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evolutionary design ecology

Archive for teaching and learning

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!

This is Service Design Thinking: new toolkit

Open publication – Free publishingMore service design

Redesigning the Food Pyramid

GOOD is one of those publishing groups that’s sort of like a cross between WorldChanging and ISO50. They pull together interesting, relevant research and ideas from the web, but they bring it all together with a stunning array of infographics designed to present information meaningfully. It helps that they bring education, design, and health directly into the fold.  And the have a good twitter feed (whoops, no pun intended).

A couple weeks back I was spending some time on pyramids, and GOOD’s link to a double pyramid showing the relationship between diet and agricultural intensity (read: let’s get away from the amorphous “environmental impact”) got me interested in their Redesigning the Food Pyramid contest.

FoodNet

An early iteration of the food pyramid – turned – network paradigm.

Since I also happen to be doing some work on agricultural supply -and- what I would call attachment ecologies (these are links that create what we call health, wealth, concepts, diet, and technology), I started to wonder how the food pyramid might be implemented using the Indian version of a food pyramid and dietary requirements.

My first stop was to take a look at some of the nutritional guidelines designed by the U.S. (since this would be my main focus – for the contest at least).  The U.S. Department of Health and Human Services and U.S. Department of Agriculture issue new guidelines every 5 years.  I checked out guide for 2005 and the upcoming revisions for 2010 for inspiration.

At the same time I was attempting to find out what guidelines India uses.  This turned out to be trickier that I had anticipated.  The National Institute for Nutrition (NIN) issues the guidelines.  The last time they did this was in 1998.  NIN performed an array of information, education, and communication efforts.  However, despite these efforts, the 2005-06 National Family Health Survey found no significant improvement in the nutritional status of the Indian population in the seven years (1998-2005) since the guidelines were issued.

FoodBar

A second iteration - trying to make the network "list accessible".

As it happened, I lucked out with a news article describing how the NIN was looking for suggestions for revising the guidelines and their dissemination – specifically around how to create awareness of the guidelines.  This helped me uncover a few different documents and sources of information.  I tried calling of course, but that was unfortunately not productive as I kept getting passed to someone else.  The basic guidelines can be found at the India Development Portal, but they must be mail ordered from NIN here.  I was able to find specific daily nutritional requirements tables here, but the providence of the document is unclear (I’m guessing NIN).

In the meantime, I started formulating suggestions for how to improve the dissemination of the guidelines.  I sent these to NIN, and a follow-up call revealed that they had seen them, but hadn’t yet responded.  I’m actually optimistic that they might find them useful.

What initially interested me about the pyramid was the opportunity to represent the notion of a networked diet – one that ties into a variety of cultural and ecological options & constraints.  Etching through the design and layout process, I started arriving at some ‘solutions’.

weekly-food-choices

A decision support tool for making food choices.

The U.S.-based diet guide arrived first, and as I started wondering what to do with the leftover empty space (while trying to figure out how to make it less flat), I realized that food icons would do both.  Then as I started thinking about how the graphic “assembles” into everyday life, the concept of the food refrigerator magnets started to materialize.

fridgeMagnet

Using magnets to provide interactivity, daily, and weekly reminders of food goals and choices.

Turing out the Indian version is going to be a bit trickier.  For one thing, “My Weekly Food Choices” and “My Food Web” looses relevance in places where someone else makes decisions for you.  Plus, the collective aspects of eating means the choices are often negotiated within families or groups.  Thus, it will probably become something like “Our Food Web”.

In representing amounts, it’s interesting that Indian guidelines are purely in grams (except milk which is mL).  The U.S. system uses two types of volume (cups and ounces equivalent) and one weight (grams, for oils).  However, I think the next big challenge will be to get some food icons for Indian foods (north and south).  Any takers?

weekly-food-choices-INDIA

Dietary guidelines and decision aid for India

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.

Innovation in Education

This is short presentation I gave to the Melton Foundation’s Symposium on Innovation which was held in Bangalore in August, 2009. I spoke on Innovation in Education, coming from the perspective of someone with the aim of bridging disciplines and interpretations.

Putting together social research practices for educational technology

A group of researchers made up of advanced students from the Center for Experimental Media Arts (CEMA) and the Dhirubhai Ambani Institute of Information and Communication Technology (DAIICT) set out to learn about ethnographic practice and to experience the places and people that may have something to add to our understanding of how the technology fits (or doesn’t fit) with their everyday life. Their goal was to identify how user context could affect the landscape of educational technology…or at least that’s how they started out.

Playpower is a initiative to support affordable, effective, and fun learning games. The project is starting with an existing $10 TV-computer as a platform for learning games in the developing world.

