agents are connected to eachother via an intricate web of relations.
2) Self-organisation and emergence refers to the way agentsinteract with each other and the outcome of thatinteraction. Self-organisation results if people arelet free to network with each other and interactwhereby they are not restricted by organisational orfunctional boundaries. The assumption is that thiswill influence the outcome in a positive way sinceinteraction will not be constrained by rules andregulations. Emergence is what results from this wayof interaction, i.e. behaviour that cannot beaccredited to the individual actions, but becomesmanifest in the outcome of the group behaviour.
3) Co-evolution at the edge of chaos. Living systems tend tooperate at their most efficient level in thetransition phase between stability and disorderpoised “at the edge of chaos” (Kauffman, 1993). Thesame applies to people organized in a network: anetwork that strives for equilibrium and reaches anequilibrium state is in principle a “dead” system.People have to stay poised and alert “at the edge ofchaos” since it fosters creativity, collaborationand team-spirit.
4) Recombination and system-evolution refers to the way thesystem can evolve under the influence of changingcircumstances like different agents, or differentcircumstances.
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The open systems approach has been chosen to study
complexity because it has been commended for its
potential usefulness in "synthesizing and analyzing
complexity" (Simon, 1969) in "live" organisations.
Leavitt, Pinfield and Webb (1974) also recommended an
open-systems approach for studying contemporary
organisations that would come to exist in a fast-changing
and turbulent environment.
Complexity is an area is of great significance to
researching phenomena, as it is indeed the area of most
information. (McMaster, 1996) One thinks immediately to
the occasion of landing in a strange airport, in a
country where one does not speak the language.
Debilitating at first, one becomes accustomed to the
chaos. Patterns are seen to emerge, to become
recognisable and familiar, and one is returned to a sense
of what Giddens refers to as ontological security. Szent-
Gyorgyi (1971) speaks of something similar with respect
to the practice and process of research:
"If I go out into nature, into the unknown, to thefringes of knowledge, everything seems mixed up andcontradictory, illogical and incoherent. This iswhat research does; it smoothes out contradictionand makes things simple, logical and coherent."(pp.1-5)
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The implication here is that research provides the
necessary medium or lens through which the chaos of
natural world can be 'smoothed' in order to show
underlying patterns. These can make sense to the
investigator, or to other trained and interested 'others'
– managers, politicians, regulators, users etc.
Patternless chaos is the nemesis of decision-makers, long
range forecasters, scientists, economists, stock market
dealers, policy makers etc. Each desire to reduce and
simplify causal effects giving rise to phenomena, for the
purpose of representation and generalisation or the
identification of trends. Trends are things we actively,
not passively, create, as Mary Douglas so well pointed
out:
“. . . whatever we perceive is organized intopatterns for which we the perceivers are largelyresponsible.. . .As perceivers we select from allthe stimuli falling on our senses only those whichinterest us, and our interests are governed by apatternmaking tendency, sometimes called a schema.In a chaos of shifting impressions, each of usconstructs a stable world in which objects haverecognizable shapes, are located in depth and havepermanence. . . .As time goes on and experiencebuilds up, we make greater investment in our systemsof labels. So a conservative bias is built in.It gives us confidence.”c
Tom Peters (1982) book “Thriving on chaos”, suggested new
kinds of organisational theory and thinking influenced by
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systems theory and associated concepts. Evolutionary
theory and organic models of organisations emerged as a
consequence. And many of these kinds of ideas manifested
in the firm studied here. I have already cited a senior
manager on the Cambridge Trial who made strong allusions
to chaos, complexity and feedback. He cited new
management philosophies and styles of governance that he
viewed as essential to new technological potentials and
their need for governance. He took the view that what
they were creating was a 'infinitely reflexive' style of
management and company, not only the apotheosis of total
quality management and other customer-centred marketing
philosophies, but even an entire generation even beyond
this:
" . . . given that the whole process isinteractive . . . we're actually building in quality. . . its an inherent process . . . and you don'tneed to bring it in from outside as a separateprocess." (Marcus Penny - senior manger for contentand services)
Indeed he viewed that such a system as inherently non-
linear, and one of the problems that he was wrestling
with, was the expectation, particularly in the process of
management, that issues could be reduced to a linear
process. More than this, Thomas Hughes’ notion of
technical systems comprising of ‘messy system components’
guided technical innovation as did ‘messy human
components’ which guided organisational innovation.
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When this is not possible, it seems a problem. Not just
applicable to the Cambridge Trial he viewed this as an
industry-wide perspective - that there is a linear
management process at the core, and everything else is
chaos. Indeed, Westrum (1991) has pointed out that:
"What is not understood cannot be controlled. If wedo not unpack the way in which technology is shapedby society, we cannot change the shaping . . .before we can expand the area of intelligent humanchoice, we must understand how technology andsociety interact." (p.79)
Rycroft and Kash (1999) assert that leaders of companies
and countries are: "continuously in search of new
concepts, rules, and models that will be useful in
dealing with ever-changing reality." (p.17) Indeed
Shackle (1963: p.13) argues that the entire field of
economics resulted from: " . . .the study of how men seek
to cope with two of the great basic, inescapable
conditions of life: scarcity or lack of means; and
uncertainty or lack of knowledge."
Providing scope to understand, contain, control and
channel complexity represents the endeavour, and
challenge, of recent social scientific theories aimed at
distinguishing the products of, and influences upon,
social and technological action.
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Chapter 9 - Techniques of understanding and mappingsociotechnical systems
Within the field of strategic management ‘environmental
scanning’ is defined as “the monitoring, evaluating, and
disseminating of information about the external and
internal environments to key people within the
corporation.” (Wheelen and Hunger, 2000; p.9)ci External
environment variables according to this model include
economics, technology, political-legal, and
sociocultural. The aim is to identify trends that may
affect a companies business and to inform strategic
reorientation.
An immediate question arises concerning how best to map
relations within an overall system that comprises social
and technical elements, both within and without the
individual firm. Frameworks such as the ‘Issues Priority
Matrix’ (Lederman, 1984) do little to help here as it
focuses upon possibilities of impact of external factors
against probability of occurrence.cii Both social and
technological elements can manifest considerable levels
of complexity within themselves, let alone considered
together as a 'meshed' whole. GST and its complementary
theories have directly or indirectly influenced a number
of approaches whose chief aim is to chart and illustrate
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the way in which cognitive, social and physical elements
combine and interact. They do so in complex manners in
the production of processes of technical and social
innovation and development.
What many frameworks for analysing development processes
share is a description of the space or environment where
the social or the cognitive encounters the technical. This
space or environment is variously called the 'system',
'network', 'constituency', 'web' or 'matrix' amongst
other terms. Each conveys a strong sense of connection
and interrelatedness between various elements, especially
social and technological elements, and so bears direct
relation to the core principles of GST. This
interrelatedness can manifest in purely hardware terms (as
in a cable communications network or the flows of
electrons in a public transport system), or in terms of
software (the decisions, politics, lobbying, expertise and
advice etc.). It may also manifest in the passage of more
symbolic collateral, such as information and knowledge
exchanges and flows that come to inform and shape the
perceptions of multiple interest groups.
Systemic views of organisation (such as suggested by
Simon, 1996) have suggested that functions can be broken
down into component parts for the purpose of analysis.
However, recent frameworks coming from academia move in
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quite a different direction. Actor-network theory goes as far
as deliberately blurring of any distinction between human
and technical components contributing to an overall
system in its development and use, in favour of
uncovering outcomes.
Approaches, frameworks, tools
Vygotsky suggested that we have two kinds of tools:
technical ones and psychological ones. Technical tools
are intended to manipulate physical objects (e.g., a
hammer) while psychological tools are used by human
beings to influence other people or themselves (e.g., the
multiplication table, a calendar, or an advertisement).
In a similar vein, some sociotechnical approaches have
been created and aimed at practitioners – i.e. studies of a
'managerially relevant' or policy-making nature, or
cognitive tools for use within industrial settings and
projects. Other approaches are more academic in nature,
aimed at providing frameworks of analysis for academic
reporting. There is a similar tension between the notion
of 'tool' and 'framework', as that which exists between
'practice' and 'theory'.
In certain cases, industrial and academic approaches are
not mutually exclusive.ciii Many of the industrial 'tools'
have roots in public and private research projects. For
instance, the sociotechnical approach - used to optimise
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organisation - arose from research conducted at the
Tavistock Institute (the first was an investigation in
British coalmines by Trist and Bamforth, 1951). Another
stream of research into information systems was inspired
by contingency theory, as introduced by Woodward (1965). This
has come to inspire the majority of the earlier
literature on identifying the notion of user requirements
(e.g. Ives et al., 1983; Bailey & Pearson, 1983; Davis &
Olson, 1984; Baroudi et al.1986). This work explores the
relationship between organisational structures and
technical systems. She revealed that organisational
effectiveness was the consequence of a match between a
situation and a structure – part and whole.
There are also tools aimed at optimising technology with
respect to addressing consumer-user needs and requirements.
This group includes Quality Function Deployment (QFD),
developed in the 1960s out of work conducted by Japanese
academics into research and development, design and
manufacturing processes.civ It is also worth noting that
ergonomic and usability testing of products also emerge from
the fields of physiological research, experimental
psychology and cognitive and computer science.
Macroergonomics (Hendrick, 1991, 1995) is a recent
contribution making a concerted effort to place the
ergonomics of machines and interfaces at the centre of a
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more holistic, integrated and systemic view of
development. It is a top-down approach to system design
based on a sociotechnical system perspective.
Macroergonomics focuses on the optimisation of work
system design through consideration of relevant
personnel, technological, and environmental variables and
their interactions. Hendrick (1995) further defines
macroergonomics as the "third generation" of ergonomics,
where the first generation was characterised by
human/machine interface technology, and the second
generation by user/interface technology. The goal of
macroergonomics is a fully harmonised work system at both
the macro-and micro-ergonomic levels.
A more scholarly and sociological style of analysis is
witnessed in the work arising from Science and Technology
Studies (STS) school. Chief amongst this group are perhaps
the 'social shaping' (i.e. MacKenzie & Wajcman, 1985) or
'social constructivist' (i.e. Bijker & Law, 1992)
perspectives. These seek to explicate the relation of
technology to society, and have presented this as a
dynamic two-way process of co-evolution and co-influence.
The constructivist way of approaching the analysis of
technology development and the processes of innovation
show how they may be interpreted as matters of wider
social explanation, in every way as relevant to the
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success or failure of projects as purely physical and
functional matters.
According to historian Merritt Roe Smith (1994), the
concept of technological determinism dates back to the
early stages of the Industrial Revolution, and it is
grounded in the belief that technology is a key governing
force in society. cvIn his critical analysis, Andrew
Feenberg (1999) identifies two problematic premises of
technological determinism. One is unilinear progress in which
“technological progress appears to follow a unilinear
course, a fixed track from less to more advanced
configuration,” and the other one is determination by the base
in which “social institutions must adapt to the
“imperative” of the technological base.”cvi Hence, “if
there is no logic that drives innovation, then
technologically determinist explanation will not do”
(Bijker and Law, 1997). In his classic Autonomous Technology,
Winner (1977) asserts that in modern society technology
has become a moral standard. As “technologies are
structures whose conditions of operation demand the
restructuring of their environment,” they create imperatives.
Political studies of technology proceed to studying the
implications of the politics in society. From this
standpoint emerges democratic studies of technology that
seeks to understand how democratic principles are to be
incorporated in technological construction (Winner,
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1992). Richard Sclove (1995) offers the possibility of
inducing democratic principles into technological
construction processes. This requires deeming
technologies as social structures, for technologies have
profound capabilities to function politically and
culturally in society. Furthermore, Sclove argues, “If
citizens ought to be empowered to participate in
determining their society’s basic structure, and
technologies are an important species of social
structure, it follows that technological design practice
should be democratized.”cvii
To understand the cultural construction of technology,
David Hess (1995) draws an attention to what he calls
technototemism, which refers to “the co-production of
technical and social difference” and by which “social
groups achieve coherence and distinctiveness by being
identified with natural phenomena.” Here Hess
appropriates Levi-Strauss’s concept of bricoleur, “a
jack-of-all-trades who takes whatever is at hand—pieces
of wood, metal, etc—and reassembles them to build a new
objects or to fix old ones.” Yet Hess disagrees with
Levi-Strauss for distinguishing engineer from
bricoleur.cviii For Hess, technology today operates
according to the patterns of the bricoleur in which the
cultural interpretation of experts and communities
construct different versions of technology. Within this
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kind of process, technical experts in one community are
engaged in a process akin to bricolage by taking
technologies of other communities and reconstructing them
so as to produce a “new” kind of technology better fits
with their own culture.
While Hess analyzes cultural meanings of technology from
group frameworks, Arnold Pacey (1999) seeks to understand
technology from a more personal, more involved inward
level that takes account of feeling and imagination.
Pacey argues that human imagination is important in
dealing with practical experience of the material world
because it is an outcome of human sense of the purpose
and meaning of life. Personal values and individual
experiences of technology are different from shared,
social meaning. Pacey is concerned with tacit knowledge
constituted by unstated assumptions, skills that can be
applied without thinking, and inarticulate visual
awareness that includes a sense of what the knowledge
means and how it is related to human purposes.cix
Clifford Geertz's (1973: p.5) definition of culture as
"webs of significance sown by man," suggests the cultural
circuit as the conduit between human discourse and
knowledge of a product and technology. Johnson (1986)
viewed the diffusion of technologies as a process of
semiotics, meaning making and representation. Following
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Johnson others, such as Du Gay et al. (1996), have
elaborated this work establishing a notion of a 'cultural
circuit'. This views the perpetuating and development of,
and subsequent diffusion of, both ideas and actual
products between various institutions and actors.
Grant McCracken is another who subscribes to a 'current'
of meaning that is; " . . . constantly flowing to and
from several locations in the social world, aided by the
collective and individual efforts of designers,
producers, advertisers and consumers." (p.71) They convey
a picture of a very live, perpetuating, dynamic process
where 'meaning' is constantly circulating, picking-up,
laying the foundations for, and developing new forms of
interpretation and re-interpretation. Such processes can
operate on micro (i.e. small group) as well as macro
(i.e. societal, cultural) levels. However, this model
does little to explain the processes which motivate and
direct the energies creating change. Nor does it provide
insights to problems regarding emergent aspect of a
sociotechnical system. But it does emphasise that
technical innovation is not simply a matter of
production, and highlights human agency in term of social
interest groups.
Bijker (1995) draws attention to the design
specifications of fluorescent lights catering to the
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needs of different interest groups rather than for
performance or economy. The 'dominant' design was a
product of the Nela Park Conference - where representatives
of Mazda met with representatives of the electricity
utilities - two highly prominent relevant social groups.
Bijker suggests that the now familiar lamp was designed by
committee – i.e. the managers around the conference table,
rather than by engineers and designers in a workshop:
"At that meeting a third fluorescent lamp wasdesigned - not on the drawing board or thelaboratory bench, but at the conference table."(p.238)
What is important to stress from this observation is that
managers’ invariably bring more to the table than
discussions of merely technical propensities or
standards. They may employ for instance entirely
different logics such as business acumen or negotiate
from a position of company culture and mission.
Design as a subject of analysis is at its most rich
viewed as the interaction between the various elements –
social, individual and technical - at different periods
in development (or even depending on where the researcher
casts, or is given permission to - cast, their gaze). Pinch and
Bijker acknowledge this in their notion of sociotechnical
ensembles. While maintaining a distinct prejudice for the
social dimensions in their accounts, this acknowledges
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the idea that social and technical elements constrain and
shape each other in the processes of development.
These approaches emphasise a contextualist approach that
attempts to show; "the internal design of specific
technologies as dynamically interacting with a complex of
economic, political, and cultural factors."
(Staudenmaier, 1985: p. 11) Current trends in the history
of technology tend to favour contextualist history. Such
approaches emphasise the particularities of the social
and historical conditions in which different technologies
have developed. In so doing, they have avoided the
excessively deterministic implications of so many
histories that focus on the technology as an intrinsic
phenomenon in itself. Contextualist history builds on an
earlier consciousness of technical differences as
illustrated by more traditional historical accounts, but
also reflects a concomitant awareness of how social
factors influence design and development.
A significant contribution arising from the category of
more academically orientated work includes actor-network
theory - ANT (i.e. Callon, 1980, 1986; Bijker and Law,
1992; Latour, 1987, 1996) and sociotechnical constituencies
(i.e. Molina, 1989, 1990). These approaches represent
alternative and contrasting attempts to straddle the
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realms of complexity in studies of the social and
technical.
Chapter 11 - Actor-network theory
Actor-network theory or ‘ANT’ is most prominently
associated with the French sociologists of science Bruno
Latour and Michel Callon. ANT deals with two different,
though connected, subjects: scientific facts and
technological artefacts. It is, in a sense, a logical
(yet highly disputed) extension of David Bloor’s (1976)
“strong programme” which defended the need for
impartiality in the explanation of true and false
scientific beliefs.
It is unfortunately a school of thinking beset with
obscure terminology. Like Activity Theory, applying
actor-network theory is difficult for the beginner as it
is hard to find any clearly defined set of procedures for
"doing" research.
ANT represents an attempt to describe how heterogeneous
human and non-human, social and material entities are
related to one another within networks, built and
maintained in order to achieve a particular goal, for
example the development of a product. This reflects the
ideas of a number of commentators not least McLuhan:
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“By continuously embracing technologies, we relateourselves to them as servomechanisms. That is why wemust, to use them at all, serve these objects, theseextensions of ourselves, as gods or minor religions.An Indian is the servomechanism of his canoe, as thecowboy of his horse or the executive of his clock.”(1964; p.55)
But in ANT’s most radical stance is a lack of privileging
either humans nor non-humans in its analysis, as both are
viewed as equal actors and are treated largely in a
semiotic sense. Beyond a kind of anthropomorphism with
respect to physical objects, or a glib mechanising of the
human being, theANT perspective has been apllied to a
range of studies.
Such a view is reflected in other writers. Igor Kopytoff
(1986) for instance, has drawn attention to the
'biography of the thing'. He suggests that an object,
artefact, or technology, much like an individual human
being, can possess a biography. Throughout their 'lives'
there is change and transformation, and through these,
they "can reveal the changing qualities of the shaping
environments through which they pass." (Silverstone et al.,
1992: p.17) Stewart Brand's (1994) book How Buildings Learn
is another superlative example of a semantic switch
between the primacy of human affairs over that of
'things'. He suggests that the transformations of
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buildings over time and the changes that successive
occupants make to it represent a manifestation of the
‘learning’ of a building. Such ‘animist’ perspectives can
highlight previously tacit, unseen relationships which
are nevertheless important for understanding and
evaluating human relationships to the built environment,
and the objects, messages and symbols that populate it.cx
The view of actor-networks has it that social, physical,
cognitive and economic elements fuse in a 'seamless web'
where human action is constrained as much by
technological functions as social elements such as the
rules and regulations which may govern use. On analysis
this approach owes much to systems theory, as another of
its distinguishing aspects is its stress upon the
complete dependency of one 'actor' on every other 'actor'
in the network to maintain cohesion. Each part of the
network is at the same time representing several
different smaller parts of a whole, while being minimised
into a small part of an even larger whole.
This is hardly a new idea as it relates to GST and to
what Herbert Simon (1996) suggested when he spoke of the
'sciences of the artificial'. This describes objects and
phenomena – artefacts – that result from human intervention
in the natural world. Material artefacts, the knowledge
to build and use them, as well as the outcomes of their
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operation and use – this means climate controlled air,
through to cars and the laws that governs their operation
- are each examples of such intervention. Each is equally
as worthy as any other part to be considered in the
operation and integrity of an overall system.cxi
This is a very similar notion to another ANT theme – that
of 'hybrids', or 'quasi-objects', which can be
simultaneously real, social, and discursive - ANT
highlights the significance of each of these in its
analysis (see, e.g. Latour 1993: p.91). The key term
‘actor’, for example, is not used as in conventional
sociology where actors are usually defined as "discrete
individual, corporate, or collective social units"
(Wasserman, 1985: p.17). Rather actors' identities and
qualities are defined during negotiations between
representatives of human and non-human 'actants'. In this
perspective, representation is understood in its political
dimension, as a process of delegation. The most important
of these negotiations is translation - a multifaceted
interaction in which actors:
Construct common definitions and meanings: Define representativities, and: Co-opt each other in the pursuit of individual and
collective objectives.
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In the actor-networks, both actors and actants share the
scene in the reconstruction of the network of
interactions leading to the stabilisation of the system.
But the crucial difference between them is that only
actors are able to put actants – the non-human elements -
in circulation in the system, such as when a local
government decides to implement a new means of public
transport (Latour; 1996). The development of actor-
networks is a concatenation of translations - effort by
actors in the network to move other actors to other
positions, thereby translating these actors as well (i.e.
the local government bringing in engineers to implement
the work). This concept of translation is the crux of the
ANT approach.
In essence, networks allow actors to translate their
objectives, be they conscious human choice or
prescription of an object, into other actors and adding
the other actors' power to their own. "By translation we
understand all the negotiations, intrigues, calculations,
acts of persuasion and violence thanks to which an actor
or force takes, or causes to be conferred to itself,
authority to speak or act on behalf of another actor or
force." (Callon and Latour, 1981: p.279) Networks emerge
and come to be shaped by aligning more and more actors.
In this way a network and an individual actor can develop
and grow. The importance of an actor depends therefore on
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the number of other actors within his/her/its networks
which he/she/it can employ to a particular purpose.
The size and shape of actor-networks is not a priori but
the result of a long development. There is no fundamental
difference between a large structure and a small
structure; the only difference is in the number of actors
that can be employed. It is a mistake to take differences
in size of a network for differences in level, because
networks always connect at the same time what
conventional sociology differentiates into micro and
macro levels. This interconnection renders such a
distinction less significant, because; "that which is
large is that which has successfully translated others
and has therefore grown. Since size is nothing more than
the end-product of translation, the need for two
analytical vocabularies is thus avoided." (Callon, et al,
1986: p.228)
Networks comprise of network-actors that are always
localised yet these networks can extend around the globe.
Networks can be so large and stable that they appear to
be independent from the actors (such as technical
standards). This, however, is a misconception. While they
can (and do) seriously constrain the range of action for
certain actors, they always need actors. Any given actor
might be replaceable, but only by another actor. There
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is, therefore, no gap between the individual and the
structure made up of individuals, which are made up of
structure, which is made up of individuals, and so on,
endlessly. For Bruno Latour (1993; p.122); " . . . the
two extremes, local and global, are much less interesting
than the intermediary arrangements that we are calling
networks."
The construction of a common sense of purpose, utility,
and benefit of a system or artefact is one aspect of the
sociotechnical negotiation. Pinch and Bijker (1989: p.28;
and Orlikowski, 1992: p.403), discuss the interpretive
flexibility of artefacts. All artefacts are open to various
readings over their development. Social groups with
various interests and resources attach meanings to
artefacts. These groups shape and reshape artefacts
through the construction of problems posed and solutions
offered by those artefacts. Eventually both artefact and
meaning are stabilised through social negotiation. Once
developed, technological systems and artefacts become
reified and institutionalised, and lose the connections
with human agents that gave them meaning and sense
(Orlikowski, 1992: p. 404). The notion of interpretative
flexibility brings social constructivist views of
technology closer to media, cultural and consumer
studies. At this time were also coming to studying less
what media 'does to people' but more how consumers/people
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actively appropriate, and thereby change, products and
services through their kinds of integration in daily life
and routines (Silverstone and Hirsch, 1992, Morley, 1992,
MacKay and Gillespie, 1992).
But one of the failings of ANT, and other constructivist
approaches, perhaps lies with the fact that its openness
as a system of analysis suggests no real way of mapping
or showing the weight of nodes within the network – i.e.
those actors or actants which have more prevalence or
political power at any given time. What one is left with
is rather a 'fog' of images and perceptions regarding a
technology, because what is meaning from an analysis
founded on semiotics is that motivations and other
inertias to technology development are relegated in
favour of outcomes or effects.
