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Wittgenstein on Games

Ludwig Wittgenstein was a Viennese philosopher intent on language, its meaning, and its interactions with the physical environment– or more precisely, the public space of use. His writings have influenced education, mathematics, art, and others for their critical approach to language, meaning, metaphor, and our representation of a shared environment. His work Philosophical Investigations (2nd Ed., Trans. by G. E. M. Anscombe) takes a decidedly non-linear approach, where his analysis of language straddles a landscape in which games are played, rules made, and mental images resonate with the spoken and written word.

Interspersed within Philosophical Investigations are a handful of passages that describe some general properties of games. In the book, they connect to other passages that explore language-games, rules, imagery and so on, but I’ve chosen these for their generality. In the work, the discussions proceed from an unwrapping of language and games into and understanding of the rules for play – i.e. grammar. Here we are only interested in the meaning of a game.

I’ve extracted these passages, to separate them (for the moment) from language. You’ll see lots of errors in the text because used OCR (optical character recognition). I was tempted to tidy it up, but given the general theme of the work, I think it’s fitting. Enjoy!

3. Augustine, we might say, does describe a system of communication;
only not everything that we call1anguage is this system. And one
has to say this in many cases where the question arises “Is this an
appropriate description or not?” The answer is: “Yes, it is appropriate,
but only for this narrowly circumscribed region, not for the whole of
what you were claiming to describe.”

It is as if someone were to say: “A game consists in moving objects
about on a surface according to certain rules …”-and we replied:
You seem to be thinking of board games, but there are others. You
can make your definition correct by expressly restricting it to those
games.

3I. When one shews someone the king in chess and says: “This is
the king”, this does not tell him the use of this piece-unless he already
knows the rules of the game up to this last point: the shape of the king.
You could imagine his having learnt the rules of the game without ever
having been shewn an actual piece. The shape of the chessman corresponds
here to the sound or shape of a word.

One can also imagine someone’s having learnt the game without
ever learning or formulating rules. He might have learnt quite simple
board-games first, by watching, and have progressed to more and
more complicated ones. He too might be given the explanation “This
is the king”,-if, for instance, he were being shewn chessmen ofa shape
he was not used to. This explanation again only tells him the use
of the piece because, as we might say, the place for it was already
prepared. Or even: we shall only say that it tells him the use, if
the place is already prepared. And in this case it is so, not because the
person to whom we give the explanation already knows rules, but
because in another sense he is already master of a game.

Consider this further case: I am explaining chess to someone; and I
begin by pointing to a chessman and saying: “This is the king; it
can move like this, …. and so on.”-In this case we shall say: the
words “This is the king” (or “This is called the ‘king’ “) are a definition
only if the learner already ‘knows what a piece in a game is’. That is,
if he has already played other games, or has watched other people
playing ‘and understood’-andsimilarthings. Further, only under these
conditions will he be able to ask relevantly in the course of learning the
game: “What do you call this?”-that is, this piece in a game.

We may say: only someone who already knows how to do something
with it can significantly ask a name.

And we can imagine the person who is asked replying: “Settle the
name yourself”-and now the one who asked would have to manage
everything for himself.

54· Let us recall the kinds of case where we say that a game is
played according to a definite rule.

Th~ rule may.be .an aid in teaching the game. The learner is told it
~d gtven pract1c~ in applying it..-Or.it is an instrument of the game
~tself.-Or .a :ule IS employed neither in the teaching nor in the game
ttself; .nor IS rt set down in a list of rules. One learns the game by
watching how others play. But we say that it is played according to
such-and-such rules because an observer can read these rules off from
the practice of the game-like. a.na~ral.law governing the play.-B~
t how does the observer distinguish in this case between players’
mistak~s and ~orrect p~ay?-There are .characteristic signs of it in the
pla~ers behaviour, Think of the behaviour characteristic of correcting
a slip o.f the tongue”. It would be possible to recognize that someone
was doing so even WIthout knowing his language.

66. Consider for example the proceedings that we call “games”.
I mean board-games, card-games, ball-games, Olympic games, and
so on. What is common to them all?-Don’t say: “There must be
something common, or they would not be called ‘games’ “-but
look andsee whether there is anything common to all.-For if you look
at them you will not see something that is common to all, but
similarities, relationships, and a whole series of them at that. To
repeat: don’t think, but look I-Look for example at board-games,
with their multifarious relationships. Now pass to card-games; here
you find many correspondences with the first group, but many common
features drop out, and others appear. When we pass next to ballgames,
much that is common is retained, but much is lost.-Are they
all ‘amusing’? Compare chess with noughts and crosses. Or is there
always. winning and losing, or competition between players? Think
of patience. In ball games there is winning and losing; but when a
c~ild throws his ball at the wall and catches it again, this feature has
~sappeared. Look at the parts played by skill and luck; and at the
difference between skill in chess and skill in tennis. Think now of
games like ring-a-ring-a-roses; here is the element of amusement,
but how many other characteristic features have disappeared 1 And
we can go through the many, many other groups of games in the same
way; can see how similarities crop up and disappear.

