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    EDITORIAL

    The Computer and DesignCharlie Breindahl, University of Copenhagen and IT University of Copenhagen,

    Ida Engholm, Center for Design Research, Royal Academy of Fine Arts, School of Architecture, Copenhagen,

    Judith Gregory, Institute of Design, Illinois Institute of Technology,Erik Stolterman, Indiana University, School of Informatics

    1

    2007 | Volume I, Issue 1 | Pages 11

    When we first discussed creating the journal that

    became Artifact, we simply could not believe that

    it had not been created already by somebody,

    somewhere. In little more than a quarter of a

    century, the computer had changed every aspect

    of design. The design process had changed with

    the introduction of AutoCAD and PageMaker, the

    manufacturing process had been automated, the formof the resulting products had changed, the computer

    software itself had become a design object, and the

    functions of physical designed objects increasingly

    relied on built-in computer intelligence. We kept

    looking for the international, academic journal that

    recorded all this in vain.

    Moreover, it seemed obvious that the importance

    of design was increasing rapidly. In the global

    marketplace, the fierce competition on price and

    quality continues to drive down the price of consumergoods. Saturated with material goods, consumers

    look for experiences instead. Such experiences must

    be designed. Also, the proliferation of computers

    and Internet access brings a growing demand for

    software architects and game designers to shape the

    virtual world beyond the screen. In our professional

    lives, we sensed a global trend towards incorporating

    the education of designers and architects into

    academe, and a growing pressure on lecturers

    to publish in academic form. Design research isincreasingly becoming an academic field and no

    academic field can exist without journals.

    Finally we saw a need to create closer contact

    between research and industry by providing

    researchers, practitioners, and people from industry

    with the possibility to publish their results and

    exchange ideas on specific areas and issues.

    Creating a journal to record and analyze the

    fascinating combination of computer and design just

    seemed to be the right thing to do.

    In its content, the journal will embrace experimental

    research approaches to design with a basis in

    applied design practice. It will capture and utilize

    the knowledge that is produced in the varied

    transitional zones that characterize design practice

    today. The journal will feature articles based on

    historical, cultural, and philosophical studies that do

    not spring directly from applied design practice, butwhich make qualified contributions to the field in the

    shape of insights, concepts, and ideas. Assuming

    an attitude of openness, we shall strive to promote

    transdisciplinary design research and prepare the

    ground for cross-fertilization, interconnections,

    and crossbreeding among different scientific and

    practice- oriented disciplines.

    When we began to ask the best people we knew

    whether they would join us in our effor ts, we were

    surprised again by the warm reception given ourfledgling venture. We are deeply grateful to our

    Advisory Board who individually and collectively

    represent what we wish Artifact to stand for and to

    our publisher, Routledge/Danish Centre for Design

    Research Group.

    Gradually, we have come to understand who an

    academic journal belongs to. Like the many virtual

    communities on the Internet, it belongs to no

    single person or entity, but to those who decide tocontribute their time and efforts. With grati tude, we

    welcome yours: Our readers and, it is hoped, future

    contributors.

    Published online 2006-04-21

    ISSN 1749-34 63 print/ ISSN 1749-3471

    DOI: 10.1080/17493460600658342

    2007 Danish Centre for Design Research

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    Object Artifacts, Image Artifacts and Conceptual Artifacts:Beyond the Object Into the Eventby Owen F. Smith, University of Maine

    2

    2007 | Volume I, Issue 1 | Pages 25

    Keywords:Art, Anthropology, Cognitive Science, Creativity,

    Fluxus, HCI, Language, Mediation, New media, Perfomance

    When asked to respond to the question what is an

    artifact? I initially had several divergent responses.

    Because of my varied background and current

    position, I responded to thisquestion in three related

    but different ways: as an anthropologist (the area ofmy initial graduate training), as an art historian (the

    area of my Ph.D.), and as a professor of new media

    (my current position).

    To an anthropologist,what comes to mind

    is a general category of things that certain

    anthropologists study, specifically, any object that

    was created, modified, or used by a human being.

    Anthropologists also refer to artifacts as material

    remains, and generally they are portable objects

    rather than structures or buildings.

    To an art historian, artifacts are foundational on two

    contradictory levels. As George Dickey states, the

    status of artifactuality can be seen as a defining

    characteristic of all works of art. Nevertheless,

    artifactuality is not sufficient as a condition in and of

    itself to trigger art status. Put another way, artifacts

    are objects that are not works of art, and they are

    not the primary focus of art historical investigation.

    This is particularly the case when aesthetics is aprimary concern.

    To a new media professor, the word artifact has

    two primary associations. The first is at the core

    of a developing field of study centered on human-

    computer interaction (HCI). In this field, discussions

    of artifacts center on both the computer and the

    application, and their use in relation to concerns

    drawn from cognitive science. The second is much

    more common and seemingly mundane. An artifact

    is the result of a computational error. The most

    common of these is an image artifact, which is any

    feature that appears in an image that is not present

    in the original imaged object. An image artifact,

    such as a compression artifact, is a particular

    class of data error that is usually the consequence

    of quantization in loss-heavy data compression.

    Through the lens of my own background, then, we

    can see the glimmer of four definitions of the natureand/or function of an artifact:

    1. An object produced or modified by human

    agency, especially a tool or ornament.

