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Archive for complex systems

Scenario Construction for Complex Systems: A Climate-Health Case Study

 A couple of years ago I was challenged to think about methods for understanding the long-term implications of climate-health interactions. I was asked by a colleague to sort out some methods that would help public health planners understand the complexity of climate-health relationships and transform them into priorities for action. Data from current health outcomes (e.g. malaria, dengue, malnutrition, heatstroke) can be rare, especially among health ministries that aren’t functioning as knowledge networks.  It is also common that methods supporting forecasting are viewed as impractical, confusing, and too complicated given that institutional systems are struggling to provide basic services – much less anticipation.  

 

Because data about the status and direction of health outcomes can be notably absent, we focused our attention on scenarios and the different methodologies. Scenarios are valuable for health and technology, in part, because they contain a certain narrative closure.  Clear winners and losers can emerge along with outcomes that measure conflict and contributions to the process.  On the flipside, that narrative certainty is a little too clean.  Real world interactions are messy.  However, the most importune implication is that scenarios make good design tools because they suggest future arrangements and demonstrate alternatives without interfering in current practice. Scenarios shift the context to an indefinite time in the future, an aliased set of actors, or a new place to make new propositions less personal.  This unbinds specific feelings of identity from new organizational arrangements and may leave participants free to experiment further.

 

Scenarios can be complicated to produce. They require focused study and time, and that seems too often in short supply.  Plus, you need hooks to get people engaged in finding and discovering the elements that ought to belong.  Scenarios should be plausible and internally consistent, but they also should be relevant to a broad range of stakeholders.  Some methods focus too narrowly on their own visions of the world, and can end up decidedly deterministic or expertly biased, as this critique of Royal Dutch Shell’s approach explains (opens pdf).  

 

Because the organization we were working with is committed to a open stakeholder process, we wanted a methodology that would accept diverse contributions and still be tied to one of the hallmarks of science: replicability.  So we kept some design criteria in mind while we explored:

 

Scalable

We wanted techniques that could allow us to look scenarios for specific contexts and regions, from hospital units to watersheds and beyond.

 

Participatory

Being able to use many perspectives was a definitive goal.  Not only are there differing accounts of actors and outcomes, participation does a much better job of revealing where goals might be in conflict in the system.  Participation is also critical for helping the results of the scenario process diffuse among different stockholder groups.

 

Translatable across domains

Public health and complex systems are increasing supported by people and things from a variety of disciplines.  We wanted insights from ethnographers to be as critical to the development of scenarios as live data streams of mechanical stress, if that’s what the scenario needed.  We also wanted the materials and insights generated by the process to be amenable to visual display, since many of the stakeholders may use different languages.  Visual formats also exploit the ambiguities of statements to reveal tensions that exist among interpretations.

 

Robust to diverse interpretations

Some of that tension is created when you get people from different backgrounds discussing what they think matters for interventions in particular health outcomes.  Different levels of expertise can expose the assumptions that people share.  The different elements of scenarios and how they emerge to affect long-term change often form the basis for many of this assumption.  Highlighting this ambiguity is critical later for negotiating strategies for action.

 

Accepting of qualitative and quantitative insight

Working across disciplines is critical.  One result of this is that the standards for evidence and data are different.  We also recognize that quantitative measurement provides a detailed description of the identity or behavior of system elements.  In particular, we wanted to be able to translate qualitative insights into format usable for compute modeling, simulation, and visualization.   

 

Fun and pleasurable

Despite many people’s paradoxical notion that fun things are bad for you, we see fun as enhanced participation.  When you forget that what you are doing is work, that’s a good thing. 

 

Readily usable and modular

Methods should move seamlessly between health outcomes and altogether different domains.  The process for malaria can be the same as heatstroke.  Understanding alternative energy futures may use the same process as malnutrition.  This enables practice and iteration.

 

As it turned out, scenarios techniques for climate-health interactions are not new, but they don’t deal well with uncertainty because they are explicitly aimed at extending interactions based on what the presence of domain knowledge and capable expertise.  How could you hope to understand possible priorities and act all while not knowing?  This was where we hoped to make a contribution.

 

Using Clamps to Build a Knowledge Network

Bob Johansen’s book, Get There Early outlines tools for dealing with dilemmas.  Dilemmas confound rationality-based problem solving because of the way they are structured (multiple stakeholders, goals, conflicts, and outcomes, diverse framings and interpretations) and because there is not a clear path to one or a few positive solutions.  Johansen outlines how Structure, Rules, Resources, Thresholds, Feedback, Memory, and Identity can be used as levers to help organizations attenuate themselves to the multi-textured shapes that dilemmas pose.  

 

I think this list is pretty right-on for at least three reasons. First, the metaphor of levers directly brings to mind the work of Donella Meadows, an environmental scientist concerned with sustainability.  Her work on leverage points for intervening in systems (pdf) is a great introduction and ordering of policy-based strategies and their efficacy for changing behavior.  Like Johansen, she articulates the role of rules and feedback in systems. Meadows goes on to explore ten other significant systems levers, ultimately tracing effectiveness to how we frame the “problem”.

 

Second, structure, feedback, memory, and identity point to second order, emergent characteristics.  Second order characteristics arise form the interactions of actors (e.g. people doing interesting things, wild coyotes, institutions, viruses), resources (e.g. coffee, water, land, low-interest loans, blood sugar), and their activities.  Kevin Kelly explores why we are seeing more impossible events taking place. He connects it to an emergence of second order behaviors made possible through the development of new actors, new infrastructure, and new rules.  Carl Simon, a Professor of Complex Systems at the University of Michigan, has studied the characteristics of complexity in biological and economic system and often differentiates complex behavior from simpler behavior by looking for heterogeneity, non-randomness, feedback, heterarchy, and emergence.  Eric Berlow’s still great TED talk demonstrates how taking the broad, messy, and networked of complexity can in fact allow us to isolate clear paths for action. 

 

The third reason I think Bob Johansen’s tuning levers are great is that they overlap with basic elements in game design.  This should come as no surprise for most people associated with IFTF.  

 

When I was working on the climate-health scenario methods, we faced a challenge of providing some sort of suitable structure for participants to embed meaningful insight into the scenarios.  Sometime over morning coffee in a Swiss cafe, we stumbled across Tracy Fullerton’s rubric for the formal elements of games.  These formal elements complement narrative elements and give rise to the more emergent properties of complex systems.  Goals, procedures, actors, rules, resources, boundaries, conflicts, and outcomes also have a great synergy; they are exactly the elements used by computer programmers to construct agent-based models of complex adaptive systems! 

 

 

Creating Relevance for Participation

So now we had a structural backbone for the kind of content we felt we needed to gather during a scenario development process.  We could ask participants to engage in brainstorming activities that accounted for the different elements of these climate-health systems, and we would provide them with support, examples, and heuristics for doing just that.  We also wanted to find a way to make the process fluid.  In the back of our minds we always wanted to bring elements of game mechanics into the project to help support decision fatigue.

 

I’m still not sure we’ve cracked it, mostly because we haven’t been able to implement the process yet.  However, we have looked at different forms of turn-based play with clear, articulated goals for the players, not unlike the LEARN, ACT, IMAGINE rubric that worked so well for Urgent Evoke missions.  

 

One of the challenges is that we are introducing concepts about systems dynamics at the same time as concepts about the elements of the systems.  This sets up a lot of material to get through in a short amount of time.  

 

We also want to introduce experiences of empathy for others into the play and practice of scenario building.  In order to generate robust scenarios, the goals of different actors represented need to be recognized and incorporated as valid contributions.  One of the common experiences of public health service delivery is that managers, practitioners, patients, and others all have different views of the system.  These occluded perspectives mean that they have a difficult time in finding ways to enhance the social and ecological resilience of infrastructure.  I think if we had our choice, we would use experiences of empathy to reinforce principles along the lines of those championed by Nobel Prize winner Elinor Ostrom for designing long-enduring institutions.