And the result of this examination is: we see a complicated network
of similarities overlapping and criss-crossing: sometimes overall
similarities, sometimes similarities of detail.

68. “All right: the concept of number is defined for you as the
logical sum of these individual interrelated concepts: cardinal numbers,
rational numbers, real numbers, etc.; and in the same way the concept
of a game as the logical sum of a corresponding set of sub-concepts.”-
It need not be so. For I can give the concept ‘number’ rigid limits
in this way, that is, use the word “number” for a rigidly limited concept,
but I can also use it so that the extension of the concept is not
closed by.a frontier. And this is how we do use the word “game”.
For how IS the concept of a game bounded? What still counts as a
game and what no longer does? Can you give the boundary? No.
You can draw one; for none has so far been drawn. (But that never
troubled you before when you used the word “game”.)

.”B~t ~en the use of”the wor? is unregulated, the. ‘game’ we play
WIth It IS unregulated. –It IS not everywhere CIrcumscribed by
rules} but n? more are there any rules for how high one throws the
ball In tennis, or how hard; yet tennis is a game for all that and has
rules too.

69. How should we explain to someone what a game is? I imagine
that we should describe games to him, and we might add: “This and
similar things are called ‘games”’. And do we know any more about
it ourselves? Is it only other people whom we cannot tell exactly what
a game is?-But this is not ignorance. We do not know the boundaries
because none have been drawn. To repeat, we can draw a boundaryfor
a special purpose. Does it take that to make the concept usable?
Not at alll (Except for that special purpose.) No more than it took
the definition: I pace = 75 em, to make the measure of length ‘one
pace’ usable. And if you want to say “But still, before that it wasn’t
an exact measure”, then I reply: very well, it was an inexact one.Though
you still owe me a definition of exactness.

70. “But if the concept ‘game’ is uncircumscribed like that, you
don’t really know what you mean by a ‘game’.”–When I give the
description: “The ground was quite covered with plants”-do you
want to say I don’t know what I am talking about until I can give a
definition of a plant?

My meaning would be explained by, say, a drawing and the words
“The ground looked roughly like this”. Perhaps I even say “it looked
exact!J like this.” – Then were just this grass and these leaves there,
arranged just like this? No, that is not what it means. And I should
not accept any picture as exact in this sense.

Someone says to me: “Shew the children a game.” I teach them
gaming with dice, and the other says “I didn’t mean that sort of
game.” Must the exclusion of the game with dice have come before
his mind when he gave me the order?

75. What does it mean to know what a game is? What does it
mean, to know it and not be able to say it? Is this knowledge somehow
equivalent to an unformulated definition? So that if it were
formulated I should be able to recognize it as the expression of my
knowledge? Isn’t my knowledge, my concept of a game, completely
expressed in the explanations that I could give? That is, in my describing
examples of various kinds of game; shewing how all sorts of other
games can be constructed on the analogy of these; saying that I should
scarcely include this or this among games; and so on.

100. “But still, it isn’t a game, if there is some vagueness in the
~ules”.-But does this prevent its being a game?-”Perhaps you’ll call
it a game, but at any rate it certainly isn’t a perfect game.” This means:
it has impurities, and what I am interested in at present is the pure
article.-But I want to say: we misunderstand the role of the ideal
in our language. That is to say: we too should call it a game, only we
are dazzled by the ideal and therefore fail to see the actual use of the
word “game” clearly.

200. It is, of course, imaginable that two people belonging to a
tribe unacquainted with games should sit at a chess-board and go
through the moves of a game of chess; and even with all the appropriate
mental accompaniments. And if we were to see it we should say they
were playing chess. But now imagine a game of chess translated
according to certain rules into a series of actions which we do not
ordinarily associate with a game-say into yells and stamping of feet.
And now suppose those two people to yell and stamp instead of playing
the form of chess that we are used to; and this in such a way
that their procedure is translatable by suitable rules into a game of
chess. Should we still be inclined to say they were playing a game?
What right would one have to say so?