The video below introduces the Playpower Foundation’s mission.

Playpower: An introduction from Playpower Foundation on Vimeo.

Working on a set of social research practices means getting to know or getting NOT to know (depending on how you look at it) the places and practices of the people who can potentially create something valuable from changes to the exiting technology and it uses.

We held a summary and feedback session at the Center for Study of Science, Technology and Policy after their first week of training and observation. They shared their process of ethnographic research gathered feedback to develop it further and begin to implement more observations on a wider scale.

The research team gave a great introduction of their process with some initial results. What followed was a fantastic discussion among approximately 15-20 staff and researchers at CSTEP as well as visitors and the Playpower team.

Many themes began to emerge, and it became clear that the exciting thing about the Playpower project was more than its concept of low cost computing. Instead, I think it raises as many questions as it answers and engages its audience with problems about the role of technology in education and everyday life.

We explored multiple themes in more or less detail, but overall the session was a fantastic success and good model for how to bring about discussions that relate social science, technology, economics, and education in exciting ways.

Questions and themes for further follow-up:

1. What is the role of ethnographic researchers in relationship to the design process and the Playpower project more generally? That is, how do perspectives gained “on-the-ground” compete with held assumptions about the project and its implementation?

2. How do we move from perspectives of technology as a solution questions about peoples’ goals and aspirations? That is, are we working on the Playpower technology as a panacea for educational constraints rather than understanding how family and individual wants and needs articulate their own technology (or otherwise) solutions?

3. Understanding context means that we may need to do some questionnaire redesign – to understand more than just the landscape afforded by people’s lifestyles and incomes towards an understanding of how practice and purpose shape socio-technical interactions.

4. How can the conclusions and assumptions held by programmers and designers be refined? Put another way, do designers or researchers feel free, comfortable, or motivated to redress cultural biases and modes? Also, how is the distinction between game design and development articulated?

5. Does ethnographic research inform through techniques beyond the interview-questionaire-film? What are additional techniques for research?

6. What are the values that Playpower is proposing, advocating, or nominating? For example, are fantasizing, empathy, or transitions in behavior and practice something the project aims to make durable in its presentation and game design? What about the game or software content? How do these values translate into design – e.g. process or pattern knowledge as bird’s eye views and 2nd order perspectives.

7. Can film and cinema provide media and narrative precedents for games and instruction?

8. Did they buy (the original keyboard/game sets) because they are educational? Or for other purposes?

9. Are there game paradigms to move beyond the screen and into interaction and engagement with the real world.

Learning Relevance

I’ve been casually reading Scott Atran and Douglas Medin’s The Native Mind and the Cultural Construction of Nature since I came back from the U.S. in January.  I picked the book up for a few reasons. One, I was familiar with Scott Atran’s work after running across it while I was studying at the University of Michigan.  Atran is an anthropologist who has been working to integrate psychology and anthropology in pursuit of a better perspective on how the natural environment and the social landscape interacts to affect belief, behavior, and practice.  Two, I am interested in how cognition facilitates learning and behavior, especially in a shared resources or public infrastructure context.  Some of Atran’s more recent work deals with negotiations and intercultural understanding for problems ranging from terrorism, common resources, and Iran’s nuclear policy.  Third, the discussions and research in the book can be helpful for artists, designers, teachers, and evolutionary biologists who want to gain better control or understanding of how, effectively, epistemology develops.

I found one particular passage to be quite helpful for a project I am working on at the moment. It deals with relevance drawing from Sperber and Wilson’s book on communication and cognition. Relevance is a pretty subjective measure of how much something matters to someone.  The articulation of relevance in these pages shows ghosts of Bateson’s difference that makes a difference, but here there is an efforts to start to describe exactly what aspects of cognition make something relevant–that is, how does the environment and one’s interactions in it affect meaning?  pay attention teachers…this is where it gets relevant to learning.

Here’s some notes:

Relevance: if processing an input at a certain time yields cognitive effects.

Cognitive Effects =

  1. revision of previous beliefs
  2. derivation of contextual conclusions following from input taken together with previously available information

So:

greater cognitive effect = greater relevance

While:

greater effort = lower relevance

Thus:

Salient information has greater relevance given the lower effort it requires.  Atran and Medin make this point be describing their research with different groups’ interpretations (interpretations = mappings from objects, situations, problems, and events to words. In an interpretation, one word can mean many objects) of ecological relationships and taxonomy.  They also studied school children who had a more nuanced view of ecology and compared them to urban children to try to help understand why they had different experiences in the classroom.  The conclusions supported the idea that textbooks and instruction was not relevant enough to support the expansion of learning among those with more nuanced perspectives (perspectives = mappings from reality to an internal language such that each distinct object, situation, problem, or event gets mapped to a unique word).