"Actor network theory is a ruthless application ofsemiotics. It tells that entities take their formand acquire their attributes as a result of theirrelations with other entities. In this scheme ofthings entities have no inherent qualities:essentialist divisions are thrown on the bonfire ofthe dualisms. Truth and falsehood. Large and small.Agency and structure. Human and non-human. Beforeand after. Knowledge and power. Context andcontent. Materiality and sociality. Activity andpassivity. In one way or another all of thesedivides have been rubbished . . . it is not, in thissemiotic world-view, that there are no divisions. Itis rather that such divisions or distinctions areunderstood as effects or outcomes. They are not
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given in the order of things." (Law, 1997, emphasisin original)cxii
The problem with such a radically relativist view from
the perspective of practicality in researching networks
is that the notion of defining dualisms from the actors
perspectives places enhanced stress upon accurate
rendering of actors ‘outcomes’. In essence this is what
is emergent, over an above technologies and the
construction of supporting institutions and
organisations. This makes for a problem of
interpretation. This is always problematic, especially if
we follow, Ricoeur, (1971) when he writes that there may
be a;
" . . . specific pluriocity belonging to the meaningof human action . . . human action too, is a limitedfield of possible contradictions . . . It is alwayspossible to argue for or against an interpretation,to confront interpretations, to arbitrate betweenthem and to seek for an agreement, even if thisagreement remains beyond our reach. In the finalanalysis differences in interpretation can only bearbitrated by applying socially accepted modes ofjustification; i.e., what will count as a convincingargument." (p.331)
One of the problems of phenomenological investigation is
the researcher ‘bracketing’ or consciously acknowledging
prejudices and subjective interpretations in the research
process.
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One set of questions that remains vague in ANT is how to
limit the analysis; where does one network end and the
next one begin? The question of boundaries to contextual
studies is cited by Morley (1992: p.187) when he
considers the pragmatic aspect of ethnographic studies of
television viewing contexts: " . . .which elements of the
(potentially infinite) realm of 'context' is going to be
relevant to the particular research at hand." The
opposite is in a sense can also be true for actor-
networks. In effect is the network which comes to be
realised a 'fair' representation? Bijker and Law are not
absolutely convinced; "in effect it (actor-networks)
rests on a bet that for certain purposes some phenomena
are more important than others. It simplifies down to
what it takes to be essential." (1992: p.7)
Chapter 12 - Sociotechnical constituencies
Sociotechnical constituencies (Molina, 1989, 1990, 1993,
1994, 1995), as a theory and framework, shares much with
ANT and the other social constructivist analyses of
social and technical relations. It considers in its
analysis the complex of social and technical elements
constituting a development or project. However, unlike
ANT, it strives to distinguish, delineate and taxonomise
social and technical elements. Molina, following other
critics of actor-network theory (i.e. Clark et al., 1988)
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argue that this methodological stance dissolves the
understanding of technology which most people employ in
assessing its importance on work and organisations. To do
this is to render it nonsensical.
Constituencies take the brave step of structuring and
pre-figuring contexts. It recognises that at a macro
level social institutions may evolve at a slower pace
than technology development - an institution understood
as a persistent structure of human relationships (e.g.,
Powell and DiMaggio 1991), but alliances, partnerships
and deals can be easily broken in a single meeting with
severe consequences to a business. Technologies on the
other hand always exert certain continuities of path-
dependencies. Molina sees the mitigation of distinction
of the technological from social aspects as a hindrance
to advancing social studies of technology towards any aim
of informing strategy and policy decisions.
Molina's (1995: p.23) definition of sociotechnical
constituencies is:
" . . . dynamic ensembles of technical constituents(tools, machines etc.) and social constituents(people and their values, interest groups, etc.)which interact and shape each other in the course ofthe creation, production and diffusion (includingimplementation) of specific technologies."
Constituencies are built by particular social actors –
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constituency builders – champions who manifest particular
traits and behaviours and who wish to directly exploit
and develop the particular features and unique value
propositions of certain technologies. It can also be
firms and this would include the company outlined in the
case study presented later.
Overall, constituencies provide a comparatively more
systemic approach to understanding how the various
elements comprising the constituency of social and
technical elements can interrelate. The main benefit of
this approach, over actor-networks is that the common
areas of 'constituency' (or network or system) analysis
are denoted and largely pre-figured. This helps target
and focus research activity according to particular
purposes, and most importantly across cases.
The formulation of typologies is a familiar activity in
social science research. A more formal definition is that
a typology partitions events into types that share
specified combinations of factors. (Stinchcombe, 1968:
pp.43-45) The power of typological theories and systems
is that they comprise a number of contingent
generalisations, allowing the researcher to move across
cases with ease and make realistic comparisons.
Classification systems operate very many like typological
theories. Kwasnik (1992) states that:
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"Classifications are really very much like theories.Like theories, classification schemes can provide anexplanatory shell for looking at the world from acontextually determined perspective. Classificationschemes not only reflect knowledge by being based ontheory and displaying it in a useful way...but alsoclassifications in themselves function as theoriesdo and serve a similar role in inquiry." (p. 63)
However, the main shortcoming of this approach is one it
shares with many research approaches and frameworks that
offer prescriptive classification typology systems.
Classifications have structural properties that lend
themselves to representing knowledge in a given format or
pre-ordained way. As such they may act to mitigate
observance or proper identification of anomalies or
phenomena that defy 'pigeon-holing' style of
classification of socially defined forces. Bennet and
George (1997) see that in the early stages of reflection
and research on a complex problem, the investigator will
be reluctant to begin comparative study by attempting to
build a research design and select cases based on a full,
logically complete typology, such as that suggested by
sociotechnical constituencies. The use of case studies
for the development of typological theories, and the use
of these theories in turn to design case study research
and select cases, are iterative processes that involve
both inductive study and deductive theorising.
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An a priori, "logical" approach to a typology of outcomes
of efforts to achieve deterrence is likely to settle for
a simple distinction between 'success' and 'failure'. But
such approaches may nevertheless be important, defining,
unique or even crucial, features of socio-technical
processes. Opposed to actor-networks, which tend to be
internalist approaches to studying socio-technical
phenomena, sociotechnical constituencies is a externalist,
often contextualist framework which is constantly
identifying a particular element of actors place within
an industrial, or even national-level perspective. It can
be handled at the outset of the research in a more open-
ended way, allowing the development of a typology and
associated theory. That is, new cases that are studied
may lead to identification of new types of 'success' or
'failure' viewed from the goals of the various actors
involved (in the Cambridge case mangers, designers and
trialists).
Constituencies theory attempts to express the multitude
of forces which cumulate in the success or failure of a
product vision throughout its production, and to a lesser
extent, its diffusion. It is an attempt to illustrate the
way in which it expresses the dynamic in which both
social and technical constituents combine and mesh to
shape each other in the process of creating, producing,
and diffusing specific products and services.
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Technical constituents of technological systems such as
the Cambridge Interactive Television Trial, rely strongly
on technologies that are themselves the products of other
sociotechnical constituencies. PCs for instance are
ensembles of technologies (microprocessors, motherboard,
RAM, hard drive etc.) often produced by different
manufacturers, which, on being compatible and obeying
standards, work in concert to produce a working machine.
An overview of a generalised constituency is shown below.
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Fig. 2.2 Sociotechnical constituency with technology at the centre
(after Molina, 1989)
The individual components in the above diagram each play
essential roles in defining and shaping a technology ('T'
in the centre). It considers this from its inception
(i.e. arising from wider industrial trends and standards,
market and consumer trends), through its development and
production (drawing more upon more immediate influences –
i.e. the organisation's governance, availability of 'off-
the-shelf' components and so on).
As mentioned earlier technical components are often
developed on an individual basis by multiple producers
which have themselves evolved through the development of
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Interactingtechnologies
Nature of technology & use value
Players’ perceptions and goals
Organisation’s
governance
Industrial Trends & Standards
Organisation and
consumers
Inter-organisational governance
Collaborative/competitive interaction
T
Industrial/market level
Intra-organisational level
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their own constituencies - not least the social
construction of standards which ensure their fit with
other PC components. This suggests the generative aspects
of constituencies, which truly defines them as different
in structure from networks or even systems, which suggest
fixed, identifiable nodes and relations. It recognises
the socio-historical forces shaping technological
development and innovation, and this takes precedence
over issues and identification of instances of
translation. It accepts prima facie the existence and
influence of pre-existing sociotechnical structures in
defining and inspiring the new. It also recognises that
there is a dynamic shifting in the influence of each of
the elements over time, due largely to the waxing and
waning of the various 'sub' constituencies which
contribute to the constituency under analysis (for
instance the constituency of interactive television set
top box technology may be dramatically influenced by a
change in either video card technology, or in regulatory
policy or by a take-over of the company). A useful
analogy may be to compare constituencies to wave theory
as opposed to the more rigid network structures
characteristic of ANT.
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Constituency 1Interactive television STB
Video card development enables and inspires STB constituency
Constituency 3Video Chips Chips develop by new breakthroughs in material science and machining
Constituency 4PC market development and the rise of the Internet and e-commerce
Constituency 5
Development of video standards such as MPEG
Constituency 2Video Cards
Video card development is inspired by new chip developments and by video standards such as mpeg
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Fig 2.3 Meshing of constituencies as they develop, creating'ripples' of cause and effects, inspiration and shaping.
By considering the temporal element in the biography of a
technology's development one can map how particular
elements comprising the constituency waxes and wanes in
influence. Rather than proceeding as if individual
perceptions and actions can be held constant for the
purpose of analysis or that individuals are motivated by
a single goal (e.g., profit maximization), analysis
focuses upon how and why perceptions and action are
continuously changing through time and space.
Molina (1997; p.2) suggests that in ANT, the juncture
where the social encounters the technical; "needs to be
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Constituency 2Video Cards
Video card development is inspired by new chip developments and by video standards such as mpeg
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discovered every time as results of the perceptions and
opinions of other actors." Actor-networks then deny the
possibility of any inputed characteristics being applied
to either social or technical actors or actants – the
non-human elements - for the purposes of analysis.
Indeed, if one considers the claims of chapter one - that
we are not surrounded by an infinite variety of media
technologies, but really a delimited number of variations
which exhibit certain common features and functions – to
start from scratch in investigating their function and
how it comes to be encountered as a phenomena, seems a
very long winded approach to studying technology. Beyond
wide screen, stereo sound, teletext and colour, the
television-as-technology has changed little over the
years in terms of basic function, certainly at least,
from the user perspective.
This is an important aspect in Molina's sociotechnical
model. Technologies, especially complex technologies, do
maintain certain stability, or at least some generic
elements by which they may be differentiated according to
how they may function and perform. This also to a large
extent dictates how they will 'fit' with perceived and
anticipated use. For instance, they must be robust enough
to handle their perceived day-to-day use and usage. A
critical issue with the Om STB and remote control
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technology was that it be robust for the mass market.cxiii
There was also found to be a lack of 'fit' between remote
control functioning and some of the content elements. The
button layout and ergonomics worked fine for VoD use, but
were unwieldy and practically unusable for game use. For
Molina, the observable network, that is, the architecture
of relations at each moment in time, contains an
expectation of its future operation. This is often lost
in ANT style studies, and so there is an argument that
sociotechnical constituencies theory offers an extended
and more systematised account of the way in which actors'
perceptions and visions meld as social and technical
elements combine. ‘
MIT-ESD (ESD Symposium Committee 2002) refers to this
relative character as: ‘the concept is subjective in that
what is a system to one person may not appear to be a
system to another’.cxiv This relative character is related
to the layered character of systems. Different people can
perceive different parts of a system as a system in
itself. According to Wilson (1990) the context of the
system should be given in its definition to provide a
clear description of the system: ‘It (the root definition
of a particular system) incorporates the point of view
that makes the activities and performance of the system
meaningful’.
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There is also criticism of the notion of 'actants' [the
non-human 'actors'] in ANT. Molina sees them as only
realised as the result of the perception and opinions of
other [human] actors, and not truly valid as having some
king of equivocal status to that of sentient human
beings. He also sees this as a reductionism or
marginalisation of the role of the technical in the
network, as it is reduced to the level of a ‘black
box’.cxv This classification does not extend however
beyond networks because;
" . . . people (who constitute networks) aredifferent, then we are constantly back to square onewith every new process of technology developmentconfronting the analyst. In short, a recipe forblindness regarding 'the technical terrain' and forirrelevance regarding this particular dimension oftechnology strategy." (Molina, 1997: p.4)
If one considers Fleck (1988) it becomes clearer exactly
what Molina is suggesting here. Fleck defines four
generic forms that are consistent with different theories
of innovation and technology. These are discrete technologies,
component technologies, generic system technologies, and
configurational technologies. Discrete technologies function as
self-contained packages and require no further
interfacing with other elements to make them functionally
relevant. A mature and simple technology such as a tin
opener performs a straightforward function that needs
little in the way of user-led innovation. Its use can be
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easily pre-figured and anticipated. Component
technologies function as part of a relatively stable
system, and as such, the system characteristics and
requirements guide and help denote aspects and
specifications.
Generic system technologies refer to "complexes of
elements or component technologies which condition or
constrain one another, so that the whole complex works
together." The main difference here is that changes to
specific component parts may lead to requiring change in
the overall system. Moreover, configurational technologies are
more mutable kinds of systems, in an early stage of
evolution, which will be more fully developed and defined
through their situating in intended working environments.
The agency of users can be viewed relative to the
stabilisation and standardisation of the system and its
components (which is largely the position of
sociotechnical constituencies).
In summary, sociotechnical constituencies approach offers
a framework which has as its focus the fact that
technologies come into the picture of development with
legacy. This is in terms of its functional
characteristics, as well as more macro level attributes
such as their adherence to standards etc. Social elements
wishing to converge upon the technologies must do so in
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adherence to these legacy aspects, and so there is a
primacy or biased weighting afforded to technology over,
the other more fluid 'softer' parts of the development
process. This is where it differs from ANT, which prefers
to visit anew the process of development and makes a
conscious effort to not privilege one part of a system
over another. What is emergent maps not only areas of
where dualisms arise in the discourse and action of
network elements, but more pragmatically where
technologies derive their main impetus for being, and how
institutions and organisation succeed or fail to support
this being and continual development.
Chapter 13 - The constituencies of the Cambridge Trial
The case outlined later also goes some way to illustrate
the 'parts off the shelf' nature of the set top box, with
parts and people (expertise) drawn from previous and on-
going projects put together to form a singular new
product. Also, the consortium of companies which came
together to form the technology partners, also suggested
the rationalised interdependence of people and technology
who were invited to take part in the Cambridge Trial. One
of these partners - a cable company – represented not
only a communications infrastructure but also a
significant subscriber base.
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Constituencies do not occur within, or arise form, a
vacuum, nor do they emerge merely the result of industry
trends, but rather largely through the work and agency of
constituency builders. These are institutions or individuals
who draw together the partners and elements necessary for
technical developments. Om was the constituency builder
of the Cambridge Trial. In addition, within the trial
emerged two constituencies. One addressed technology,
whilst another addressed the development of content and
services. There roles were critical in that they
consolidated and negotiated between partners in what was
essentially two concurrent constituencies, each of whom
were often chasing or desiring very different outcomes
and goals.
Constituency builders are similar to the more familiar
roles of product or project champions that appear in the
management literature, except that their main focus tends
to be on the creation and propagation of wider networks
of technical and social elements. In other words, they
generate content and context for social and technical
change. When constituencies confront and combine, the
nodes illustrate spaces of possibility and tension
between the differing constituencies. In the case study
this may be where the original demonstration box (created
within the constituency generated by Om's managing
director Dave Swallow, who may be considered as the
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overall constituency builder for the technology)
influenced and drove the content and services visions of
Marcus Penny (senior manager responsible for content and
services).cxvi However, later technical orientations of
the box towards CD-ROM driven devices and so on, created
a tension between the two constituencies in Om. It was
indicative of the split between economic realties, market
conditions, technological development, and the
innovations of services and content.
Constituencies as complex and dynamic entities emphasise
"interrelation and interaction" between the various
elements motivating and creating the conditions for
technological development. They are constantly evolving
and changing networks of interrelated elements or nodes,
some of which can dominate at times, remain constant, be
sublimated against other elements or indeed drop out
completely. One may consider or stress either the social
or technical contingencies in an analysis of
technological development whilst maintaining the
understanding that it is both, in concert at every given
moment, that provide an index of the growth or decline of
a product and project.
As social and human elements in a constituency are
dynamic and always changing, likewise technical elements
evolve from their inception as discrete developments to
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mature and stabilised products. Nevertheless, today more
so than ever, products and services must constantly be
innovated in order for companies to remain on top within
their market sector.cxvii This dynamism is what guides and
gives the constituency its shape and direction. Similarly
systems, as more 'macro' versions of individual products
go through similar evolutionary phases. They too often
have a chaotic inception (arguments, dis-aligned views
etc.) that eventually converges to stabilise. However,
this stabilisation is a correlate of the alignment and
adherence to standards and co-operation between system
components and the firms that make them. In addition, a
system may be comprised of constituent parts, some of
which may evolve faster than others, leading to a
destabilisation within the constituency. This is where
the ambitions and objectives of the companies making
these parts suggest a shadowing of the advantages of
remaining part of the system sustaining the consortium
and developing their technological contribution. This
underlying principal fuels many of the new media notions
of 'converging alliances'.
Chapter 13 - discussion
Today systems thinking is becoming ever more pervasive
generally in the way in which people design and consider
technologies and services, and other kinds of structural
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processes. Indeed, it is much more pervasive in the way
firms think about doing business (i.e. vertical
integration and offering systems and bundles of product
and service options rather than discrete products). Such
thinking challenges the design of descriptive sequential
models of innovation like for instance the NPD funnel
model of Cooper (1987). This model viewed the innovation
process broken up into parts, phases and activities in a
sequence from idea to launch. The assumption being that
the input sources are either R&D, or customer needs and
preferences. Success parameters are defined in terms of
market share, volume or profit growth in relation to
investments.
Such analysis must not only consider analysis at the
social and technical level, but also indeed include
outcomes or experience, as an integral aspect of development
(in a similar vein to the distributed cognition approach
of Hutchins, 1995). This can include the usability of
services, of fulfilment, the 'ergonomics' of the social
and organisational fulfilment, as well as addressing
functional technical weaknesses (Hughes ‘reverse
salients’).
Computers are no longer developed to act as surrogates
for human tasks. However, at the time of the study it was
only very recently that researchers had come to explore
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the broader range of cultural practices associated with
the design and use of computing in the workplace (i.e.
Star, 1995). When they are used to deliver a service, for
communication, for entertainment the focus shifts to the
notion of quality and utility at the individual and group
level. Quality of service cannot be adequately captured
by evaluation of technical function. It must include a
wide range of social roles and provision – both in front
of the screen, and beyond it through the technical and
social networks of users, service providers, and
suppliers/distributors etc.) (see below).
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Family, friends, work colleagues, etc. – social webs
Manufacturers, merchants, and vendor distribution and value webs
IndividualInteraction of an i-Tv user with product service providers
Products or services relevant for the individual consumers and their networks
How a purchase may impact the wider social networks
More pervasively into the social networks or constituencies of individuals - their 'social life', interests, family and friends
Deeper into supplier constituencies or networks - their
social and technical networks
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Fig 2.4 How an episode of interaction with the system has 'knock-on'effects in 'front of '(in terms of an individual's social life, aswell as 'behind' (in terms of creating work, changing inventories)the screen
The major difference between researchers trying to
capture a complex system and a child playing a simulation
game such as SimCity, is that the real world offers no
simply definable heuristics or underlying 'rules of
thumb'. The game, like the television programme, is
designed for an audience of users. This means it is
contrived according to a designed set of heuristics.
Activity theory suggests that real world phenomena are
always aimed towards some purpose, goal or function, and
the main task of research for evaluation or for
innovation is exploration of the elements and how they
come to be understood from the perceptions of those
involved.cxviii
Actors, actants, constituencies are dynamic, they can be
contradictory and contrary to predicted behaviours and
are so at different intensities. They will not stop or
slow down for the convenience of analysis. So regarding
the Cambridge Trial, a question arises whether one can
one properly trial or simulate networks or constituencies?
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The simple answer to this question is most likely no. In
many, particularly social senses, they have to be self-
forming, through recursion as much as technically,
through design iteration, and reflexively to changing
business conditions and climates. Technical prototypes
and systems are valuable in that they can focus effort
and highlight weaknesses, but technical and marketing
trials have a strong social focus which is more difficult
to manage properly.
Social systems are not only self-organising systems as
has been stressed for example by Luhmann (1984); they are
also adaptive systems which means that they are able to
change their rules of interaction according to particular
demands of their environment. The term of adaptation is
to be understood in this context rather generally and not
as an antithesis to self-organisation. Each adaptive
system (i.e. each partner in the two consortia) is also
self-organising in the sense that it always operates
according to its own logics (its operational, cultural,
economics and business). Environment can force an
adaptive system to change its rules of interaction yet
the manner of changing is part of the self-organisation of the
system and not a simple reaction to the environment. The
reason is that even with strong governance organisations,
regardless of style, maintain distributed and localised
facets. One fundamental difference between the social and
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the technical lies in the fact that while one can
prototype a technology, and have people provide feedback
on its use and value, one cannot easily prototype a
social group. Critically for Carroll (2000)cxix, however,
“A scenario is a concrete story about use” (p14),
“Scenarios are stories – stories about people and their
activities.” Firms can recruit relevant expertise and
they can recruit a representative sample of ‘users’, but
once appropriated, there is a tendency to maintain them
as independent variables in the ethos and quasi-
experimental conditions of a trial.
Prototypes can be reconfigured, adapted and altered only
in specific ways i.e. changes to components, changes to
interfaces, change in robustness etc. This contrasts with
organisations of social groups that, once formed, are
contingent on a variety of perceptions and needs and so
forth. These are often very complex in nature, contingent
upon diverse motivations and drives, and privy to a wide
range of forces and constraints, for both individual
members, and for the group as a whole. In some cases,
they may represent a community of ‘users’ ranging vastly
in scope and scale. Consider the difference of a highly
defined and specific group such as medical equipment
operators or specialised manufacturing machine operators
through to more heterogeneous populations such as
television viewers.
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Intervention by firms wishing to learn from the users
impacts upon user perceptions as it does for the firm’s
partners. This comes through recruiting and educating the
users in the first instance and later researching aspects
of their use of the system. Each partner in a consortium
may have conflicting interests regarding what they would
like to learn, and this impacts upon the overall
intervention. The chance is that there is no-one
considering overall and general impressions of trialists
to the trial itself as all views are aimed at future (and
more functional and satisfying) systems.
It is perhaps here that the notion of a constituency or
actor-network falls short in providing a proper
prescriptive treatment of dynamic development processes.
Are these frames of analysis able to account for such
adaptation and reflexivity at the individual level? Most
likely not. They share the same limitation as most ‘big
picture’ sociology, in that the analysis falls short on
understanding the underlying reasons for change, or
indeed the relative power of one actor, actant and
constituent over that of another to invoke or engender
change and its dynamic. Over many disciplines. For
example, sociology grew out of philosophy partly in an
attempt to create a ‘science of society’ that could
duplicate the advances being made in physics and biology
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through systematic observation and causal explanation. It
was argued, mainly by Comte, that it was theoretically
possible to discover laws similar to those of physics
which could explain the behaviour of people in societies.
The growth of technology and the dominance of
engineering-based approaches arising from the need for
automation and scalability reinforced the desire for and
the assumption of order. In popular literature, the
belief that all things can be known (in a Newtonian
sense) persisted well into this past century.
Although constituencies do highlight and emphasise the
role of the constituency-builder in alignment processes,
they do not attempt to understand the relative power and
influence in social and technological terms. The also
lack the explanatory power for explaining reflexive
reaction to changes.
It may be better to think in terms of trials as a kind of
biosphere where technologies and social circumstances are
cultivated within a view that must accept the need for
creation of context and the right environment. The
familiar ecosystem concept - which connects a biota with
its physical environment through transformations of
energy, matter, and information - could be used to
integrate humans and technologies with their environment.
Transformation of energy and use of resources in human-
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dominated systems depends on the social features of
humans as well as the physical environment and the other
biotic components of ecosystems (Burch and DeLuca 1984).