563. Let us say that the meaning of a piece is its role in the game.Now
let it be decided by lot which of the players gets white before
any game of chess begins. To this end one player holds a king in each
closed fist while the other chooses one of the two hands at random.
Will it be counted as part of the role of the king in chess that it is used
to draw lots in this way?

564. So I am inclined to distinguish between the essential and the
inessential in a game too. The game, one would like to say, has not
only rules but also a point.

567. But, after ali, the game is supposed to be defined by the rules I
So, if a rule of the game prescribes that the kings are to be used for
drawing lots before a game of chess, then that is an essential part of
the game. What objection might one make to this? That one does not
see the point of this prescription. Perhaps as one wouldn’t see the point
either of a rule by which each piece had to be turned round three times
before one moved it. If we found this rule in a board-game we should
be surprised and should speculate about the purpose of the rule.
(“Was this prescription meant to prevent one from moving without
due consideration?”)

568. If I understand the character of the game aright-I might
say-then this isn’t an essential part of it.
«Meaning is a physiognomy.))

Platforms for Co-Creation

On Tuesday evening I had the pleasure of meeting up with some fellow UM alums during an information session for the Ross Business School. I didn’t graduate with an MBA; I did my MFA in the School of Art & Design. Nonetheless, I was welcomed and had the opportunity to share my perspectives on what makes Michigan different from other universities and experiences. Actually, I think it is becoming increasingly relevant that students in art and design connect with business students and vice versa.

The highlight of the evening was a lecture by Venkat Ramaswamy, Hallman Fellow of Electronic Business and Professor of Marketing at the Ross School of Business, University of Michigan. During his visit to India he was launching his new book, “The Power of Co-Creation”, and he gave a very nice explanation of co-creation to the audience of prospective MBAs and Alums.

For me, the lecture was especially timely. I have been diving deep into the theory and practice of service design for the last eight months. My goal is to use knowledge of complex systems and dematerialized practices as options for thinking, teaching, and solving problems that can benefit from the engagement of multiple stakeholders. Some of these problems range from the provision of water resources, delivery of health services, discovery of patterns in public health, the maintenance and design of infrastructure, or even how learning is measured and fed back into teaching and course content.

Prof. Ramaswamy’s talk focused on examples that demonstrated co-creation as a paradigm for value creation. He provided a sample of instances where the design of platforms focuses on interactions between enterprise providers (supply chain, enterprise planning, customer relationship) on one hand – and stakeholders on the other. The key part of the value creation lies in the assembly of a platform through which the process of engagement and co-creation can take place. In this way, engagement happens first, enterprise second.

Seoul OASIS co-creation & planning includes the use of images to illustrate the suggestions.

Seoul OASIS co-creation & planning includes the use of images to illustrate the suggestions.

Venkat’s first example came from civic planning in Seoul, South Korea. OASIS is a platform for engagement with public services. It facilitates citizen engagement with the city council using a combination of online, video, and face-to-face platforms. To make it an effective platform, complaints are not allowed – only suggestions. The facilitators also ask/keep the suggestions limited to the goals that have already been determined. So the question civic participants have to ask themselves is, “How do we achieve our goals?”

Civic Participation in Seoul OASIS

Civic Participation in Seoul OASIS

The participation process begin with (1) suggestions which get tagged by the participants. The tags allow people to start structured (2) discussions of the ideas. About 12% then get taken for (3) off-line examinations. Eventually there are (4) Seoul OASIS meetings which are filmed live and where stakeholders and civic service providers get to interact. Finally, a handful of suggestions make it to (5) implementation where the project gets documented along with benchmarks and other accountability checks.

Delhi-Traffic-Police-get-social
Another great example for India is how the Delhi Traffic Police have been using Facebook as a platform for accountability and peer pressure on Delhi’s citizens to follow the rules. In some cases, the platform has even allowed citizens to establish some accountability on the part of the police as well.

Caja Navarra (Spain) is pioneering civic banking using engagement platforms to make an impact in the social sector. It shows customers how much it makes from their savings and provides them with the ability to choose from an array of eight or so recipients of their social contributions. The recipient organizations are further pushed to present how they use the money as a result of the participation. The benefits also feed back to the bank’s ability to attract new customers. By providing “gift cards” with preset amounts, new participants can log on and get involved with their donations. Meanwhile, the bank is then able to show potential customers how their money would be used by Caja Navarra as opposed to the customer’s current bank.