Learning, then, is guided by what is already known. What is learned first often becomes a category ideal.  It’s like when your idea of what tastes good, what a certain kind of flower is, or how to do a task is based on what you first learn. It’s also affects things like what we think of when we think of a bear. My image of a bear may be based on North American species like the black bear or grizzly. In India, an image of a bear may be based on their Himalayan relatives.

This seems to resonate somewhat with patterns of cognitive bias studied across different organisms in evolutionary biology in an attempt to get a better understanding of sexual selection.  Cognitive or sensory bias, as studied in evolutionary biology, refers to an organism’s set of preferences.  It’s similar to judgment biases studied by psychologists and micro economists (e.g. Tversky and Kahneman). However, in biological terms, sensory bias often has a genetic/sensory basis and can significantly affect mating and reproduction. Some well-studied examples include how Tungara frogs (Ryan lab at UTexas) or even crickets (Zuk lab at UC Riverside) influence mate choice with different call structures or signals (e.g. deep, red, loud, frequent, etc).

So in an experimental, teaching, or design setting, good examples of categories are ones that are familiar, have a high word frequency (use = familiarity + context), or that represent ideals.  So as we design interfaces, software, interactions, and signs for access, it makes sense to consider categories that are culturally relevant and that have legacies of use in context.  Additional learning uses these categories as supports (scaffolds?) to build on.

This is why representation of goals and categories is so important.  The implicit organization of knowledge around goals creates category ideals, subsequently driving category based inference–that is, the creation of new knowledge from what already exists.

So in terms of deriving an experimental practice from these ideas, a student at CEMA, Aliya, has been trying to look at how naming objects as concepts (decategorization?) rather than the names they have been given.  Thus a “chair” becomes a “people holder” or a “step ladder” depending on new contexts of use.  It leads to the question, “How do we take objects from everyday life & create a stimulus that provides an opportunity for reflection & engagement on the use, interaction, and consumption that the object supports—all while waiting for whatever that object does?”

Letters to a Young Cross-Cultural Designer

A colleague of mine recently received a request for a response on the topic of designing interculturally.  It came from a graduate student in design who wrote about how his research “focuses on examining how culture influences visual language and what that means for contemporary designers who are increasingly asked to design across cultural boundaries”. The goal of his research is to create a guide to intercultural design.

The request from the grad student was forward to a listserve along with a statement of alarm from my colleague about the standards of graduate education.  I’m not sure what he was alarmed by, but he seemed to be concerned about the empirical validity of the questionnaire the student had sent.  I replied to forward by asking, “So what alarms you exactly about the questions as posed?  That is, what is it about his culture and your culture that makes this way of designing a guide so alarming to you?”

My colleague’s reaction to the student’s request made me wonder why the empirical validity seemed to be so lacking.  The student was making an earnest effort (something I may personally have to do in the near future) to gather varied perspectives on the topic of intercultural design.  Perhaps my colleague knows of a right way to do intercultural design or if there are more ‘empirical’ ways of conducting design research and of designing.

In any case, I took on the student’s questionnaire and found it more difficult than it seemed at first.  If anyone reading this has any perspectives and ways of going about intercultural design that are developed and seem to work, please share!

Here is the questionnaire with my responses:

Background information

Describe your current job. Please include your job title.
My current job title is artist-in-residence.  Typically artists-in-residence work with or at an institution to create artworks.  They interact with faculty, staff and students to share their processes and sometimes even collaborate.  However, I refer to myself as a design ecologist since that might better describe what I do. Initially I came to the institution I work for under the assumption that I was helping to start up a graduate program and research lab in experimental and new media.

My work ranges from research into the traits and practices that characterize experimentalism and how they contribute to new knowledge and hybridity in form, practice and context.  I’ve taught classes and developed curricula much as a faculty member at a college or university would.  I’ve led workshops, labs, and helped to organize conferences.  I research and write about design in cross-cultural contexts, and how to work across those contexts based on the kinds of knowledge that each creates.  I am particularly interested in how experimentalism and objectivity are made.  I also work to apply research in psychology, sociology, & anthropology to understandings of bias (cognitive and social) so that we can design more fluidly across different social orders.  Today I attended a grad review session to give feedback to students.  I also try to connect where possible people, projects and institutions where I see great value in their working together or in the synergy of their approaches to knowledge and its application.  Other days I just do graphic design or sculpture…still others…I call people and do all the mundane stuff that goes with helping to contribute to the maintenance of a project or organization.