But the natural new world analogy falls apart if we think
a little deeper about context and environment. Biospheres
are consciously created to mimic the natural conditions
of growth for a well known plant. In the case of trialing
the innovation of radically new technological idea the
cultivation of use value is much less certain. It is made
easier when firms comprehend a more specific market niche
through which to recruit trialists. Such a niche may be
considered the right ‘soil’ and ‘environmental’
conditions necessary for successful growth. But the
history of innovation is rich with products created for
one niche ending up as a mainstay of another (i.e. the
telephone for business use becoming a social device).
Vast differences lie in the perception of a product
between the various social groups that design, produce
and provide goods and services, and the other 'group'
that comes to use and consume. This can deny any
opportunity for social group self-formation, particularly
in the early stages of a shared exploratory exercise
(such as was the Cambridge Trial). Instead such groups
must be contrived and managed. As Grudin (1986) suggests,
that designers are less able to grasp 'user logic', and
tend to rely on more familiar and immediate ‘logics’ –
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what Araya (1995) terms as "technical thinking" - that
are useful in other problem-solving arenas, such as
software or interface design problems. Certainly,
Sharrock and Anderson, (1994) suggest that even when
there is no direct contact with users, they often remain
as a 'scenic feature' of the design process.cxx
i-Tv is a classic example of a system technology, a whole
configured from a range of discrete technology elements –
authoring technology, switching technology, transmission
technology, set top boxes and other elements. However,
being a media system it must also be able to convey
through its technological aspect, a further 'system' of
content material. This content material as various third
parties often produce individual components of a
technological system, and they must adhere to certain
rules, conventions or genres to be acceptable for
transmission. Only when both the technological and
content systems successfully combine will any
recognisable and useful system be apparent for the wider
constituency of stakeholders such as content producers,
service providers, retailers, advertisers, and of course
consumer-users. It is these stakeholders and others such
as regulators, government, competitors, service
providers, carriers, press and so on – who comprise the
wider social constituency of interactive television
systems.
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But central within these social constituents, it is the
consumer-users, their perception of the combined system
that remains critical in the assessment of the overall
result of the combination of service and technology. From
their view, it must be capable of presenting an
informative, relevant, useful or entertaining array of
content and services. In many respects, it should not be
important for them to worry about matters 'beyond the
screen'.
Since the time of Aristotle, people have believed that
'the soul' or 'the self' could distinguish humans from
non-humans. Lewis Mumford (1964) suggests that the
technological developments in the 20th century
represented an increasing effort to fully incorporate and
assimilate disobedient humans into a system of machines.
Indeed the entire modernist project from the
enlightenment onwards could be slated as a attempt to
objectify the human within machine and bureaucratic
systems and metaphors. Mumford's dystopia was clear: as
technology becomes autonomous, humans become mechanised.
From the industrial age onwards came the tradition of
system design focused upon automation, machines that
would replace human labour, increase reliability, raise
productivity. However, they still required human
operators, and it was here that the embryonic beginnings
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of ergonomics and human factor engineering began. Levers,
dials, buttons – some were fund to be difficult to
operate physically. Later, the perceptual aspects of
operating systems became of note, and later still social
aspects.
But as producers were forced to change focus to domestic
communications and entertainment, new prerogatives was
placed upon computer developers to form partnerships with
members of the creative and communications industries.
Also, designers and producers needed to understand wider
social and individual exigencies of the new genres of
use, and more of the nature of domestic users. Now
individual experiential aspects are important (Pine and
Gilmore, 1999).
Preece (1993) points out that many system designers pay
only scant attention to the 'human element' of human-
machine interaction, with users being regarded as capable
to adapting to the use of a system, 'like a cog in a
machine'. Her suggestion is of a strong determinism on
behalf of designers, where 'users' and 'use' are a kind
of independent variable in a process of optimising
machines for particular tasks. As Margaret Wheatley
(1992) sees it: "We have treated organisations like
machines, . . . We have magnified the tragedy by
treating one another as machines." (p.77)
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Mechanistic views of humans within HCI prompted Bjørn-
Andersen (1988) to directly ask the question; "are human
factors human?" in an attempt to draw attention to the
fact that humanising technology suggests processes that
aim well beyond the simple optimisation of technology.
And the observations of Bannon (1991) brought him to
question the human in 'human factors' research in their
role as an 'independent variable' in a process of
optimising technology. In a seminal paper: From human
factors to human actors, he writes:
"Within the HF (human factors) approach, the humanis often reduced to being another system componentwith certain characteristics, such as limitedattention span, faulty memory, etc., that need to befactored into the design equation for the overallhuman-machine system. This form of piecemealanalysis of the person as a set of components de-emphasizes important issues in work design.Individual motivation, membership in a community ofworkers, and the importance of the setting indetermining human action are just a few of theissues that are neglected. By using the term humanactors emphasis is placed on the person as anautonomous agent that has the capacity to regulateand coordinate his or her behaviour, rather thanbeing a passive element in a human-machine system."(pp.27-29)
Notions of experiential qualities such as 'usability'
'usefulness' and 'use' surely cannot feature when one
fails to differentiate between human and non-human
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elements, as is the position of ANT. Indeed, Callon
(1998) himself puts forward that: "One of the oft-
mentioned shortcomings of ANT is the poorness of the
analysis that it offers in respect of the actor." Indeed,
an approach of treating 'humans as parts of the system' –
as cybernetic users and consumers - is ironically similar
to that of the early HCI studies, or mechanistic
perspectives of the organisation, or purely ergonomic
views of engineering, where the human element is
considered the 'problem'. Actor-networks is not alone in
this style of analysis. Many earlier frameworks such as
suggested by Craven and Wellman in their discussion of
The Networked City (1973) characterised the social network
approach by its analytical emphasis upon:
"The primacy of structures of interpersonallinkages, rather than the classification of socialunits according to their individualcharacteristics . . . [It] gives priority to the wayin which social life is organized, throughempirically observable systems of interaction andreliance, systems of resource allocation, andsystems of integration and co-ordination." (pp.1-2)
Caven and Wellman view that the concept of networks is
scalable on a whole network level to a ‘network of
networks’, that is network groups connected to other
network groups by actors sharing membership in these
groups. This operates in a number of ways. People are
usually members of a number of different social networks,
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each based on different types of relationships and,
perhaps, different communication media. The purely
structural arrangements between people and people via
communications networks may derive value from a purely
structural analysis. However, such analysis can only be
performed upon networks which are fully formed,
sustained, and which have a perceivable structure. The
structures of the social and technical networks on the
Cambridge trial were constantly shifting, as they may do
in many innovative, experimental-type development
situations.
There are parallels here with the statistical treatments
of the individual in audience research (already cited in
the previous chapter) and within economics. Miller (1995)
is one who, from the perspective of recent studies of
consumption, criticises the primacy of economics in its
study of society. He sees that economics is a social
science discipline that "cut itself off from social
studies," and this led to an abstracted view of the
world. (p.12) He sees that political decision-making and
policy relies too much on economics:
". . . the discipline of economics has achievedunprecedented power in the world today in largemeasure precisely because it has justified thecomplete neglect of the topic of consumption."(Miller, ibid.)
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Predominately, his critique hinges upon how economists
create an image of the 'aggregate' consumer.cxxi Actual
consumption behaviour and choices give way to an
implicitly normative behaviour, representative of the
rational decision making and self-interest which drive
persons to consume. ‘Research and development’,
'innovation' and 'markets' are each abstractions, myths,
and can often obfuscate the complexity of real-world
processes and phenomena. As Wartofsky (1979) has it:
"... our own perceptual and cognitive understandingof the world is in large part shaped and changed bythe representational artifacts we ourselves create.We are, in effect, the products of our own activity,in this way; we transform our own perceptual andcognitive modes, our ways of seeing and ofunderstanding, by means of the representations wemake." (pp. xx - xxiii)
This is true, even of those studies that wish to 'open
the black box' of technology, as they often 'close' or
even ignore the 'box' of the individual designer or
consumer-user. For instance Westrum (1991: p.172) as an
example points to the fact that "the evolution and
structure of a technological system are shaped by the
social institution that sponsors it." Yet in the same
volume he draws attention to the potency of user
innovation. Economic determinism parallels technological
forms of determinism in that it closes consideration of
the reality of use with relation to technology.
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While marketing hype attempts to carve out a space for a
new product or system in the mind of the public, actually
getting the technology to work according to original
design, albeit within certain tolerances, the need for
'tweaking', recalculations of budgets, and/or re-
appraisal of orientations and commitments, provides a
necessary stage where it can be tested. There are no
more relevant testers than potential consumer-users.
Testing the technology using surrogate consumers – i.e.
trialists – provides an attempt to realise and benchmark
further problems of deployment, implementation and
delivery of services. They may then wish to shift the
emphasis of the trial towards a marketing phase in order
to gauge an idea of an appropriate charging system and
commercial potential for such services. Throughout these
processes, new partnerships and alliances may form, and
others come to encounter the technology and its
potentials.
If the technology and its potentials meet expectations
then a new successful product is realised. If it does not
then it may be relegated to the domain of expensive
failures. However, aspects or components of the system
may be developed into separate products which could be
successful, or there may even begin further processes of
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innovation and negotiation breeding a new version or
revised version of the original system.
Chapter 14 - Conclusion
Evans et al (1982) suggest three major reason reasons why
poor design occurs (p.4);
Failure to use a set of inappropriate social valuesas the basis for design action.
Lack of understanding of the complexity or scale ofthe problem and its systemic context.
Becoming so used to designing in a particular waythat there is no awareness of alternative and moreappropriate ways of tackling problems.
Technology, in every instance, whether in production,
consumption and use represents interaction of the material
and physical with particular aspects of the social
continuum. Such relations are complex as they straddle
social groups and institutions. Determinist outcomes are
difficult to predict as they are largely emergent. They
are the product of complex relationship dynamics between
social and technical elements, between micro, meso and
macro sociological levels, and reflexively, as the result
of reactions to, and creation of prototypes, competitor
market releases and wider industrial innovation trends.
In sum, the systems approach, and its derivatives,
establishes as an approach to complex systemic phenomena;
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it reflects a search for the interrelatedness of things
in problematic situations. As such it can consider the
‘actors’, ‘networks’ and ‘constituencies’.
The purpose of actor-networks and socio-technical
constituencies is to map relations between elements,
specifically for the purposes of advancing academic
theory and/or policy-making. Opposed to physical tools,
such as machines, and computers, these are cognitive tools
aimed at expanding the horizons of researchers,
designers, producers and managers. They relate "ideas to
ideas, ideas to data, and data to data; they encourage
team members to communicate more effectively with each
other." (Cohen, 1995: p.2) I have considered some of
these in this chapter, most prominently actor-network
theory and sociotechnical constituencies. It is suggested
here that both generally derive from GST and related
fields.
Systems comprise 'hard' and 'soft' elements, social and
technical, actors, actants or constituents, function,
expertise and experience. Some of these fall somewhere in
between the poles of ‘hard’ and ‘soft’ (included here can
be style, whose creation can employ considerable agency
and resources, as well as impact greatly market
acceptance). It is possible, with some measure of
objectivity to map changes in the technological
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infrastructure of a network, the technical terrain of a given
problem to define and taxonomise elements in terms of
functions, specifications etc. It is also possible to map
changes in organisation and to a lesser extent expertise.
Silverstone (1994: p.85) raises questions regarding the
relevancy of systems and actor-network models. He views
that their preoccupation is too weighted towards
processes of production of technologies (which they most
definitely share with socio-technical constituencies and
many other social constructivist style studies i.e. Pinch
and Bijker). Both actor-networks and constituencies
sublimate or 'black-box' the consumption and use process
and any other form of experiential aspects of the
product. They intentionally do so to focus analysis upon
the relation of parts within the system, actors, actants
or constituents that they come to identify. Both
frameworks are rich in concepts, and both have developed
a specialised vocabulary.
Most perhaps most importantly both are emerging and
themselves under continually development, and lack any
real set of heuristics on 'how to do' or 'how to be
applied'.
The leaning in this book is towards constituencies but it
would be erroneous to ignore some of the useful aspects
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of actor-networks missing in constituencies. Most
prevalent here is the semiotic aspects which drive and
motivate technical projects, while there is emphasis upon
the strength of these aspects in actor-networks,
constituencies tend to incorporate symbolic attributes
under the heading of 'perceptions' or 'perception
building'.
However, one of the major criticisms of actor-network
theorists is that they make very few references to
sources outside the fields of sociology, and history of
science and technology. But the same can also be said of
Molina's sociotechnical constituencies. Both carry the
tradition of general systems theory in that they wish to
offer an overarching explanation for processes that are
indeed extremely complex and dynamic in nature, and
difficult to explore in detail as well as depth. But like
their industry counterparts, they do provide insights
which help to develop an impression of the 'big picture',
which in turn can stimulate the creative mind of the
reader.
Cicourel (1964) suggests the need for the researcher to
have worked out his or her theoretical approach prior to
entering the field. However, going in with strong
hypothesis or a classification system will obviously pre-
figure what one is likely to encounter. This is strong in
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Molina's socio-technical constituencies approach, which
attempts to comprehensively map and pigeon hole most
potential organisational outcomes or aspects that one may
encounter in a research project. Alternative approaches
such as actor-network theory tends to be more sympathetic
to individual cases and projects. The first may lead to
self-fulfilling prophecies such as looking and finding
that governance was weak compared to technical expertise.
Actor-network theorists have reservations about the
nature and influence of pre-existing, large scale social
structures such as class and markets, and moreover any
prior attribution and classification of social interests
(Callon and Law, 1982; Latour, 1988). The result is an
emphasis on empiricism and upon description. There is
also too much focus upon essential actors with respect to
power and autonomy opposed to the situating within wider
structures of power and politics (Williams and Edge,
1996). Conversely, going in without some clear idea on
the form and type of concepts that one is looking for (as
in actor-networks which purports to be entirely
interpretivist in its approach) may lead to paralysis
when it comes to carrying out meaningful observation and
integrating findings. In the first instance one is
focused and limited, structured, in the second one
contends with complexity and potentially chaos head-on
and is entirely at the mercy of what one ‘sees’ or can
access.
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Complexity is not only a new way of thinking about
management, but also about innovation. Innovation can be
considered as a complex process for several reasons:-
Innovation consists of a group of people, i.e. agents, that
interact with each other and in so doing share ideas,
create new knowledge, and re-create both knowledge and
the context of that knowledge. - Interaction is a process
of learning and developing new knowledge. This process is
not linear but subject to non-linear dynamics. Knowledge
exchange is subject to continuous feedback loops between
agents and between agents and the external world. These
feedback loops are represented by customer knowledge
influencing the process, or other internal knowledge
sources, which can either be knowledge from a colleague,
but also from other stakeholders within the organisation.
- In the process of interaction between people and
between the internal organisation and the external world,
alternatives are sought out, and either selected or
discarded to the extent that there is “fitness” between
the individual mental model and the new piece of
knowledge. Knowledge exchange can thus be viewed as a
process of strategy selection and choice based on
adaptation.
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Technological change or innovation today often occurs as
projects, such as the Cambridge Trial - events happening
within the other flows of normal business that companies
conduct. As such they do represent a bounded series of
events and groups of participants. The boundaries are
economic, technical and social including availability of
expertise. Many of these projects are complex in
organisational character involving various actors from
many different organisations. Some projects 'spin-out'
becoming separate firms or as operating divisions. For
instance, ATML spun out of Acorn, as did ARM Ltd. Om
became an operating division with their own HQ based in
Cambridge Technopark. Projects are often also very
complex with respect to the technology involved.
Many components comprise the whole technical system or
network. We must recognise that some components may have
distinct legacy in what came before, that systems,
perceptions even possibilities are in fact
configurations. Actor-network types of analysis
implicitly stress their uniqueness as projects, however
sociotechnical constituencies stress explicitly their
generative function. The methods and availability or access
to data, and the relative impact of intervention always
limit analysis. Also of note is that the researcher
cannot be in all places at once.
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This was certainly the case in the Cambridge Trial where
the Om STB was comprised largely of 'off the shelf'
parts. The communications infrastructure was already in
place and operating as a successful business, and much of
the basic content material was in an already produced
state. Other components needed adaptation and development
to respond to some, yet, unforeseen need of the system to
effectively perform its operation and function.
Within the Cambridge Trial this was creating the 'mortar'
which would join the components together and get them
working as an effective whole. For instance the content,
comprising largely of the games and educational
software), and the video footage were drawn from Acorn's
education division and Anglia Television respectively.
Development work was needed on both of these elements
such as 'porting' the software to the system – making it
work on the new platform and with the remote control
rather than a PC keyboard. The video footage also
required editing and digitalisation. The largest piece of
'mortar' work was the interface development.
The interface has a dual-faced Janus-like quality. As
proposed earlier this the site where not only do all the
functional aspects of the system's purpose converge in
relevant, purposeful and useful ways. It is also the
place where functions represent symbolically in a
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meaningful way to prospective user, and where they can
manipulate functional characteristics. To create this is
a not only a task not only of engineering but also of
aesthetic ingenuity, employing considerable symbolic and
semiotic invention, social and cognitive sensitivity and
understanding, and a feel for relation. In addition to the
interface, there were further content elements to be
developed as further partners joined the content and
services group – the principal services providers or PSPs. These
included catalogue-style screens depicting goods,
interactive advertisements and the online surveys and
questionnaires.
While technology and organisation may be mapped, to map
the complex of perceptions and influences that shapes a
constituency or network is a more difficult task. These
lie very much in the 'soft' end of the spectrum of
systemic elements. This is the challenge of the
contextual usability approach detailed later, which
presents a hermeneutic model of mapping perceptions of a
product's characteristics, attributes, feature and
functions. ANT as a practice is inductive. It often
involves prolonged and gradual acquisition of knowledge,
through induction, data slowly evolves into concepts and
specific research propositions through the investigators
own increasing skill and understanding. This
characterises it from sociotechnical constituencies,
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which carries the implication that all conceivable
interactions are already partitioned and classified, and
it is simply a matter of 'filling in the spaces' so to
speak. It is comparatively deductive. But this is not
unlike many approaches favoured by industry. Quality
tools such as QFD, and even usability engineering
approaches, offer prescriptions for industry
practitioners who have not the time nor resources to
engage in a protracted research project. Here lies the
difference between research for academic ends and for
achieving practical results.
Chapter 13 – case study
The much heralded 'age of network computing' raises someinteresting issues for the Cambridge iTV Trial. As access toand use of the Internet becomes much more widespread than everbefore, so the demand for bigger, better, brighter, faster andmore dynamic services will grow. Content and service providerswill want to respond to this demand by enhancing theirservices which are currently constrained to what the Internetcan deliver.
This consumer and service provider 'pull' will really make thenetwork operators have to take the subject of additionalbandwidth provision very seriously indeed, particularly whencoupled with demand for yet another potentially very bandwidthhungry interactive multimedia application - advertising. Thisis a big money business and some of the leading players areready to commit to investing significantly in development.
These arguments are not difficult to justify; they arepredicated on the simple fact that human nature dictates thatno matter who we are or what business we work in, we alwayswant better and more.
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Where does this lead us? To fully interactive multimedia -including interactive TV. Full motion video, audio and complexgraphics are all highly desirable elements of a trulyinteractive system. But why have such services not seen widercommercial deployment? You guessed it. The bandwidth costargument. The stimulation of the demand for bandwidth on avariety of fronts will give the network operators a much moresolid - and much needed - business case on which to base theirnetwork infrastructure upgrade strategy.
So what next for Acorn Online Media and its partners on theCambridge interactive TV Trial? Keep an eye on developments.It's going to be exciting.
Phase Three of the Cambridge iTV Trial: The NetworkComputercxxii
In Beyond Calculation: The Next Fifty Years of Computing (Denning and
Metcalfe, 1997) are articles that focus upon technology,
communication infrastructure, business and human-computer
interfaces. What is remarkable within this volume is the
reticence exhibited by authors to cast future scenarios.
Rather the tendency is to speak on current or near future
developments, or very tightly referring to 'sure bet'
technological advances with reasonably clear 'path-
dependencies'. Other chapters are revisionist, preferring
to comment on the radical nature of developments in the
previous 50 years.
The quote that opens this chapter was taken from the
Acorn Online Media web page at the time when the
Cambridge Interactive Television Trial was drawing to its
end (October 1996). As such, it heralds the end of a
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particular period in the development of broadband
interactive television in the UK, and indeed the world.
At this time focus was shifting generally from broadband
solutions to the Internet as a more immediate provider of
digital services to the home. But this trajectory was not
certain. It also hints at a dignified compromise in
respect to an overly ambitious technological project. The
Cambridge system began with a large-scale vision that
comprised of distinctive technological, institutional and
social elements.
This was a vision of radical change, impacting not only
the way in which television content could be
reconceptualised in terms of its format and delivery, but
also regarding how people would access and use media and
new kinds of online services within their everyday
domestic routine. Principally, it would harness the new
creative potentials of digital technology and networks to
create an 'on-demand broadband network'. The technical
potentials of this, with their 'inherent' commercial
potentials, were perceived as both self-evident and far-
reaching. The trial and its partners would spearhead the
spawning of new content and services, they could
rightfully lay claim to the idea that they were at the
'cutting edge'. The trial was originally envisaged as a
series of three phases or steps towards a new kind of
interactive mass market. This is a technology era where
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'learning by doing' was considered a prerequisite. The
radically innovative nature of this project negated
notion of ‘best practice’ or ‘best way to deploy’.
However, the digital era of business was volatile and
dynamism was radical. Changes in the landscape of
regulation, standards and competition create exigencies
that demand immediate appraisal, or change in strategy.
This confounded any ‘rightful’ path in which to advance.
How to respond to and prioritise change in complex webs
of partner, client, and market demands, threatened plans,
and forced new directions. This was certainly true in the
case of the Cambridge Trial in its unfolding.
Over the duration of the trial, technical and strategic
directions shifted to accommodate more immediate business
prospects to provide, from the system perspective,
‘lower-tech' solutions. These would nevertheless utilise
their STB technology and would let them meet their
business plan projections for that year. At this same
time they were faced with an overwhelming succession of
costly technical problems to maintain and address the
needs of the 'higher-tech' Cambridge system. Exasperating
these problems were significant difficulties in
recruiting trialists – those who were to act as surrogate
users and consumers on the system.
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There then came the promise of a very significant
prospect of working with US giant Oracle to produce the
reference designs for the much promoted 'thin client' or
'network computer'. The potentials involved in this offer
had the effect of transforming the Cambridge Trial
entirely from its original functional aims and
objectives. Originally, these were not to include access
to the Internet as a sub-function of the system. The
system that emerged at the end of the trial was one whose
only function was TV-enabled Internet access.
In some sense the technological ambitions of the original
vision had regressed towards a much more manageable and
prospectively more consumer-desirable and consumer-
possible solution. The main reason for this is cited as
cost. In reality, it involved a much richer complex of
factors which I have discussed at length in earlier
chapters.
It can hardly be stressed enough that this book
represents the product of unique window of opportunity.
An academic researcher gaining access to the rich and
pressurised contexts and processes of a commercially
sensitive industrial event. The Cambridge Interactive
Television Trial has come to be widely recognised as a
prototypical example of the meshing of vision with the
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business, technical, human and social contingencies of
the new media 'age'.
This was a project in which an entire technological
system was developed and implemented for the purposes of
learning and commercial interest. A trial is unique in
that it is intended to directly interface technological
development with semi-naturalistic, real world contexts -
people, homes, streets, and towns. The system and its
characteristics, features and functionalities were
appraised in terms of its operation, usefulness and
usability (and other use dimensions) by those who
designed and produced the technology, content,
interfaces, and communications infrastructure, and
eventually, those who were held as models of consumer-
users - the trial participants. The success of this
experiment remains open to interpretation.cxxiii
In this chapter, I wish to recapitulate points from the
various chapters, drawing them together to provide
explanation of where I view that contexts of use make a
pertinent contribution to theories of technical
innovation and innovation of use. I wish also to make
suggestions regarding the pragmatic potential of this in
linking understanding of the use process relative to
issues facing firms involved with technical innovation,
in particular, networked digital communication
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technologies and content, although it could cover a more
wider range of products and services.