The Gameful Leaderboard

The Gameful Leaderboard

All of this reminded me of some other platforms that tie emerging enterprises with potential stakeholders. Kickstarter is a new platform for ideas that need capital to get their projects off the ground. Anyone can contribute, and it only depends on the project’s ability to pitch their idea – and maybe some well-placed social capital (here’s some tips on managing a kickstarter project). One hugely successful project pitch that was launched is Gameful (exceeding their funding goal by over 3000%). It’s an online Secret HQ for gamers and game developers who want to help change the world and make our real lives better. The project’s developers did a really nice thing in pitching the project. They set of levels of giving, that mimicked some game tropes like secret entry points and awards.

Co-creation and service design are largely about the engagement that happens in the development of product and service offerings. Later as we ate dinner, I asked Prof. Ramaswamy what it might mean to go beyond products and services. What would happen, for example, if co-creation impacted the evolution of the core business model and plan? Eric Beinhocker explores some of the conditions for how this might happen in his book, The Origin of Wealth. One of the central themes of the book revolves around how businesses themselves are a form of design. The design of businesses encompasses how to understand the market and connected institutions, product and service offerings, operations, marketing and sales, strategy, and the organization itself. If, as Beinhocker argues, business designs evolve over time through differentiation, selection, and amplification, then it stands to reason that co-creative platforms for engagement can distribute that work as well as just the product and service offerings. The only question is where will it happen?

Crowdsourcing Teaching and Learning Services: OpenIDEO in beta as a case study

OpenIDEO recently launched with a few beta projects aimed to promote social entrepreneurship – first for helping kids make healthy food choices and then for affordable teaching and learning services (in India).  The OpenIDEO web platform is a good use of social media to gather up precedents, promote participation, and organize preferences.  People are free to contribute as much or as little as they can, but as with any project, there are clearly different levels of participation.  Somewhere I read [from the EVOKE people I think] that there are usually five or so levels of participation in crowdsourcing or social media projects: 1) look around, 2) create an account, 3) some participation, 4) active involvement, and 5) hardcore.

Because I have an interest in teaching and learning, I decided to commit and follow through to the end – contributing as earnestly as possible with my available time.  I probably ended up somewhere around “active contributor”, but by no means was I “hardcore”.

I came in a little after the start of the project and didn’t have much time to contribute to the precedents phase.  Precedents is where people share examples of things that are relevant to the project brief. Here the brief was to increase the availability and affordability of teaching and learning tools and services in the developing world.

The brief is often where the closest attention should be paid. It’s usually where conflicts and misunderstanding originate. As with any project, the real challenge is to first define the problem – and then to demonstrate how the solutions posed solve that problem.  It sounds easier than it is.  I think crowdsourcing succeeds and fails in the ways people perceive and interpret the problem, and how they subsequently map their solutions to the problems as posed.  The challenge for any crowdsourcing project to embrace is how to support the interpreting and mapping more effectively.

This post is meant for me to reflect and assess what I thought was fun and what I thought was less fun about OpenIDEO’s process – as a user and participant.  Perhaps because the focus of the challenge was teaching + learning, I viewed it a little like being a student-participant.

What was fun.
The challenge was relevant and broad enough that I was able to easily focus my efforts into developing a few concepts. In most cases, I had the education settings and use-cases in front of me while I was doing my other work on rural agriculture and livelihoods. In all I added three concepts.  It was mainly a way for me think through problems, and I did it as much for myself as I did for the challenge.

In Share the Seed, Not the Tree, I collected data about the costs of materials and services in use at a typical school in a large town in Andra Pradesh, India. I wanted to use collected data and observations of kids at school because I thought this seemed to be missing from the brief, and because unsubstantiated assumptions about people and contexts are too common.  Among the many context submissions, there were a wide range of assumptions about context, affordability, meaning, and culture, and I didn’t really understand where they were coming from. But that’s okay. 

On the formal side, I think the developers should have made the formatting a little easier for the user.  As it was I couldn’t present anything in tabular or list format.

Untitled was a information tool for library services we’ve been working in at CSTEP which provides a simple to implement way of tracking library books and other assets.  Common resources like libraries and parks are REALLY difficult to maintain in India – unless you have a guard and locks.

Fig1

One take-away lesson from the concept I sent in (and for OpenIDEO) was that I think teaching and learning will benefit more when the resources that are present are made visible with the rules and users clearly shown to all.  We need information technologies that simultaneously support different modes of interaction – from centralized to decentralized and everything in-between.

Fig2

News Ecologies Remix Design (Figs 1 & 2) was as much an experiment with graphic design as it was thinking through the hovel industrial ecology of newspaper recycling and aggregation AND journalistic content creation.