    2. A creation of human conception or agency

    rather than an inherent element.

    3. An erroneous effect, observation, or result,

    especially one generated from the technology

    used or from experimental error.

    4. A structure or feature not normally present but

    visible because of an external agent or action.

    More significant than any one of these definitional

    aspects of the term artifact are the oddly

    interconnected uses of this term as a means of

    demarcating a particular quality or presence.

    Artifactuality, in all forms, is central to determining

    the nature and significance of a given element,especially in relation to human cognition or agency.

    An artifact is both a residue of making, an object

    such as a dish, and the process by which humans

    make the world. Our artifacts and tools are more

    than just those objects that we use to perform

    certain tasks. In the end, theyare change agents.

    The interrelationship between the generating task

    and the resulting artifact or tool is one of cyclical

    change, rather than a simple need-response

    relationship. In the essay The TaskAr tifact Cycle

    Carroll, Kellogg, and Rosson (1991) argue that:

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    Artifact | 2007 | Volume I, Issue 1 | Pages 25 3

    . . . a task implicitly sets requirements for

    the development of artifacts to support it ; an

    artifact suggests possibilities and introduces

    constraints that often radically redefine

    the task for which theartifact was originally

    developed. (p. 79)

    As the art ifact suggests new possibilities and

    manifests its limitations, these relations generatenew possibilities. Our artifacts in this way make us

    as much as we use them to make other things. This

    characteristic leads some to suggest that artifacts

    are objectified, humanknowledge and practice.

    Artifacts are more than things. In essence,they form

    a cognitive frame through which wegive meaning

    and functionality to what we experience or perceive.

    Anthropologists and historians have long held that

    we can tell much about a given culture and peopleby considering their artifacts. This is not simply

    becausethese materials are part of the historical

    record. More importantly, they form thephysical

    trace of a peoples mindset, beliefs,attitudes, cultural

    structures, and values. Thisis in part possible

    because the physical properties of any given artifact

    are references to the people who made and used it.

    Others have suggested, I believe rightly, that an

    artifact is a theory that can in turn be abstracted

    from the artifact itself. (Or possibly, they statetheories through their physical being.) For this

    reason, although many definitions give primacy

    to the physicality of an art ifact, the nature of

    artifact as an idea is the most rich and of the

    greatest interest to me.

    In developing our understanding of HCI, cognitive

    psychology has been one of the most significant

    influences. This role, however, has primarily been

    limited to a consideration of the storage andprocessing of symbolic information, drawing an

    analogy between general human functions and how

    computers might perform similar functions. Under

    the influence of such assumptions, their users have

    largely construed HCI as the science of designing

    systems to support problem-solving activities. This

    is often referred to as cognitive ergonomics. The

    resulting systems are termed cognitive artifacts, and

    they supposedly improve the quality and function of

    human thinking.Although there has been a recent

    move away from this focus on cognitive artifacts,

    this view is still dominant.What all of this misses,

    however, is creativity.

    Traditional views of cognitive artifacts cannot

    account for creativity. Neither can they address

    the role and function of the most human aspects of

    experience: emotion, imagination, and creativity.

    What I propose, however, is that the other form ofdigital artifactuality, the result of a computation error,

    accounts for aspects of creativity. Moreover, this is

    the process most closely aligned with creativity. How

    can this be?

    What I propose is that creativity, defined simply as

    divergent thought for imagining what might be, is an

    artifact. In relation to the normal cause-and-effect

    operation of computational systems as reasoned

    thought, creative associations are flaws. Theunexpected associations, relations, and possibilities

    that are at the heart of much creative output are

    neither logical nor predetermined. When we think

    outside the box, we generate artifacts things that

    are not to be found in the simple additive result of

    information input.

    The invitation to consider the nature of artifactuality

    has led me to an interesting insight into my own field

    of inquiry: contemporary instructional-based art

    works, sometimes referred to as scores. If we lookat the particular form of instruction works known

    as event scores, historically associated with the

    group Fluxus, we find an interesting contradiction.

    They are at the same time specific and generalizing.

    They tell the reader or performer what to do, and

    they simultaneously escape the limitations of those

    same instructions. Let us consider a few examples of

    classic Fluxus event scores to get a general sense of

    their form and the broader possibilities they imply:

    Eric Andersen

    Opus 9

    Let a person talk about his/her idea(s).

    1961

    George Brecht

    Three Window Events

    opening a closed window

    closing an open window

    1961

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    Artifact | 2007 | Volume I, Issue 1 | Pages 25 4

    Ken Friedman

    Websters Dictionary

    A series of dictionary definitions inscribed on

    sidewalks and walls in public places.

    1965

    Alison Knowles

    Variation #1 on Proposition

    Make a soup.1964

    Sometimes described as neo-haiku theater these

    forms of performance scores are minimal in their

    physical presence, but they possess a quality that

    enables them to break from both these minimal

    instructions as well as from our expectations.

    They do this much as the major grammatical break

    in traditional haiku (kire) events act to shif t our

    understanding of both life and art.