 

Another significant outcome of clamps and elements for scenario development is that they clearly lend themselves to visual means of communication.  Boundaries, resources, timings, and rules are common opportunities for change. Precise and ambiguous definitions can take on increased relevance, especially when dealt with creatively. One of the functions of mapping and visualization is to demonstrate this inherent ambiguity, pointing to areas for finding common ground. When we try to represent them visually, we are forced to make choices about the precise meaning of those boundaries, and this can be a significant source of cognitive dissonance for participants.  But it’s exactly the form of dialogue that’s needed.  It sets the stage for tactical strategies when conflicts emerge.  Boundaries flow, and their meanings and borders can sometimes be adjusted to reach consensus or compromise.

 

 

Assembling Scenarios in Everyday Life

One of the questions designers (of scenarios, tools, artifacts, anything really) have to ask themselves is, “Where does this fit in everyday life?”  One of the most useful rubrics I’ve come across for design is Products and Practices: Selected Concepts from Science and Technology Studies and from Social Theories of Consumption and Practice. (sorry, paywall). The authors make a case for a social and infrastructure-based approach to design.  They identify acquisition (how we find it), scripting (how it shapes practice), appropriation (using it for something else), assembly (where we use it), normalization (sharing along with others), and finally practice (what activities it supports).  What is great about this list is that it helps designers imagine the contexts of use.  

 

In our scenario construction process we had to identify where this process existed along with a range of other activities that needed to be carried out by participants.  This assembly meant that our process had to connect to other activities in a meaningful way.

 

The current processes and guidelines for conducting Vulnerability and Adaptation assessments in vulnerable regions hinge on their level of stakeholder involvement.  Some processes are top-down, others bottom-up, and others a mix of expertise and engagement.  

 

One way to assemble scenarios into these processes is to:

 

1) Define the scope and focus which usually means identifying the health outcome of interest.

 

2) Work out a baseline for which information may not exist. This is where defining system elements can be helpful for laying out current distributions and burdens, strategies for coping, early prioritization of “drivers”, and the interactions between elements that affect their dynamics.

 

3) From this point on, forecasts can be made about future trends and conditions. For example, what happens if boundaries change? How about if an actor appears or disappears?

 

4) Once forecasts are made, the task is to frame and narrate the interactions as scenarios. This is a great opportunity to develop the scenario through the eyes of others. Games, agent-based models, visualizations, and mapping can demonstrate change over time and the differences in scales affected while uncovering an array of interesting and unexpected interactions.

 

5) Isolation and sequencing asks participants to step back from what they produced, to look at the areas of concern, and to select the most relevant links between scenario elements. By focusing attention on these links, the next task is to order the steps they will need to affect change by listing priorities for action.

 

6) Package and disseminate the scenarios and the priorities for broad communication and feedback.

 

7) Use the feedback and resulting statements to assess how the scenario process and how it enabled participants to identify and act on the priorities they generated.

 

As you can see, it’s a richly-textured process, highly-amenable for visual communication, and ripe for engagement. I think one of the most important functions is the ability to expand the number of elements that matter to long-term change.  One of the key decisions that participants have to make is to ask whether a resource, boundary, conflict, actor, rule, or procedure matters or makes a difference to the health outcome of interest.  Here Gregory Bateson’s statement about information as, “a difference that makes a difference” looms large.  More on that in the future.

 

 

Signals from Noise

One of the key endeavors of public health, infrastructure, and technology is the attempt to identify signals in noisy environments.  Signals are utilized in biology to communicate across chemical gradients, metabolic networks, neuronal synapses, visual spectra, haptic musculature, individual displays of affection, and as invitation for cooperation across groups and societies.  Technological systems stimulate behavior in new and exciting ways, but they can also script and normalize actions that may limit our abilities to find success. 

 

The biggest challenges in generating signals for any medium is to make them relevant enough to transcend noise and competition from similar signals elsewhere.  Synergistic timing with the individuals or groups receiving them is critical – as this will help them become meaningful in helping receivers revise their previous beliefs or come to new conclusions.

 

John Snow’s well-know map showing cholera cases in the London epidemic of 1854 clustering around the Broad Street well was an early success in distinguishing signals from noise using visualization and tight clamps that link actors (cholera, people, wells), boundaries (streets, houses), resources (water), and procedures (washing, drinking). These interactions clearly led to an understanding of a health outcome, and the relationships, once linked, could be used to forecast future scenarios.  

 

 

 

PETLAB and the Red Cross/Red Crescent Climate Center have been collaborating to help illuminate different, contradictory signals, that may become confusing to recipients during a weather-based crisis.  This game supports better decision-making to manage the damage of incorrect flooding predictions

 

 

Before the Storm is another game from the Parsons/Climate Centre collaboration that introduces forecasting to new audiences and uses the scenarios produced to help identify what the participants feel would be the most relevant and practical stapes to take during a flooding emergency.  

 

 

 

Climate Health Impact – a simulation based game designed to give biology students a better understanding of the health impacts of climate change.  It does do a great job of representing standard practices worldwide that contribute to the understanding and management of emerging vectors.  What I like here is the attention to new actors and their relationships with policy measures, research processes, and geography.  There’s a lot of detail about disease specifics as well, but narratively, it does reinforce a fairly top-down perspective. 

 

 

Agent-based models sometimes very effective for examining conflict among different actors.  This paper by [img_assist|nid=3955|title=Hailegiorgis et al. models a human-environment interaction|desc=|link=none|align=right|width=199|height=104]Hailegiorgis et al. models a human-environment interaction (pdf) and demonstrates how cyclical rainfall can reveal a pattern of punctuated conflict.  The pattern suggests that durable mechanisms for cooperation (e.g. clear boundaries, enforceable rules, mechanisms for redress, nested institutions) will be needed to traverse environmental change if the communities are going to maintain their resilience. 

 

The Future of Scenarios

What do scenarios look like when the are disseminated and opened up for engagement?  I think they look closer to everyday life.  To understand the impacts of alternative scenarios we have to look at out interpersonal relationships – at the things that are one or two degrees removed.  How will climate-health interaction affect our pets, our sex lives, how we eat dinner, getting to and from work, and our expectations when we encounter each other on the street?  I think the genre of climate-health scenarios and perhaps all scenarios is not one of horror, western drama, or even fantastical sci-fi; it has to be more subtle, more internally embedded in social values and individual goals.  It’s melodrama about how we live and how we live it everyday.  That’s the real scary, far-out stuff.  

 

 

 


A Brief for Collaborative Design

This is a talk I gave at the Pacific Northwest College of Art (PNCA) for their Masters of Fine Arts program in Collaborative Design (MFACD). In the talk I outlined how I would respond to so-called wicked problems using the tools and practices of an academic program in collaborative design.

The more interesting thing to come out of the talk for me was a brief introduction to the concept of a coefficient of art in the context of indirect reciprocity for cooperation in and among groups (see pg 4).

Open publication – Free publishingMore design

Connecting the Dots…Out of Order.

The Institute for the Future’s (IFTF) 2010 Map of the Decade is part of their annual Ten-Year Forecast which uses foresight and scenario planning to help organizations navigate change. Entitled “The Future is a High-Resolution Game”, the research materials demonstrate the re-emergence of games as a systematic process for positive change.

Map of the Future
IFTF uses a variety of strategies to help groups understand and interpret macro-level trends across several functional areas including carbon, water, power, cities, and identity. The long term goal is to use these sensemaking activities to meet diverse economic, technological, social, political, and ecological challenges. For organizations it is often the case that the interpretation and implementation can be difficult to connect. As foresight and sensemaking tactics become better honed to organizations of different sizes, structures, and cultures, so will the tools that help dedicated individuals in organizations recognize emerging landscapes AND translate those insights into priorities.