What I really like in hindsight was the eventual use of the concepts – something that wasn’t made quite clear up front.  The ‘winners’ were all compiled into a resource guide that provided a series of steps and questions to help move subsequent innovators through the design process themselves.  The winning concepts were not projected as projects to be implemented – they were positioned more as catalysts for teaching and imagining.

So in the end, the brief ended up more like a rapidly prototyped workbook – filled out with design ideas.  The OpenIDEO platform was a quick way to generate relevant content that could be used to support people’s thinking as well as a process for local actors working on a similar design brief.

What was less Fun.
I have way more to say about what was fun and less fun, but because of time, I only want to focus on a few things that seemed consistent or inconsistent with the aims of the challenge.

On the less fun side, the social aspects of the platform were not as enriching as I expected.  There were ‘winners’ in a collaborative process, and this raises multiple issues as part of a larger discussion about framing, education and collaboration.

I also didn’t get a stable sense of interaction with other participants.  Keep in mind the platform is still in beta, and they are (I assume) working on additional “features”.  Inter-participant interactions consisted of comments on posts and “applaud” recognition.  I really wished I could have been notified by email of updates to comments and other interactions between participants.

I also got the sense it was a popularity contest.  This was reinforced in the evaluation phase where, after an intense round of concepting, forty concepts were shortlisted.  If I were a student in a classroom, this would have been really discouraging.  It was a like working to satisfy a set of criteria and then finding out afterwards that you were actually being evaluated against a different set of rules.

We’ve now got 40 concepts based on popularity and those which have the most potential, as chosen by GMC. In order to get down to 30, and help these ideas move forwards, please evaluate them against the criteria.

I think this is where OpenIDEO really failed with this challenge.  Most students at a certain age are not disappointed by not winning.  It’s not knowing how to improve that kills your motivation.  This is exactly the challenge for India.  Many teachers – especially at the college level – are themselves unable or unwilling to distinguish relevant knowledge and its applications from less effective ones.  What they do know, they stick with – leaving innovating educational models in the dust (quite literally sometimes). 

Experienced teachers also know that if students are uninformed about why they got a certain grade, they get upset and frustrated and will loose motivation quickly.  This is probably why standardized curricula and testing are used so much in schools – and why ‘progressive educationists’ react so strongly to any mention of evaluation or standards.  When no one has to be responsible for facilitating that map between problems and solutions, there are simple, correct and incorrect answers.

It would have been better to do the detailed evaluation first – giving feedback to all the concepts – and the “applause” round second – with the detailed evaluations available as evidence of the mapping between solution and problem. Yes, it would have been more tedious perhaps, but so what.

If I had know it was all about popularity, I probably wouldn’t have invested the effort. There was no way to ‘see’ the mapping between the problem statement and ‘winning’, making it appear as though arbitrary because it wasn’t made visible.  What I wanted was the opportunity to see if my perspectives matched the challenge problem and where it needed improvement.  So in the end, I didn’t learn much. 

But hey, it’s a beta test and failing is good.  Hopefully it becomes an opportunity for better implementation.

The second round of evaluation was more detailed and asked respondents to rate the solution on a few different criteria – along with detailed comments to further their effectiveness.  I don’t want to get too much into the feasibility of many of the ideas for India, but I will say that there could have been better alignment between the concepting phase and what schools and education are like in India.  I don’t want to be a downer on brainstorming, but I did feel like some of the social interactions were too encouraging, without providing any real interpretation of the costs, benefits, or obstacles that the solutions presented.  But then maybe that is ENTIRELY appropriate give the India-based context.  Perhaps providing a more detailed design brief along with supporting materials would be one way to provide such a diverse array of participants with more meaningful context.

In summary, it was fun, challenging, enriching, and I’d do it again.  However, because the social and evaluative aspects value certain actions over others, I am less inclined to contribute as fully as I might otherwise.  Nonetheless in it’s successes and failures, it’s a powerful example with lessons for the design of teaching and learning tools, values, and services.

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 Pure and the Impure: Points of View for Designing Services

Service designers identify and order goals in service systems.  Service systems are a unit of analysis for an exchange of skills and capabilities which leads to the production of value in use (Vargo et al., 2008).  Service systems are developed though the creation of value, where reinvention can transform the relationships of use and practice. Service systems are characteristically intangible, heterogeneous, simultaneous in production and consumption, non-perishable, and grounded in times and places that maintain their meaning and value (Kimbell, in prep).