    But to return to our subject, that of the nature of

    an artifact, what I realized in thinking about the

    question what is an artifact? is that events are

    a form of artifact. I mean this not in their physical

    state as marks on paper or even as language, but as

    a conceptual frame, a tool and most importantly, as

    a mediating force. More directly, what I realized is

    that all instructional works, and events in particular,

    are artifacts. They are structures that act to control

    or make an action (or thing) into a cognitiveframe. They change what we do from what might be

    described as an action (life), whether it is simple or

    complex, into a mediated act (art). Within the context

    of the human-with-artifact system, such instructional

    works expand the functional and cognitive capacity

    of both the performer and the audience. Soup is no

    longer just soup, or an idea just an idea, but they

    are all part of the view we hold and what we see

    and feel about the lives we are living. The simple act/

    instruction as an artifact acts to replace the originaltask (making art) with a different one (performing an

    action), one that has the potential to have a radically

    different cognitive frame and uses radically different

    cognitive capacities from the initiating instruction. In

    this way, instructional works change the way we think

    and act, much like those suggested by D. A. Norman in

    his essay Cognitive Artifacts (Norman 1991).

    Normans description of the manner in which

    artifacts change the ways tasks get done can be

    simplified as follows:

    Distribute actions across time

    (precomputation)

    Distribute actions across people (distributed

    cognition)

    Change the actions required of the individuals

    doing the activity.

    Scores or instructions allow the text to contain

    action, or at least the potential for action, thus

    distributing it across time and people. Scores do

    not so much change the action required as they

    change more significantly our thinking about

    the action. They alter our perception.We see thingsin a new way and scores help us to question such

    distinctions as the dichotomies of significant and

    insignificant or valuable and worthless.

    Artifacts are the result of forces brought to bear on

    the mediated boundary between given realit y and

    the imposition of human cognition on the material

    existence that the given reality establishes. (There

    is, of course, a debate concerning the nature of

    reality and whether reality exists. For now I will

    propose that reality does exist.)

    Artifacts, in this case scores and instructions, are

    human thought made physical. They are mediating

    factors between actions and the resulting changes

    to the world. In execution and perception, the

    artifactuality of event works is brought to a head

    by the seemingly contradictory possibilities of the

    physical world and the score itself as awork of art or

    creative expression.

    Some suggest that artifacts are like language.

    Humans create them, but they act independently

    nonetheless to mediate relations between humans

    and the world. Human beings mediate their

    activities by art ifacts. When we are introduced

    to a certain act ivity, we come to know it through

    artifacts.

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    Artifact | 2007 | Volume I, Issue 1 | Pages 25 5

    Artifacts are also a product of our activities.As

    such, we constantly change artifacts in the act of

    using them. This mediation is essential to the ways

    we can and should understand artifacts. We cannot

    study artifacts as things. Rather, we must consider

    how they mediate use. We must understand or look

    at the artifact in use to see properly what it is or

    what it suggests.

    Artifacts have no significant value in isolation.

    They come to possess meaning in cultural terms

    and in relation to social praxis. Creatively speaking,

    artifacts are those ideas that change our perception

    of the world. We see this as creative, not as

    something else. By redefining our perspectives,

    artifacts enable humans to engage in activi ties,

    develop ideas, and develop cultural practices

    previously unknown to them. The results of such

    engagements are known through use and they areknown as a kind of relational aesthetic.

    Alison Knowles sums up the process of artifactual

    mediation in an elegant and disruptive way in her

    event score, Performance Piece #8(1965):

    Divide a variety of objects into two groups. Each

    group is labeled everything. These groups

    may include several people. There is a third

    division of the stage, empty of objects, labeled

    nothing. Each of the objects is something.One performer combines and activates the

    objects as follows for any desired duration of

    time:

    1. Something with everything

    2. Something with nothing

    3. Something with something

    4. Everything with everything

    5. Everything with nothing

    6. Nothing with nothing

    REFERENCESCarroll, J. M., Kellogg, W. A., & Rosson, M. B.(1991). The Task-

    Artifact-Cycle. In J. M. Carroll (Ed.), Designing interaction,psychology at the human-computer interface(pp. 74102).Cambridge: Cambridge University Press.

    Norman, D. A.(1991) Cognitive Artifacts. In: J. M. Carroll, (ed.),Designing interaction, psychology at the human-computer

    interface(pp. 1738). Cambridge: Cambridge UniversityPress.

    The Free Dictionary(n.d.).Available: http://www.thefreedictionary.com/artifact

    CORRESPONDENCE:

    Dr Owen F. Smith, New Media Program,

    404 Chadbourne Hall,

    University of Maine,

    Orono, ME 04469, USA.

    E-mail: [email protected]

    Published online 2007-04-21

    ISSN 1749-34 63 print/ ISSN 1749-3471

    DOI: 10.1080/17493460600610707

    2007 Danish Centre for Design Research

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    Behavioral Artifacts:What is an Artifact? Or Who Does it?by Ken Friedman, Swinburne University of Technology

    6

    2007 | Volume I, Issue 1 | Pages 610

    Keywords:Art, Anthropology, Cognitive Science, Creativity,

    Fluxus, HCI, Language, Mediation, New media, Perfomance

    The word artifact comes from two Latin words. The

    first, arte, means by skill, from ars, skill. The

    second, factum, is the past participle of facere, to

    do or to make.