One key in making these translations is the ability to connect macro level processes to micro level behaviors – and everything in between. IFTF took a different tactic towards games as a tool for their 2010 map of the decade, and I think it helps move us in that direction of positive change.

IFTF has been at the forefront of what some call gamification – the systematic use of game mechanics for the development of positive psychology, practice, action, and cooperative dynamics. As IFTF’s Director of Game Development describes, games are put together with a goal, rules, a feedback system and voluntary participation. So it’s pretty easy to see how game mechanics can connect with operational challenges such as problem solving, productivity, and personal growth within organizations.

Critics argue that in most organizations and real-world situations things are pretty fuzzy, conflicted, and confusing. Agreeing on goals, rules, feedback systems, and participation can be difficult obstacles to begin with. But I think that is why games are tools that help us move in positive directions. We don’t often want to spend too much of our time arguing over goals; we’d rather just get on with it, play/work hard, and feel good about what we accomplish.

Th polling organization Gallup conducts surveys among employees every year across thousands of organizations worldwide asking hundreds of questions. THREE of those questions where employees responded positively turn out to be the largest human factors for organizations that are successful.

  1. I have a commitment to quality.
  2. I know what my job and/or role is, and
  3. I trust my leadership.

Organizations are set up to accomplish a wide array of highly-complex tasks. No one person can keep track of everything. So in order to get things done, people have to simplify their overall cognitive load. They have to eliminate many conflicts and sources of confusion to deal with what they know and how it relates to new challenges. Game mechanics (goals, rules, feedback, participation) can be vectors for the above three factors, and more importantly they systematize them within organizational processes – something good human resource departments struggle to do everyday.

Think about it. I trust my leadership so I don’t always need to reevaluate the goals. Check. I know what my role is so the rules are clear. Check. I have a commitment to quality which means that I show up to participate and when I get feedback I self-correct to improve what I’m doing. Check.

I think the differences there have a lot to do with focus – of setting priorities and knowing what to spend one’s time on – especially when things go awry. We often get distracted, but even when we don’t human, social, and technological systems are always out of sync. Sometimes they connect and we may even experience periods of intense connectivity, creativity, and productivity. Albert-Laszlo Barabasi calls these bursts. So I suppose one of the benefits of the scenario platform IFTF uses is its ability to concentrate social interactions to achieve these bursts. We always need some latent time to process, connect, and search further. Maybe that’s why IFTF does the Map just once a year :)

One element of IFTF’s Map of the Decade is “The Happiness Kit”. It’s a platform for helping people ruminate on the kinds of transitions that could lead to more happiness in the world. There are a few standard tools of the foresight practice included like writing headlines from the future to identifying events that might shape or be shaped by the trends. There are also points where participants can identify new services, communities, and practices.

In science and technology sociologist Bruno Latour’s book Reassembling the Social, he looks specifically at groups, actions, objects, and facts as sources of uncertainty in the emergence of new technologies or innovation paradigms. These highly social elements tend to reveal themselves when controversies emerge. They help shape our future when, for example, a nuclear plant melts down and new groups, objects or facts insert themselves into society. Most recently at the Fukushima nuclear plant, it was formerly an established fact that the leaked radiation was 10% of Chernobyl disaster. Now as a society we are learning much more about nuclear radiation leakage models and their diversity when it is revealed that two different groups used two different models. The fact has been revised to 20%. We also know much more now about the safety mechanisms at nuclear facilities, especially the roles of strange monsters like emergency generators, vents, and containment vessels. Groups we never really paid attention to, methods of establishing facts, and objects with strange names all the sudden appear as important factors for how we think about the future. Kits like the IFTF Happiness Kit help us by working through some of them before they emerge from other events.

The kit also works to identify the actors involved in these transitions – as well as the distribution of those that are happy and those that are not. Understanding the distribution and abundance of elements in a system is important when we consider that rare things may become more prevalent and ubiquitous things sometimes disappear. William Gibson is famously quoted, “The future is already here — it’s just not very evenly distributed.” As we consider technological diffusion, development, and knowledge-networking, one of the questions we have to ask is how the future can be more evenly distributed. I’m not sure I know the answer, but I think that getting more explicit about the social-technological-ecological networks that individuals live in can help. This graph of system elements in a rural farmer’s immediate grasp might be one step towards understanding, for example, the diffusion of organic farming methods and how they interlink with new sources of income and time for alternative activities.

Overall the thing I like the best about the map of the decade is its ability to use foresight methods while leaving open space for individual interpretations. Some scenario techniques can lead to overarching narratives which create sources of bias. In IFTF’s platform, it appears that participants are encouraged to apply the trends to their immediate organizations and processes (although I cannot be sure since I’m reading the product and not the use-context). My sense is that it’s more of a constructionist approach than the methods used by Royal Dutch Shell or the Global Business Network (for a critique see: Wright 2004; pdf) which define opposing axes and use those for story generation. The way IFTF does it is to throw out a variety of results, new ideas, patterns, and processes – allowing users to pick and choose where to apply them. It’s a more humble approach (if I may say so) that stems from the simple proposition that we can’t really predict what is going to happen and neither can we take everything into account. The point is attenuate our mental models towards things that we think will matter – so that when they become relevant – we notice them.

Still I think there are opportunities to bring greater resolution and hence greater relevance to the process. While the Map of the Future helps deal with actors and events, I think it gets less explicit in areas that matter a lot. More important than who or what is why. The goals that actors have lays out different sets of procedures for attaining those goals. So it’s important to demonstrate how goals and the ways that actors achieve those goals converge on other elements. For example, resources and boundaries are areas that can undergo rapid restructuring or remain relatively stable over time. Helping people make explicit predictions about the direction and magnitude of these changes is helpful for understand the complex dynamics of interacting systems.

Similarly, rules, conflicts, and the outcomes of conflicts are specific pivot points for change. What helps us navigate change well is being able to understand the implications on all side of those transformations. Whiles rules, conflicts, and outcomes are somewhat embedded in the IFTF process, how can we support thinking about how they would change and what changes they would bring in turn to the procedures or boundaries shared by different actors?

I think these additional elements can be added to these types of foresight exercises with little additional cost. And they yield a huge benefit of allowing the results and products of foresight exercises – namely the knowledge generated – to be transferred to the engineers that develop computational simulations. Actors, Goals, Procedures, Boundaries, Rules, Resources, Conflicts and Outcomes are all the basics of putting together agent-based simulation models that allow us to look at the interactions and assumptions of our exercises and turn it into sustained practice.

After all, wouldn’t it be really cool if the Future WAS a High Resolution Game?

You can find the Institute for the Future’s Research Materials in their online library. Plus it has really good graphic design — yea!

Organizational Design I

Design is a sticky practice.  It is looped with contradictions, uncertainties, and material constraints.  Bringing something new into the world, be it an artifact or service raises challenges that few individuals can surmount – if at all.  Despite the dominant view that geniuses, visionaries, and otherwise crafty individuals are solely responsible for designed creations, organizations play a far greater and often unattributed role.  Perhaps it is because of the aesthetic flair worked into the surface of the object or experience, or maybe it’s the personality of the driving individual that points us in the direction of these myths.  And they are myths, because even the most brilliant designer owes their success at the end of the day to at least one group – their participants, their users.  More likely is “rock-star” designers owe the production of a product or service to many more who inhabit a long chain in the process of design, implementation, and distribution.

Diego Rivera's "Detroit Industry, South Wall"

Somewhere along the chain of causation between creative individuals and their users there exists a group of people, places, ideas, and things that operate synchronistically and synergistically to develop ideas into concepts, concepts into prototypes, prototypes into experiences, experiences into practices, and practices into lessons.  These sets of translations encompass different skill sets and relationships, few of which are possible without deep and varied interactions across different environments.