Describe your cultural background. Is your cultural background evident in your work?
Please give examples.

My cultural background is based in the East Side of Detroit.  It borders two edges, the suburbs and the Grosse Pointes. The Grosse Pointes are a wealthy edge of the city on the lake, while the suburbs are mainly made of of people who left Detroit or who inhabit communities that sprung up outside of it. I lived in a pretty culturally-mixed lower-middle class neighborhood composed of houses built in the early 20th century.  I lived sort of at an edge, a hybrid zone if you will.  I went to Catholic school (like most of my family) in Grosse Pointe Park and I visited relatives in the suburbs.  I went camping in the woods as a kid.  We had a house, but we were never well-off.  My parents were divorced when I was in second grade.  My mom worked her way through grad school to support and get my sister and I through school.  I lived in the midwest most of my time through college.  I travelled to far away places a few times through the generosity of relatives.  I learned to be critical of what was presented as fact or as law because I saw it being used arbitrarily and without it’s own self-reflection or criticality.  Maybe I just didn’t like nuns telling me what I should and should not do.  Late in college I started working with a group of evolutionary biologists.  Later still I studied organizations and cybernetics.  I prefer soccer to other sports.  Especially in playing.

Is my cultural background evident?

It depends where you look.  I think it is.  I come from a strong maternal line that last generation had 10 brothers and sisters who lost their father and breadwinner during the Great Depression.  Plus they were Catholic.  So for me to be interested in organizations, feedback, management, systems, knowledge construction, sustainability, robustness, and critical inquiry + truth and justice…yeah I’d say so.

Cultural considerations in design

How important is it for you to understand the culture of your audience?
It depends on the context and what I am trying to do.  One question I ask is if my understanding matters at all.  Most people in the world are muddling by, understanding very little, and they seem to be doing just fine.  Then again, there seems to be a lot we can learn about each other–culturally speaking.  I think there is a lot to be gained in understanding each other’s culture if and when there are conflicts.  Often times this is because we are holding assumptions about how the world works deep inside us, and we aren’t making these known.  There was a recent study of negotiations between Palestine and Israel that showed how what one believed to be the sticking point in the negotiations was not the case at all. The researchers showed how a ‘reframing’ of values could allow negotiations to proceed by articulating what could be exchanged for material compensation and which values were beyond material compensation–even though it was assumed they were not—because of cultural assumptions.

Are there any specific steps you take to understand the culture of your audience?
Absolutely! I think first it makes sense to assess exactly what you mean when you say ‘culture’  I like Atran et al’s (2005; the cultural mind) discussion of culture:

“it is important to note that the question of how culture should be defined is separable from the question of how best to study it. Although we think a definition of a culture in terms of history, proximity, language, and identification is useful and (if not too rigidly applied) perhaps even necessary as a beginning point, it does not follow that the cultural content of interest must be shared ideas and beliefs.”

They go on further to describe some of the many ways culture is looked at by different fields and people with different interests, and they determine that cultural definitions are based on utility on one hand and the scope of interest (e.g. scale or subject) on the other.  In the end they see culture as that which allows the uptake of processes, of procedures, information, beliefs values and so on.  So culture then is not the nouns (belief, behavior, value, etc) that we commonly associate with culture–rather it is the means by which we acquire those nouns.

Cross-cultural comparison of the number and distribution of words used to describe container-like objects.
table

Cross-cultural comparison of the number and distribution of words used to describe container-like objects.

Another step beyond this definition would be to lay one’s own cultural assumptions bare.  I’ve attached an image from Malt et al. (1999; knowing versus naming) that shows a comparison of the number of items or objects that words across three different languages.  You can see quite clearly that are quite different distributions of words for these items when you compare.  Now ask what this means for different locations, use patterns, numbers of items and how these items interact with language!!!  The most important point here is to assume nothing!!!

Ask what the starting points of culture are and move on from there.  Design is an appropriate place to do that since so many aspects of what we use to create culture are DESIGNED!  Nature is another, but it’s getting increasingly difficult to disentangle nature and the social.  I think objects and artifacts are great because they tell us some much when we fail to use them “correctly”.  The workplace is yet another spot where different cultural artifacts and practices converge.