    The word dates back to the early 1800s, meaning

    something created by humans usually for a

    practical purpose; especially: an object remaining

    from a particular period and something

    characteristic of or resulting from a particular

    human institution, period, trend, or individual

    (Merriam-Webster, 1990, p. 105). Most definitions

    focus on the quality of artifacts as things,

    speaking of objects and remains rather than

    process or production. Typical definitions are

    anything made by human art and workmanship;an artificial product. In archeology, applied to

    the rude products of aboriginal workmanship as

    distinguished from natural remains, a product of

    human art or workmanship, any object made by

    human beings (Oxford English Dictionary, 2006,

    n.p.; Shorter Oxford English Dictionary, 1993, p.

    120; Wordsmyth, 2006, n.p.).

    I am as interested in the artifacts of doing as in

    the art ifacts of making. Many ar tifacts exist onlyin human behavior, individual and social. These are

    the focus of this essay.

    While the philosopher Mario Bunge (1999,

    p. 23) defines an artifact as a man-made

    object, he uses the word object in the wide

    sense of anything we can create, including

    symbols, machines, industrial processes, social

    organizations, social movements.

    In this sense, an artifact is anything that we can

    design in the very large sense of the word design,

    defined as [devising] courses of action aimed at

    changing existing situations into preferred ones

    (Simon, 1982, p. 129).

    The interesting challenge we face in the new journal

    Artifactinvolves finding a vocabulary that allowsus to focus on the wide range of artifacts, those

    made by doing that never take physical form as well

    as those that are made in physical form, including

    remains.

    One reason for the emphasis on physical artifacts

    may simply be their durability. An act or a word

    vanishes. An object in the common sense of the

    word does not. Historian Arnold Toynbee (1934,

    p. 156) captures this nicely where he writes, It is a

    mere accident . . . that the material tools which Manhas made for himself should have a greater capacity

    to survive . . . than Mans psychic artifacts.

    This historians distinction emphasizes a paradox.

    Historians study what human beings do and what

    they have done. They do so through the remains and

    traces of action captured in physical artifacts.

    The language that helps us to capture one range

    of meanings seems always to withhold or deferanother. As we bring ideas into one focus, we lose

    the focus that would help us to capture another set

    of ideas.

    The words we use for different kinds of artifacts

    are also shaped by our history in using them. When

    way we speak of interfaces, for example, we think of

    human-computer interaction and not shoes or cups.

    Despite this fact, shoes and cups are interfaces of a

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    Art ifact | 2007 | Volume I, Issue 1 | Pages 610 7

    kind a dif ferent kind, but interfaces nevertheless.

    When we speak of products and process, we

    generally do not think of things digital but a

    software package is as much a product as a block of

    cheese, and we produce the system that allows us

    to manage lines of customers at a bank.

    It is as though we lack a holistic vocabulary that

    allows us to speak of what we wish withoutexcluding what we also wish to speak of. While

    this has always been the case, the advent of new

    digital media focuses our attention on the virtual

    and immaterial, emphasizing this challenge.

    Describing the subtleties we seek requires the

    right prepositions and verbs to give voice to the

    nouns we choose, compound noun-preposition-

    verb phrases that do not fit easily into the mental

    habits of an English language that took shape

    in Shakespeare and the King James Bible. Thisproblem arises in different ways and shapes in

    all languages whether it involves a German

    theologian speaking through the language of

    Luthers Bible, a Japanese engineer who lives in

    the language once shaped by Hakuin Zenji, or an

    Indian mathematician thinking through a language

    that crafted the Vedas.

    The science fiction writer A. A. Attanasio (1989)

    collapsed the distinction between beings and

    their doings in a science fiction novel that positedhuman action as a physical force embedded in and

    leaving behind an energy trail, much as a television

    broadcast radiates signals outward from a source.

    In Attanasios imagined world, everyone who

    has ever lived can be reconstructed resurrected

    from their traces, much as we could still capture

    and watch the original broadcast of I Love Lucy

    or Wagon Trainif only we could get out ahead of

    the signal with a sufficiently sensitive television

    antenna.

    In thinking about artifacts, I want to capture the

    concept and dimensions of behavioral artifacts. The

    behavioral dimension of physical artifacts is clear

    to most of us. We conceptualize our understanding

    of this dimension in such terms as affordance

    and interface, and we realize it in the way that

    we organize our working habits and living patterns

    around the artifacts we use.

    It is this sense of the idea that Winston Churchill

    evoked in his 1943 speech on whether and how

    to rebuild the House of Commons: We shape our

    buildings, and afterwards our buildings shape us.

    Nevertheless, there is another behavioral

    dimension in the designed world, hidden in plain

    sight. It unfolds before us. We walk through it ,

    embedded in it as we shape it around us. It arriveswith each moment of time and vanishes as time

    passes by. This is the enacted world that we

    experience and capture partially in memory. We

    can document behavior, describe it, plan it, and

    represent it , but we only realize it in the living web

    of action and interaction. We experience behavior

    as we enact it, and then it vanishes. After the fact,

    it becomes an account, a memory of some kind, or

    perhaps the story of a memory.

    As we move through time, we lose the traces of

    this world. In some cases, the importance of these

    lost worlds is greater than we realize. Consider, for

    example, the role of improvisation in Mozart s work.