Taking stock of an emerging design practice is something we do often these days.  I think it springs from places that have recognized and internalized failures for what they are – opportunities – and from people who embrace reflection as positive forces for learning and adaptive change.

Our environments are changing.  And they will continue to do so.  Even if we find pathways to design static landscapes that include fixed social interactions, the resources and habitat available to us and other species will remain in flux.  Consider that in 2008, we reached the threshold where 50% of the world’s human population resides in urban dwellings (and possibly also 50% of the world’s population of cockroaches, starlings, street dogs, and sewer rats).

It’s also true that the biosphere can no longer be considered ‘natural’ in the same terms that 18th century Romantics did, as something pure, something to be conserved, something separate.  The landscapes of our contemporary experience are human enmeshed – neither dominated nor resistant to our desires to interact, to use, and to understand.  They show our preferences for stable communities supported by agriculture that reinforce a growing feedback loop between population growth and energy consumption.  The Anthropocene, as this epoch is now commonly referred to, places a point on some linear timeline where people demonstrated their best applications of the idea of progress. Perhaps it is only our external concept of the sublime that are disappearing from the human range of experience.

There is much greater landscape diversity than has ever existed, but certainly it is less inhabitable by the majority of the world biological diversity.  Landscape diversity is created not only by people and their continued interpretations of “safe” and “prosperous”, but also by animals and plants that push and get pushed into their own new and divergent niches.  Patches of materials are being collected and redistributed to form wild hybrids and pure spaces– bacteria-resistant surfaces, show rose gardens, crude oil-slicked sandy beaches, tourist-friendly rainforest, wildlife mobility solutions, skyscraper concrete pillars, semiconductors, and extra-terrestrial orbiting robots – to name just a few.

Each time new patches are created, they exemplify the desires and possibilities available for their inhabitants.  They provide food, space for living, courses for exercise, obstacles for navigation, challenges and threats between groups that aim to occupy more patches, places to hide, and places to trade. Evolutionary history has demonstrated that cooperation confers a significant strategic advantage to those who choose to communicate, share, and build together.  In human terms, one need only look at the migratory patterns of individuals from rural to urban settlements to understand that there is a direct and perceived economic advantage from sharing land, resources, infrastructure, and culture on people’s livelihoods – not to mention social mobility.

Detail from wall illustration at the Golden Temple, Namdroling Monastery, India

Design practices are widening. They are gaining breadth proportional to their influence on economic productivity, their ability to expand social engagement and political empowerment, and perhaps because of the impact that social studies of science and technology has provided to our appreciation of artifacts as catalysts for knowledge.  Scientists and technologists are viewed as inventors, individual carries of the modern ideal of progress.  We now recognize that images, laboratory spaces, institutions, public media, and mechanical parts play as significant a role in chance events, innovation, and the acquisition of scientific and technological dogma by civil society.

One of the implications of an expanded design practice is the gradual inclusion of organizations as ‘objects’ for design.  Organizations were once the purview of managers, business executives, policy makers, and human resources consultants, but they can now be confidently lumped together with paint, plaster, and photo emulsion.

I’m sure this is raising red flags for some who read this, and it should.  It’s a scary proposition for some to think that individual behaviors can and should be designed and organized. But it is a fact that individual and group behaviors are already structured by the designed and so-called natural environment along with normalized social interactions and perceptions of social agency.  The only thing we gain by ignoring the structures that are already in place (albeit unconsciously) is the freedom from self-awareness, individual and collective agency to solve more challenging and complex problems.  The more we ignore these unconscious behaviors (eating habits for example) that already exist, the more they leads us into deep patterns and habits that can be difficult to get out of for reasons of fear, inexperience, ability, or just a lack of awareness.

This is not to say it is all negative.  If we had to pay attention to everything we did, we would fall apart from exhaustion while trying to make complicated decisions.  Many of our biases may have developed because they habituate us into safe spaces for interaction.  Unfortunately, as our societies and environments change, those safe spaces may be retreating, and it’s worth reflecting on our biases and how our individual and group dynamics promote infrastructures for flourishing.

Organizational management has become a major discipline of the 20th century with the adoption of increasingly complicated tasks and industrial processes.  It stands to become more integrated into our systems and psyche, but will management theories dominate – or will design envelop management in favor more distributed processes of self-organization consistent with cybernetics and decision theory?

Groups change, and so do their goals.  It is a part of life and society, and it always will be.  The questions that we ought to be asking is how, where, through whom, and when do they change?

There is ample evidence that organizational behavior is at the root of innovation and robustness across enterprises.  The shape and tenor of a group of people, each with different tasks, and working towards a common goal varies widely – not to mention the tasks, people and goals – and that’s assuming those goals are shared among the group members!  Without going into the theory and practice of organizational behavior for which there is a massive literature, I simply want to raise the point that organizational design may be a more recent practice and one that plays a role in or strategies for adaptation, sustainability, and inclusive growth.

In part II, I’ll look at some examples where designers are tackling organizational design as project and process.

Diego Rivera's "Man at the Crossroads"

Quantitative Variation in Aspirational Capacity (updated!)

A Simple Model of Attachment

The image above was the first draft. This is the second. Thanks to Aliya for good, perceptive comments.

attachmentModel_v2

Premises:

    Culture as the processes that allow the uptake of processes, procedures, information, beliefs, values and social norms.

    Cultural affiliations are attachments.

    Attachments and reattachments are limited (quantity) and constrained (quality) by pressures.

    Aspiration is a cultural step in creating capability.

Based in part on: Appadurai, A., 2004, ‘The Capacity to Aspire: Culture and the Terms of Recognition’, in Rao, V. and Walton, M., (eds.) Culture and Public Action, Stanford University Press, Palo Alto, California, pp 59-84.

The Shifting Balance of Design Practice

Mountains and Landscapes as Heuristics
In the 1930s, evolutionary geneticist Sewall Wright pulled together research strands in the biology of inbreeding, the genetics of coat color in guinea pigs, statistical methods (including path analysis), and mathematics that codified the changes in gene frequencies in populations as a result of natural selection, mutation, and migration.

His resulting description of these threads set the stage for qualitatively different perspective on the evolutionary process.  Wright described his perspective as a “shifting balance” model of evolutionary change, and it highlighted the role of small populations in the transitions between periods of high and low fitness.  This pattern, which followed from his use of the term “drift”,  describes the fluctuations of gene frequencies that result from the random sampling of small populations.  This random sampling comes from mating in small populations that, because of chance, produces small deviations from the numbers of genes originally represented in the population.

Wright’s Shifting Balance perspective coincided with his introduction of the adaptive landscape as a term to describe the space in which random fluctuations of gene frequencies in small populations could push the populations away from adaptive peaks or periods in which they were reproductively successful, and which would in turn allow natural selection to push them towards new adaptive peaks – areas of differential reproductive success.

Though Wright’s perspective on evolution is controversial (in a generative way), the perspectives and tools that emerged from his ideas have endured.  For example, Wright’s work preceded algorithmic approaches to optimization problems in mathematics, networks (traveling salesman), metallurgy (simulated annealing), and artificial intelligence – to name a few

The process of Shifting Balance is described as a series of three dynamic phases:

Phase 1, the exploratory phase, the action of small groups explores new combinations. Most stay on the suboptimal fitness peak (reasonably successful), but some get caught in adaptive valleys (unsuccessful).

In Phase 2, selection causes the groups that are in the adaptive valleys to move toward new, higher-fitness peaks.

Finally, in phase 3, groups at higher fitness peaks send off migrants helping other groups move to higher fitness peaks.

