Chapter 6 - Social Planning: Designing
the Evolving Artifact
- large-scale designs (political arrangements,
physical arrangements)
- conceptualizing the problem in a particular way
---> leads to specific ways of solving the problem
- we need not so much a "correct" conceptualization
as one that could be understood by everyone
architects and software engineering: communication
between clients, designers and users
"symmetry of ignorance" (Rittel): there
is nobody among the carriers of knowledge who has a guarantee
that his knowledge is superior to any other person's knowledge
- find the limiting resource (e.g. information
versus attention)
News Program ---> Infoscope
High Functionality Systems
Examples for Large-Scale Design
going to the moon ---> a "complex" problem
along one dimension; sources for success:
exceedingly cooperative environment
employing a single new organization
single, highly operational goal
the American Constitution:
"the founding fathers did not postulate a
new man to be produced by new institutions but accepted as one
of their design constraints the psychological characteristics
of men and women as they knew them, their selfishness as well
as their common sense"
in computer system design: we have to take into account
the cognitive strengths and limitations of human beings
think more clearly
production paradox
human error versus human nature
the human costs of computing systems
who is the beneficiary and who has to do the work
Topics for Large-Scale Design
- problem representation
- how to cope with inadequacies in our data
- who is the client?
- limits on the planner's time and attention
- ambiguity and conflict of goals in societal planning
Problem Representation
- organizations are formed based on specific conceptualizations
and representations (see Marshall plan; see object-oriented programming
versus functional programming)
- conceptualizing the problem in a particular way
implied organizing the agency in a manner consistent with that
conceptualization
- what is needed was not so much a "correct"
conceptualization as one that could be understood by all the participants
and that would facilitate action rather than paralyze it
How to Cope with Inadequacies in our Data
- predictions have two prerequisites:
theoretical understanding of the phenomena to be
predicted
phenomena are sufficiently regular that they can
simply be extrapolated
- the heart of the data problem for design is not
forecasting but constructing alternative scenarios for
the future
this can be gained trough a rapid prototyping methodology
and through actual needs
will lead to systems which fit an environment of
needs
feedback mechanisms by continually responding to
discrepancies between a system's actual and desired state, adapt
it to long-range fluctuations in the environment without forecasting
---> see this under the perspective: end-user modifiability,
unselfconscious cultures of design, situations, talking back
Who is the Client?
- designers = dual role of the artist and professional
- in city planning, in the design of software systems
(if we regard them as embedded systems) ---> the boundary between
the design of physical structures and the design of social systems
dissolves almost completely
- balance cost against quality (e.g., in computer
systems, in medical care)
- the members of an organization or a society for
whom plans are made are not passive instruments, but are themselves
designers who are seeking to use the system to further their own
goals
- example: Denver Public Library
Ownership of Problems -
Example: Designing the Denver Public Library
- 1991: final design
competition
- 1995: construction
finished
- requirement: 15 years
without major modifications
- question: a library
in the year 2010? - books, CD ROM, .... ---> we are not only
designing for a given context: we construct the context
- client: city of Denver
---> committee (old librarian, techi, user of the library...)
- who owns the problem??
client(s), designers, customers, specialist, ......
architect, structural engineer, contractor, bricklayer,
......
create ownership through participatory design
Limits on the Planner's Time, Attention
and Knowledge
- events and prospective events that enter into
our value system are all dated and the importance we attach to
them generally drops off sharply with their distance in time and
location
- new laboratories have vastly increased our ability
to detect and assess small and indirect affects of our actions
- modern analytic tools have taught us, how to
detect good and evil in minute amounts and at immense distances
in time and space (see our efforts to construct a "software
oscilloscope")
- defining what is meant by progress in human societies
is not easy -----> question: is this what human factors
research does???
- who has the knowledge to frame the problem?
Limits on the Planner's Time and Attention
- attending to the needs of the moment (e.g., putting
out fires, the urgent displaces the important) takes precedence
over attending to the needs for new capital investment or new
knowledge
- see problem with planning groups/research groups
if successful ---> they get too much involved
if sufficiently well protected ---> they may be
unable to influence decisions in the operating organization
Designing without Final Goals
- the ambiguity and conflict of goals in societal
planning
- search guided by only the most general heuristics
of "interestingness" or novelty is a fully realizable
activity
- exposure to new experiences is certain to change
the criteria of choice ---> each step of implementation created
a new situation; and the new situation providing a starting point
for fresh design activity ---> incremental, evolutionary design
(e.g. in software engineering: co-evolution of specifications
and implementations)
- complex designs that are implemented over a long
period of time and continually modified in the course of implementation
has much in common with painting in oil
- Picasso: there is nothing worse than a white
canvas ---> we need understanding
and support tools for this process
- social planning without fixed goals has much
in common with the processes of biological evolution
Desiderata
- to create system / a world which offer as many
alternatives as possible to future decision makers, avoiding irreversible
commitment that they cannot undo ---> adaptable, end-user modifiable
systems
- allow people to design ---> the act of envisioning
possibilities and elaborating them is itself a pleasurable and
valuable experience
- to leave the next generation of decision makers
with a better body of knowledge and a greater capacity for experience
- planning without fixed goals = biological evolution