    Through improvisation, Mozart shaped a tangible

    experiential world that played out daily through

    the duration of his life, vanishing when he died in a

    way that must surely influence anyone who thinks

    deeply on Mozarts music. Theologian Karl Barth

    (200 3, p. 40) evokes the sense of this world: the

    number of Mozarts preserved works is enormous.But probably even greater is the number of all those

    works of which we are deprived and destined to

    remain so. We know that at all periods of his life

    he loved to improvise, i.e., to freely create and play

    for himself within public concerts or hours on end

    to only a small audience. What he did this way was

    not writ ten down a whole Mozartean world that

    sounded once and then faded away forever. What

    we hear is Mozarts legacy, his nachlass, and his

    remains. The living Mozart shaped his music in dailypractice. This was not the practice of practicing

    scales or the practice of realizing a written

    composition. Rather, it is practice as an expert

    physician practices medicine or a lawyer argues

    law, practice brought to life in behavior.

    Amadeusby Peter Shaffer (2001, pp. 3036, 120121;

    see also Forman 2002, Scene 7) captures this

    experience in the scene where Mozart memorizes

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    Art ifact | 2007 | Volume I, Issue 1 | Pages 610 8

    Salieris March of Welcomeon one listening. In the

    motion picture version of Amadeus, Mozart sits at

    the piano to work with the music as a pot ter works

    with clay. He transforms the tune effortlessly as

    he thinks and talks, shifting it from a somewhat

    wooden march into the well-known passage it will

    become in The Marriage of Figaro.

    This is a behavioral artifact. It comes and vanishesin experienced time. We will never experience

    this Mozart for ourselves except in imagined

    reconstructions.

    Even in this age of excellent recordings, we must

    inevitably miss experiences. One cause is the

    difficulty of capturing the quality of live presence

    in even the best recording. Many reports on music,

    theater, and art describe this. The recent death of

    soprano Birgit Nilsson offers an example, whereAnthony Tommasini (2006: n.p.) wri tes, it is almost

    impossible to convey what it was like to hear her

    in person. Even her recordings, many of them

    landmarks in the discography, do not do full justice

    to her singing. . . . It was not just the sheer size

    of her voice that overwhelmed recording studio

    microphones. It was the almost physical presence of

    her shimmering sound that made it so distinctive.

    For many, the physical presence of Nilssons voice

    was unique. The ability to project a powerful sound

    through diaphragm control rather than volumemeant that she could sing her words clearly to

    every part of a theater, rising over the orchestra

    and chorus in a way that listeners perceived as

    charismatic in power and subtle in musical mastery.

    Another reason, even more common, is the fact that

    many experienced moments are not recorded. Peter

    Shaffer (2001, pp. xxviiixxix) laments the facts

    that the revised Amadeusof 1998 was not filmed at

    Lincoln Center, as the first Broadway production ofAmadeushad been two decades earlier.

    The idea of musicality embodies the tension

    between the behavioral artifacts of live

    performance and the objects that instruct, record,

    or document performance.

    The concept of musicality refers to works designed

    as scores for any medium, works that can be realized

    by artists other than the creator (see Friedman 1991,

    1998-b). In this sense, any listener can experience

    Mozart simply by listening to an orchestra play one

    of Mozart s scores. Perhaps another orchestra or

    Mozart himself might have given a better rendition,

    but it is still Mozarts work. Other kinds of works can

    be realized in the same way, including theater, rituals,

    performed art, and even physical works created to be

    realized from a score.

    The issue of musicality has fascinating implications.The mind and intention of the creator are the key

    element in the work. The issue of the hand is only

    germane insofar as the skill of rendition affects the

    work: in some conceptual works, even this is not an

    issue. Musicality is linked to experimentalism and

    the scientific method. Experiments must operate

    in the same manner. Any scientist must be able to

    reproduce the work of any other scientist for an

    experiment to remain valid.

    Nevertheless, the radical interpretation of musicality

    that emerged in the instruction work and intermedia

    ethos of the 1960s raises interesting problems. The

    generous opening to the world that scored work

    made possible engages the action and behavior of the

    performer who realizes the work while dislocating

    the work from the productive behavior of its creator.

    (For a deeper discussion of these issues, see

    Friedman 1991, 1998-b, 2002; see also Owen Smiths

    contribution to this issue of Artifact.)

    Musicality suggests that the same work may be

    realized several times, and in each state it may

    be the same work, even though it is a dif ferent

    realization of the same work. At the same time, the

    particularity, the unique quality of each realization

    depends on human context. It emerges once, in a

    radical sense, never to exist again.

    Consider, for example, conductors who have

    given us great interpretations of past work, say acomplete Beethoven cycle or a series of Brahms

    concertos, then, a decade or two later, gave a

    dramatically different, yet equally rich interpretation

    of the same work.

    Oddly, the quality of difference that arises over

    time is linked to a specific contemporary definition

    of the term artifact. This definition involves the

    unplanned results of human agency as well as

    the planned ones. This even includes unplanned

    results in the form of spurious scientific results or

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    Art ifact | 2007 | Volume I, Issue 1 | Pages 610 10

    We see the behavioral artifacts around us in the

    everyday life of individual behavior and the structured

    social relations that constituted the empirical

    foundation of Erving Goffmans micro-sociology (See,

    e.g., Goffman, 1959, 1971, 1974). The organizational

    memory that gives rise to group behavior and

    organizational process is another case. So, for that

    matter, are the behaviors that actors use to shape

    the reality of theatergoers, or, as theologian DitteMauritzon Friedman (2005, p.: 4) notes, the craft of

    a filmmaker in creating and sustaining a symbolic

    universe for those who watch a film.