Here I place CU in relation to sociotechnical
constituencies. The blending of the two perspectives I
believe offers a way to bridge the gap between 'cultures
of production' and 'cultures of use'. This is aimed at
contributing both to innovation theory, and to laying the
grounds for developing a useful industrial framework
through which managers can map the contexts and
environments of use to wider macro-level constraints,
opportunities and influences.
Recontextualising
In all cases there exists practices which permit
managers, designers and marketers to augment (and
authenticate) their reflexive notions of what is
happening outwith the world of the workplace. A central
view of the book is that usability, as a research project
conducted by firms, should be recontextualised into design-
producer's worldviews as a naturalised part of the overall
use process.
This would shift its emphasis from being an index of how
assessable and usable a technology is with respect to the
intentionality of the designer or producer, to the
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experiential qualities of use from the consumer-user's
perspective. This entails a process of understanding the
designer-producers intentionality, as much as
understanding the user consumer's interpretation of the
product, and therefore of that intentionality. Design and
use is a dialogic process, as is production and
consumption. Under this rubric of 'naturalised' I wish to
include the fact that the product of such studies - the
knowledge produced by the research - must locate within
the company at its most useful points, with those who may
best use it to inform strategy and influence design and
marketing. Further it must communicate ecologically the
data which are relevant in order to be effective in the
implementation of design features, functionality and
attributes.
However, what often stands in the way of this, and what
was clearly evident in the case presented in the book, is
that the methods of understanding use and users
constitute an identifiable and bounded system of social
interaction between the firms involved (as well as their
partners in alliances) and its consumer-users (or
trialists). Arguably this is intermediated by other
‘cultures’, such as those comprising du Gay's et al's
'cultural circuit', but also within 'sub-cultures' at the
intra-firm level, say, between departments and functions.
In the case of this study, the PSPs featured strongly as
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one of these 'cultures'. The company itself effectively
forms a social sub-culture within the wider context of
the parent culture of the society within which the
company operates. They, and their products, also form
spheres of negotiation between various individuals and
company cultures, a process which can lead to contested,
negotiated, ineffective, and erroneous reifications of
use and the user.
This process leads inevitably to the creation of
‘cultural distance' between the users of a system, and
those who would analyse or design it. It is this notion
of a cultural 'distance' which provides the motivation
for employment of techniques and ideas from outside
disciplines, those particularly concerned with
appreciating and understanding the variations in meaning
and concepts between different cultures - interpretative
approaches ethnography, naturalistic inquiry or
hermeneutics for example. The product of consumer-user
research has often been validated only by the criterion
that it is implemented - and therefore considered to be
ultimately interpretable - by managers (as Holbrook, 1995
puts it 'managerially relevant'), and useful to the
processes of invoking strategies and policy, making
decisions and reducing risk. Nevertheless, there is a
place to inform designers and marketers directly, to
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engage them to understand tacit elements of use and
usage.
Beginning with the actual consumer-user and their complex
of behaviours, attitudes etc., and the first stage of
reification is appropriating or conducting research. The
process of selecting research reports, commissioning a
study, or setting one up is based on elements such as a
client's or manager's brief, reflexive considerations of
the problem, training and knowledge of the field (which
includes knowledge of methodology, tools, previous
research and so on). There then follows further stages of
reification, through processes of presentation,
distribution, negotiation and re-interpretation before
knowledge of the user and use is embodied in the product
manifesting as particular characteristics, features and
functionalities (see below).
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Fig 8.1 Research and its interpretation as provider and filter ofknowledge of the user-consumer
Chapter 13 - Impact of discourse on technologydevelopment and perceptions
Throughout this book I have suggested that anticipation
of technologies, and their potentials extend further than
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Individual and negotiated interpretations of presented knowledge across company
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The
Finalembodiment ofuser image
manifested in
situated and actualised circumstances of use. The
discourse that accompanies technologies can influence
perceptions at every stage of development and diffusion.
It can denote whether they are a 'good' or a 'bad' thing
for society, a ‘useful’ thing to purchase, or if they are
‘difficult’ to use. It can even dictate whether it is
‘worth’ participating in a trial.cxxiv
For instance, the moral panic that suggests that through
using computer-based technologies to communicate we
mitigate our need to have person-to-person interactions,
can carry weight in the shaping of markets.cxxv For
instance the view of TV-centric technologies function
permitting on-line shopping and ordering of goods, was
correlated with behavioural and attitudinal change – i.e.
less incentive there is to go to the shops or to the
video store to rent videos. Similar views purport that
television-using time displaces with ‘games console
playing time’, or ‘Internet browsing’. The amount of
people that it is possible to 'meet' online rises, while
critics venture that the quality of the interactions are
often diminished or taken out of their human context. But
common sense dictates a shifting of interest in
technology and media forms as people mature and as new
successful technologies diffuse and incorporate into
daily ritual.
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Sobchack (1996) interestingly extends this idea, say of
internet access usurping television viewing as daily
domestic leisure practice. He suggests an intertextuality of
expectations between domestic technologies. In a world
socialised into timeshifting and speed of process, our
expectations rise with respect to performance,
transferring such expectations onto other technologies -
she offers an example of the child who suggests that her
mother 'fast-forwards' the 'slow' microwave. This
suggests that our exposure to the wider technological
constituency shapes our perceptions.
In my own pilot study there seemed to be consensus in the
more 'middle-class' households regarding that 'use' of
printed material provided a superior, more 'reputable'
source of entertainment and information over the use of
television. This was echoed in one of the case studies
(case study 5) where the parents had strict household
codes with respect to television use. How much is such an
attitude influenced by the recurrent theme of 'video
violence' which appears regularly in the headlines of
newspapers? How much are they reinforced by the
formidable support from research that claims that the
viewing of violent material propagates violent feelings
and behaviour in individuals? How does such discourse and
attitudes affect diffusion? In which way do they, and in
which way can they, restrict and otherwise shape
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consumption and use? These questions, while outside the
scope of the present study, remain of interest to the
notion of how discourse shapes perception of television
and its programming.
In the first two chapters, I made the suggestion that
many of the new and emerging digital technologies, such
as those whose primary feature is making television
interactive, suffer from a kind of 'interpretative
flexibility' or 'descriptive confusion'.cxxvi Coming under
the auspices of interactive television, enhanced
television, augmented television and various other
rubrics, digital technologies intended to bring online
interactive services to the home have different meanings
to different people - they are polysemic - their
interpretation depends on the interests, intentions, and
knowledge of their user-consumer-audiences.
Interactions while capable of being decomposed and
described in both technical and in media content terms,
do not necessarily relate to the user experience. It is
as polysemic (perhaps to an even more pronounced degree)
than content material taken as an individual component of
an overall experience of use. Interaction, with
'interactive' media, like social 'interaction', is for
the large part tacit compared to the experience or
outcome of searching for, finding and viewing content. It
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is rather like the 'journey' to some 'destination'.
Someone may ask you how your trip was, but it is unlikely
that they will ask how the steering on the car handled,
unless they had some vested interest - such as the car
being their own. But this is the case in design
evaluation where one seeks out what may appear sometimes
very subtle details regarding the use and user
experience. Attempts are made to unpack what is, in
effect a 'whole' experience which may include
characteristics of the interface, the content
information, graphical design, ease of use, the brand
associations with advertised goods, delivery and
fulfilment, and cost. All combine to deliver value or
usefulness.
User innovation
This public domain comprises of not only those who will
consume and use technology but also those who will
innovate upon them and innovate upon their use. Coming
from the social constructivist perspective on technology
development, Westrum (1991: p.238) suggests that: "A
device may appear to be something different to different
groups interested in exploiting it . . . it may evolve in
quite different directions." Further, as understood by
the cultural circuit, actor-networks and sociotechnical constituencies,
the 'public domain' also includes those who will regulate
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technologies as well as create legislation regarding
their production and use.
To capture how users and others may reinterpret use and
meaning in technologies can have significant implications
for designers and producers (Von Hippel, 1990, 1996;
Fleck, 1994). In addition, most importantly, the public
includes creators and producers of other, often related
technologies which create the conditions and environments
(such as competition, cheaper network access, and so on)
whereby the new technologies flourish. All come to
experience the product, interact with it, in different
ways within different frames of reference.
As much as usability exists only as a single element
within the human comprehension and experience of
technology (along with situational circumstances of use,
the development of usage patterns, and development of
value and usefulness), its importance and meaning to the
firm only finds place or makes sense within broader
business, social, institutional, ideological and cultural
frameworks. Making it easier for someone to use a system
does not make it a better system.
It is reasonably safe to say that the rise in the
awareness of usability and user-centred design as a
contributing factor in the success of products and
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services, parallels the movements in management practice
towards more customer-orientated approaches (Wiklund, 1994).
Under such management climates, any tool or set of
techniques that promise greater customer satisfaction may
be incorporated into product/service development
processes (for instance, Walsh et al. 1997).
However, this intersubjective creation of the consumer-
user by a firm and its partners, distilled through
research and presentation processes, is only an element
that informs design and marketing of a product as only
part of complex. Design is never free as it is always
constrained by influences beyond the tools, knowledge and
thinking that enables it. It must always conform and
meet, but must also extend. It is a fundamental and
constant human activity, entailing far more than has been
suggested by limited definitions of design as the optimal
use of available resources or as some sort of index of
aesthetic merit. Cooper and Press (1995) suggest that the
contemporary nature of design as a process and practice
is indeed ambiguous:
"Design can be conceived from being an individualactivity such as designing a chair, through to acorporate planning process that regulates innovationto meet market demands." (p.42)
So one may design technologies, one may design an
organisational structure, services, research, an
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interface, or even design for experience.cxxvii Each of these
design facets and challenges are to be identified within
the Cambridge Trial. It has to be finally combined with
other influences into the design process (such as costs,
recognition of standards and so on). I shall return to
this aspect in greater detail later where I suggest the
relation of CU to wider constituencies of social and
technical influences. Here I wish to suggest that it is
the mode and inquiry and the mode of explanation of the
basic research which defines and colours an initial
'virtualisation' of the consumer-user in the process
(above and beyond the initial reflexive notions held by
the product instigators).
Traditionally, as in large-scale market surveys this
takes the form of aggregation statistics of some sort,
providing some insight into 'generic' consumer-user
preferences. This data may be combined with
psychographics or other complementary studies which lead
to some notion of a 'preferred reading' of the consumer-
user favourable or perhaps dismissive of some suggested
strategic move regarding new product development (see
below).
Table 8.1 Data, information and knowledge regarding the
use process
use usability usage usefulness
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Subjective/objective
Can be fairlyobjective
Objective Objective/subjective
Subjective
Subjective Motivation orattraction touse,circumstancesand location ofuse, service/schosen
Experienceof use
Time tocompletetask, satisfycuriosity, orachieveentertainmentsatisfaction
Value outsideof immediateuse,gratification,
Objective Who, where,what, and why
How easy touse/understand
What, when,and how much
What, howmuch, and howlong
Researchmethods
System trackingparticipantobservation, self-reportthrough quest.survey,interview,diary methods,etc.
Usabilityinspectionmethods,usabilitytesting,etc., betatesting
Systemtracking,participantobservation,self-reportthroughquestionnaires/interviews
Self-report,possiblytriangulatedwith use andusage data
Spatio/temporal
In shop, inhome, at work,in school
Immediatetermshort termlong term
Patterns ofusetime spent ontasks/programme
Period ofvalued use;immediatetermshort termlong term
Relation toextra-useactivities
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Attribute,Phenomenaor task
Demo-psychographics ofuser,individualdifferences ofuser, genre ofservice, styleofpresentation,awareness ofproduct and itstechnologicalcontexts,knowledge ofpoint of sale/
Demonstrationlocation
Ease ofnavigation,short cuts,ergonomicsof physicalinterface,screen andmenu layout
Which servicewatched, forhow long,level ofinteraction,'zapping'betweenservices,which timeswatched,regularity ofprogramme/service use
Value ofservices toindividual,thesustenance ofvalue,perceivedfrom actualvalue, symbolicvalue.
Characteristics
Individualcharacteristics, Technologyitself(interface,deliveryplatform,system)placeand context ofuse
Design andcharacteristics of thehardwareandsoftwareinterface,experientialcharacteristics of thesystem
Individualsposition inthe household
How itcompares withperceivedoptions
Domain Psycho-sociological,psycho-economical,geographical,psychological
Techno-psychological
Psycho-sociological
Cultural,psycho-economical
As suggested from the introduction of this book onwards,
the incorporation of interpretative paradigm research,
coupled to enhanced means by which to extract behavioural
data from consumer transactions with systems, alter the
previous horizons through which designers, marketers and
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mangers may authenticate their perceptions of their
product, its use and its consumer-users. It opens
previously constrained spaces of use knowledge (i.e.
domestic activities).
The product and marketing reaches into the public domain
in general and specific ways, dependent on distribution
and advertising, press reports and so on. Diffusion of
the product into people's lives, and subsequent research
begins the process again for the innovation of other
products (fig 2 below).
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Actual user consumer
Research of user consumer
Analysis of dataProduction, presentation or distribution of report
Negotiations of implicit image of user-consumer in report withprojections and intuitions of designer, manager, partners, etc.
Integration and implementation of user information in conjunction with other constraints and influences on design and marketing
Distribution mechanisms for product, advertising and other forms of public knowledge of product
Appropriation, consumption and use
Fig. 8.2 A circular model of user knowledge propagation,
communication and implementation
The procedure of the above model has been broached by a
number of industrial changes, most notably the
incorporation of user-consumer-product 'tools' methods or
techniques, developed in answer to the call for
concurrent modes of manufacturing, higher degrees of
agility and faster times to market for products,
advertising as point of sale in digital interfaces, and
one-to-one manufacturing or mass customisation.cxxviii
Within this book one of the main points which I have
drawn attention to is that the above circular model is
threatened by a number of changes. These include:
Changes in the ontology of audiences, users and
consumers (atomisation of markets, ‘one-to-one’
marketing).
Changes in consumer tastes and rational regarding
goods and services (customisation,
personalisation, individualism).
Changes in the transactional technologies linking
providers of goods, media content and services to
users-consumers (e-, t- and m- commerce,
experiential marketing).
Wider changes to the business environment
resulting from the direct or indirect
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digitisation of business and economics
(outsourcing, globalisation, mergers and
acquisitions).
As a tools and frameworks of analysis, sociotechnical
constituencies and actor-network theory attempt to
protray why a technology 'is as it is' at a certain
period within its development cycle, how it reached this
stage, and how it relies on some understanding of where
its origins lie, from both its technological and social
contexts and origins. But they too speak in metaphors, as
do those who speak of the acceptance and domestication of
products.
Mechanistic models of cognition and behaviours of people
Mechanistic models of people - as individuals or groups -
arose with the enlightenment and the development of neo-
positivist ways of conceiving of the human and the
social. It culminated in the rise of mass systems of
media, and production fuelled notions of 'the' subject,
'the' user, 'the' consumer, and 'the' audience. There are
dubious epistemological assumptions implicit in these
maxims - there is a lot more to the story than 'coming to
know X', where X is a generalised, stereotyped user,
consumer or member of the audience. They are often taken
to be 'cybernetic' beings where particular inputs will
produce certain outcomes. Such images of the user or
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customer base have long been popular in HCI, usability,
television ratings, and the selling and buying of goods
and services. Generally assumed is that knowing the
user, audience or consumer comes through developing
familiarity with the prospective consumer-user's task
domain. This is achieved through observing and modelling
it in some way, providing the designer, programme
scheduler and marketer with a handy (usually quantitative
or measured) characterisation from which requirements can
be derived and needs identified.
As far as techniques in HCI have been concerned, this is
far from the end of the story. New schools of practice
and thought are adding new dimensions to this idea: one
of these is participatory design - otherwise known as the
'Scandinavian Approach'. Although this method is
considered to have drawbacks resulting from the
introduction of users into the design process - the added
complication of extra human relations to manage, possibly
taxing the social skills of the design team; the risk of
'group-think', and so forth - the benefits which can
accrue as a result of more closely integrating the users
and their knowledge of their environment are such that
the approach has increasing legislative force supporting
its use.
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'Creating the user' considers very strongly how the role
of 'user', 'consumer', viewer, subscriber, subject,
customer collapses in the light of new media
development.cxxix The user, within the course of initial
product development has been for the large part little
more than an 'unknown other', someone who will take into
their lives and home a technology which they will find
benefit and value in using. Market success used to be the
main illustration of demand for certain product classes.
However, in the more post-modern marketplace much more
radical innovations have perplexed quality processes such
as quality function deployment (QFD) in their efforts to
align the 'voice of the customer' with the 'ear of the
engineer'.
Quite clearly, images of the 'research subject', the
'user' and their use process, and the 'consumer' may be
constructed through the projections of researchers,
designers and managers, where they attribute behaviours
and attitudes onto their users based on their own
lifeworld experiences.
They may also be based on more formalised renditions of
how people are based on scientific, marketing, usability
and consumer research. With respect to research Poole and
McPhee (1985) see that;
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" . . . it is easy for researchers to impose theirown constructs and models on subjects, substitutingobservers' insights for actors' processes andunderstandings. The substitution often occursunaware, because researchers take social scientificconstructs for granted and do not consider that theyonly reflect professional discourse and not thereality of subjects . . . for example is the way weconceptualise relational control consistent with howsubjects see control issues? Are the statements wecall dominant actually seen as such by subjects? Aresubjects even concerned with control in day-to-dayinteraction?" (p.130)
This draws attention to another point of focus regarding
the circular model of user-knowledge-implementation
referred to earlier. The intersubjective creation of the
consumer-user by a firm and its partners, distilled
through research and presentation processes, is only a
single element informing design and marketing of a
product. It has to be finally combined with other
influences into the design process (such as costs,
recognition of standards and so on). I shall return to
this aspect in greater detail later. Here I wish to
suggest that it is the mode and inquiry and the mode of
explanation of the basic research which defines and
colours the initial 'virtualisation' of the consumer-
user.
People's lives, lifestyles, language and system-logging
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Language lies at the very heart of interpretivism -
interpretation is a quintessentially linguistic
phenomenon. Interpretivism, as contrasted with
rationalism, may be characterised by an awareness that
nothing comes to us an as absolute 'given'.cxxx
Understanding and awareness occur against a much wider
background. Such processes invariably comprise of a gamut
of communication techniques and styles and symbolic
manipulation. The casual chats, the more targeted and
practised sales pitch, the various marketing and consumer
research practices each are acts of communication which
develop learning and knowledge. Rogers (1983) identified
diffusion through the process by which: " . . . an
innovation is communicated through certain channels over
time among the members of a social system." (p. 5) John
Law, Michele Callon (i.e. Callon, 1980, 1986; Bijker and
Law, 1992; Latour, 1987), and others such as Doheny-
Farina (1992) have also drawn distinct attention to the
way in which rhetoric plays an integral part in
technology development. There is a particular power in
this proposition when one considers the instance of
'high-tech' products such as consumer electronics. Here,
there is often heavy reliance upon pronounced claims of
improved or superior technical performance and/or
specifications.cxxxi The high-tech digital age builds upon
a manifest desire on behalf of both industry and
consumers for things to be made smaller, more powerful,
379
faster, louder etc., and for these specifications and
features to be made to be public knowledge (i.e.
publicising specifications for the purposes of attracting
buyers, or conspicuous exposure of high-tech
possessions).cxxxii
For the large part, drawing upon thinking derived from
social studies of technology I propose 'interaction' to
be a point of convergence where different sets of
exigencies converge and exchange. Between various social
groups, between the needs, requirements and goals of
individuals, and the characteristics, attributes,
features, and functionalities of products.cxxxiii For
instance, how close is the fit between something that is
created to be useful but also for profit? What is the
difference in the industry of design and the industry of
use? Something that is found to be useful but also
valued?
Some social perspectives take the position that
technologies in general are "neutral", which means
basically that they are seen as "value content free"
(Feenberg, 1991: p.6) neither good or bad in themselves
but which may be used well or badly depending upon who
controls them. Thus, according to Arnold Pacey, who
supports this idea, when technology fails or when it has
negative consequences, the cause is not the technology
380
but the improper use of it by: "politicians, the
military, big business, and others." (Pacey, 1992: p.2)
The relevance of such positions may have validity upon
policy-making levels, but they tend to act towards a
neglect of technological impacts, and more importantly
the co-shaping that constitutes successful diffusion –
something which is not institutional, but ultimately
individual (Miller, 1995).
For instance, there are no 'general-purpose' tools.
Technologies have specific features which do not pre-
ordain, but certainly predicate, certain uses.
Technologies are intrinsically biased towards
characteristics, features, and functions. Technology
interacts with other factors (for instance economics,
political views, etc.) in a system, shaping attributes
and being shaped by them. Technologies may have
influences on us at macro-, meso- and microsocial
levels.
This feature of interpretivism may well account for the
popularity of continental existential philosophy in
Information Systems literature and research, in
particular that of Martin Heidegger (who in turn, tutored
Hans-Georg Gadamer, often considered the father of modern
Hermeneutics). Wittgenstein in turn could perhaps be
characterised as interested in the nature of that
381
background; the nature of the rules and conventions which
allow us to interact with one another, and the world
about us.
Commentators on science method such as Polanyi (1958)
argued that there is an inescapable and essential
personal element that is a structural component of all
knowledge whether the case is physics, biology, medicine,
painting, or poetry. This is the essence of
phenomenological method where the emphasis is upon
understanding the 'building blocks' by which the
individual constructs meaning. The social dimension of
knowing is retained in our references to the "scientific
community" or "academic community." Essentially,
knowledge is thus not private but social. Socially
conveyed knowledge blends with the experience of reality
of the individual. This is an important issue regarding
the development of use skills by individuals, as well as
how technologies integrate into everyday life
(domestication).
However, interpretative research is not an answer in
itself to understanding the nature and behaviours of the
interactive user-consumer. Polanyi (1966) demonstrated we
can know more than we can say. This is a problem for
those whose research approaches rely on eliciting
responses form people regarding tacit behaviours and
382
routines. For instance, Ehn (1988); Bullen and Bennett,
(1990); and more recently Grudin, (1994) with respect to
CSCW systems, show that tacit knowledge continues to play
a disturbingly large role in many of the problems
designers struggle with. In my own user research I noted
that some people are more able to articulate their
activities than others, or are perhaps more vocal and
opinionated regarding what media, and in particular, what
television means to them. Some people seem naturally more
introspective and/or articulate regarding their thoughts,
beliefs and opinions on things. This too can shape and
direct responses.
This places an emphasis on awareness, tools, methods and
procedures which can balance feedback from all types of
individuals, so as not to predicate the design and
advertising of systems towards those more vocal, or able
to articulate and express their beliefs and experiences.
In the case studies of trial participants, one household
(appendix 1: Case Study 2) could be tagged with being
non-articulate regarding their impressions and thoughts
of the i-Tv system. However, on closer analysis of pre-
existing use and usage of media technologies (such as
timeshifting using the VCR) they were most definitely
among the more sophisticated users. This may be compared
with another household (appendix 1: Case study 5) which
383
could be labelled more articulate and expressive, whilst
remaining among those households who exercised strict
rules and regulations regarding media use and consumption
(i.e. electronic media was rated as inferior to printed
media, and the childrens' viewing was precisely monitored
and restricted).
This relationship between interpretivist practices,
language, and more contemporary phenomenology is also
worthy of note. Phenomenology is, ostensibly at least,
concerned with the experiences which individuals have of
the world about them, and language has found an
increasingly important role in understanding the
connections between the embodied individual, social
interaction, and the wider experiential world.cxxxiv
Tacit behaviours are of relevance and of interest to
marketers and I have drawn attention to the potentials
that interactive media have in tracking user-consumer's
actual (as opposed to realised and perceived) usage
patterns. While the quantitative analysis of audience
viewing patterns (the 'ratings') - based on projections
of aggregated audience viewing behaviours - have long
reigned as the essential tools of broadcast companies,
media buyers and advertisers in their courting of
clients, they have been criticised for presenting poor
representations of 'true' audience activities (i.e. Ang,
384
1991). In my own user research it was clear that people
were using the television for different purposes
including baby sitting, recording programmes for viewing
later, or for playing video games. However, digital
systems have an inherent by-product of their functioning
in that they can register every control signal produced
in their use. Such system-logging (sys-log) data can be
associated with a particular machine (STB or computer),
or with the provision of an access code a particular
individual.