Please give examples.
Describe a specific project. How/why did the culture of your audience influence your choice of the following design elements:

The project I am thinking of is one I recently submitted a proposal for.  The goal is to identify culturally appropriate ways of communicating climate change and risks associated with it for disaster preparedness.  Here is how the audience(s) I think would influence the following elements:

  • Shapes: How are names associated? What do they reference? Are there assumptions or associations that people have with them?
  • Colors: What level communicates versus disturbs?  Are there associations or not (e.g. red = hot)?
  • Images/photographs: How does framing, angle, & focus matter?  And how does the semeiotic relationships between the elements in the images narrate and structure our engagement with it and with other things (see van leeween and kress for more on that one)?
  • Symbols: In what context does the symbol make sense?  In everyday life? In an abstracted work setting?
  • Layouts: What is the flow of information and meaning?  Where do/should narrative elements appear?
  • Other? Time, the temporal view, how do we access the future? the past? the present?  On what terms and with what detail and agency?

Are there any specific steps you took to verify you were using the above elements in a culturally appropriate way? Please give examples.
No not yet with that one, but all of the above considerations were based on prior field research that identified some of these as core concerns in their engagement with the design of these information systems.  So going back to question 4: do field research.  Talk to people and ask them questions…about what makes them upset..about what they don’t understand…about what seems ‘alien’.

What advice would you give to other designers working on a similar project?

It it a similar cross-cultural project or a similar guide?
Either way: GO SOMEWHERE WHERE THE CULTURE IS NOT YOURS.  PAY ATTENTION.  DOCUMENT YOUR FRUSTRATION.  THEN YOU WILL BETTER UNDERSTAND WHAT MUCH OF THE WORLD IS EXPERIENCING RIGHT NOW.

Public Engagement, Art, and Narration of Science & Technology Development

This was a post that I initially wrote for the ‘Telling Stories’ discussion group that is made up of recipients of the Wellcome Trust’s International Engagement Award.  The group practices public engagement with public health and science from a variety of different perspectives and goals.  In this post, I was exploring the role of narration and also looking at the idea of suspense as created by communication (or the lack of) between researchers and members of the public.

Part 1.
I can start by locating the visual arts as a source or medium for engagement. The answer is: myriad. In the last ten years or so (and even before) the arts domain has taken on science and technology in bushels. Some of the response of the arts has been driven out of curiosity and the desire to take on the mantle of science for aesthetic reasons. For others it has been a source of tactical engagement with the very substance of knowledge production in the sciences, defense and military establishments, and the diffusion of technology in everyday life.

There are way too many example to adequately cover here, except to say that the Wellcome Trust is a major stakeholder in this area and has been for at least a decade as far as I know. I remember a festival in South Kensington that I happened upon almost ten years ago called Sparks which featured may artists working specifically with the life sciences in some form or another. Exhibitions were held at the Royal College of Art, the Victoria and Albert Museum, and the Natural History Museum, among others (http:/ /news.bbc.co.uk/2/hi/in_depth/sci_tech/2000/festival_of_science/91…). It was largely a cultural series of events, continuing a dialogue which I have witnessed firsthand in many forms and places afterwards. It seems to me that the role of the arts in these debates has largely been restricted to Europe, but I have seen some signs in the US and now in Asia that the visual arts are playing a more tactical and more integral role in the development of engagement vectors with the public, practitioners, and policy makers.

Some examples:
Last year we conducted a workshop for artists at NCBS (http://cema.srishti.ac.in/content/bioart) which focused on introducing cell and molecular biology methods to artists so they could use them as media for performance, communication, and engagement. It was conducted in collaboration with Oron Catts, a well-know bioartist from Australia (http://www.symbiotica.uwa.edu.au/) with extensive experience in using the trappings and discourse of the lab to open up critical thinking about future scenarios and paths of social and technological development.

A group of our students is taking part this week (and won an award) in the international genetically engineered machines (iGEM) competition held at MIT in Boston, USA. This is a group of art students working at NCBS (our host in Bangalore) to develop synthetic organisms, in part to provide a forum for engagement and critical dialogue at these meetings that is not just motivated by the accumulation of capital wealth or basic functional research via biotech (http://hackteria.org/). The result was a highly influential discussion about the role of amateurs in creating public knowledge using science and technology.

Project Vision (htt p://symphysis.wordpress.com/designing-for-converging-cultures-a-diplo…) is an ongoing project here in Bangalore that uses new media (i.e. web 2.0, sensors, physical computing, interactive story-building software, locative media like mobiles and GPS) to develop forms of intimate science where urban, poor, school-aged students run their own experiments and communicate first-hand experiences with nature and their environment.

Moon Vehicle is a community project maintained by Joanna Griffin (http://www.aconnectiontoaremoteplace.net) that bridges storytelling, artifacts, and arts-based methodologies to create peer communities between the Indian Space Research Organization (ISRO), astronomy buffs, schoolchildren, and others in order to reconstitute new narratives of science and technology as they apply to satellites, space exploration and the once and future missions to the moon.