One of the ways that designers understand service systems is by using a variety of approaches and concepts that isolate or concentrate focus on the relevant aspects of a system so they can drive experimentation and change. An example of this is a touchpoint, which means the aspects of the service are visible and come in contact with the users of that service (but see this discussion of its origins). You may have suspected that in a relationship of co-creation, touchpoints multiply quickly when production and consumption are linked since users are creators and vice versa. Another example that designers use is the line of visibility. This is similar to the touchpoint, and it describes what users see and experience in their relationships with a service system. It helps in rendering a system so that its processes and organizational structure are visible.

A draft diagram of a business process showing the line of visibility between the user and the organization dedicated to providing a service.

Because touchpoints and lines of visibility exist not only as tools but in practice, service experiences are tightly bound to tied to the production of narrative. Suspense in particular is a common experience for users when parts of a process, system, or set of relationships are hidden from view.  Just imagine a time when you were the creator or recipient of a service.  Much of your uncertainty or satisfaction was probably driven by what you knew or could expect about the outcome as well as the communication process that was taking place while the service was being delivered.

Richard Allen discusses suspense in his book about [Alfred] “Hitchcock’s Romantic Irony”. Allen cites Meir Sternberg’s distinction that, “suspense derives from a lack of desired information concerning the outcome of a conflict that is to take place in the narrative future, a lack that involves a clash of hope and fear; whereas curiosity is produced by a lack of information that relates to the narrative past, a time when struggles have already been resolved, and as such it often involves and interest in information for its own sake.”

So when working in service design we should decide if we desire to create curiosity or suspense and design our process accordingly. Allen also incorporates Ian Cameron’s view that suspense is a “channeling of emotions”. Clearly emotions can be powerful, but how and why? In Allen’s analysis, suspense is something that happens in us as we are forced to take up the prospect of narrative outcomes that are contrary to the ones we desire. Suspense is constructed out of moral uncertainty, balancing our expectations with potential outcomes.

Allen discusses Hitchcock and develops descriptions of two types of suspense: pure and impure. Pure suspense is broad and objective, prolonged by tension, delay, and narration that is unrestricted, moving between vantage points and locations. It leads to an anxious uncertainty and an increased expectation of a bad outcome as the deadline looms. Arbitrary delays segment time and increase the tension because a bad outcome seems close at hand. Often, the audience sees a threat before the protagonist and surprise happens through the manipulation of time. The outcome almost always favor of the moral victory, especially in popular media.

Impure suspense on the other hand is local and subjective. It is developed from points of view that provide different sources of knowledge often through the eyes of the protagonists and antagonists, keeping the audience informed while the characters remain unwitting. Deadlines are set early on and acceleration commonly heightens the alert attentiveness of the spectators who are active participants in the construction of the suspense. Knowledge is not made by the director. It is made by the audience in cooperation with the information provided to the characters. All too often, the audiences senses the outcome before the characters do by filling in blanks sources of meaning that haven’t been provided. Impure suspense favors empathy for the character, as if we were living through them. The moral outcome is less certain and often unrealized.

In order to try to make the differences between pure suspense and impure suspense more tractable, I imagined what users in a service system might say if they were experience one or the other.  The result is in the chart below, and it adapts these distinctions and starts to resolve how one might go about implementing different narrative objectives for a service system.

Pure suspense Impure suspense
Locations I move unrestricted between vantage points and locations. I stay highly local and subjective.
Points of view My perspective is omniscient and wide-ranging.

I tell everyone what is happening everywhere.

I get different sources of information through the eyes of the others.

I keep some people informed and others in the dark.

Time My day is prolonged by tension and arbitrary delay. Deadlines are set early in the day and acceleration commonly heightens my emotional state.
Emotional states I have anxious uncertainty and an increased expectation of a bad outcome as a deadline looms. I am alertly attentive, experiencing empathy for others.
Knowledge Production The person in charge chooses and focuses attention on the priorities. I cooperate with the information provided to learn what to do next.
Expectations I can explicitly identify a threat.

I am frequently surprised.

I sense an outcome before others.

I fill in blanks with sources of meaning that haven’t been provided.

Moral outcome? I favor the best outcome – like what happens in popular media. The best outcome is less certain and often unrealized.

References:
Vargo, S. L., Maglio, P. P., & Akaka, M. A. (2008). On value and value co-creation: A service systems and service logic perspective. European Management Journal, 26(3), 145-152. doi:10.1016/j.emj.2008.04.003

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.

Bateson’s Double Bind, Constraints on Human-Environment Intrxnz, and Ener-geets™

After writing yesterday’s post on psychology and climate change, I stumbled upon this article from the journal Ecological Economics entitled, “The art of the cognitive war to save the planet”.