However, as the case study of the Cambridge Trial
indicated, the preference for technical and numerate
means of understanding use and user, led to a plethora of
problems, social, organisational and technical in nature
regarding the production of appropriate and usable
knowledge. On a more general level, the essential
problems facing those interested in trawling the large
volumes of data produced by electronic use logging data
is precisely that which challenged the veracity of the
television audience ratings (Ang, 1990).
What can truly be inferred by number crunching and
aggregation statistics alone, when acts of consumption
and participation in entertainment activities are
quintessentially meaning-making and highly qualitatively
based experiences? These are experiences often
385
participated in for intrinsic motivation rather than for
rationally economic outcomes.
In between, the 'hard' neo-positivist research approach
of lab based usability testing, and the 'soft'
qualitative research of concept testing lies trials.
Here trial participants - acting as surrogate consumer-
users - develop anticipations and visions of the product
based on the concrete features and functionalities of
actual systems. Combinations of research approaches, such
as was attempted by the user/marketing research group of
the service nursery can produce valuable insights which
can fuel technology and service design and production, as
well as inform the best ways in which these technologies
and services can be marketed and packaged. A number of
marketing innovations including the distribution of demos
(such as the success of shareware versions of games like
Doom in selling the full versions) and beta testing,
illustrate the interest of firms in the naturalised
siting and testing of their products. Experience of, and
living with, a product is essential to either seeding
markets for improved expanded versions, or other
associated spin-off.
This is in keeping with a number of movements now being
understood and adopted by the large corporations with
respect to a more holistic view of how people are with
386
technologies they already have integrated into their
every lives, and how they come to confront and cope with
new ones.
In engineering there has been the attempt to bring to
focus some of the more ephemeral, less tangible qualities
of a product such as discerning the 'voice of the
consumer' in QFD. Here, quite diffuse, subjective and
qualitative aspects of a given product are supposedly
infused into the design and manufacturing process through
a ranking system. This converts them into quantitative
measures suitable for choosing materials, setting machine
parameters and so forth. However, even here one can see
that the qualitative voice of the consumer-user only
functions as an initial and relatively minor influence
within the processes of conversion. Emphasis of the
deployment concentrates on the conversion of design
parameters to engineering parameters, and then
subsequently to manufacturing and production parameters.
Also, the capture of the subjective data may be flawed:
"[QFD] . . . has to be used in a careful andmethodical way. You cannot just let the customer saythe window handle in a car should be easy to wind.You have to find out just what that means, in thenumber of turns, the stiffness of the handle, thereach. You construct carefully a matrix of thecharacteristics of a product and mesh that with aanalysis of the customers needs and keep turning thedata, like a prism, seeking new flashes of insightin to what the customer wants." (Main, 1994: p.96)
387
This is an important point that suggests the well-cited
software industry adage – GIGO – garbage in- garbage out.
If one begins a deployment with badly articulated or
sampled user needs and requirements then it will lead to
a poor product. An obvious instance where this may be
caused by the product, rather than the research method,
is in the case of new types of product (like i-Tv). The
lack of being able to reference new kinds of
characteristics, attributes, features and functionalists
to existing products may provide useless data. Main
(1994) points out that QFD can contribute to incremental
improvements in products, but it has not been linked to
breakthroughs in new products.
Summary
Much of the recent work in consumer research, studies of
the audience, or in contextual HCI work complements and
fills a gap when considered aside the emerging
capabilities of digital networks and technologies to
provide complete registration of their use. But it is
important to consider two main interconnected points
relevant to an overall – or whole - picture consumer-user
research:
1. The sphere of research methods is constantlyevolving.
388
2. As a pretext and also as a result of 1., thescope, depth and sphere of imaging uses, consumersand users are also changing.
Academics and others concerned with methodology have
drawn awareness to the fact that the process and
procedures of research, can and do omit aspects of use
and consumption integral to the 'actual' or 'real'
experiences of people. Sys-log in some respects develops
from previous quantitative – and to an extent mechanistic
- approaches in human research such as questionnaires,
surveys, and participant observation.cxxxv The ethnographic
and interpretist style studies deny mechanistic positions
even in their approach to 'subjects'. Rather then viewing
them as 'knowledge or information providers' they are
viewed as 'co-researchers' in the design, research and
development process.
'Virtual' renditions of use and consumption activity
always impact upon marketing and design activities. They
have also - perhaps more insidiously - influenced policy
decisions shaping the overall culture and modes of
governance of a country or state (such is the basic case
of Miller, 1995 when he critiques the privileged position
of economics in influencing government policies).
Virtual renditions of use and consumption created by
model making - in the case of economics the 'rational
decision making activity of the consumer - could be said
389
to be evolving a different model which takes into account
the sense-making activity of individuals towards goods
and services. The emphasis here is on the developing
awareness of the experiential aspects of the product. The
Japanese preference for experiential approaches to market
testing, for instance, has often been cited as a cultural
disdain for market research. Experiential approaches to
understanding the consumer and the use process also
features as the underlying epistemology of beta testing
software and technology and marketing trials.cxxxvi
It is widely accepted that the creation of working images
of use and the user, have played an important role in
product development, whether as products of formal or
semi-formal research projects, or as reifications of
reflexive projections on behalf or mangers, designers and
marketers. These working images of use and users are
imbue, inscribe or otherwise shape the product in concert
with a complex of other influences - purely technical
potentials and constraints; standardisation and
regulatory issues; and further manifestations of the
firm's desire to promote its identity and public image
(such as design specifications supporting branding and
the look and feel of the product etc., see below).
390
Reflexive images of useand user negotiated and
shaped by availableresearch knowledgeCharacteristics
, features and functionalitiesof product(including costs)
Industrial Trends and state of development ofcomponent technologies
Brand image,current
trends inaesthetic
productdesign
Look and feelof
competitors‘Standards and relations regarding product
category
User-consumer research methods
T
Industrial/market level
Intra-organisational
Fig. 8.3 Summary of influences on product design and development("T" represents a central focus upon technology) (After Molina,1987)
Technical standards represent codified knowledge that may
easily be applied to product technical and functional
specifications. They also can provide 'hard' evidence of
impacts to the firm in terms of complexity and costs.
However, the impact of user knowledge and the disparity
of use and user images in the processes of feature and
functionality design represent much less tangible
elements. However, a price has been calculated regarding
bad usability (Nielsen, 1993). And added to this are the
potentials for total failure of the product in the market
place, hold ups in the product development process, and
outstanding costs incurred through help desk inquiries
and product replacements.
391
Integration ofbrand identity
into product
Product’s adherenceto standards and
regulations
The ingredients included in the circular model of user
knowledge propagation, communication and implementation,
and the model presented above provide a static picture to
what is essentially a temporally dynamic process socially
and over the process of product development. This
suggests the natural polarisation existing between the
maturity of a product or system, and the need for user
input to the design. Also, the state of development of a
new product or system can serve as an index to relative
knowledge integration. In a review of the product
development literature, de Bont (1992) differentiates
five consecutive phases in product development process:
strategic, idea generation, idea/concept formalisation,
product development and market introduction. In each
phase, specific consumer information can be used to
optimise the process and reduce the risk of wrong
decision. A radical innovation may, depending on the
nature of the technology or service, require more or less
consumer-user involvement in any co-design process to
guide development or provide a sense of security
regarding market potentials (see table 8.2 below). This
may have been, but was in fact not, implemented on the
Cambridge Trial.
Table 8.2 Consumer information useful across thedifferent phases of the product development process, andthe research methods that may help to acquire it.
392
Phases intheproductdevelopment process
Consumerinformationrequired
Consumerresearchmethods
Information andknowledge to bedeveloped
StrategicPhase
Market descriptionin terms ofperceivedcompetitiveproducts and theirconsumerevaluation
Gap-analysis Awareness of marketopportunity –information such assize, level ofcompetition, profitsand market-company fit(Urban et al., 1987)
Unfulfilled consumer-user 'needs'
Ideageneration
Ideas that combinewith internalstrengths of thecompany withmarketopportunities
Consumer-basedIdeagenerationNeedassessment
'listening to thevoice' of the consumer-userbrainstorming incompanyassessing the intensityof needs
Idea,conceptScreen andevaluation
Acceptance ofideas or concepts(functions)'evaluations ofseveralcombinations ofattributes
Concepttesting
Information which linksthe new product ideawith internal strengthof the firm with amarket opportunity
Concept testing withconsumers
Productdevelopment/productevaluation
Acceptance ofproduct
Producttesting
Development of aprototype, evaluationtests with consumers
Marketintroduction
Market-entrystrategy
Markettesting
Marketing tests priorto introduction
Assessing the newproduct in real-lifemarket environments
The state of development of a product can also provide
some metric of what knowledge is required by whom (in the
393
organisation) at various periods across the development
process. The concurrent developments of product design,
production and manufacture, with marketing can cut time
to market, and fulfil the desire for agile approaches so
favoured in post-Fordist manufacturing. It is clear that
a process which integrates all aspects of design,
production and marketing and which integrates the user in
all aspects of this activity will produce products which
minimise risks regarding place and profile within the
market.
This draws to attention the wider contexts of the dynamic
forces of social and cultural change, design, innovation
and evolution of business practice.
The nature of business is changing.
The nature of consumption and accessing goods andservices are changing.
Standards are created and evolve, sometimes
independent of market diffusion.
Technologies and their complementarities evolvewithin systems of production and cultures of use.
It is within these various contexts that CU may be
envisaged as making a contribution in an applied sense.
It does so in its view of consumer-user research
benefiting from approaches which promote the
recontextualisation of the use process of the product as
394
a situated act both within the cultures of production and within
cultures of use. It addresses the parsing of the
organisational needs for consumer-user knowledge with the
state of development of the technology, and the evolving
needs and perceptions of the user-consumer. The table
overleaf outlines some of the research questions which
can form a CU study.
395
Table 8.3 showing general research questions arising fromthe interaction of use, usability, usage and usefulness
use usability usage usefulnessuse What is a
users overallimpression ofthetechnology ineachsituation andcircumstanceof use?
Does thetechnologyadapt to caterfor theincreasinglysophisticateduser?
Does theuse of thetechnologymainly fallintofunctional,exploratory, orrecreational usagepatterns?
By whichchannel has theconsumer beeninformed of thetechnology anddrawn to use?
usability
Is the systemeasy toaccess anduse on theinitialattempt?
What areusersoverallimpressionsof theusabilityof thetechnologyinitiallyand overtime astheydevelopfamiliarityorexpertisein using?
How areusagepatternsaffected bytheusabilityof thetechnology?
Are usabilityproblems madetransparent by theperceived andactualisedusefulness and valueof the technology?
usage Which aspectsof thetechnologyare most timespent upon ininitial use?Subsequentuses?
Doesusabilitydeter theformationof usagepatterns?
Can usersinitiallyperceiveperiodicuse of thetechnologyintegratedinto theircurrentactivities?How doesthis varyin reality?
Does usefulnessbecome'transparent'throughcontinued use?
usefulness
Which aspectsserviceappear mostuseful oninitialconfrontationwith thesystem?
Isusefulnessof value ofthetechnologynegated/attenuatedthroughgood/badusability?
How does theformation ofusage patternsrelate to theperceivedusefulness ofthe system?
What are usersoverallimpressions ofthe usefulnessand value ofthe system overtime?
Drawing the salient points together
For the remainder of this chapter, I wish to surmise the
main points as raised within the book. I shall put
forward a tentative model of how studies of the user and
the use process may map with the various components
influencing product development may be integrated which
accounts for a wider scheme of organisational and socio-
cultural influences.
There are two particularly important social factors to be
taken into consideration in the design and use of new
media such as TV-centric networked technologies. First,
as previously explored, the workplace constitutes an
identifiable and bounded system of social interaction,
something that places cultural distance between the users of
a system, and those who would analyse or design it. This
is a gap which interpretivist research methods hope to
promote awareness of, and eventually, perhaps indirectly,
bridge. This suggests the two way research focus demanded
in such a bridging study - one is understanding the
362
nature of the organisation and individuals who comprise
it, and matching this with appropriate levels and types
of knowledge from the site, field and sub-cultures of
use.
To begin to understand how users of a system and the
system itself will interact, one must understand the
social elements within the aforementioned bounded social
system. Such a bounded system existed in the Cambridge
Trial, which included elements which were technical such
as the technology and the content material of the trial,
as well as participant's televisions, hi-fis and so on;
and elements which were human and social in nature - the
company personnel, technology and content partners, the
service nursery and its various sub-groupings, the
participants, their families, friends etc.
The key to such understanding lies in understanding
language, and more specifically, the nature of language
use. It is in language, the primary basis for interaction
between discrete individuals, that cultural and social
patterns are manifest, and upon which they depend.
Language is in turn entirely dependent on social
interaction within the wider setting of the world.
The presence of commonalties in terms of conceptual and
cultural background between users and designers, or at
363
least an awareness thereof, raises the possibility of
design which takes genuine and unbiased account of users'
social context - the particular sub-culture within which
they inhabit. Such a task becomes immediately more
plausible once the notion of interaction between
effectively disparate and incommensurate conceptual
schemes, as tends to be implicit in ethnological
approaches, is tempered by an appreciation of common
ground. With the support of a coherent interpretivist
semantic theory, one can then hope to make explicit the
sort of action one needs to take to achieve such an
unbiased understanding of users, or what it is that one
must know about users - that which is silently embedded
in participatory design, and other 'soft-systems' style
approaches. Any cultural entity is changed when viewed
from a different cultural context.
Cultures of use
The focus of the book has concentrated on media
technologies, which as mediums, maintain particular
features and funcationalities that expand upon, and even
challenge, the notion of use as it is used with respect
to tools and other artefacts. Use is a divided notion
when considering media technologies. It can refer to the
artefact itself - television, hi-fi, telephone and so on
- or it can refer to the sense-making activities involved
with its content consumption, viewing, reading, speaking,
364
listening. Use here refers to the value involved in
transacting with systems, software or other people via -
or mediated - by technology. In many cases electronically
mediated experiences seamlessly incorporate with all
other forms of experience - whether communicative,
informative or relaxing, simulating, enjoyable or even
frightening, disgusting, and/or fun.
The development and subsequent use of a new technology is
quite obviously involves innovating upon both technology
as well as practices. Initially when the technology -
such as an Internet STB - enters the home the first
experience of use can be awkward. However, if the manual
is well written, and or if mode of use is self-
explanatory the experiential aspects of its content
become the object of focus. This stage represents the
initial site where formulations are made regarding
potential usage patterns and registering the usefulness
of the technology and its contents. This may be marked by
the finding and subsequent bookmarking of several
particular web sites of interest, sites which indicate
some form of updating suggesting beneficial accessing on
a regular basis. Usage is also accessing sites on
particular days at particular hours.
The use process as described in this example correlates
strongly with Silverstone's notion of domestication
365
further elaborated upon by commentators on technology
such as Sørensen (1993). Domestication is the process of
sublimation by which artefacts and technologies
incorporate within everyday life, experiences and
activities. I wish to suggest that the anticipation and
actualisation - by consumer-users and designer-producers
- of the use process is the mechanism of domestication.
It is a process that begins with the genesis of the
original design (from a shared universe of
possibilities), through ideation, to actualisation,
iteration, prototyping, testing and diffusion.
New media innovations and their use, enable and displace,
expand and contract, amplify and reduce experience. While
not being produced in a social and technical vacuum (as
they are reliant on various interest groups and other
technologies for their components and their manufacture),
they likewise do not enter a vacuum when they reach the
home. They must accommodate within the existing regimes
of technologies and their functions, social practices and
individual consumer-users perceptions of the world.
Technologically, in the case of television centric
technologies this means most notably the television.
Where this is situated within the household, what the
household constitution is, the various rules of household
governance etc. each play an interactive part in
fashioning attitudes towards the new technology as well
366
as instigating and shaping patterns of use (see fig 8.4
below).
Fig. 8.4 The influences on the domestication process ("H" places thecentral focus on the home, or rather a given individual's perceptionof the home)
Socio-culturalexigencies
Psychologicaldispositions:Attitudes,emotionalresponses,beliefs,
projections, etc.
Everyday activities and
Technologiesalready used
and‘domesticated’
USEFULNESS USAGE
USABILITY
USE
H
Use Process
Individual Situated
367
Technologies that work together represent a particular
product class. PCs must connect to printers, television
sets to hi-fis, and in the 'smart home' the continued
diffusion of 'jelly beans' - the industry definition of
non-computer resident microprocessors - suggests the
range of connected or networked artefacts will rise
exponentially.cxxxvii
l Druker, P. F. (1964) The Future of Industrial Man London: New English Libraryli Vincenti, W. G. (1990). What engineers know and how they know it : analyticalstudies from aeronautical history. Baltimore, Johns Hopkins University Press.
lii The rise of behaviourist thinking has been linked socio-culturally to the urbanisation and industrialisation of America. Bakan (1966) sees that these social developments created motivationstowards mastery of the ‘incomprehensible and worrisome strangers allaround us’ - exactly what the scientific claims of behaviourism promised to help us do. Indeed studies and literature promoting ‘newparadigm’ research have often appeared critical and defensive when confronting the ‘conservative’ and ‘domineering’ stance of quantitative ‘hegemony’. Quantitative method is often viewed as the ‘received view’ Collican (1990).liii Popper, Karl R.: Die erkenntnistheoretische Position der Evolutionären Erkenntnistheorie. In: Riedl, R. and Wuketis, F. M. (Eds.): Die Evolutionäre Erkenntnistheorie, Berlin: Parey, 1987.
livJonas, W. (2001) ‘A scenario for design’ Design Issues VOL 1, No.2 Spring p.75 (pp.64-80lv Lie, M. and K. Sorensen (1996) 'Making Technology our Own? DomesticatingTechnology into Everyday Life', In Making Technology our Own?,Oslo:Scandinavian University Press, pp.1-30.Wyatt, S., F. Henwood, N. Miller and P. Senker (eds.) (2000) Technology andIn/equality. Questioning the information society, London: Routledge.Silverstone, R. and L. Haddon (1996) 'Design and the Domestication of Information
368
However, Baudrillard's (1988: p.31) suggestion of the
consumer caught up in "a calculus of objects" in the act
of viewing goods within a shopping mall, the same is true
for the technologies and objects which we live with. Much
has been written regarding the symbolic attributes of
television and other media technologies (for instance,
and Communication Technologies: Technical Change and Everyday Life', InMansell, R. and R. Silverstone (eds.) Communication by Design.The Politics ofInformation and Communication Technologies. Oxford: Oxford University Press,pp.44-74.Loader, B.D (ed.) (1998) Cyberspace Divide. London: Routledge.Silverstone, R. (1994) Television and Everyday Life. London: Routledge.Bijker, W. E. and J. Law (eds.) (1992) Shaping Technology / Building Society.Studies in Sociotechnical Change, Cambridge: MIT Press.
lvi Jan L.G. Die z ‘ Designing Technical Systems as Social Systems’ Proceedings of the 8th International Working Conference on the Language-Action Perspective on Communication Modelling (LAP 2003) Tilburg, The Netherlands, July 1-2, 2003(H.Weigand, G. Goldkuhl, A. de Moor, eds.) p194
lvii However the du Gay et al. model is a social and culturally-based perspective of products and their diffusion. It neglects somewhat the concept of individual and pragmatic instances of use. In this formulation use is somehow sublimated into the concept of consumption. Nevertheless, the elements, institutions and forces which comprise the model, each plays a distinctive role in shaping one another and driving what is has been termed as either ‘evolution’ or ‘revolution’ in technology and business practice, andultimately culture and the wider society.lviii Consider the reintroduction of certain ‘classic’ video games such as Pacman or Space Invaders. Originally made for low power 1980s platforms such as the Amiga Commodore they were reported for subsequent more powerful PC platforms. lix Donald Schon in The Reflexive Practitioner: How professionals think in action *new York: Basic Books, (1983) formulates an epistemology of practice based largely on an examination of the way in which practitioners reflect on their .actions during and following
369
Silverstone and Hirsch, 1992; Silverstone, 1994), however
there is little which addresses the way in which existing
technologies, or existing domestic technological
constituencies impact upon adoption (and interpretation)
of the new. This is quite clearly an open area for
investigation, which can be extended to investigation of
how adaptation leading towards new use practice, feedstheir work
lx Koelsch, 1995, The Infomedia Revolution; How it is Changing our World and your Life: Toronto, McGraw-Hill)lxi http://www.ntl.co.uk/interactive-tv/default.asp(27/10/00)
lxii : “On the purely technological level, innovations in their early stages are usually exceedingly ill-adapted to the wide range of morespecialised uses to which they are eventually put.” (Rosenberg, 1983, p.111)4.lxiiiRopoh, G Philosophy of Socio-Technical Systems Philosophy of Technology 4:3 (Spring 1999) pp.59-71
lxiv Pye, D. (1964) The Nxture of Design London: Studio Vistalxv Stewart, J. (1998). Computers in the Community : Domesticatingmultimedia into the city. Edinburgh, Research Centre for SocialSciences, University of Edinburgh.
lxvi The abstracting of craft MIT Press;lxvii Huntington, C and Maidique, M.A (1996) ‘Technology and the Manager’ in Burgelmann et al Strategic Management of Technology and Innovation(2nd Ed) Boston: McGraw Hill pp.12-19lxviii An important point to make here is that a technology’s success is not simply a matter of unit production. A single bespoke technology which services a niche manufacturer can be deemed successful – i.e. it fulfils companies goals and objectives - even if they are its only user. lxix P.24 Margollin, V. and Margolin, S. A “Social Model” of Design:Issues if Practice and Research Design Issues VOl.18, No.4 Auitun 2002
lxx Embodied Interaction: Exploring the Foundations
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back, impacts and otherwise redefines existing practices
and instances of use, usage, and perceptions of
usefulness.
Cultures of production
of a New Approach to HCI Paul Dourish Xerox Palo Alto Research Center “HCI in the New Millennium.”lxxi Howells, J. (1991) ‘A Sociocognitive model of innovation’ Edinburgh PICT Working Paper No. 32 RCSS The University of Edinburghlxxii This does not include the important category of ‘learning by doing’. Brown et al suggest that recent investigation of learning challenge the separation of what is learned from how it is learned and used. Trial and experimentation is a fundamental human trait through which we learn. Skills from such an approach emerge as a product of the search for result. If captured and codified as heuristics then they can be passed on to others, in a similar way that automation rests on the analysis of repetitive human tasks, andtheir translation into machine operations. In this example given here I am addressing the character’s first attempts to provide for themselves and presupposing little or no existing knowledge. lxxiii Consider for instance Iuso (1975) who highlights the inadequacyof product concept testing in predicting market research. Nevertheless a number of studies including the influential SAPHHO (Rothwell et al, 1974) comparison study indicates that firms hold that“user needs” and “customer and market understanding” are of centralimportance in predicting market success or failure of new products. This was supported by a more recent study by Maidique and Zirger (1984).
lxxiv Collingridge, David (1992) The Management of Scale: Big Organizations, BigDecisions, Big Mistakes London/NY: Routledge.Callon, Michel (1993) `Variety and irreversibility in networks oftechnique conception and adoption' Chap. 11, in Foray, D and Freeman,C. (eds.) (1993) pp. 232 - 268.Rosenberg, N. (1994) Exploring the Black Box: Technology, Economics and History,Cambridge: Cambridge University Press.lxxv Picking up from the discussion in the previous chapter, here is an explicit example of the ‘use’ or ‘utility’ of human beings placed
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As in large technological systems (such as suggested in
the analysis of commentators such as Hughes, 1986), the
success of the technology such as Edison's electric mains
relied on sympathetic consideration for the systemic
qualities of each individual component or technology.