Another timely example comes from Denmark. The Rethink exhibition (http://www.rethinkclimate.org/) combines contemporary art into political debates surrounding climate change responses in anticipation of Copenhagen.

In the US, The Center for Post-Natural History (http://postnatural.org/) takes on biotech and the conversion of biological organisms to intellectual property.

There are many, many others. But I think it’s safe to say that they have had varying impact and effect. Unfortunately (in my view) we haven’t yet developed a coefficient of art to assess its effect on other domains. Some of the examples I have cited have a distinctly critical edge. Others are more about raising awareness or, more to the point, about connecting different social communities and groups (e.g. science practitioners and schoolchildren).

One of the most important things I have learned in the last few years about public engagement with science comes from the field of science and technology studies. Sociologists, philosophers, and historians have started to demonstrate the value of media (especially visual) in the production of science and technology and the resolution of debates about scientific truth and public acceptance. The production of artifacts, objects, and “things we can wrap our heads around” is very important it turns out.

I think the lessons from history and sociology leads to some clarifying questions such as “What is the material basis for engagement?” and “What is engagement made of and where does it live?”

Part 2.

My perspectives
Many of my perspectives on public engagement are shaped by my experiences as both a practicing scientist studying evolution, ecology and behavior in lab and field settings, as an artist and designer working to develop communication and engagement tools, and now working to assess options for better decision making in public health, energy, and infrastructure.

As a biologist, my perspective is further shaped by host-parasite dynamics and their implications for disease in populations. I am also influenced by network science and complex systems. As such, the interaction is the focal point of engagement. How the interaction is created and maintained is significant for me.

As a designer, so-called design thinking influences my approach to engagement. This often means thinking critically about how the engagement process can transpire as part of everyday life–that is, part of the daily routine that people struggle with and recreate everyday.

I think the questions raised in previous posts about the motivation behind “science’s” engagement with the “public” and who makes up the “public” are critical because they help to identify the costs and benefits of engagement and the location of engagement as it pertains to the public. Still I think we need to constantly open up our assumptions further to scrutiny.

Of Scientists and Risk
I know scientists to be a very heterogeneous community involved with many others in the production of knowledge. In general, the people are exceedingly nice, driven by their own curiosity and desire to create understanding that will make a difference, however far downstream. Science, however, is also composed of lots of others, including the organisms and the tools used to develop new hypotheses and results. By far the most practical defining feature might be its place–where it is done and how that place structures the kind of interactions that in turn lead to what we call new knowledge.

Let’s be clear. In the West, science and by extension public health is hardly the product of scientists alone. Many individuals are involved from students, to researchers, financial managers, glassware technicians, viruses, lab rats, secretaries, publishers, reviewers of literature, politicians, middle-school teachers, clergy, university boards, ethics review panels, biotech company shareholders, news media and so on. All of these individuals are possibly working to do one thing–identify sources of risk and manage the uncertainty that arises out of the everyday interactions of people and their environment. If they can scrape out a living in the meantime, all the better for them. So yes, in a sense I would also say that because risk and uncertainty are trying to be minimized, science and technology have a lot to do with securing and locating ways to create wealth. And yes, all of this scales greatly with the complexity of the science (think: CERN or the HapMap project).

I prefaced this as part of the Western tradition 1) because it is of direct lineage from Christian emphasis on divine intervention and design, and 2) because I have found that (in Asia at least) very different traditions underlie the identification of risk and the communication of uncertainty. My sense is that in Asia these are intrinsically related to variation in the ordering of time, and I’m anxious to discuss this with others that know more than I do.

“The Public”, User Needs, and Witnessing
On the public side, I would prefer to say civil society–that is those who are engaged in social contracts relating to economics, technology, common goods, governmentality and so on. And I agree that it is correct to say that it is an even more heterogeneous group.

One way to think about civil society is much like designers think of their users. There is a simple axiom that underscores the work of many successful designers: user needs drive the acquisition of a product or service. Public heath knowledge and science can be that product. Yes, this is a very functionalist way of looking at it, but this principle of participatory design involves end users in the design process to help ensure that it meets user needs and is usable. It has been a successful strategy for architecture, software, and business (the customer is always right, right?). Why should science and its cognitive technologies be an exception?

By adopting user perspectives the scientific community can recognize that its practices may or may not resonate with user needs: socially, by ensuring equal access for disenfranchised groups, economically: by creating new opportunities for capital development and financial transactions, and politically: by improving the quality, speed, and sensitivity of social technologies to the needs of local users. It’s not that science doesn’t already do these things. It just isn’t always evident to the average user. In the realm of health, sometimes it’s just a matter of making the benefits clear so that they justify whatever costs there are in the user’s mind.