Phase 1: The Exploratory Phase

Phase 2: The Selection Phase

Phase 3: The Migration Phase

While Wright’s process was intended for population genetic systems, an increasing convergence between social processes, cognitive psychology, technology, ecology, and creative practice suggests that the concepts apply well to the exploratory, form-finding processes that precede the design and production of materials and services. The implementation of the Shifting Balance process as a analog for social and creative strategy is useful for the production of highly original and robust creative solutions – or, at least it’s a testable hypothesis.

For some, analogies between biological and social processes are difficult to comprehend.  However, the design of services and interactions is dependent on the ordering and reordering of processes, materials, people, and ideas. Combinations and recombinations of these things, when developed thoroughly and communicated, can impact the delivery and relational aspects of individuals working in cooperation or separately.

We could envision this process as a sort of charette (period of intense design in collaborative groups) activity where:

  1. The exploratory phase initiates adaptive schema (creative combinations) which are driven by the interactions, specializations, and diverse perspectives of small groups;
  2. Intergroup selection resulting from evaluation, the inherent heterogeneity among groups, and intended service platforms begins the iterative process of amplification of good combinations;
  3. Export and translation of valuable forms/schema to other groups in order to test them against different problems, social contexts for cooperation, and consumptive patterns.

The immediate benefit of this strategy is the demonstration of expertise in practice, the role of discourse, and the chance events that can drive innovation.   Participants from different disciplines will have to opportunity to observe and engage in creative problem solving within highly diverse communities. Here the focus is on collaborative ideation followed by problem-solving across disciplinary and expertise-based boundaries and ultimately an exercise in cooperative translation, storytelling, and communication.

There is enough social scientific research to at least point to the benefit of diverse groups, although it would be worthwhile to have a better handle on an ideal number – i.e. what counts as a small population.  Plus, how do we go about choosing?  What is the process of selection…or should we instead be saying, “What is the process of attachment?”  And finally, are there specific patterns of translation or dissemination that we should aim for?  For if migrants endowed with the most successful schema do disperse and link up with others, they have an opportunity to cooperate and raise the capacity the other groups elsewhere. But through which mechanisms to we initiate and implement these processes?

There are a few other ideas that seem uniquely coupled to the Phases of Shifting Balance. An example is the goal of participation as a unique form of empowerment in community planning exercises. One particular model of participatory engagement provided by Conde et al. (2004) is used in the context of climate change planning (below).

The Landscape of Participation

This example shows transitional categories in participation. When viewed through a model of culture which emphasizes process over characteristics, these are skills acquisition categories that indicate differences with an impact on fitness – i.e. reproductive success.

Each category represents a different level of engagement, a level that itself suggests a tighter relationship between participants and the tools of participation or cooperation.

  1. Informative participation is an exchange of information, which may or may not be meaningful.
  2. Consultation requires that participants begin asking questions as well as providing information.
  3. Functional engagement means that different participants identify and agree to share goals, thus ordering their actions in accordance with each other.
  4. Interaction means the initiation of feedback, where signals and shifts in the participation is met with responsiveness and dialog with the others.
  5. Self-motivated participation is demonstrated by the points at which processes are acquired and reorganized by the participants themselves.
  6. Migration ultimately expands the instances of participation which have been successful, sharing them with other communities, and finding cooperative allies elsewhere.

References:

Conde, C., Lonsdale, K., Nyong, A., & Aguilar, I. (2004). Engaging stakeholders in the adaptation process. Adaptation policy frameworks for climate change: Developing strategies, policies and measures, 47–66.

Johnson, N. (2008) Sewall Wright and the development of shifting balance theory. Nature Education 1(1)

Wright, S. (1977) Evolution and the Genetics of Populations. Vol. 3: Experimental Results and Evolutionary Deductions. University of Chicago Press, Chicago.

Adaptation>Robustness or Plasticity>Resilience?

Disaggregation among natural and social scientific communities can lead to misunderstandings about the different components of disaster management and  socio-ecological systems.  Terms like resilient, adaptive, robust are often used to describe systems and their processes and come up in the literature, policy, and the media very frequently.  They have catch my attention because they have different use patterns in the field I know a little about: biology.

Adaptation, coping, resilience, and robustness have similar definitions, but they sometimes have different technical definitions across disciplines. Their different meanings contribute to their value, and they highlight the differences in perspectives that each scientific community contributes.  However, the details matter for distinguishing important components of systems and what aspects might be suggestive for new insights or that might be responsive to intervention or assessment.  It’s also important to establish common ground meanings when communities get together and work towards common goals.

There is a benchmark article Resilience, Adaptability and Transformability in Social–Ecological Systems that does a much better job at pulling together the literature than I do here, and I came across it after writing much of what is in this article.  It is also the narrative used by the Resilience Alliance for their activities.

The following represents some of my notes and thinking as I try to sort out the definitions on my own.  For me, it means asking how different perspectives contribute to the ways in which we interact in socio-ecological systems.

Adaptation
The Intergovernmental Panel on Climate Change (IPCC) 4th Assessment Report defines adaptation as:

Initiatives and measures to reduce the vulnerability of natural and human systems against actual or expected climate change effects. Various types of adaptation exist, e.g. anticipatory and reactive, private and public, and autonomous and planned. Examples are raising river or coastal dikes, the substitution of more temperature-shock resistant plants for sensitive ones, etc.

This definition takes its function from the ability of humans to manipulate their environment, making it better suited to human-identified goals and interests, even if acting on behalf of other organisms.  Some synonyms include alteration, modification, redesign, remodeling, revamping, reworking, reconstruction, conversion, adjustment, acclimatization, acclimation, accommodations, habituation, acculturation, assimilation, and integration.

Adaptation is also used to describe genetically-accumulated evolutionary change over time in organisms as a response to natural selection. This is different from the case where manipulating the environment substitutes in the short-term replaces the pressure of genetic adaptation over the long term.

So I suppose this is why it calls to mind a version of evolution based on characters acquired in its lifetime (commonly known as Lamarckian inheritance)–if only for the appropriation of the term adaptation to refer to intra (within) generational processes and not inter (between) generational processes.

Adaptation for evolutionary biologists typically means processes through which a population becomes better suited to its environment over the course of many generations, often through natural selection.  A great deal of debate and research has been directed at how we recognize adaptation in hindsight.  This is because it can be difficult to state the causes for the evolution of a trait when we do not have direct observation and only historical signatures to learn from.  Most notably this was discussed in “The Spandrels of San Marco”, a paper by Stephen Gould and Richard Lewontin (1979) that uses an analogy from architecture for the evolution of organismal form and function.

I agree that changing the environment in the ways mentioned in the IPCC definition will likely limit vulnerabilities for humans and other populations.  However, there is an implicit assumption here that the goal should be for humans NOT to have to adapt over a course of generations–despite the inevitability of genetic change over time.  It presupposes an assumption of stasis – and a very western one when compared to eastern notions of change and mutability.  Richard Nisbett catalogues how some of these assumptions about change and stasis in his book The Geography of Thought.  For me, it depends on what time scale one is looking to understand if stasis or change is more relevant.  Still, I think its difficult to argue anymore that stasis is more relevant than change.

The necessary question should not be IF we should adapt (genetically or by manipulating the environment). Instead we should ask, “What are we adapting to and how are we getting there?”  Will humans and other populations be adapting to artificially-supported ‘vulnerability balloons’ as we are almost surely doing now through our uses of technology and fossil fuels?

This question of adaptive goal is important because the IPCC definitions include definitions of costs and benefits with its description of adaptation.  To what goal are these costs and benefits applied?  Within the frame of a generation or an organism’s lifetime, explicating goals may make sense, but ascribing goals to a ecosystem – much less whole populations – gets very very slippery.  You start to need some way to implicate who or what is writing that mission statement.

Similarly the IPCC includes adaptive capacity in its glossary as the ability, institutions, and resources that can be used to implement adaptation measures.