Brands are the symbolic correlates of technologies that
against the ‘use’ or ‘utility’ of technology.lxxvi This compared with the use of either humans, or the telegraph. In the first case messengers could only convey verbal or written messages. In the second case the intermediate symbolic technology ofMorse code had to be known to both the receiver and the transmitter in order to convey the message.lxxvii Maslow (1954) attempted to synthesise a large body of research related to human motivation. In an ranked order of priority they included the needs to address: 1) Physiological: hunger, thirst, bodily comforts, etc. 2) Safety/security: out of danger. 3) Belongingess and Love: affiliate with others, be accepted. 4) Esteem: to achieve, be competent, gain approval and recognition. 5) Cognitive: to know, to understand, and explore. 6) Aesthetic: symmetry, order, and beauty. 7) Self-actualisation: to find self-fulfilment and realise one's potential. 8) Transcendence: to help others find self-fulfilment and realise their potential. Patrick Jordan, an advocate of pleasurable design, describes how this progression from functionality to pleasure is similar to Maslow’s hierarchy of human needs, wherein people move up the hierarchy as their needs are fulfilled at lower levels. Usability practitioners have tools to understand functionality and usability, but they must now add tools for understanding what products need to move to the highest, or pleasurable, level of the hierarchy. These tools can include Kansei (pleasure) engineering, the Kano method, the repertory grid technique, and laddering.
Jordan, P. W. Designing PleasurableProducts: An Introduction to the New Human Factors. London: Taylor & Francis, 2000.
lxxviii Schneider, V., Charon, J, Miles, I., Thomas, G. and Vedel, T (1991) The dynamics of videotext development in Britain, France and Germany: A cross-national comparison European Journal of Communication 6 pp.187-212lxxix Albert Pacey indicates that the Eskimo use of the snowmobile forhunting contrasted with advertisements depicting its use as a recreational vehicle.
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indicate to the consumer the potential that technologies
will be compatible in look and functionality. And
standards (in networked multimedia such as DAVIC, and DVB
which attempt to ensure cross compatibility between
platforms, in quality ISO 9000, and in CE marking which
lxxx Williams, R and Edge, D. (1996) ‘The social shaping of technology’ Research Policy Vol. 25, (1996) pp. 856-899lxxxi Perhaps the most prevalent example of this is Charles H.Duell Commissioner of the U.S. Office of Patents in 1899: “Everything thatcan be invented has been invented” Others include “640k [of RAM] ought to be enough for anybody” Bill Gates in 1981; and “This “telephone” has too many shortcomings to be seriously considered as a means of communication. The device is inherently of no value to us” Western Union internal memo, 1876; “there is no reason anyone would want a computer in the home” Ken Olson, President, Chairman and founder Digital Equipment Corp. 1977. Source: Innovation Management Network Http://mint.mcmaster.calxxxii Tuomi, I. (2003) ‘Beyond user-centred models of product’ creation COST Action 269 “User Aspects of ICT” The Good, The Bad and the Irrelevant, 3-5 Sept’lxxxiii Burgelmann, R.A., Maidique, M.A., and Wheelwright, S.C. (2001) Strategic Management of Technology and Innovation New York: McGraw Hill Irwinlxxxiv Indeed, upon completing the advanced chipset design at an early stage in the inception of the project, the Chief Scientist at Acorn,turned her attention to designing the layout and characteristics of the Om facility. lxxxv Von Hippel (1990) also points out that some problems are hard toseparate from the context and condition from which they arise, and Fleck, (1994) suggests that if configurational technologies are to be successful they; “demand substantial user input and effort and such inputs can provide the raw material for significant innovation.” (pp.637-638)lxxxvi This is an interesting notion for strategic management of such technologies. Mobile telephony opens the prospect of a user group with only very generalisable characteristics using technology in a multiplicity of situations and locations. lxxxvii Richard Buchanan (2001) Design research and the new learning Design Issues No. Vol.17, No.4 Autumn p.9
lxxxviii Kroes, P. A., M. P. M. Franssen, et al. (2004). Engineering systems as hybrid, sociotechnicalsystems. Engineering Systems Symposium, Cambridge Marriott.
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indicates that a product complies with harmonised EU
requirements for safety and health).
The use process as described in this example correlates
strongly with Silverstone's notion of domestication
further elaborated by commentators on technology such as
lxxxix Aspects that characterise cybernetic systems are:1. They are very complex, with many interacting components.2. These components interact in such ways that they create
multiple simultaneous interactions among the subsystems.3. The simultaneous interactions lead to subsystems
participating in multiple processes, thus requiring multiple levels of analysis.
4. Cybernetic systems usually grow in an opportunistic manner,instead of being designed in an optimal manner.
5. Cybernetic systems increase in size and complexity, developing new traits while still historically bound to previous states.
6. Positive and negative, internal and external feedback is something that cybernetic systems are rich in. The ultimatecybernetic system is one of self-reference, self-modelling,self-production and self-reproduction.
xc Buchannan, Ibid, p.10xci The notion of a function in the wider sense intended here can partly be analysed in terms of the general notion of social function, though admittedly much conceptual work is to be done here.The notion of a social function has been used to put forward explanations for many social phenomena, as part of a research program called functionalism. Functionalists, such as Malinowski (1944) and Merton (1957), held that at least a large class of socialphenomena can be explained in terms of their beneficial consequencesfor society. Since not all of these consequences are intended, Merton has introduced the central idea of ‘latent function’. While functionalism has been severely criticised (e.g., by Jon Elster (1994), it has recently regained some of its former popularity. Kincaid (1994) defends functionalism against the penetrating criticism levelled at it by Elster.xcii Marina Lao, Unilateral Refusals to Sell or License Intellectual Property and the Antitrust Duty to Deal, 9 CORNELL J.L. & PUB. POL'Y 193, 222 (1999) (describing the conclusions of ANNALEE SAXENIAN, REGIONAL ADVANTAGE: CULTURE AND COMPETITION IN SILICON VALLEY AND ROUTE 128 (1996)).
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Sørensen (1993). Domestication is the process of
sublimation by which artefacts and technologies
incorporate within everyday life, experiences and
activities. I wish to suggest that the anticipation and
actualisation - by consumer-users and designer-producers
- of the use process is the mechanism of domestication.
xciii Such constraints are handled head-on by information theory (Shannon and Weaver, , which speaks of noise compromising the perfect transmission and reception of an information source.xciv Low transmission rates of restricted bandwidth condition what canbe satisfactory downloaded. The internet protocol of mobile phones –WAP – requires specialised low bit rate content which has no graphical content. Conversely, video-on-demand the transmission and reception requires a high bandwidth of at least 10 mbits/sec. xcv Rokeach,M. (1973) The Nature of Human Values New York: FreePressxcvi Simon, H.A. (1986) “Rationality in Psychology and Economics” The Journal of Business (October) pp 209-224xcvii Of course even at the neurological level the notion of ‘passive receptivity’ to things in the world is challenged:
“ . . . the nervous system does not collect information from the environment. It produces a world by specifying what environmental patterns are perturbations, and what change or alterations have caused these perturbations in the organism.” (Matura and Verela, 1987: p167)
xcviii Hayakawa, S.I. (1949) Language in Thought and Action New York: Harcourt Brace Johvanovichxcix A. G. Ganek, and T. A. Corbi, “The Dawning of the AutonomicEra,” IBM Systems Journal 42, No. 1, 5–18 (2003).
c M. Douglas, Purity and Danger, Routledge, London (1966).
ci cii Lederman, L.L. (1984) “Foresight activities in the U.S.A.: Time for a re-assessment?” Long Range Planning (June) p.46.ciii Praxis, a term used by Aristotle, is the art of acting upon the conditions one faces in orderto change them. It deals with the disciplines and activities predominant in the ethical and political lives of people. Aristotle contrasted this with Theoria – those sciences and activities that areconcerned with knowing for its own sake. Both are equally needed. That knowledge is derived from practice, and practice informed by
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It is a process that begins with the genesis of the
original design (from a shared universe of
possibilities), through ideation, to actualisation,
iteration, prototyping, testing and diffusion.
knowledge, in an ongoing process, is a cornerstone of action research.civ Most notably Professors Shigeru Mizuno and Yoji Akao. Their purpose was to develop a quality assurance method that would design customer satisfaction into a product before it was manufactured. Thefirst large scale application was presented by Kiyotaka Oshiumi of Bridgestone Tire, which used a process assurance items fishbone diagram to identify each customer requirement (effect) and to identify the design substitute quality characteristics and process factors (causes) needed to control and measure it. Earlier quality control methods were primarily aimed at fixing a problem during or after manufacturing.cv See “Technological Determinism in American Culture” in Smith, M.R.and L. Marx (1994) Does Technology Drives History?: The Dilemma of TechnologicalDeterminism. Cambridge: MIT Press. pp 2-35 cvi Feenberg, A. (1999) Questioning Technology. New York: Routledge. pp.77-78.cvii Richard Sclove, (1995) Democracy and Technology. New York: Guilford
Press. p. 27cviii For Levi-Strauss, bricoleur takes what is at hand and reassemblewhile engineer works from universal principles. See David Hess(1995) Science and Technology in a Multicultural World. New York: ColumbiaUniversity Press. p 39cix Pacey, A. (1999) Meaning in Technology. Cambridge: MIT Press.
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Raising the profile of the individual in sociotechnicalconstituencies
Much of the work on sociotechnical models has tended to
concentrate on analysis and evaluation of large
industrial processes. Molina's sociotechnical
constituencies for instance has been applied to
cx Cited earlier was also Silverstone’s description of the market as a kind of jungle and the processes of domestication as ‘taming’ objectscxi As Norman (1993) says, "Without someone to interpret them, cognitive artifacts have no function. That means that if they are towork properly, they must be designed with consideration of the workings of human cognition." The distributed cognition approach (i.e. Hutchins, 1995) is concerned with a wide spectrum of cognitive phenomena; from analysing the properties of processes of a system ofactors interacting with each other and an array of technological artefacts to perform some activity (e.g. flying a plane) to analysing the properties and processes of a brain activity (e.g. perceiving depth).cxii http://tina.lancs.ac.uk/sociology/stslaw3.html cxiii On one ‘long haul’ trip to New Zealand, Om had to send a technical specialist accompanying the sale staff equipped with a demonstrator prototype STB. This was early in the trial when technical staff were at a premium and largely indispensable. But he was viewed as insurance against any breakdown, and indeed, on arrival there was indeed a serious problem that required the engineer’s expertise to fix before the sales team were able to successfully show the prototype.cxiv ESD Symposium Committee (2002). ESD symposium committee overview:Engineering systems research and practice. ESD Internal Symposium, MIT.
cxv The term ‘black box’ is interesting in the context of this chapter. The term is used in electronics to describe a unit "whose
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transputers and the transputer-based parallel computers
(Molina, 1990); and European IT programmes and
initiatives Molina (1992, 1994). However, in a later
paper (Molina, 1997) learning from the user was
incorporated into the constituency building process of a
circuitry need not be known to understand its function." (source: Collins dictionary). In the computer industry it refers to a device designed by another company for general industry use, for example anaudio card. Metaphorically, it is used for a specific kind of abstraction, where none of the internal workings of something are visible, and that one can only observe output as reaction to some specific input. It also hints that the workings of the box are not of research interest, either being already well understood and proven, or perhaps, not considered at all necessary or of consequence to understand.
cxvi It would be important to stress here that Om, an operating arm ofAcorn Computers, was primarily a technology company. Content and services were viewed as an integral part of the technical proposition of a set top box, and to an extent and inevitable part of the ability to illustrate its value. But Acorn had already seen the value of selling software for its BBC computer, and realised thepotentials which lay in the selling of software. However, as the case illustrates later providing content for interactive television represented its own unique and in the end, insurmountable challenges. cxvii Amongst the reasons for this is what Drucker (1959: p.23) drew attention to almost 40 years ago; “The only protection against the risk of exposure to innovation is to innovate. We can defend ourselves against the constant threat of being overtaken by innovation only by taking the offensive.”cxviii Maxis software produce the Sim series of computer games. A genuine innovation in entertainment, it harnesses the power of computing to generate and run simulations of cities, people, insectsand worlds. The best known of the series is SimCity, where a player experiments with urban development. A housing development placed here, a police station there, a stadium here, an electricity stationthere . . . the aim is creation of a self-sustaining whole, capable of maintaining itself and prospering. Certain implicit rules are built into the game, and it presumes some knowledge of urban
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mobile computing device by applying the contextual
usability framework.
The underlying thinking here is that some commentators
have drawn attention to the fact that many technologies
manifest as configurations of previous artefacts,
development and governance on behalf of the player, who as ‘mayor’ adjusts tax rates for citizens and dictates development policy. Raising taxes too high, not building and distributing enough fire stations, or perhaps neglecting proper sewage or electricity infrastructures will lead to problems. Natural disasters also spontaneously intervene in the development of the city, and one mustcope with them by making proper additional changes. During periods that the ‘mayor’ is absent from his office (i.e. when the computer is switched off and one is not playing the game), events and interactions between events in the game continue to unfold. SimCity acts then as a concurrent reality for the player. There are little options to ‘win’ but through careful consideration of the many different factors and influences, the underlying models and rules ofthe program. By discovering them the player can control whether the city prospers or falls into decay. Millions of adults and children are working out the underlying strength and weaknesses in such models, and via dedicated web sites exchanging tips on how to ‘win’.
Patterns in how people play SimCity offer scholars unprecedented insight into how non-designers conceptualise urban space, if only because for the first time in history, city planning as both a concept and an activity has been made readily accessible to people who probably never had the opportunity to think thought actively about city form at all. For most, the city as a total system was simply beyond their control or outside their intellectual purview.cxix Carroll, J.M. (2000) Making Use: Scenario-Based Design of Human-Computer Interactions. MIT Press.
cxx They also suggest that amongst other things ‘users’, there may operate within design processes as ‘rhetorical devices’ – “ . . .being able to couch one’s proposals in terms of user considerations is a powerful way of ensuring their acceptability.” (p.16)cxxi In audience research there is a similar criticism:
“The procedure is one of head counting and the purpose is to artificially convert the many situated instances of consumption - ultimately unknowable in their totality
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developments, knowledge or expertise. Clipson (1995)
views this process indicative of an essentially techno-
centric situation of "technology building on technology,
where progress is not a random affair but a synbook of
what went on before." (p.103) A prime example of such a
technology may be the Om STB - most definitely a
configuration of previous developments, knowledge or
-into manageable, calculable units. As ways of comprehending the lived experience of actual audiences, these methods would be doomed to failure. Within the logic of the ratings discourse, though, an ‘audience commodity’ is created to be traded for financial gain. Its fictionality, does not hinder its economic functionality.” (Moores, 1993: p.3)
cxxii http://www.acorn.co.uk/aom/trial/phase3.html (update as of 28th October, 1996). Unlike the written word, which when published and released to the public domain becomes ‘carved in stone,’ web-based information can be easily changed and updated. Information found at the same web address can change. This is the case here. The ephemeral and intangible nature of web sites and their contents posea problem for studies which intend to include their contents as data. Whereas the so-called company ‘grey’ literature may count as tangible and veritable evidence for claims made by the company at some time, this is a much more difficult task with respect to digital and web-based material. This is not just a problem for academic research as Internet lawyer Anne Branscomb states:
“The ease with which electronic impulses can be manipulated, modified and erased is hostile to a deliberate legal system that arose in an era of tangible things and relies on documentary evidence to validate transaction, incriminate miscreants, and affirm contractual relations” (Branscomb, 1997:p.113)
cxxiii While the intention of the Cambridge i-Tv being mass technology remained unfulfilled, innovation of the Om contribution - the STB - continued. The current generation is STB 4. cxxivPhase two trial participants were to comprise employees of the technology partners. However, the ‘rumour’ that spread regarding thelack of the Cambridge system to deliver useful content, was understood to have played a significant role in the subsequent lack of interest shown by consortium members to participate in the trial.cxxv Indeed I was consulted during a visit to Om regarding the ‘video violence’ debate in its potential spill over to i-Tv.
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expertise, and it these configurations which largely
dictated the immediate strategies for design, and visions
of the potential markets. However if one considers
technologies from their use perspectives, one would be
mistaken to say that the STB was simply a re-invention of
the RISC PC. In a technological sense it was much more
cxxvi ‘Descriptive confusion’ was originally identified as an issue which Bricken (1991: p.4) applied to virtual reality (VR):
“VR is seeking definition, it could be anything from email to a fully surrounding, multi-sensory environment. We are struggling with appropriate comparisons.”
cxxvii More than the obvious design of the physical and graphical interfaces, the architectural layout of the offices, desks and meeting rooms of the new Online Media (Om – the firm whose serves ascentral focus in the case study presented later) HQ was designated by the Acorn Chief Scientist. Between her ‘usual’ work in advanced chip set design for the first and second set top boxes (which pre-empted all other development work), she occupied herself in designing the layout of space and personnel. Om also laid down the organisational design and structure for the entire trial, even though as a consortium activity ‘ownership’ of the trial was often dependent on which partner one asked (for instance Cambridge Cable publicity suggested the trial as their own). Also most noticeable onvisits to the building was the succession of make-shift charts adorning the walls. cxxviii An agile company has been defined by Goldman et al. (1995) as one that is capable of operating profitably in a competitive environmentof continually, and unpredictably, changing customer opportunities.cxxix How indicative is someone’s role to how someone is?cxxx In as much as rationalism is taken to imply the notion of a priori truths. It could be claimed that the obvious "contrast" to such a stance is (by definition) empiricism.cxxxi Consider the placards and stickers upon devices on retail shop shelves. There is often an exhaustive list of features and specifications labelled on a device. A particular example is the configuration of PCs. It is widely held that the ever more impressive graphics features of computer games are largely responsible for driving the development, and a matching consumer need, for the enhanced video features of graphics cards. Adding enhanced components to a system can often highlight a more general core weaknesses in the overall system’s performance. In this example, this can lay the grounds for the need of other enhanced components, or indeed an entirely new machine.
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than the sum of its parts, and its was at this point
where much more social and cultural elements fuelled
visions and business orientations.
The sociotechnical model posited by the Tavistock
Institute has been based on the manufacturing process and
also at the lowest level of organisation (Heller, 1989).
Even tools such as QFD can be criticised as offering only
cxxxii However this is also a time when products are arriving in the high street unfinished. Whereas it has become common practise to realise beta versions of software commercially, using consumers to indicate via help-desks flaws in the software version – hardware devices are now appearing for sale which show functional discrepancies with the claims made in the sales literature. cxxxiii I take for the large part the problem proposed by Marzini (1990: p.70); and quoted in Cava and Svanfeldt, 1992: p.308) when hespeaks of the problem of existing market research to identify issuesof new products:
“A market study . . . can only photograph reality, bringing forward what is, in a way, already obvious. It cannot show the detail, the meeting point between what the general public might want (but has yet to find a wayof expressing it) and what the producers might offer (but have not yet found an expressional support for) andwhat constitutes the idea of new product.”
cxxxiv Particularly in the work of Maurice Merleau-Ponty. It would alsobe interesting to explore the connections between his rejection of the idea of the pure / private consciousness (Blackburn) and view ofthe role of society and language, Wittgenstein's anti-private language argument etc., Maturana's biological explanation of linguistic phenomena, and the recurring notion in Information Systems work (see Winograd and Flores, 1987). cxxxv It should be mentioned that these techniques also have their online correlates, and can provide powerful means by which user feedback can be automatically processed by the system to provide analysis and graphical or numerical renderings of data.cxxxvi It should be mentioned that, as in the case of the Cambridge Trial, trialing systems promote opportunities much wider than only the provision of semi-naturalistic environments for discovering participant perceptions. They offer the opportunity to test out how the technical and social components ‘fit’, and draw attention to problems of organisation, technology, and implementation.
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a token involvement of consumer-users at the very
earliest stage of development, most of the process is
based on translation of design, production and
manufacturing measures. On the basis of this such models
may come under the criticism that they are inherently
technologically orientated, or techno-centric.
Molina has explicitly privileged technology in the
constituencies model by often placing it as the central
focus of the constituency. While his critical analysis of
systems theory captured in constituencies substitutes
responsive networks for traditional hierarchies, his
theory of governance remains locked in top-down
paternalism. Technology, while not being determinist to
social impacts, maintains a primacy around which all
activity, human or non-human pinions. Such a position has
an interpretation that it itself has created and
manifested all the conditions which surround it, that it
is the 'navel' of all the other elements. This contrasts
with other models in studies of technology such as actor-
network theory (for instance Callon, et al., 1986; Law,
1992) where the emphasis is to balance consideration of
social relations of individual human actors with non-
human, non-individual entities – a more distributed view
with multiple foci of analysis and importance in a study.
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While this can contribute to a consideration of a
development process considered as a whole system, it puts
pressure on the researcher or analyst using this method
to attach proper weightings to the component elements
(cognitive, social or technical).
This can be difficult as technologies and technological
development can be very political, even usability can be
political. The travel agent battling with an online
booking system. The pensioner struggling to use an ATM.
The telephone caller lost in the voice-prompt-maze of a
computerised answering system. These people exemplify a
distinctive underclass of end-users forced to interact
with technology during their working and private lives.
What hope would customers have of pushing through
improvements in ATM user interface design? Even the
notion ‘user’ is political. The prevailing view is: Would
they even know what to ask for? End-users have little
power to influence the technology imposed on them by the
technocrats. Often managers brief engineers on what users
need. The danger is the IT skills shortage. Now, more
than ever, employers are looking to maximize the
productivity they obtain from "overpaid" IT staff.
Politically, this productivity is measured by the speed
at which new systems can be released. Anything that
threatens "productivity," such as usage-centered design,
usability testing, or system documentation, is quickly
384
cast aside. Sadly, the end-users have usually
subconsciously accepted this doctrine and often blame
themselves for difficulties with awkward user interfaces.
In this context they are often reluctant to report their
problems, particularly after a few belittling encounters
with impatient "help" desk staff.
In general, people have no choice over the technology
they use. This is decided by the ruling class, which
comprises software and hardware manufacturers,
corporations, and government agencies. Even where one
would think there might be some choice, as in the case of
a person buying software for their home computer, the
market is so strongly dominated by a handful of players
that no real choice exists. Factors such as the software
being used at work and the software previously used are
likely to supplant usability issues in the purchasing
decision.
In sociotechnical constituencies the dynamism of the
social relations is anchored very strongly to the state
of development in the technology, as if this development
was all that motivated and created inertias. He sees
that technologies are indeed social creations but argues
that "many of these social creations evolve
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characteristics which tend to remain stable for long
periods of time" (Molina, 1997). He sees that these
stabilised characteristics have "critical implications
for specific strategies of innovation and development of
technological capabilities." (p.1) This denies instances
of the dynamic relations between people and technology,
where the technology may remain stabilised in
characteristic, feature and functions, but where it is
attributed with a varying cultural importance which can
impact usage and usefulness.
While it is true that technologies do appear to maintain
certain characteristics for some time - such as in the
case of the television, where basic functionality and
make up has remained relatively stable since the
development and wide diffusion of the EMI system - it is
also interesting to note that human and cultural
conceptions of the television have gone through
considerable change and evolution. Also, the content and
technological means to production has radically changed,
as has the cultural and social perspectives that inform
programme-making and presentation.
One of the artefacts of this co-evolution or mutual-
shaping process is the notion of domestication, the way
in which artefacts integrate within the practices and
everyday life of consumer-users. This process has also
386
been suggested as a kind of 'co-consumption' -
technologies are consumed by users, and users are
consumed by technologies - in so far as technologies "get
our attention, have us react to them and to become
occupied by their abilities, functions and forms."
(Sørensen, 1993: p.157)
Fig. 8.5 The sociotechnical constituency of domesticating technology
Within this process certain uses emerge for these
technologies, certain features and functionalities are of
use. Conversely, certain uses are not available,
convenient, permitted, easily accomplished, or
affordable, and it is these instances which characterise
and accent resistance towards domestication, the
The look, feel and operation of the existing technologies inthe household
Public image of thenew technology and its function propagated through rhetoric
Individualperceptionsof the new
technology andits use
Use benefits ofthe new
technology
Wider concerns regarding technology
Science fiction etc.
Household orsocial group
collectiveperceptions
of thetechnology
Use benefits of existing technologies
The look, feel and operation of the new technology
T
Larger sociotechnical environment
New technology and
387
patterning of use (usage). These draw awareness to the
technology's capabilities and limitations. Providing the
technology's designers and producers can capture and
realise these situated and actualised instances of use
they can develop iterations on the design which may be
able to open areas of the technologies potential which
may otherwise lay dormant or a mystery to the users.