    Shakespeares grand vision of the theater rests

    upon this understanding, where words and action

    summon a reality that spectators embrace to eke

    out the performance with each mind.

    It is useful to remember, as we celebrate the birth ofa journal on the Artifact, that artifacts constitute the

    twin relationship between doing and making found in

    the Latin facere.

    As the editorial board joined in dialogue to reflect

    on what this journal could be and mean a tune ran

    through my mind. It is a revised version of the 1945

    Disney classic, Zip-A-Dee-Doo-Dah from the film

    Song of the South.

    I play the revised role of Uncle Remus, while a coupleof bluebirds and a squirrel give me the eye and sing:

    Its the truth, i ts natural:

    Everything is Artifactual.

    REFERENCES

    Attanasio, A. A.(1989). The last legends of Earth. New York:Doubleday.

    Barth, Karl(200 3/1956). Wolfgang Amadeus Mozart. Eugene, OE:Wipf & Stock Publishers (Zurich: Theologischer Verlag Zurich)

    Bunge, Mario(1999). The dictionary of philosophy. Amherst,NY: Prometheus Books.

    Forman, Milos(2002 /1984). Amadeus. Directors cut. Burbank,CA: Warner Brothers, Warner Home Video.

    Friedman, Ditte Mauritzon(2005). Spiritual symbols incontemporary film. Unpublished research note. Lund,Sweden: Centrum fr Teologi och Religionsvetenskap.

    Friedman, Ken(1991). The Belgrade Text. Ballade, No. 1 [Oslo:Universitetsforlaget], pp. 52 57.

    Friedman, Ken(1998-a). Building cyberspace: Information,place, and policy. Built Environironment, 24(2/3), pp. 83103.

    Friedman, Ken(1998 -b). Fluxus and Company. In Ken Friedman(Ed.), The Fluxus reader(pp. 23 7253). London: AcademyPress/Wiley.

    Friedman, Ken (2002). Working with event scores: A personalhistory. Performance Research, 7(3), pp. 124128.

    Goffman, Erving(1959). The presentation of self in everyday life.Garden City, NY: Doubleday Anchor.

    Goffman, Erving(1971). Relations in public: Microstudies of thepublic order. London: Allen Lane/Penguin.

    Goffman, Erving(1974). Frame analysis: an essay on theorganization of experience. New York: Harper.

    Merriam-Webster(1990). Merriam-Websters CollegiateDictionary(9th ed.). Springfield, MA: Author.

    Oxford English Dictionary(20 06). OED Online. Oxford EnglishDictionary(J. A. Simpson, & E. S. C. Weiner, Eds.) [2nd ed.,1989]. Ox ford: Clarendon Press/Oxford University Press.Available: http://dictionary.oed.com/ (accessed 12 January2006).

    Shaffer, Peter(2001). Amadeus. New York: HarperCollins.

    Shorter Oxford English Dictionary(1993). The New Shorter

    Oxford English Dictionary(Lesley Brown, Ed.). Oxford:Clarendon Press/Oxford University Press.

    Simon, Herbert (1982). The sciences of the artificial.Cambridge, MA: MIT Press.

    Tommasini, Anthony(2006). Nilsson in person: The glory ofthe power. New York Times. Online. Available: http://www.nytimes.com/200 6/01/14/arts/music/14nils.html (accessed15 January, 2006.

    Toynbee, Arnold(1934). A study of history(Vol. 3). Oxford:Oxford University Press.

    Wordsmyth (2006). The Wordsmyth Educational Dictionary-Thesaurus

    [WEDT

    ] (Robert Parks, Ed.). Chicago: WordsmythCollaboratory. Available: http://w ww.wordsmyth.net/Accessed: 2006 January 12.

    Young, La Monte(Ed.). (1963). An anthology. New York:Jackson Mac Low and La Monte Young.

    Young, La Monte(Ed.). (1970). An anthology(2nd ed.). NewYork: Heiner Friedrich.

    Young, La Monte(1990). Lecture 1960. In Ubi Fluxus, Ibi Motus(pp. 1982 04) (Achille Bonita Oliva, Gino Di Maggio, & GianniSassi, Eds.) . Venice and Milan: La Biennnale di Venezia andMazzotta Editore. 11

    CORRESPONDENCE:

    Professor Ken Friedman, PhD, Dean,

    Faculty of Design,

    Swinburne University of Technology,

    Melbourne, Australia.