One of my favorite case studies come from evolution and its approximately 50% public acceptance in the United States. Margret Evans, a psychologist at the University of Michigan, studies some of the ways that children, potential users of evolutionary theory and biology, acquire evolutionist and creationist beliefs. Evans describes how Western religious and philosophical traditions emphasize essentialism, teleology, and intention, and in the process limit the cognitive appeal of natural explanations for the origins of species. She argues that because these ideas tend to show up repeatedly in public representations, they constrain the inferential reasoning capacities of the developing mind. It’s an observation that suggests science’s own predilection for categorization is at the root of evolutionary biology’s social friction.

I think these cognitive biases come into play often, for good and bad. I’ll want to describe some others, but I need to take a detour first.

Engagement, Stories, Suspense, Scenarios, and Fallacies
I personally feel that if scientists, policy-makers, and funding bodies are willing to involve cultural workers like artists and designers in the process of science and its associated applications, there is good news for broader participation because they cultural workers tend to excel at reconfiguring essentialist categories, and they often like to do it in public. There is some indication that this may be a general rule because visualization involves so much codification, creation of meaning, and translation of concepts and ideas into tangible, material artifacts for cognition and discourse. In effect, the sensory object is a vector for witnessing.

Witnessing
In their book, Leviathan and the Air Pump, authors Steven Shapin and Simon Schaffer describe three types of public witnessing of science: the direct performance of experiments in social spaces (imagine if the laboratory were a chapel or temple), reporting experimental methods in a manner that enables someone to replicate the experiments themselves (like primary journal articles that recount the plot), and virtual witnessing by producing in a reader’s mind an image of an experimental scene that displaces the need for direct witness or replication (this, I argue, is much like a story in someone’s mind constructed from the plot). We need more of this public witnessing if science is going to connect with society in a dynamical way.

Suspense and Narration
The idea of witnessing in science is intimately tied to the production of suspense in narrative. 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 curiousity 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 thinking about public engagement 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.

The difference between surprise and suspense is also relevant. This passage from a conversation between Francois Truffaut and Alfred Hitchcock in the book Hitchcock/Truffaut helps to make the difference clear.

“We are now having a very innocent little chat. Let us suppose that there is a bomb underneath this table between us. Nothing happens, and then all of a sudden, “Boom!” There is an explosion. The public is surprised, but prior to this surprise, it has seen an absolutely ordinary scene, of no special consequence. Now, let us take a suspense situation. The bomb is underneath the table and the audience knows it, probably because they have seen the anarchist place it there. The public is aware that the bomb is going to explode at one o’clock and there is a clock in the decor. The public can see that it is a quarter to one. In these conditions this same innocuous conversation becomes fascinating because the public is participating in the scene. The audience is longing to warn the characters on the screen: “You shouldn’t be talking about such trivial matters. There’s a bomb beneath you and it’s about to explode!”

“In the first case we have given the public fifteen seconds of surprise at the moment of the explosion. In the second we have provided them with fifteen minutes of suspense. The conclusion is that whenever possible the public must be informed.”

Suspenseful Science?
My reason for taking this detour is to try to show some of the different narrative techniques that can be used in the construction of public health engagement and of science in the collective mind of civil society. Curiosity, surprise, and suspense (pure/impure) are all narratives tactics for engagement.

Curiosity is important for people attending to and learning on their own, but I don’t think it necessarily develops in people unless the benefits are of satisfying it are known to them.

Surprise is also relevant and critical to sensations of astonishment–and of being placed in a new reality that will cause dissonance and therefore growth.

Suspense, while composed and related to surprise and curiosity, has a more pedagogical function. It builds up knowledge of scenes and constraints using what I think Shapin and Schaffer described as virtual witnessing. The audience/spectators build the story themselves, creating it from the narration and plot to fit their own needs, and to adapt it to their own context and location-based experience. I think this is especially true for impure suspense because pure suspense rings of master narratives and the hindsight needed to create contrasts among moral outcomes. Life is not so much like that. Impure suspense allows us to decide the moral outcome during the process. We are never sure if we have chosen the right one, and we may not know even after the “movie” has ended.

So how can public engagement efforts use suspense to build better acclimation and participation among its audiences?

Scenarios and Fallacies
One possibility lies in the construction of scenarios about the future. Scenarios are descriptions of alternative future states where narration helps to articulate the shape and distribution of actors, procedures, and resources. Scenarios can be general or highly detailed, and they can be shown or represented in a variety of ways from verbal description, acting or role playing, visualization and imagery.