The article details the proposition that our adaptive capacity–to respond to environmental feedback–to learn–is structured by the double bind, a concept coined by Gregory Bateson. A double bind is when an individual receives conflicting messages (intransitivity of preferences?) that disallows action on their part because responding to either message means being in conflict with the other.  Wikipedia has a more detailed description here, but Bateson’s articulation of the concept can be found in Steps to an Ecology of Mind (2000, University of Chicago Press).

The author’s argument is that sustainability, or human-environment interactions that respond dynamically to each other, is constrained because beliefs about oneself and the community are increasingly biased towards individual level sustainability for two reasons. First, individual safety is increasingly linked to individual performance. Second, alienation from environmental feedback loops means that an amplification of uncertainty is taking place resulting many more belief ‘nodes’ about systems level relationships.  This amplification results in greater propensity for conflict to develop between an individual’s assessment of the environment/system and their own well-being.

The task they outline is manifold–having many forms and elements.  It means developing a shared cognitive base from which to develop mental models for collective action.  The goal of a shared cognitive base is to help connect system level safety ideals to individual level belief nodes  They argue that to do this requires “simple messages with the potential to shape individual belief systems”.  Excessive information is to be avoided, while everyone should have access to the building blocks of conceptual blends that synthesize complex information.

The authors, Antal and Hukkinen, argue that more direct and influential injunctions should be exchanged to help reframe the context towards systems-individual linkages–not just individual.  Thus an injunction, “Become a vegetarian” becomes the positive injunctive norm, “Become a vegetarian to maintain the status quo” and then makes more sense in terms of promoting sustainable behavior when coupled with a positive injunctive future norm, “Become a vegetarian so our civilization can survive.”  This tactic seems similar to one described in the book Nudge (Thaler and Sunstein, Penguin Books, 2009) where they describe some forms of social nudges based on experiments in judgment and decision making.

Thaler and Sunstein describe how some forms of social nudges unfold. These include:

  1. Increasing compliance when one is informed that others are complying–i.e. drawing public attention to what others are doing.
  2. Emphasize the positive injunctive norm encourages behavior that helps maintain the commons. (e.g. “Please don’t do this in order to keep it this way.”)
  3. Show what the norm actually is, as opposed the the perceived norm.
  4. Small encouragements or discouragements can maintain or induce new norms.

The example of the positive injunctive norm seems to be what Antal and Hukkinen are advocating, but with a touch more bite.

Their case lies in creating cognitively accessible links between systems status and individual experience. An example of this might be an electricity brownout linked to CO2 accumulation or perhaps a full blackout each time species diversity is degraded.

Their conclusion that ICT services are needed to help these links form is predictable.  Systems like smart grids, early warning systems, and other membership and signaling tools are appropriate, but the burning question is how to implement them in society where the tools themselves do not reflect the normative values.

One scenario I had after reading this is a case where an electrical power generation company that is responsible for supplying the city creates more direct informational links with its consumers.  Neighborhoods in the city already experience frequent and irregular cuts in supply.  Engineers, particularly in energy, tend to focus on maintaining supply based on certain assumptions.  Sometimes we don’t always know what those assumptions are.  Smart grids have been identified as a solution bridging consumption and supply (albeit from a supply perspective), but what if there was a more jugaad solution?

I am hereby coining the term Ener-geets™ to describe a form of information transfer between energy consumers and energy suppliers.  Let’s say consumption is pretty high.  It’s hot.  Everyone has fans running, AND the big cricket match is on.  Power suppliers have decisions to make in order to maintain a consistent supply, but what if they could provide realtime feedback to their customers that threshold levels were being reached and if their behavior didn’t change, they might loose the ability to follow the cricket match to its conclusion.

Cut the normal means of feedback out for the time being (an energy bill or brownout) and allow the power operator to send a message, perhaps in the form a tweet (from Twitter), to everyone following those tweets.  Potential overshoots to the grid capacity could be avoided. But then, this would go against established channels of information flow and place a great deal of responsibility in the power operator’s hands–er..mobile phone.

To connect the feedback loop, individual consumers could also be sending messages, informing of power cuts, potential spikes in use (a festival perhaps), or other changes or observations about consumption at the individual level.

You start to get the picture.  Now, how do w do it?

Ref: Miklos Antal, Janne I. Hukkinen, The art of the cognitive war to save the planet, Ecological Economics, In Press, Corrected Proof, Available online 3 February 2010, ISSN 0921-8009, DOI: 10.1016/j.ecolecon.2010.01.002.
(http://www.sciencedirect.com/science/article/B6VDY-4Y9HP0Y-2/2/8effb7b70d90787bc2250323ffeef134)
Keywords: Human-environment interaction; Belief systems; Environmental strategy; Climate change communication; Cognitive studies

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.