I think this is all a bit confusing, and I feel it makes more sense to reserve the definition of adaptation for genetic, phenotypic, and behavioral attenuation of organisms or systems to their environment across generations.  To describe the processes that organisms and systems use during their lifetimes I think we need a term that encompasses more variability, one that is less blatantly anthropocentric and functionalist in its approach to socio-ecological coevolution.  We also need a long view on systems not ones that are limited to single generations only – something that the biological definition of adaptation retains but that the socio-technical one does not.

Borrowing from the literature of evolutionary biology, behavior, and developmental biology, plasticity seems far better suited to the processes of environmental manipulation being described by the IPCC.  This is because it references a material (plastic) that maintains its basic molecular structure while having variable capacity to take on any number of manipulations or forms.

Coping and Plasticity
The terms coping and adaptation are sometimes used interchangeably leading to confusion.  Here I think there is some opportunity to disentangle the two.  A compilation of brainstorming sessions by groups of development practitioners in Ghana, Niger and Nepal described some differences which were then documented in the Climate Vulnerability and Capacity Analysis Handbook.  The results of the group’s sessions were pointing to what I think was a difference between 1) consistent and conscious actions to reduce vulnerability (adaptation) versus 2) ad hoc solutions (coping).

It’s worthwhile to differentiate coping and adaptation as within and between generation processes, respectively.  Biologists use plasticity to describe the ability of an organism or group to adjust within its lifetime via behavioral or developmental responses to the environment.  This may indeed include manipulation of the environment to decrease vulnerability.  Phenotypic plasticity is a description that could easily encompass artifacts, behaviors, institutions, and aggregations of resources as extensions of an organism’s phenotype.  It invokes important concepts from evolutionary biology including the role of cooperation in building and maintaining extended phenotypes (such as aggregations of useful materials like insurance, band-aids, and water) or how phenotypic reaction norms can change in response to different environments–shedding light on why a strategy in one environment may not be as successful in another.  There is further correspondence here with plasticity and the concept of developmental canalization (that organismal systems can get locked in to specific trajectories) and with the concept of path dependence in the development of economic and institutional systems.

So a better definition of plasticity might re-appropriate the IPCC’s definition of adaptation and rework it as:

An adjustment in natural or human systems in response to actual or expected climatic stimuli or their effects, which moderates harm or exploits beneficial opportunities. Plasticity operates through cognitive (sensing), social (interactional), physiological, and other mechanisms that can adjust to a wide range of variability. Plasticity is the ability to respond to variability and a range of realized and possible futures continuously and in a sustained approach. Plasticity or coping strategies attenuate the use of resources to local needs and involve planning that hybridizes old and new knowledge and strategies in an exploratory process.

Here I think this definition makes it much easier to bridge what may be happening at a physiological level (cellular temperature variation, sweating) with responses at an artifact level (clothing, ventilation) and an institutional (e.g. policies towards what it means to be cool).

This is because the term plasticity explicitly invokes a connotation of variability, while adaptation feels more like a description of how well two things (in this case organism or population and environment) fit together.  Clearly, if the environment is highly variable we need variability in our systems, not assumptions and values of how well we already fit and work within it.

Coping, on the other hand, seems pretty straightforward.  Survive.  It makes sense to leave a lot of variability open for this one, because when it comes time for coping strategies, any and all tactics may be appropriate.  But then again, there can be ways to cope that are more responsive than others.  But I think this starts to dig into a definition of resilience or robustness, where the system properties begin to matter more than than how they manifest themselves in practice.  What I mean by this is that as people, organisms, and ecosystems attempt to cope with change, their ability to draw on networks or strategies for coping is itself embedded in the system.  Some systems, as a function of their structure, cope better than others.  Consequently the adapt better than other too.

Resilience
The Climate Vulnerability and Capacity Analysis Handbook adapts its definition from UNISDR (2009) defining resilience as “the ability of a system to resist, absorb, and recover from the effects of hazards in a timely and efficient manner, preserving or restoring its essential basic structures, functions, and identity.”

The IPCC defines resilience as “the ability of a social or ecological system to absorb disturbances while retaining the same basic structure and ways of functioning, the capacity for self-organisation, and the capacity to adapt to stress and change.”

While Walker et al (2004) define resilience as “the capacity of a system to absorb disturbance and reorganize while undergoing change so as to still retain essentially the same function, structure, identity, and feedbacks.”

In these cases resilience emphasizes a system’s ability to maintain or return to specific structural or functional features–i.e. to maintain its identity, its durability, its persistence.  But as noted by Erica Jen in her article “Stable or Robust? What’s the Difference?” (2005), the choices of features or structural elements that we attend to are important for assessing both the capacity and quality of that responsiveness to change.

So what is the function, what is functional, and for whom?  Definitions matter.

One way to think about resilience is to imagine a couple of different water balloons.  One balloon is filled halfway full.  Another is filled so that the latex rubber that composes its surface and membrane is stretched tightly to hold the water in.  Now you can throw both balloons back and forth between each other, and neither may pop.  But what do you think will happen when the balloons are stretched, twisted, or allowed to drop on the ground where a twig might be a hazard to the already tense surface of the overfilled balloon?  It will probably pop and spill the water out.

A system’s resilience is a lot like a water balloon, and the degree of resilience is determined by how much water is forced into the balloon, the size of the balloon, and how much it is pushed to its limits.  We might think of the balloons shape, its ‘throwability’ or the thickness of its membrane as examples of functional or structural elements.  In most cases, we are looking at how well the balloon is able to maintain it shape and its continuity despite being stressed – i.e. it is functionally a ‘water balloon’, it has a round shape, and responds to the exterior and interior pressures of air and water.

Rarely do we think that a water balloon might reconfigure itself, rearranging the organization of its functions, structural elements, or features to be able to accomplish the same task differently.  What would happen if the water and the balloon separated or if the water balloon system was able to draw on other systems (e.g. refrigeration) to change the relationships between its functional elements?  What if we no longer simply considered only the water inside of the balloon as the system responding to the task of throwing? What if the throwing and catching movements were also included?  Would we still think of a resilient system, or would we start to walk a path of robustness–of being able to adjust the definitions and constraints of the systems themselves in pursuit of coevolutionary relationships between them?

Robustness
Robustness is a different beast altogether – literally.  While resilience is focused on maintaining a system, we can describe robustness as the ability of a system to change and in doing so to respond to environment and to develop entirely new functions as a result.

Some argue that robustness describes the ability of a system to withstand mutations and maintain its phenotype or “shape” as a result (Wagner, 2005).  Instead I think there is a greater correspondence of robustness with transformation as used by Walker et al (2004).  Transformability is “the capacity to create a fundamentally new system when ecological, economic, or social (including political) conditions make the existing system untenable.”   I’m less sure about the “untenable” part of Walker et al’s definition.

Robustness is the ability of a system to evolve system functions, not simply maintain those that already exist.  In this way, an analogy can be drawn between adaptation/robustness and plasticity/resilience.  Similarly, I think robustness has a quality of being parametric.  Parametric architecture has the quality of being built from common construction principles, but by varying the parameter values of those rules of construction, endless forms become possible.

References

Walker, B., C. S. Holling, S. R. Carpenter, and A. Kinzig. 2004. Resilience, adaptability and transformability in social–ecological systems. Ecology and Society 9(2): 5. [online] URL: http://www.ecologyandsociety.org/vol9/iss2/art5

UNISDR, 2009. Terminology: Basic terms of disaster risk reduction and IISD et al, 2007. Community-based Risk Screening – Adaptation and Livelihoods (CRiSTAL) User’s Manual, Version 3.0.

Climate Vulnerability and Capacity Analysis Handbook

http://www.careclimatechange.org/index.php?option=com_content&view=article&id=25&Itemid=30

IPCC, 2007: Climate Change 2007: Impacts, Adaptation and Vulnerability. Contribution of Working Group II to the Fourth Assessment Report of the Intergovernmental Panel on Climate Change, Annex I., M.L. Parry, O.F. Canziani, J.P. Palutikof, P.J. van der Linden and C.E. Hanson, Eds., Cambridge University Press, Cambridge, UK, 976pp.