    E-mail: [email protected]

    Published online 2006-05-05

    ISSN 1749-34 63 print/ ISSN 1749-3471

    DOI: 10.1080/17493460600610764

    2007 Danish Centre for Design Research

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    In Search of a Unit of Analysis for Designing Instrumentsby Pascal Bguin, CNAM, Paris

    11

    2007 | Volume I, Issue 1 | Pages 1116

    A welcome topic of the new journal Artifact

    is to promote as a distinct academic field the

    transdisciplinary approaches centered on

    design research. One of the conditions for such

    a transdisciplinary approach is that the different

    actors recognize the specificity of the contributions

    of other actors and the complementary nature of

    their respective productions. In this essay, I willargue that the different contributions of experts in

    design must be completed by users constructive

    activity. More particularly, my focus is to search

    for a unit of analysis that helps to build shared

    references between users and designers. I will

    proceed in two steps. In the first, I will suggest

    that an instrument cannot be confused with an

    artifact, and that it is the user or the worker who

    gives to an artifact the status of an instrument. In a

    second step I will describe the design process as

    a dialogical process in the Bakhtinien sense. I will

    conclude with comments on what is an artifact?

    Keywords:Instrument, Instrumental Genesis, dialogism

    ARTIFACT AND INSTRUMENT

    Work initially developed by L. S. Vygotsky and

    others in Soviet psychology supplies a rich and

    fertile approach to apprehend activities with

    artifacts. As an activity consists in acting through

    an instrument (Bdker, 1989), artifacts must not onlybe analyzed as things but in the manner in which

    they mediate usage. We have Vygotsky to thank for

    emphasizing the importance of mediation, which he

    considers as the central fact of psychology.

    The basic structure of human cognition that results

    from mediation is often pictured as a triangle, as

    in Figure 1. So artifacts must not only be analyzed

    as things, but in the manner in which they mediate

    action.

    But, in this well-known picture, the terms

    computer, tool, artifact are used

    interchangeably. And apparently, no particular

    ontological or epistemological problems exist. Yet if

    the purpose is to make a contribution to the design

    of technical devices, we need to be able to describe

    more accurately what allows mediation to take place.

    I will suggest that we have to make a distinctionbetween artifacts and instruments.

    From artifact to instrument

    An instrument cannot be reduced to a physical or

    symbolic artifact, nor can it be confused with one.

    For example, a hammer is not an instrument in itself.

    A hammer is an artifact. To be an instrument, the

    subject (the users or the workers) must associate

    an organized form of psychological and motor

    operations with the artifact. So, we can define an

    instrument as a mixed entity (Bguin & Rabardel,2000; Rabardel & Bguin, 2005), made up of two

    types of components. First , a psychological and

    motor one that comes from the subject, and which

    has individual, social and cultural dimensions.

    Second, an artifactual part (an artifact, part of an

    artifact, or a set of artifacts), which may be material

    or symbolic (Figure 2).

    Each side of the instrument is a conceptual

    minefield. Rabardel (1995) proposed toconceptualize the subject side of the instrument

    as a scheme, in the sense of Piaget (Piaget &

    Beth, 1961), and more accurately as a utilization

    scheme. A utilization scheme is an active

    structure into which past experiences are

    incorporated and organized, in such a way that it

    becomes a reference for interpreting new data. As

    such, a scheme is a structure with a history, one

    that changes as it is adapted to an expanding range

    of situations and is contingent upon the meanings

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    granted to the situations by the individual. However,

    and because it is not possible to fully discuss

    these points, I will use the terms subject side

    and artifact side of an instrument (see Figure

    2), and I will come back later on the status of the

    artifact side. An important consequence of such anapproach is that an artifact is not an instrumental

    component in itself (even when it was initially

    designed as such). The instrumental position of the

    artifact is relative to its status within the action.

    More extensively, the artifact part of an instrument

    is any stuff one associates with the action in order

    to perform a task, to reach a goal, or to realize a

    motive. We all have examples in mind such as the

    association of the scheme striking with a wrench,

    which turns the wrench into an instrument that

    has the same function as a hammer. In this smallexample it is the subject who gives to the artifact

    the status of resource to achieve the goals of his/

    her finalized action, who institutes an artifact as an

    instrument.

    From instrument to instrumental genesis

    To continue the previous example, using a wrench

    as part of a hammer is a catachresis. The term

    catachresis is borrowed from linguistics. It

    refers to the use of a word in place of another. Forexample, using the word arm for speaking about

    the arm of a chair is a catachresis. This term

    can be extended to the field of instrumentation.

    Catachresis is a way to name things without an

    available word, or to do something without technical

    resources at hand. In this sense, it is testimony to

    the inventiveness of users or workers who seek

    to exploi t their environment and enroll i t in the

    service of action, in order to increase the capacity

    to act in the environment . One must not think that

    catachresis would be in decline in the presence

    of modern technology. It is not the case. During

    preparation for landing for example, we have

    observed that aircraft pilots who are not satisfied

    with the descent speed proposed by the on-board

    computer may enter false information (for instance,

    they may specify that there is a tail wind whenno such wind exists) so that the computer will

    define a landing speed that fits with their desires.

    This example shows that even with automated

    technologies, users may attempt to regain control as

    long they have an entry point into the system (in our

    example, the entry point is the input data the pilot

    must supply because the computer cannot acquire it

    on its own).

    Catachresis results from a process that may be

    relatively elementary (as in using the art ifactwrench as a hammer), or from largescale

    processes that develop over a longer period on the

    floor or in fieldwork. In order to grasp this process,

    we speak of instrumental genesis. Because the

    instrument is a mixed entity, instrumental genesis

    is a process that encompasses the evolution of

    both the artifact and subject sides. Let us call

    these two processes instrumentation and

    instrumentalization.