As I have endeavoured to detail in the preceding
chapters, there has been a very significant development
in the way in which the act of using television has
evolved. By placing the human being - the user, consumer,
reader, viewer, audience member, research subject etc. -
at the centre of a constituency, we can relocate research
perspectives or technical, economic, institutional and
legislative changes relative to the individual or
individual group of consumer-users.
Ways of findings out(research methods,
approaches and theory)
Who wants to know?
Why they want to know?
Stimulus (technology
and/or content)
Company,Organisation,Institution,Designer,Marketer,Advertiser,and so on . . .
Policy,Strategy,
Design Iteration,
Product Development,
Market Development,and so on . .
.
Set top box, progam/mes, remote control, user interface and so on . . .
Interview, sys-log, questionnaire, focus-groups and so on . . .
I
388
Fig. 8.6 A human centred sociotechnical constituency ("I" is for theindividual, their perceptions, apprehensions etc.)
As in sociotechnical constituencies which place
technology at the centre of the constituency, the above
model places the individual human being at the centre of
the constituency - be they user, consumer, viewer,
reader, research subject - known, constructed or
identified by any other title, category or label. This
draws attention to the way in which their image, virtual
self or 'alter existence' is socially and semiotically
constructed by different companies, organisation and
institutions or by certain individuals. Further, it is a
route by which the way in which such 'institutionalised
images' may constrict, impact and otherwise affect
research processes, and indeed policy and strategy
regarding product development and design. Such as was the
case in the Cambridge Trial.
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The 'individual' and the notion of 'society' are
constructs which have formed the substance of study by
social science. Various schools of thought have
implicitly or explicitly advocated different
epistemological and ontological positions which have
characterised and polarised the notions of the social and
individual over the last 100 or so years. These positions
have also been reflected within disciplines manifesting
as rifts between the uses of certain methods over others.
These rifts have obfuscated the value of social science
method when applied to 'real world' commercial situations
of evaluation, where matters of 'correct' methods and
their implementation are relegated under pressures for
'easy fixes', rapid development cycles and/or 'lust of
result'.
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The reasons why organisations wish to develop knowledge
of people are multifarious depended on their business and
development strategies. What they can learn is dependent
on the state of the stimulus - technology or content -
presented to them in the form of prototype or mock-up.
Prototyping has many similarities except the prototype
system is built and evaluated in order to construct a
detailed specification for the full system. It is further
dependent on the method, approach and theories involved
in the research process - themselves contingent on time,
resources and access.
Instances here include the perennial debate between
purist psychological perspective of the world, compared
with purist sociological viewpoints, and the difference
between quantitative and qualitative research approaches.
Heller sees that they were aware of the bias that may
appear in its development of the Tavistock sociotechnical
model:
"Although the [sociotechnical] model was developedby social scientists, it does not attempt topreference the social component. Human requirementscannot be maximised without damaging the potentialtechnological contribution in most cases. Usually,both have to be suboptimised in various degrees,depending on the contingencies of the situation, inorder to achieve an overall optimum." (ibid)
391
Westrum (1991: p.13) provides several alternatives
through which technologies and societies may parse;
" . . . a thing must fit its purpose . . . We canchange the society to make it more adequate to copewith the technology; we can refuse to deploytechnologies which our current social institutionscan't handle; we can try to develop newsociotechnical systems that jointly optimise technology andthe human factor; or we can simply let the system go onas it is now and suffer at some future time theconsequences of a serious mismatch between complextechnologies and the adequacy of our socialinstitutions to handle them." (ibid.; p.13)
Such a focus is at the centre of the recent
interpretative approaches to researching audiences as
well as the impact of media messages. Such approaches
have been profitably employed in usability studies of
computers and consumer durables, where the sociological
contexts of use are increasingly understood to be as
determinate to framing the use process as making product
easy to use.
" . . . just as it is important that technologiesare designed for their users, it is just asimportant to realize that users may have verydifferent reactions to them . . . Linking the skillof the user to the technology is the task of socialinstitutions." (ibid.; p.231)
More recent work at Edinburgh (Project Newspad) has
witnessed a preliminary attempt to locate CU within the
frame of the sociotechnical (Nicoll, 1995; Molina and
Nicoll, 1996; Molina, 1999). The practical benefits of
392
such a fusion opens the potential of linking appreciation
of consumer-user perceptions of a technology as a
distinct element placed against other influences to the
design process. As products become more 'smart', as
customised manufacturing approaches develop, or 'on-
demand' entertainment, information and delivery services
become the norm in the home-based consumption, consumer-
user intelligence, user-producer co-design and
organisational development must become integral if not
absolutely imperative. Araya (1995: p.237) suggests that:
"in the name of "enhancing the world" the proposals for
Ubiquitous Computing constitute an attempt at a violent
technological penetration of the everyday life." (Author's italics)
This must include facilitating, understanding and
evaluating the whole range of emerging interactive
relationships that are enabled and constrained by new forms
of feedback via technological systems. This is in stark
contrast to previous design, manufacturing and marketing
research practices, as it includes the interactive
relations not only between people and goods, people and
organisations, but people and the systems itself, and the
emerging technological and organisational environment.
For instance, selectivity and choice on behalf of the
user further shape the technological environment:
" . . . when someone buys an already built house,its design reflects the actions of the builder and
393
the house's previous owners. The longer a person hasthe house, the more its contours, colors,furnishings, and general physical condition reflectthe owners characteristics. And then there is thebasic fact that the owner chose the house in thefirst place. We could go a step further bysuggesting that the nature of the eventual home nowshaped the technology in the first place; putanother way, the technology was designed for itsintended users." (Westrum, 1991: pp.172-173)
The ultimate goal of such a project balances the natural
leanings of technology companies towards a techno-centric
view of use, usability and usefulness, with one that is
focused on the situations of consumption and use of their
products. Conversely, it creates possibilities of
indexing ecological approaches to developing consumer-
user intelligence indexed to the stages of product
development.
Such an approach keeps in mind the notion of the
sociotechnical as posited by the Tavistock Institute. It
represents a means of analysis of both the particular
socio-technical contingencies of use within the wider
universe of discrete and obvious influences arising from
the constituency in which a technology is created and
developed.
Heller argued that in order to effectively balance both
the social and technical elements of constituency in
order to produce appropriate recommendations, policy or
394
advice there had to be some elements of research: "In
nearly all cases of some complexity, it needs research to
discover the appropriate contribution of the two
components." (p.24) The suggestion for a pragmatic
application of CU and sociotechnical constituencies
suggests, like in evaluation studies, a two-way reflexive
research approach where a firm, its organisation,
practices, inertia and background are taken into account
before embarking on a process of consumer-user research.
This would give a clearer perspective on which
information, would be most beneficial, for whom and why.
It would appear then that CU as an applied consumer-userresearch approach, would benefit from being placedagainst the wider constituency of what motivates, shapesand otherwise influences product development and design.Essentially, this translates as a mapping of userresearch as a singular element into the constitution ofthe features and functionalities of a product. Looked atas a symmetrical relation we can consider the producer-consumer, designer-user, product-lifestyle relationshipthus;
Table 8.4 The elements linking production, design, andproduct with consumers, users, and their lifestyles
395
PRODUCERbranding, advertising;other products inproduct rangesimilar and relatedproducts in marketplace
well known,reputability, symbolismwhere, when, whattype and quality
CONSUMER
DESIGNERproduct features andcharacteristicsfunctionalityproduct aesthetics
usefulness to currentactivities,potential novel usenichesusability, desirability
USER
PRODUCT
functional relation topre-existinguse of similarproducts; cost relationship toconsumption of similarproducts;Symbolic attribution ofpossessing product.
how easy to access newsbetween platforms; price of news betweensay internet services,and watching TV;status through having,or being able to use,being able to show etc.
USER-LIFESTYLE
The tensions inherent in the above pivot around thecreation (or 'encoding' to use Hall's model) ofcharacteristic feature and functionalities, and theirinterpretation (or decoding) by the user-consumer. Themanifestation of this interpretative or decoding processis the use process, which I will suggest is a centralmechanism to Silverstone's notion of the domestication oftechnologies.
I would further suggest that the use process lies betweenthe two distinct constituencies of the contingencies ofdesign and production (as well as distribution) and thecontingencies of use- the technology-centred constituencyand the human centred constituency. Consumer-userresearch as traditionally practised falls between theseconstituencies and is intended to provide the company andits personnel with useful perspectives of the user-consumer. User-consumers on the other hand exist in a
396
world which consists of many activities, pursuits, andinterests outside of use and consumption of particulartechnologies. Worlds which comprise also of many othertechnologies, which may be competing for attention, andwhich have elicited their own impact on the use processof any other technologies entering into the arena oflifestyle and the living space (see overleaf).
Between these two constituencies, which are constantlyevolving (although quite clearly with different dynamics)there exists a tension best envisaged by the needs andrequirements (or the capacity for needs and requirements)for improved features and functionalities upon what theyalready have, do, want and use. While some of these needsand requirements may be tangible (i.e. faster, smaller,more power etc.) some may be difficult to identifylacking a common currency in description (such as peoplesinterest in ever increasingly more convincing cinematicspecial effects). The dynamic qualities of the modeldictate that no phenomena or product is totally'discontinuous' or 'radical' - it possesses some analogueif not in mode of production, at least in mode of use,which dictates it continuation from already existingartefacts, objects or services. The importance of themodel lies in its recontextualisation of the product,(its development and subsequent abilities to be
397
Visions fortechnology
Projections ofmarket/use/users/
consumers
Expertise developed through adapting STB and experiences using it
Socio-culturalexigencies and motivations
to develop product
T
Designer/Producer/Socio-cultural
exigencies and motivationsto consume and use product
Individualdispositions:Attitudes,emotional
Everyday activities,practices and lifestyles
Technologiesalready used
and‘domesticated’
H
Individual Situated Use
TraditionalRealm
of designer-userresearch (i.e.usability),and producer-
consumer
Usage
Usefulness Usability
Use
U
Use process as an act ofinterpreting technology
Design iteration,Projection for functional developmentProjection for marketing development
Meaning -makingof technologyvia advertising
Meaning-makingof technology
via useMeaning-makingof technology
Fig 8.8 The use process as arbitrator of communication between designer and user,producer and consumer, product and lifestyle. Usability recontextualised as a
naturalised part of the use process, rather than as an index of how assessable and
399
When a radical idea (compared with existing practice or
modes of use) for a new media technology emerges at the
concept level, it is open to misinterpretation or
misrepresentation as it flows through the conduit of PR,
journalistic reporting and word of mouth. As suggested
earlier, it maintains its 'interpretative flexibility' both
as a technology and a technological potential. It is on this
level that certain views can be developed, views which skew
opinion one way or another, towards utopian or dystopian
perspectives or the innovation, predictions of determinism
and voluntarism regarding its use and impact, its benefits
and its social effects. These, without doubt shape peoples'
attributions of a technology, product or service.
Product concept testing has a poor record in predicting
eventual market successes. Perhaps this is simply because
that it is on the conceptual level - most privy to
interpretative flexibility - that it is most easy to promote
a scenario which visualises the accommodation of a product
into everyday life. 'Doing so' would appear considerably
harder to enact, or even it were to be contrived – as it was
in the Cambridge Trial – it would negate the kinds of
pressures and anomalies that plague or advance the
domestication of 'successful' products. Alternatively, it
could be the poor representation of the contrived
400
relationships, as well as alien environment, between market
researchers, the product and the 'representative' sample of
anticipated consumer-users.
A trial such as the Cambridge Trial, offers more than simply
a unsupported concept. It offers a concrete range of
phenomenon - technological hardware (STB and remote
control), a range of content and service options, and
accompanying discourse including recruitment paraphernalia,
questionnaires, invitations to Om's headquarters for 'user
evenings' and so forth. All these phenomenon, as well as the
fact people were actually living with the technology
provides a real opportunity to track how they make sense of
the technology, as well as how they relate it their
lifestyles, and the other technologies they use day-to-day.
It is also an opportunity to explore how the technology
prompts them to consider its actual performance and use, and
what it could be through additions or alterations to its
current state of development.
The trialists
The user research was conducted in collaboration with
participants on the Cambridge Trial. As was indicated in the
previous chapter a series of interviews were conducted on
user-participants on the CT between the 23rd and 24th of July
401
1996. The 11 (of an intended sample of 12) households were
selected from the 66 participants in the trial.
Marcus Penny – the content and services manager - viewed
that within the relations of user to marketer there lay an
issue - that of bringing the user's interests into this in
an appropriate way. In particular the issue that Penny faced
was financing some consideration of the user's interests at
all. Everything that he did had to financed and justified in
some way. At that moment he was financing and justifying it
on the basis of service providers and Om, learning from the
process of the trial and the lessons that this taught in
terms of how to build businesses in the future. What value
was there to service providers in consumer's interests? Who
were the institution or firm who would pay for this?
One could imagine that a public sector institution such as
the ICT or some of the consumer watchdogs could become
interested. On the other hand perhaps a professional
organisation would be better placed to conduct independent
research. Penny felt that this is a generic problem with all
products and all services in that the users in the end don't
finance it, hence at the creation stage you've got to deal
with the people who are financing it who are the ones who
are actually interested and engaged in it at this point.
There the people putting their time and effort and
402
investment in on the basis that they produce services to
users. Out of that there is a motivation for them to get a
real understanding of what the users actually want. Penny
thought this is something that you could sell to them if
they understood what users really want they will do better
in the provision of services.
This seems to be one shortcoming of group decision making
processes that is classic - some processes apparently give
rise to spontaneously good products as was the case of the
original demo STB. A worst case scenario is also possible
however where you have got a bad product which fails to
satisfy both the collective needs and individual needs of
the group. This may be true, as in the user/marketing
working group case where the product is a research approach,
the difference is this product is knowledge and not a purely
technical system which either works or not.
The notion of 'users' and 'consumers' were an inextricable
part of the transactions that took place between the
original project team and senior managers and funders. The
former being convinced that there were indeed latent mass
demands for interactive services, while the latter felt that
only a trial could illustrate fully the technical potentials
and credibility of the technology and concepts. Users
featured strongly again when they became collateral in the
403
transactions which took place between Om (and those
responsible within Om for the trial) and potential PSPs.
Bounded with the notion of developing and learning core
competencies needed for providing interactive content and
services, PSPs invested in order to learn of the
organisational problems involved with trials and also to
learn of what 'average' consumers would make of the system:
"The presence of NOP (National Opinion Polls) on theTrial has facilitated the gathering of detailed userfeedback. The initial data showing usage of services byTrial participants, along with their reactions to theirexperiences constitutes a goldmine of information forother companies wishing either to participate in otheri-Tv Trials or to provide content or services . . .Indeed as such it allows the consortium to evaluate therevenue potential of such services for roll out in awider context and even for eventual commercialdeployment on a regional or national level."
Om promotional literature
Identified as a crucial part of the learning process of the
trial, was for firms to understand and gauge the impact of
their individual presence on the system. As such the
'public' stage users (as opposed to the designer-users) were
to a degree 'commodified', as user access and research was
added as part of the value enticing companies to join the
service nursery in the first place. Access to such
information was unfortunately mediated by a dysfunctional
group which was perhaps indicative of some of the deeper
problems of information flows, management and governance
404
involved with the trial as a whole. Clearly, there was not
enough effort (or probably resources) in building the
sociotechnical constituency of the trial.
On the subject of user research, and in particular, the
issue of on-line questionnaires etc. Om's Marcus Penny was
adamant that there was a tension between explicit and covert
ways of realising what people are doing. His preference was
for inference from what they do, or actually use, rather
than asking them questions directly. He was of the opinion
that it is more liable to lead to real answers and its
something which we can do for the first time due to the
nature of the system. The sys-log data produced by the
system would reap data which would show when the STB was
activated by which household, which service/programme was
watched, and what the interaction style was. The detailed
data of how they do respond to choices presented on the
screen. This was an integral part of how Om elicited NOP's
interest in the system.
Penny claimed that Om will be working with them to make the
correct inferences from the sys-log data and then
increasingly to tune the choices that they would present,
working in an iterative fashion till the right inference is
made. Om would also provide questionnaires on screen for
people to do, but Penny felt that there is stages beyond
405
that which they wanted to get to. This stage is
characterised by not providing questions, but rather
providing experiences or experiential choices - vignettes -
and then monitoring there reactions. He viewed that there
was a 'whole new approach', an entire new way of market
research, which surpasses problems of interpretation
inherent with questionnaire use.
However, it is clear, as illustrated by trial participant's
experiences of living with the system, that user-centred
research/design, and particularly 'inferring' from sys-log,
is made more problematic when you do not have a fully
operating system with all its branches and avenues open.
User's functional and exploratory aspirations are confined,
and can only reap understanding of how they coped (or did
not cope) with this confinement. However, even with the
limitation of the system Penny viewed as an opportunity to
get users involved with the design of content and services
at an early opportunity.
Approach to users
The objective of the qualitative user research was to
understand the trial participant's understanding of the
technology. To begin with, this to uncover something of the
way in which participants came to learn of the trial and the
406
technology. This can affect 'first impressions' of the
technology, in terms of its usefulness and motivations to
use, as well as their individual approaches to solving
usability problems. It is not difficult to imagine a
scenario where a highly enthusiastic installation engineer
may help to carry impressions of the system as a panacea to
a number of common complaints concerning the existing
broadcast media.
Likewise, an engineer may be evasive in answering specific
questions regarding issues such as when content material
will change, when certain services will become available and
so on. Any communication between the companies involved with
the trial and the user-consumers will influence perceptions,
beyond that of people interacting with the technology,
content and services directly. Penny remained 'very aware'
of this issue: 'you can't do objective research because
every contact which you have with the users has an effect on
them'. However, in the spirit of evaluation research, the
main issue that could be drawn from a useful research
project would be to 'make some assessment of what direction
and what magnitude that effect is likely to be'.
Penny felt that 'certainly NOP should be aware of these
sorts of issues'. It was considered that they were there to
'hold the ring and mediate all these sort of questions from
407
the individual organisations and as far as the individual
organisations are concerned in their motivations the users
are just a means to an end to answer their questions. Above
and beyond NOP's involvement of managing and mediating the
orientation of the user research, they were involved in the
CT to learn about the new possibilities existing for market
research using i-Tv.
Simon (1969/1996) draws attention to the question of how a
simulation can generate regarding new knowledge. Simulation
is used to achieving and predicting the behaviour of
systems. To a large extent, and as was suggested in the
previous chapters which have dealt more with the social
process which led to the construction of the user research,
the users were viewed almost as intelligent parts of the
system. They were viewed as data generators, from which
inferences were to be made regarding tweaking the system,
its look, its offerings, its functionality and so on. The
trial content was only ever a demonstration. It had many
promised features which never materialised and this was the
single most represented piece of feedback consistent across
all interviewees. Simon relates two assertions about
computers and simulation:
1. A simulation is no better than the assertions
built into it.
408
2. 2. A computer can do only what it is programmed to
do.
Applied to the Cambridge trail this may be taken to infer
that the point of view of Om, and even the companies
involved in the trial, viewed that since the trial was only
a simulation - a demo - that no useful information could be
drawn from research. The user research has offered a glimpse
into the non-rational, very individualistic lifestyles which
are recognised within consumer research, and only now being
recognised by those who have for some time developed
technology which is to be situated within domestic locations
and real lifestyles.
Marcus Penny viewed that i-Tv opened the potential for
instant feedback from users. They would provide a marketing
or product/service development department with the
opportunity to test ideas out on user-consumers, and the
feedback would dictate the adoption of the new product,
service or process:
". . . most businesses are producer businessessomebody sits there in a room cerebrating creatingsomething and there is a very, very long chain down topushing it out, and the feedback back from users backto here is very, very imperfect . . . an individualprogramme producer can create something test it out andget some instant feedback . . . what will that do forthe nature of television?"
409
In a system which is highly dynamic, constantly reactive,
and ever changing it could be said that there would be
little opportunity for things to remain stable enough to
make inferences or formulate and ask relevant questions.
Penny viewed that this was symptomatic on much wider
cultural change - "we're coming to be in a reflexive
world . . . what happens is that you run the reflexivity and
I think it gets to the point of stability emerges its a
question of managing through to that."
A picture emerges of the innovation of i-Tv not being driven
by simply engineering vision alone. Penny stresses the
definite need for feedback, a symbiosis of developing
services and content with inputs derived from the user-
consumer's tastes, interaction styles and choices. He viewed
that one of most important elements of reorientation to this
new way of doing business and producing media is that you
will simply not survive unless you take intimate account of
the feedback and you run your business ultimately on the
basis of interaction and feedback.
Such a view bears relation with social shaping theories of
innovation, opposed to simplistic models of linear
innovation, but rather recognising and bringing to the fore
feedback loops happening at all stages of the innovation-
diffusion continuum. Returning to the theme of order rising
410
from chaos, he viewed that standards formation arises from
such crises, 'if you believe in the approach natural
standards emerge out of a dynamic process and are stable
because the system keeps them in place'. He sees that
crucial to the role of the 'new manger' (one which is in
keeping with the new style of organisation) will manage
processes of crises and chaos:
"its something which you cannot plan and direct in theway that your used to it in a mechanical view of theworld nevertheless there are structures and if youunderstand the behaviour particularly in the movingfrom stability to another . . . you can encourage thatprocess . . . if you understand what lies behind thatstability you can encourage or interact with it . . .but you've actually got to observe quite closely what'shappening."
However, much like the vision for the self-governing service
nursery, it seems that this view remained somewhat utopian
in its faith in the system as it stood, and in the users to
act as 'intelligent' parts of functions of the system. It is
clear that from the above sample of users that there was
plenitude in terms of people's reactions and attitudes
towards the system. Many of these would stand to confound
observations and subsequent inferences. This must also n
considered against the fact of minimal use of the system.
There were several themes recurrent throughout the case
studies. Broadly these can be broken down thus:
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Lack of content drove inactivity with the system
Regardless of problems with content most people stillsaw value in such a service providing there wereprogrammes which would appeal
Most people saw advertising as inevitable, howeverinteractive advertisements were difficult for them tograsp or imagine. As a concepts they seemed to appeal,providing they did not interfere with the programme.
i-Tv would not impact on what they viewed, rather itwould enable them more flexibility in their lifestyle
It was quite obvious the family homes different fromeach other in terms of uses for television, and thatthese homes differed from their extra-televisionactivities, in ways which would be relevant for theconsumption and use of particular services (i.e. someservices simply did not 'exist' for certainhouseholds).
It was quite clear that interactive radio was of littleinterest to interviewees.
Erlandson et al (1993) point out that in naturalistic research
analysis is continuous, that the "analysis of data interacts
with the collection of data" (p.130). This suggests the
flexibility inherent in this approach. Subsequent interviews
are shaped by what has been learned from previous
encounters; interviews in process may change with respect to
what is being offered by the co-researcher. New
opportunities for data collection are sized upon as they
occur and are considered relevant. Such an organic approach
412
maximises the research process within real world and often
chaotic circumstances. Research and analysis are never fully
complete, there is always something, some angle that was not
fully exploited or explored. This was the case in the user
research of the Cambridge Trial. The research process was in
the end compromised from its full potential. The reasons for
this compromise maybe summarised thus:
1. The employment of a semi-structured interview schedule.While this permitted some degree of standardisation ofthe results, it also challenged the notion of naturaltrajectories within the interview process. As such theywere guided to irrelevant questions (such as asking aboutthere impressions of advertisements which were not on thesystem), and generally swept along with the pace of thequestions as laid down by the schedule. There was someevidence of answers being 'invented' or 'forced' forquestions.
2. There was a definite lack of consistency between theinterview styles of interviewers. This resulted in someinterviewee answers being closed down on points theyperhaps wished to emphasise, possibly due to theinterviewer's notion of what was relevant or non-relevantto the discussion. Different interviewers have differentways in which they communicate with people in intimateplaces such as their homes. It is quite easy to imaginethat some researchers have particular talents for makinginterviews feel relaxed and open, free to present their'genuine' impressions on phenomena, whereas others mayunconscious act to inhibit the free flow of thoughts andfeelings regarding subjects. This is a difficult problemwhich must impact to a greater or lesser extent much ofhuman subject research, and is itself an artefact ofinsurmountable individual differences and experience.