I’ve recently delved into the techniques of scenario development. They serve a number of important functions for individuals and organizations. The most important is perhaps building out aspirations and ideas of what the future could hold–even if the present lacks those characteristics. In this way preferred futures can be imagined, but even when the future is imagined to contain destructive relationships, it aids the processes of critical thinking and adaptation. For individuals, recognizing opportunity and constraint is the first step to capitalizing on it or avoiding its pitfalls. Arjun Appadurai has been highly influential in defining aspirations, or the capacity to aspire to a better future, as an important feature of cultural capacity. Scenarios, as extensions of aspirations, are a way to work forward, to rearrange the systems and see what new hybrids emerge and how they might affect well-being.

For organizations, scenarios can help create common ground. The dredge up assumptions and interactions to create a big picture where knowledge can be exchanged. When scenarios are combined with games and simulations, they provide an opportunity to work through challenging situations, to create memories of the future, and out of these take the confidence to undertake critical adaptive change without incurring any of the risks that real experiences entail.

One of the discussion themes asked what happens when artists and others ‘misinterpret’ the science or present it in a biased or misleading way. Rather than seeing this as something necessarily counterproductive, creative interpretations provide circumstantial detail that may be critical for the social fluency of science. A creative depiction of evolutionary technologies, such as Chris Landau’s The Flocking Party (http://theflockingparty.com/), should therefore be seen as a ‘minority report’, suggesting possible avenues for experimentation or areas of conflict between science and society.

On the contrary, critics of scenarios have argued that they aren’t effective in the development of policy precisely because of the detail they incorporate into their ‘worlds’. Morgan and Granger (2007) have argued that scenarios come with an implicit expectation of liklihood–that any particular scenario is more likely to occur in the future. As I already stated, predicting the future is not a goal for scenarios, but critical responsiveness to uncertainty is. Morgan and Keith based their argument on a common fallacy (and I will include another) that I think are important for us to consider as we take on public engagement through narrative.

In adding detail to a scenario or, let’s say, a compelling tale of science, we create compounding descriptions that run the risk of invoking the conjunction fallacy. A frequent example was developed by psychologists Amos Tversky and Daniel Kahneman. They gave respondents the statement:

Linda is 31 years old, single, outspoken, and very bright. She majored in philosophy. As a student, she was deeply concerned with issues of discrimination and social justice, and also participated in anti-nuclear demonstrations.

and asked: Which is more probable?
1. Linda is a bank teller.
2. Linda is a bank teller and is active in the feminist movement.

Logic and probability tell us that #1 is more probable since it is increasingly unlikely that she is both a bank teller and active in the feminist movement.

The issue here is that we want to include more detail and visualization in our stories, but in doing so we possibly risk compounding peoples’ expectation of what is and is not likely to happen.

Vividness is another concern. According to wikipedia, “The logical fallacy of misleading vividness involves describing an occurrence in vivid detail, even if it is an exceptional occurrence, to convince someone that it is a problem. Although misleading vividness does little to support an argument logically, it can have a very strong psychological effect because of a cognitive heuristic called the availability heuristic.”

The availability heuristic says that we often place events we have just seen or experienced in our memory more prominently, even if we know them to be less frequent occurrences. I can’t tell you how many times my Mom called me late in the evening when I was in college to warn me abut something she might have just seen on the evening news as a possible risk. The detail that many forms of media and engagement provide can also bias judgments that we would otherwise weigh more carefully.

I think somewhere there is a sweet-spot. I like this account of The Critical Art Ensemble as a group that routinely replicates scientific experiments in public spaces such as malls and parks in an effort to publicly verify political claims ranging from the presence of GMOs in the food chain to the terror threat of biological warfare. One of CAE’s projects with co-collaborator Beatriz de Costa is described by Regine Debatty from the blog we-make-money-not-art this way:

GenTerra is essentially a participatory “theater”…Scientists and artists are talking the public through the process and implications (whether they are purely profit-driven or feature some utopian qualities) of transgenics. Materials are then provided to allow people to get a hands-on experience by creating their own transgenic organism…After that they become actively involved in risk assessment by deciding whether or not to release bacteria from one of petri dishes of the release machine.

Even if the feedback generated doesn’t make it back to the lab or policy office, it’s a form of participatory design that seeks out users of science.

Another example was developed in Europe and has now spread. Some of you may have read about Science Shops as one possible form of engagement that pits user needs in direct contact with professional researchers. Here is a blog post about this that I wrote awhile back (http://blog.cstep.in/?p=319).

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