Stephen Jay Gould and Richard C. Lewontin. “The Spandrels of San Marco and the Panglossian Paradigm: A Critique of the Adaptationist Programme” Proc. Roy. Soc. London B 205 (1979) pp. 581-598

Wagner, Andreas. 2005. Robustness and Evolvability in Living Systems (Princeton Studies in Complexity). Princeton University Press.

Nisbett, R. E. (2004). The Geography of Thought: How Asians and Westerners Think Differently…and Why. Simon and Schuster.

500(+) words about the recent trends, impact and frequency of disasters

Disasters are a combination of cognitive, social, infrastructure, and ecological failures. Preparation in each system helps to create buffers to provide resilience within each system that can in turn translate to resilience in each of the other systems. Thus, trends, impacts and the frequency of disasters are often amplified by the interactions between different social domains, resource bases, and locations.

riskTable

Key requirements for recognizing trends in disasters include being able to:

  1. differentiate between high frequency trends and low frequency trends (partly because cognitive biases inhibit objective estimation),
  2. the potential for changes in their relative frequencies and path dependency (low frequency becoming high and vice versa),
  3. the cumulative impacts at different temporal and spatial scales of interaction, and
  4. the emergence of threshold effects where small impacts can have big effects.

The rise in frequency of natural disasters is being compounded by population growth (especially in urban, coastal, and low-lying areas) and increased vulnerability because of interactions among resources and risks (see table 1 for examples). Many natural phenomena tend to be recurrent. For example, diseases re-emergence in and out or areas and population, sometimes in cycles, while often borne from social-ecological network differentiation (Janssen et al., 2006). These recurrences can affect the same regions and populations again and again–either out of geographic, genetic, or behavioral specificity. Impacted populations have narrow opportunities (if at all) to restore livelihoods and coping mechanisms between events. This can accelerate chronic vulnerability.

Key trends discussed and communicated in the literature relate sea levels, temperature, precipitation, resilience, and extreme events to climate change (Prasad et al, 2009). While these are specifically the result of abiotic processes, other, underemphasized, social trends emerge that are important for managing coping strategies–especially where cities are concerned. These trends include:

Cultural Preferences: This is perhaps the least understood of any emerging trend, and we don’t know much about how the various components of this trend are distributed at any given moment. Cultural preferences includes things like how new skills, uses, and behaviors are acquired, the ways they are arranged in everyday life to fill particular needs, how existing artifacts or concepts are appropriated, and what it takes for small, limited sets of practices to widen and become normalized in larger populations. As a trend, many human systems are moving towards knowledge networking which will accelerate normalization. Less frequent are the hybrid ways of creating new coping strategies that build on other unrelated themes or needs. As a result it is pretty easy for most disaster management and preparedness disciplines to dismiss it as a leading component of interest.

Uncertainty and Risk Diversification: As the intensity of experience and practices with technologies, the environment, and human population increases, uncertainty and the recognition of risk becomes more evident. This is to say that we tend to project more uncertainty and develop a larger number of risks as our knowledge of the environment widens. Thus, while there are real and significant increases in the number of risks, the increase and perceived impact is also a function of our own cultural sources of knowledge production and risk assessment. This in no way delegitimizes the risk of climate driven disaster. It only adds a unique dimension to our reception and relationship with them.

Urbanization: In 2008, the global population became equally distributed between rural settlements and cities. This trend will continue for a variety of reasons including individuals’ search for economic agency in cities. It highlights a broader pattern of preferential attachment–a social phenomenon in which people (agents) tend to want to join up with other agents that have multiple connections, either to other people, things, or places. It also signals a significant perceptual shift in our understanding of ecology and its anthropogenic impacts–away from systems where humans are seen externally to one in which the landscape is unequivocally ‘disturbed’ and redistributed (Ellis and Ramankutty, 2008).

Ecosystem Service Disruption:
Healthy ecosystems are a keystone of resilience. They buffer vulnerable populations from the impacts of disasters by maintaining critical life support services such as soil for agriculture, water filtration and sequestration, nutrient cycling, organic waste recycling, gas exchange + air pollution mitigation, and the ambient commons (McCullough, in prep) which support the awareness of a continuum between culture and infrastructure.

ad hoc Solutioning:
In India, the Hindi term Jugaad describes technologies that are patchworks of on-hand materials to fix and make due with what is convenient and ‘affordable’. They build (no pun intended) on an ease of use and innovative skill in the context of personal or collective economic agency. They can insert sustainability using biodegradable, local, and available materials–deemphasizing systems of manufacturing while emphasizing individualism and craft. However, jugaad may also substitute expectations for semantics, trading durability for extended (or distended) service relationships in the absence of independently verifiable standards. The impact of this behavioral tactic with artifacts is that technologies can have a low threshold for failure because they depend on service and labor for continued maintenance. When the services become otherwise compromised, the artifacts create further risks.

Occupation of High Disturbance and/or Diversity Landscapes:
Along with trends in urbanization and ecosystem services, people tend to locate in regions where resources are abundant and that tend to support a large amount of diversity. One of the main ecological predictors of biological diversity is the ongoing process of disturbance, which continuously opens up new niches and creates genetic diversity across populations. This points to the presence of large urban settlements in areas prone to disturbance and potential disasters either from earthquakes, flooding, cyclone, tsunami, or wildfire, for example.

Now what do these trends mean for emerging health risks in the context of climate change?

References:
Ellis, E. C., & Ramankutty, N. (2008). Putting people in the map: anthropogenic biomes of the world. Frontiers in Ecology and the Environment, 6(8), 439–447.

Janssen, M. A., Ö. Bodin, J. M. Anderies, T. Elmqvist, H. Ernstson, R. R. J. McAllister, P. Olsson, and P. Ryan. 2006. Toward a network perspective on the resilience of social-ecological systems. Ecology and Society 11(1): 15. [online] URL: http://www.ecologyandsociety.org/vol11/iss1/art15/

McCullough, M. in prep. Ambient Commons. http://www-personal.umich.edu/~mmmc

Prasad, N., F. Ranghieri, F. Shah, Z. Trohanis, E. Kessler, and R. Sinha. 2009. Climate resilient cities : a primer on reducing vulnerabilities to disasters. Washington (DC) : World Bank Group Info Shop. ISBN 978-0-8213-7766-6

Transactional Arts & the Coefficient of Art (ϕ)

This find (thanks Dharmang) describes a history and accounting of the Transactional Arts–which is art, where a transaction is explicitly part of the work.

Daniela Plewe’s discussion brings me back to some thoughts and notes I made about Marcel Duchamp’s Coefficient d’Art. Duchamp described it as:

“An arithmetical relation between the unexpressed but intended and the unintentionally expressed.”

It is intended to describe the difference between what artists intend and what the spectator perceives.  For Duchamp, this difference is in the act of communication or transaction, where certain differences and attributions of value are made out of the interaction among individuals.  It this coefficient that structures the viewers engagement with artifacts and allows them opportunities to appropriate objects to their own needs and ends.

For Duchamp, the coefficient of art could be good (+), bad (-) or indifferent (=), but the sign of the coefficient had no bearing on the effectiveness of the work itself–only the difference between the agency of the artists to produce a desired effect in the minds of the spectators.  The effect itself is up for further negotiation between them.

Mutual information is a similar concept to the coefficient of art, but it comes from information theory and describes the amount of information one thing tells about another thing. In other words, it is the reduction in uncertainty of one thing due to knowledge of another. If we ask how information (and consequently, meaning) is shared between different sources of uncertainty (like an object and a spectator or an object and its artist), we may be able to get a sense of how they are connected and how they might respond to each other.