413
3. Logistical difficulties plagued this project due to theinclusion of a third-party firm for arranging interviews.As noted I experienced difficulties (fatal in oneinstance) with my interviews, and it was only down toluck and the flexibility of myself and the intervieweesto reschedule and fit in the interviews on spec. It isnot unreasonable to imagine myself flying down toCambridge on that day, only to return with no interviewswhatsoever. The use of such interviewee recruitmentagencies seemed common practice to NOP, who obviously usethis company on a regular basis.
4. Semi-structure interviews presume something of thecommunicative abilities of the interviewees. Those whoare more 'vocal' and can articulate in a much more richerway than others may tend to dominate at the level ofanalysis, particularly when this is done at the casuallevel. What was indicated from NOP was that theinterviews would not be subjected to transcript, and thatfor their purposes it was only necessary to lift outsentences taken from listening to the recordings. Such amethod may leave itself open to reporting on the feedbackfrom certain interviewees over the subtler, butnevertheless relative, feedback of less articulate oroutspoken interviewees. Such a problem is of courseframed within the larger, more pervasive difficulties ofthe interview process as a social science researchimplement, but attention to questions of intervieweearticulation should perhaps be made to frame each of theinterviewees' responses. This could be derived fromrealising the benefits of a more discourse rather thansimply content orientation at the analysis stage.
Chapter discussion
Yin (1989: p.23) suggests that case study research is an
empirical inquiry that investigates a contemporary
414
phenomenon within its real-life context; when boundaries
between phenomenon and context are not clearly defined; and
in which multiple sources of evidence are used. " . . . .
case studies are the preferred strategies when 'how' or
'why' questions are being posed, when the investigator has
little control over events, . . ." There is little in the
literature which addresses conducting research within
contemporary consortium environments. While, as an
organisational structure, they are hailed as an example of
how the 'new economy' is effecting business, they offer a
particularly rich example of how organisational and
political manoeuvring can frustrate particular objectives,
in the case outlined in this study, this was the design and
implementation of consumer-user research.cxxxviii The case also
showed how a group consisting of large companies from quite
different industry sectors, encountered and attempted to
cope with a radically new area of operations- the
production, distribution and understanding of digital networks
as an alternative channel for their products and services.
There is also an impoverished literature to date which is
directly devoted to understanding the potentials of digital
networks in domestic locations, compared to the vast
literature on computing and communication in the workplace.
cxxxviii This was the explicit aim of the PSPs, who after were solely interested in the business potential of the systems.
415
The Cambridge trial and its technology most definitely
represented a vanguard opportunity to come to grips with the
kinds of questions that the new era in domestic media could
suggest. This brought to bear an interest in the contexts of
interaction, the main distinguishing functional component of
interactive over existing forms of television. And in
particular the production and design of interactivity, its
facilitation and its reception.
In a purely technical sense, there was little difference
between Acorn's STB technology and their network computer
(NC), produced under the tutelage of Oracle Corporation's
CEO Larry Elison.cxxxix In fact in many respects there is
little essential difference between either of these products
and their immediate antecedent - the Acorn RISC PC.
Essentially what distinguishes the RISC PC from the STB and
NC, was similar to that which distinguishes a games
enthusiasts PC and a standard office PC - sound cards,
graphics cards, RAM etc. Also, the shape, the design and the
colour of the box was different. These were each simply
different boxes containing different configurations of Acorn
hardware, ARM chips and input/output (I/O) cards. The
question arises – were Om selling 'interactive television'
or were they selling ARM chips? The case has suggested that
it was in fact both, but with an emphasis upon the latter.
For the large part notions of 'user-research',
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'interactivity' even 'interactive television' and 'lifestyle
technology' mattered little to them. These concepts were
merely the means to an end of developing and selling chips
(and related technology of sister companies such as ATML and
SJ Research).
However, there were major differences between each of these
boxes in the minds of those who were most intimately
familiar with the technology, and were required to
characterise it and get it working. The designers and
developers had a job which was to create a vehicle which
would match particular visions of the interactive user and
audience. Each 'box' - PC, STB or NC - represented a
different system concept of delivering on-line information
to the home. Perhaps at the opposite end each box were very
different in marketing terms, as each system represented a
new promise of the elusive advanced media mass market, the
perceived market in which the firm imagined people desiring,
acquiring and using their product.
Technological change or innovation today often occurs as
projects such as the Cambridge Trial - events happening
within the other flows of normal business that companies
conduct. Many of these projects are complex in
organisational character involving various actors from many
different organisations. Some projects may 'spin-out'
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becoming separate firms or as operating divisions. Some, as
was the case here, derived from opportunity. But even so,
there are still observable trends in the general market, as
well as indications of the state-of-the-art of what
technologies and services can presently offer. The wiser
firms keep abreast of these, and link properly the chances
to parse evolving consumer needs with emerging technological
potentials in ever-reflexive loops of innovation activity:
"The different technological trajectories and theirtechnological opportunities do not coexist unrelatedly,but are connected by several influences, devices andfeedbacks. Therefore, a single technology cannot beexplained in isolation but should be understood in abroader framework. Improvement in one technology cancreate totally different applications in othertechnologies or even new technological opportunities.Accordingly, nearly exhausted trajectories can beinfluenced by other innovations and technology fieldswhich open up new opportunities." (Pyka, 1997: p.208)
Perhaps it is here that the symmetry between 'cultures of
use' and 'cultures of production' are lost or confused. What
appears in the marketplace to create the gestalt of
available products is hardly an infinite range. Even where
there is express demand for functionality, as there was on
the Cambridge Trial, forces that lie completely on the
supply side of the equation hindered these customers not
only what they anticipated, but indeed what they were
promised.
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Within the Cambridge Trial creating the 'mortar' which would
join the components together and get them working as an
effective whole, was only one part of a more complex whole
of learning, developing and understanding. For instance much
of the content (comprising largely of the games and
educational software), and the video footage were drawn from
Acorn's education division and Anglia Television
respectively. Development work was needed on both of these
elements such as 'porting' the software to the system –
making it work on the new platform and with the remote
control rather than a PC keyboard. The video footage also
required editing and digitalisation. The largest piece of
'mortar' work was the interface development.
The interface is the site where not only do all the
functional aspects of the system's purpose must converge in
relevant, purposeful and useful ways, but must also
interface with the user in a representational and meaningful
way. It can be compared with the learning of a new language
- such as interpreting Morse code on the telegraph - the
operation and use of the telephone was comparatively easy.
It presented an ease of use and quality of communication in
such an acceptable ratio that it became of utility -'useful'
- and, as a result, acquired habits, situations and
conditions of use developed through its integration into the
everyday life and affairs of people (de Sola Pool, 1977).
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But this is often a task of not only engineering but also of
aesthetics, and of social learning and cognitive sensitivity
and understanding. In addition to the interface, there were
further content elements which had to be developed as
further partners joined the content and services group – the
principal services providers PSPs. These included catalogue-
style screens depicting goods, interactive advertisements
and the online surveys and questionnaires.
This was an arena that presented real challenge to academic
research. Most predominately in terms of attaining access
and trust. Companies, like individuals, are not pleased to
open their souls at a time when they feel threatened or not
entirely in control. From my own perspective the most
difficult obstacle was the constantly shifting 'first point
of contact'. Was this with Om, the trial staff or the
working group on user-research? This led to a kind of
'navigation' within the social structure of the trial, as it
unfolded as a social process. Not only that the trial also
unfolded as a technical process, the system, interfaces and
technology changed over time. It did not remain constant.
This was a complex sociotechnical phenomenon, with multiple
constituencies that waxed and waned over the course of the
project. On a personal level, there were times when I was
empowered and other times when I was powerless to influence
my involvement in the trial.
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On many occasions, I found myself having to reiterate my
purpose and relationship to new members of the service
nursery (often by proposal, or extended introduction). Each
time this was interpreted differently, depending upon the
new member's commercial orientation with respect to their
core business, or their interest in the trial. During this
time I was returning to Edinburgh, where I was developing
the theoretical aspects of the work. This was subject to
constant revision, responding to issues of a social or
technical nature as they arose. For instance, the Acorn
consultants desire to implement QFD, or the shift in the
user-research group's interest towards interpretation of
their content material. This drove me to explore the
considerable literature that addresses these areas, and
shaped the evolving ideas of CU (and particularly the
promise of user-research in constituency-building).
Beyond the visits to Om documented earlier, I engaged
frequently in casual conversations with those working on
different aspects of the project which also directed me
towards specific areas of study. For instance, a member of
the Om marketing team was interested in how the 'video
violence' debate influenced perceptions of i-Tv.
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The members of the working group often had multiple roles,
tasks and projects they were working on within their firms.
They came to the group not only with general directives
agreed upon with their respective firms and upline managers,
but indeed individual perceptions of the technology and the
trial based upon their own existing knowledge, expertise and
viewpoints. They also brought to the meetings something of
their company culture, and again, their own individual
interpretation of it. This shaped impressions of what was,
and was not, valuable in the user-research project. It also
dictated what could be expected from the trialists. For
instance, the BBC came from a culture where their public was
termed viewers. Nat West and Tesco on the other hand had
customers, NOP had subjects and samples, Om had users - each
viewed members of the 'public' often in quite different
ways. This manifested in different values and feelings in
how to approach and deal with trialists.
This knowledge also had to fit in with other preoccupations
which members had at the time. Unlike Om and myself, they
were not dedicated to a full time focus on the trial. This
impacted levels of commitment and motivation, which varied
within the group. This also influenced its functioning. What
was taken from the meetings fed back into quite different
company structures, and so most likely came to 'mean' quite
different things with respect to developing perspectives of
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the trial in general, or how to iterate and innovate their
particular service offering. Proposals I made, often
manifested later, sometimes 're-engineered' by others (such
as the NOP background questionnaire being close to my own
'media and leisure activities questionnaire' and BMP's
qualitative 'check list' being similar to my earlier
proposals I had passed to them).
There were clearly issues regarding research methodology
that were raised during the various dialogues regarding
implementation. NOP qualitative were quite keen to tape
interviews, but not transcript them. They favoured 'lifting'
out comments that seemed to reflect the aims of the project.
Whereas in academia there may be some pre-occupation with
method and rigour, as research is often tested on its
methods as much as its results, this may be swayed in
private sector social research for the purposes of result
and affect. An academic researcher proposing exacting
methods can appear in such dynamic innovation environments
as too slow, pedantic, resource and time consuming. In
industrial settings lust of result demands quick fixes often
at the expense of rigour.
Also, there was a privileging of quantitative over
qualitative information. I discussed this bias with respect
to scientific investigation. The reasons for why
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quantitative investigation was favoured here include the
research routines of NOP, and the seduction of automatic
production of use data by system-logging. The promise of
'automatic' understanding of use and usage is extremely
attractive.cxl Marcus Penny viewed that i-Tv opened the
potential for instant feedback from users. They would
provide a marketing or product/service development
department with the opportunity to test ideas out on user-
consumers, and the feedback would dictate the adoption of
the new product, service or process:
". . . most businesses are producer businessessomebody sits there in a room celebrating creatingsomething and there is a very, very long chain down topushing it out, and the feedback back from users backto here is very, very imperfect . . . an individualprogramme producer can create something test it out andget some instant feedback . . . what will that do forthe nature of television?"
But in a system, constituency, or network which is highly
dynamic, constantly reactive, and ever changing I contend
that there would be little opportunity for things to remain
stable enough to make proper inferences or have the time and
space to formulate and ask relevant questions. But the
services manager viewed that this was symptomatic on much
cxl A primary business rationale behind the QUBE trial was to use interactive cable for audience research. It allowed cable operators to monitor what channel people were watching at the time. (Davidge, 1987) Such ‘automatic’ registering of behaviours lie at the core of ‘post-fordist’ methods of understanding consumer behaviour.
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wider cultural change - "we're coming to be in a reflexive
world . . . what happens is that you run the reflexivity and
I think it gets to the point of stability emerges its a
question of managing through to that."
Marcus Penny stressed the definite need for feedback, a
symbiosis of developing services and content with inputs
derived from the user-consumer's tastes, interaction styles
and choices. He considered one of most important elements of
reorientation to this new way of doing business and
producing media is that you will simply not survive unless
you take intimate account of the feedback. Business must
ultimately run on the basis of interaction and feedback.
However, Penny saw the notion of interaction and feedback in
much more global terms with respect to the Cambridge Trial
and i-Tv. He viewed such an approach as developing an entire
generation beyond this. Digital media permits entire
business processes to become interactive – manufacturing to
retailing and customer-care; "given that the whole process
is interactive . . . we're actually building in
quality . . . its an inherent process . . . and you don't
need to bring it in from outside as a separate process." It
is the application of re-engineering to a system that is
inherently un-reengineerable. It is inherently non-linear.
Such a view bears relation with the non-linear theories of
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innovation, and R&D (such as when Fleck, 1988; speaks of
innofusion – innovation through diffusion).
Opposed to simplistic models of linear innovation, this non-
linear views recognises and draw attentions to the way in
which feedback loops can occur at all stages of the
innovation-diffusion continuum. Returning to the theme of
order rising from chaos, The Services Manager viewed that
standards formation arises from such crises, 'if you believe
in the approach natural standards emerge out of a dynamic
process and are stable because the system keeps them in
place'. He sees that crucial to the role of the 'new
manager' (one which is in keeping with the new style of
organisation) will manage processes of crises and chaos:
" . . . its something which you cannot plan and directin the way that your used to it in a mechanical view ofthe world nevertheless there are structures and if youunderstand the behaviour particularly in the movingfrom stability to another . . . you can encourage thatprocess . . . if you understand what lies behind thatstability you can encourage or interact with it . . .but you've actually got to observe quite closely what'shappening."
However, much like the vision for the self-governing service
nursery, it seems that this view remained somewhat utopian
in its faith in the system as it stood, and in the users to
act as 'intelligent' parts of functions of the system. It is
clear that from the above sample of users that there was
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considerable variation in trialist's reactions and attitudes
towards the system. Many of these would stand to confound
inferences beyond the fact that there was little use of the
system due to lack of content.
Such research should also be contingent on identifying
exactly what the knowledge objectives of each company are,
rather than trying to muddle through with a jointly arrived
at compromise which suits neither the collective nor
individual interests and needs of the group. This appeared
the case here. Whether this was down to purely poor
management and co-ordination, or lack of communication flow,
or simply due to some companies not having an exact idea of
what they wished to derive from the research. I would argue
that it was also due to the social aspects of the trial
being much less tangible as a discursive practice than
discussion of technology. A working technical system did
exist in the Cambridge Trial, however there was no real
product emerging from the user research, and little product
emerging in terms of satisfactory content.
It is obvious that there was some conflict between myself
and the self-appointed chairman and co-ordinator of the
group - Seth Paladopicous. This may have stemmed from an
over ambitious initial presentation at a time when the group
was only finding their feet within this new venture. It may
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also have stemmed from NOP's obvious wish to be considered
'the' experts in social and market research whilst perhaps
realising their own lack of expertise in coping with the
particular characteristics of interactive media. Their
expertise was in mass media (and most significantly large-
scale political polling). In addition, Paladopicous had
explicitly raised the point that I was a 'freeloader' in
that I did not represent an organisation which had
contributed some £50,000 pounds in order to 'learn' from the
trial. I was merely offering my services free of charge, and
was interested and willing to invest my time and the
resources of the ESRC (in funding my travel and
accommodation while doing field research) in order to
interview trial participants for my own, and the group's
benefit. This certainly compromised my position. In the end,
however, all data - qualitative and quantitative were
offered to me for analysis, regardless of my exclusion from
the group.
The Om case outlined in the previous two chapters
illustrates something of the dilemma which is encountered
when trying to elucidate whether an innovation is
technology-push or market-pull. While few commentators would
argue that they exist in a pure form, the Om case suggests
the realties of innovation - that serendipity, chance and
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opportunity plays a large part in such processes. Who the
end-consumer-users are remains non-distinct.
"The market demand may come from private firms, fromgovernment, or from domestic consumers, but in itsabsence, however good the flow of inventions, theycannot be converted into innovations . . . Somescientists have stressed very strongly the element oforiginal research and invention and have tended toneglect or belittle the market" (Freeman, 1982: p.109)
Returning to Woolgar's (1991) 'technology as text' book,
this concept applies equally to those who become involved
with the processes of design and production, as much as
those who finally use and consume such products in domestic
spaces. It is comprised of all those who are involved in its
propagation, production, and use. Arguably, however, the
working group on user research seemed very distant within
from the practice of technology development.
Predominant in the Cambridge Trial were the technology
partners and the PSPs. They were users of the system, and
they applied their own particular interpretation of what it
would and could do for their businesses. Which as already
maintained entailed different levels of motivation and
commitment to make it work. This is perhaps where Marcus
Penny's "common interest that it [the service nursery]
should exist" indicates a certain presumption in that
everyone would magically bond through shared visions of the
system and service future. However, one aspect of the trial
429
which was shared mutually was an interest in how the public,
the ultimate target market for the product, would react. The
PSPs for instance had no real interest in the technology,
they wished to evaluate the content and service potentials
of the system.
The purposes of these trials have included technology
testing, market positioning and application and content
development. However, it is also worth mentioning that
trials have been more often announced than run, and more
often run than rigorously evaluated. No trials have been run
to perfect consumer-user analysis. Nor have they been run to
develop research approaches towards interactive media. They
have been run to test new business potentials. However, the
promise of user feedback is crucial in the negotiations
enrolling support both within the firm and from potential
partners (Nicoll, 1999). A working 'image' of the
technology, and of the users is the rhetorical tools that
guide development. Both were 'texts' and purely elements
within the discourse of these meetings.
Lessons for firms
Several key points may be summarised from this study:
Trials have distinctive social and technical elements.And these are distinctive within their own categories –i.e. use of one technology may vary from that of anotherin subtle and obvious ways. There is a real danger in
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melding human and non-human actors in analysis. It blurstheir unique properties, which may be useful for academicanalysis, but may compound an already endemic industryview which has it that users are already only anintelligent part of the technical system. This is whetherthey are planned, anticipated, scenic, or actual andreal. They are basically viewed as elements whichrespond, or will respond, and that provide, or willprovide data useful to consolidate business plans andgoals.
Retrospection, while an essential starting point, shouldinclude a direct appraisal of the usefulness of thetechnology. If designers' can use the technology andservices with their families and friends, withoutresponding emotionally to any criticism they may level,then they are half-way to creating a good product.Warning signs are when staff do not want to live withtheir own product.
Informal meetings with users, consumers and trialists canprovide valuable data, as can more formal or technicalmeans of research, such as usability, onlinequestionnaires etc.
Working with consumer-users or trialists, as well aspartners in product and service development can operateto everyone's benefit. Getting people involved, even ifone has to play the 'education card' – i.e. wiring up thelocal schools the favourite strategy of computer firms -can breed new uses.
Appoint a member of staff to articulate and co-ordinateknowledge flows, both internally, externally withpartners and with consumer-users and trialists. Beecological with communication, reduce noise, and makesure that the right people get the right information.Such a person should act as an exchange of knowledge and
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work towards developing the kind of trust that isintegral to such a role.
Understand and consolidate organisational structures (andknowledge flows) through feeding back structures to thoseinvolved, and eliciting them to comment (again ecologicalcommunication rules should apply). There should be activeeffort to minimise presumption but to accent, creativityand different views.
Staff, and partners are valuable assets but so areconsumer-users and trialists. It is not bad to considerblurring the distinction between social actors, and tobring 'common sense' to heed in highly innovativeprojects. Everyone in such a network or constituency canhelp ground ideas into worthwhile, useful services, whichprovide good experiences in use, and encourage frequentand long lasting usage.
According to this study the most important conclusions thatcan be drawn in relation to organisational innovation are:
1) To view innovation in a broad perspective as aprocess of structural and mental “knowledge flows”: atthe structural level it refers to information flows,procedures and decision making; at the cognitive levelit refers to what people think, perceive, feel, andsense.2) To create a culture of openness and establish aclimate wherein dialogue is stimulated, and thus theability to transcend the gap between structure andcognition.3) To accept chaos as a transition phase important forcreativity and collaboration.4) To allow for diversity and variety, since theyfoster creativity and form the breeding ground forpeople to open up and share their ideas.
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Further work, issues, and ideas
Hunt (1994) argued that although we know a lot about how
companies compete in the market place we know little about
how they collaborate. In this study I have only scratched
only the surface of what is perceived to be an area of
outstanding importance for the further development of new
media organisation in the future. The Cambridge Trial, its
managers, designers and participants offered a rich
environment for exploring the multiple dimensions and
reality building in the process of design and management of
a new media system. Further, it provided an opportunity to
consider experiential approaches in the technological and
marketing evaluation of what may be considered a radical or
discontinuous innovation - from an organisational
perspective as well as the perspective of use. The full
nature of the domestication process with respect to the case
of the trial nevertheless remained elusive. Any 'symmetrical
model' of design/use, producer/consumer was in effect
unrealised in this case. Certainly, there were most
definitely concepts of domestication anticipated in the
design of the system. However, there was little to evidence
Silverstone and Haddon's (1996: p.46) notion of "design
completed in domestication." This can only happen when
technologies are successful, when they fulfil designer-
producer and consumer-user expectations. The system, and in
particular the content aspects of the system, never matured
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or was never developed to the extent necessary to constitute
the naturalised use process of domestication. Instead, it
remained an artefact, an anomaly within the house,
transparent not in use, but though lack of use, usage and
usefulness. Lack of content options led to lack of
participation, and therefore the technology can be
considered only evocatively - capable of providing a base by
which trial participants were able to comment and project
upon 'if it did work' or did fulfil all it was built up to
provide.
CU as an applied research approach may benefit by serving as
an index of what can be ecologically studied at various
stages of technological development. The scope and scale of
consumer-user involvement in the technological and marketing
development of programmes may be viewed as a co-evolutionary
and co-developmental process. The cultural distance of
designers-producers to consumer-users may be reduced leading
towards the grail of ever-more useful and usable products.
What will be interesting will investigations into other,
different product groups and categories - perhaps where
context plays a larger place to the use process and the
domestication of products.cxli
This brings to bear a number of issues regarding people's
ability to anticipate and imagine functionalities and modes
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and conditions of use. Will such projections suffer from the
experienced by marketers in the application of 'soft'
research approaches such as product concept testing? What is
also clear from the empirical work in the organisation of
the trial is that it is important to form a more explicit
understanding of what partner organisations require from
consumer-user research. This suggests that the individual
way the consumer-user is expressed within their
institutional perspective should be accounted for, as should
their motivations for eliciting consumer-user information
and how it will be applied or inform strategies.
There seems to be an implicit and perhaps somewhat
restrictive boundary in place between the current design,
consumption and media literature. Most articles within the
design literature which look at interpretivist methods tend
to focus very much on the application of such ideas to the
design process itself - contextual inquiry is an example of
this. On the other hand, when understanding users is the
focus of interpretivist interests, HCI tends to be the forum
for discussion, but a forum which seems to have a less
sophisticated understanding of interpretivist approaches,
perhaps as a result of a more highly focused area of
interest (c.f. discussion of the implicitly extreme stance
of ethnographic approaches, above). Suchman's (1995) article
is very much concerned with modelling users' activities.
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The essence of this book has placed a strong emphasis on co-
evolving systems of design, producing, meaning making, myth-
making and use. It has stressed the importance of dynamic
conceptions of context upon a reality that pivots around the
process of use, what further can be expected from a semantic
model of design, consumption, use and domestication? Further
work will consider how this may be mapped in such a way as
to constitute guidelines of 'best practice' for designers
and those who are stakeholders in the design and
implementations of technology and marketing trials.
cxxxvii There is estimated that there is something in the region of 6 billion chips existing in various artefacts and technologies. The suggestion is that we are moving from ‘crunching’ to ‘connecting’ Kelly (1997).cxxxix Ellison had visited Om and laid out plans for them to do the reference design for the NC.cxli Such an opportunity currently exists at the time of writing with theauthor’s involvement with a Design Council project: Information-intensive products. This is concerned with the application of CU as a framework investigating a range of so-called ‘smart products’ - including that range of products which contain chips supposed to raise the ‘intelligence’ of everyday products and objects.
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