Watercasting Day 2

The first day was organized to enumerate problems and the criteria by which to evaluate responses to those problems. The second day focused on our responses as ‘designers’ and the methods that we could use to find tactical responses to the difficult problems posed by water (and the lack thereof).
water water everywhere
We began by discussing what it is that designers do. I asked students what is is that artists and designers do? I asked the students to describe what they felt was their strongest characteristic as an artist/ designer. Surprisingly, almost all of them described characteristics that were domain-free and overwhelmingly social. I showed them Burt’s (2002) concept from sociology of a network entrepreneur, and we used his assessment tool to see how individual personalities and the class as a whole tended towards network entrepreneurship.

We continued by discussing Bowker and Star’s (1999) article about classifications an boundary objects. I expanded the initial discussion by showing them examples according to Star and Griesemer’s four types of boundary objects. We came to realize that boundary objects do and could play an important role in mediating different groups, particularly those that might have conflicting goals.
spigot
We concluded the morning session by sharing candidate solutions to the difficult problems posed by water. A couple of these dealt with making groundwater (and its hidden concerns) visible ‘above the ground’. This would be a metaphor to build on later that day.

In the afternoon, I showed them Paris: Invisible City and navigated through the multimedia map- a demonstration of all that helps to construct Paris as a city. With this in hand, we questioned how we come to describe the components of a city and how existing ways of seeing are, perhaps, constrained by existing representations. We discussed sex differences in navigation as one example relating to how maps are rendered and what it means for cognitive justice. We started to see that all of the components of a city- its water systems, street systems, entertainment systems- are constructed in numerous places and not just at the sites of consumption. water transport

As the afternoon waned, we adjourned to the water cooler in the corner of the room where we were able to have a refreshing drink and a new perspective on the networks that supported our taking that sip. We reflected and surmised deeply all of the actions and passing of signs, documents, and behaviors that are needed to make sure that the water cooler is there when we need it, that it tells a particular story, and what we miss when we take is existence for granted. WE connected it to the electricity plant, to the staff that keep it clean and full of water, to a history associating the color blue with water, to the friendliness of ‘eco friendly’ technology, to the construction people who built the building, to the architects and the central planning board whose permits probably had something to do with the fact that it was in the southwest corner and very near the bathrooms whose water systems run all alongside the building there.un-stackable, slow for distribution, good for the hips

We all shared what technical skills we had after that…from illustration, film shooting and editing, writing, 3-D rendering, and so on. We decided that we would make boundary objects as our designs and solutions for creating awareness and solving problems associated with water’s future. We decided we would make films to share our scenarios because they carry stories and build empathy. We decided that we would be like the tide, starting from shore and moving out to sea, returning to shore with our collections and documentation, moving back out again during the interim, and then back again…to sea what we can see.

Watercasting Day 1

think, pair, shareWe started by looking at the neologism ‘watercasting’, coined for the purposing of re-imagining what it is that we would be doing in the class.  Casting for the purpose of making a mold, a cast that one would find in theatre or film, to broadcast, and even futurecasting were brought up by some of the participants.

We discussed difficult and wicked problems by comparing them to tame ones such as one would find in science and engineering.  We formed groups based on complementary zodiac signs (in part to introduce forms of classification and grouping).  Students were asked to develop symbols or logos for each of the characteristics of difficult problems as described in Horst and Rittel (1973).  This required them not only to have read but to work toward synthesizing that information in the form of a visual response.

We ended the morning session by brainstorming and expanding a list of difficult problems associated with water. Pairs of students articulated the problems and then as a class we grouped them according to the themes they seemed to be suggesting.
brainstorming and expanding
After lunch I introduced the students to twitter and kluster, software platforms for 1) assembling a symphony of interactions around water in the case of twitter, and 2) choosing among proposed solutions in the case of kluster.

I asked students to come to the class with examples of good and bad design from around Srishti.  They described many instances, and for a minute it seemed as if it would be a ‘crib’ session about the things the students didn’t like.  Instead, we found out that things we might perceive as being ‘designed’ were often vestigial or happenstance.  We also used examples of so-called bad design to recognize was it is that we value that seemed to be missing.  In this way we turned these examples into opportunities as we transitioned into finding a list of criteria that we could use to evaluate or responses to difficult problems over the course of the semester.residue

We ended the afternoon session by compiling a list of these criteria as a first step towards understanding what kinds of traits our designs should have if they were going to be progressive responses.

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