Mutual information is helpful as a concept because we want to understand how interactions vary with one another–i.e. how interaction values may/may not change as a result of signals, actions, and assumptions.

A component of mutual information is information entropy. Entropy is a measure of uncertainty associated with a variable and quantifies the information contained in a message.  It is similar to the coefficient of art; it may describe the uncertainty associated with an artwork as judged by the spectator.  Conversely, it could describe the absence of meaning when one does not know the value of the work.  Likewise the spectator may themselves exhibit high entropy (high uncertainty) relative to the artist if the artist knows little about the spectator and how they will perceive the artwork….at least that’s how I think it would go.

The coefficient of art is a compelling concept.  It suggests that that art has an effect, and if an effect–value in context.  Describing that value is very close to the describing what difference the work of art makes, either to the spectator or some chain extending through them.

Borrowing from evolutionary and network theory, one could pull in a set of relationships between interacting agents that describe how networks evolve and persist. Relationships endure over time from the benefits of interaction. In network reciprocity, entities pay a cost, c, while their number of neighbors, k, receive a benefit, b. If b/c > k, where the ratio of benefits to costs is greater than the sum of neighbors, the network persists because its members are gaining as a result of their interactions.

Duchamp’s coefficient of art (hereafter described using the greek letter psi, ϕ; see also: epistasis), approximates the number of neighbors, but as indicated by it separation from the actual effect of the work itself, says nothing about costs and benefits. ϕ approximates k, or rather the reciprocal of k, because as the number of neighbors (or spectators of the work) increases, the likely ability of the artwork to communicate intent, decreases. This is because of variation among the spectators who may either not be well-understood by the artist or who are perceiving differently or because the artist. Interestingly, ϕ always assumes artistic intent. If ϕ is low, it may be the ‘fault’ of the spectator, the inability of the artist to realize that intent, or of some other intervening factor.

But what about art that is created beyond intent such as generative, algorithmic, or emergent artworks?

ϕ may also be a bound on the ability of artifacts to bridge social groups, as in the case of boundary objects that have multiple uses. The intent of the maker of that object is only partially achieved, but may clearly be appropriated to serve other purposes. Here we might similarly invoke a coefficient of use–or a measure of intent in use that transforms the intent of the artist.

Far from achieving certainty, at least the idea of ϕ, of a coefficient of art, starts to unlock more questions about translation and meaning between objects and people–and of the directionality of interactions between people.

Anthropogenic Biomes

Where People Live
Where People Live
Anthropogenic Biomes as a Region for Research in Evolutionary Design Ecology
Many systems of classification for regions ignore the integration of human influence and ecosystem form, process, and diversity. This situation was common when I was in school and we learned about different ecological regions that were described largely by vegetation type and the weather patterns.  A definition of region that is based on many interactions between society and nature, including perspectives  on global patterns of sustained direct human interaction with ecosystems, may be appropriate for weighing studies of human health, its interactions, and driving factors. Anthropogenic biome describes a recent and perhaps better system of regional classification than have previous definitions (Ellis and Ramankutty, 2008) which have tended towards pure forms of nature or the separation of nature and society.

Anthropogenic Biomes: Definition
Anthropogenic biomes are similar to ecological biomes: they describe patterns of vegetation, climate, and ecosystem processes. However, they also take into account the anthropogenic influences of land use and population density on ecosystem processes. Ellis and Ramankutty characterize anthropogenic biomes as heterogeneous landscape mosaics, combining a variety of different land uses and land covers. Some of this heterogeneity is driven by natural landscape variation, as well as human enhancement of natural landscape (e.g. intensive agriculture) and human created landscape (e.g. construction of settlements and transportation systems).

The Regional Classification System they developed is as Follows (Ellis and Ramankutty, 2008):
Dense Settlements: Urban, Dense Settlements

Villages: Rice Villages, Irrigated Villages, Cropped and Pastoral Villages, Rainfed Villages, Rainfed Mosaic Villages

Croplands: Irrigated Cropland, Residential Rainfed Mosaic, Populated Irrigated Cropland, Populated Rainfed Cropland, Remote Cropland

Rangelands: Rangelands, Populated Rangeland, Remote Rangeland

Forested: Populated Forests, Remote Forests

Wildlands: Wild Forest, Sparse Forest, Barren

Of Earth’s 6.4 billion human inhabitants:
40% live in dense settlements biomes (82% urban population),
40% live in village biomes (38% urban),
15% live in cropland biomes (7% urban), and
5% live in rangeland biomes (5% urban)
0.6% live in forested biomes.

Asia and Oceania have the most diversity in the distribution of these regions around the world.

Global Anthropogenic Biomes

Further refinement is possible (Alessa and Chapin, 2008) by resolving distributions of social values, dietary patterns, movement patterns, resource use and between local and regional scales, inter alia.

Why Anthropogenic Biomes Matter for Public Health and Other Forms of Research
Anthropogenic biomes are a more accurate description of broad ecological patterns than are systems that exclusively describe vegetation patterns based on variations in climate and geology. Likewise, anthropogenic biomes may be better at representing patterns of human interactions with the environment and describing the driving factors in health outcomes. There are multiple reasons for this that stem from the varied roles that ecosystem, climate, cultural, and social relationships enact in dialogue with each other.

Anthropogenic biomes differ substantially in terms of basic ecosystem processes (eg carbon emissions, reactive nitrogen) and ecosystem biodiversity. These factors in turn affect the relative availability of resources for that region, including and especially ecosystem services like clean air and water and nutrient availability for agriculture.  Furthermore, they must necessarily feed back into human ways of knowing and interacting with the environment.

Anthropogenic biomes can be connected to global patterns of ecosystem processes, along with anticipated future increases in human influence on ecosystems and the associated health outcomes due to climate change-driven risk factors.

Genome by environment interactions may be particularly relevant at this scale of interaction. The region definition is appropriate to human movement patterns and thus exposure to sources of chronic and acute risk from disease and consumption patterns.

The land use type itself determines a wide variety of factors including interactions with other humans, livestock, dietary consumption, levels of hydration, energy intensity, and other factors.

Culture, ethnicity, and language are also important in response to land use and domestic patterns of consumption ranging from food use and taboos, communication of lifestyle and health options, provisioning of nutrition, water, and energy, availability, and the use of technology to process and maintain different lifestyle patterns.

In each of these regional definitions, the interactions between landscape and human activity affects affluence, access to health care, and political regulation which suggests that these are are other possible subdivisions since these regions correspond to human social, transport, technological, and social networks–especially in dense settlements versus villages and remote areas.

For these reasons, anthropogenic biomes may provide more of a mosaic-like image from which to base categorizations used by clinical and other studies of health compared to political and continental boundaries which conventionalize migration barriers and tribal relationships. Geographic and political definitions will slowly shift, leaving only historical genetic signatures. Furthermore, anthro biomes are not specific to any particular disease or health outcome. They may encompass suites of infection and disease patterning where behavior, exposure, risk, and land use are correlated. They may also be indicative of linked health outcomes at the physiological level where, for example, musculoskeletal disorders and endocrine system perturbations are bound by human-influenced ecosystem interactions.  Or they may suggest psychological correlates, linking cognition and landscape to disease and health risks.

The main point to consider is that ecological relationships, including land use and human infrastructure development, script behavior and consumption in ways that drive health outcomes. Understanding human influenced ecosystem patterns helps us identify areas of positive feedback between health risks, land use, population density, and the construction of everyday life.

References
Alessa, L., & Chapin, F. S. (2008). Anthropogenic biomes: a key contribution to earth-system science. Trends in Ecology & Evolution, 23(10), 529–531.

Ellis, E. C., & Ramankutty, N. (2008). Putting people in the map: anthropogenic biomes of the world. Frontiers in Ecology and the Environment, 6(8), 439–447.

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