    Instrumentalization is the attribution of a function

    to an art ifact, which extends the artifacts initial

    design and enriches the properties of the artifact.

    It is based on the artifacts initial attributes

    and properties, and confers on them a status in

    accordance with the current action and situation

    (in the example of the wrench that replaces the

    hammer, the initial properties are its heaviness,

    hardness, and graspable-ness). At the lowest level,

    instrumentalization is local; it is related to a single

    action and to the specific circumstances under

    Figure 1.The basic structure of human cognition.

    Figure 2.An instrument is a composite entity made up of subject andartifact components.

    Subject Object

    Artefact

    Subject Object

    (Subject side+Artefact side)Instrument

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    Figure 3.The instrumental proposal and the instrumental genesisindialogue.

    which that action occurred. At the highest level,

    the artifact is modified physically. The constituted

    functions become an integral part of the artifact

    itself, by way of a modification in how it works or is

    structured.

    Instrumentation concerns the genesis of the

    human side of the instrument. At the lower level it

    concerns the utilization scheme. When a personuses a wrench as part of a hammer, there is a

    direct assimilation of the artifact in the constituted

    scheme. But more often there is an adaptation

    of the scheme (for an example of such a process

    with an automatic truck gearbox see Rabardel &

    Bguin, 2005). In the larger case, the development

    of the human side leads to a deeper reorganization

    of the human side of the instrument. For example,

    introducing CAD in a new setting leads to the

    development of new utilization schemes, but also toa new conceptualization and new forms of collective

    action.

    Instrumentation and instrumentalization help to

    analyze a particular instrumental genesis. But they

    are intertwined in the same constructive process.

    Indeed, instrumental genesis may have sources

    that are external to the subject. For example, an

    insufficiently elaborated design that does not

    sufficiently consider the users requirement or

    practice causes a gap (Thomas & Kellogg, 1989)for which the user must compensate. But even if

    the artifact is well designed, an instrument is not

    finished when an artifact is specified. The argument

    there is that the development of an instrument

    requires the users or workers to develop their own

    resources for action. Therefore both designers and

    users contribute to the design of an instrument,

    based on their diversity.

    Designing an instrumentOne way to resume what was previously said is

    that an instrument is a coupling between the

    subject and the artifact. But this coupling is far from

    what is described by the concept of affordance,

    where it is argued that anyone immediately and

    directly perceives the signification and function of

    an object. These concepts create difficulty when

    used to clarify relations between the given and

    the created (Bguin & Clot, 2004). During design

    this coupling is not tuneful. And behind the art ifact

    there is a designer. The term catachresis I evoked

    previously is traditionally regarded as using a word

    to denote something radically different from its

    normal meaning, and by extension the deviant

    uses of an object. Such a meaning takes for granted

    the functions intended or imagined by the designers,

    and institutes them as the norm or the reference.But, an interpretation in terms of deviation is

    not the only one, and not even a desirable one.

    Instrumental genesis is the users contribution to

    the development of an instrument.

    However, we have to take into account the fact

    that in designing an ar tifact the designers imagine

    a function, with the objective of orienting the

    workers activity (see for example Vicente, 1999,

    for a theoretical argumentation on this position).

    But this is at best an instrumental proposal madeby the designers. There will be a response during

    instrumental genesis. Consequently, the unit of

    analysis must be extended in order to give greater

    importance to the collective.

    If we agree with the idea that the aim of the design

    process is to design an instrument (and not only an

    artifact), and if we consider instrumental genesis

    as a contribution made by the user to the design

    of an instrument, then we can define the designprocess as a dialogical process in the Bakhtinian

    sense. By dialogicality, Bakhtin refers to a process

    where someone takes something that belongs to

    others, and makes it his/her own. Because words

    are half-ours and half-someone elses . . . one is

    invited to take the internal word as a thinking

    device, or as a starting point for a response that

    may incorporate and change the form or meaning

    of what was originally said (Wertsch, 1998, p. 67).

    In the design process, the someone elses half

    (the artifact for the user) is associated with ones

    Designers

    Subject Object

    Instrument

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    Art ifact | 2007 | Volume I, Issue 1 | Pages 1116 14

    own-half to bring about instrumental genesis,

    producing a response that changes the form and

    meaning of what was originally said. Typically,

    instrumental genesis is a response that changes the

    form and meaning of the artifact initially proposed

    by the designers. But note that the reverse is also

    true: instrumentalization made by users can lead to

    a response by the designers. So, the challenge is to

    organize a cyclical and dialogical process (Figure 3),where the result of one persons activity, designer

    and worker, constitutes a source and a resource for

    the activity of others (Bguin, 2003).

    In speaking of a dialogical process, my goal is not

    to argue that there is no dif ference between design

    and communication, or between sign and artifact. I

    do not think that artifacts are like books we have to

    read (Tilley, 1990). My argument is that language is

    simply one of the possible dialogical forms, but notthe only one. Design is another: we have to grasp in

    its specificity. Let me give some brief arguments.

    One feature of a dialogical design process is that it

    must articulate a cyclical process, between nomos

    and praxis. On one hand the design is initially a

    concept, an intention, a will relative to the future,

    or an order to happen. On the other hand, these

    orders and intentions have to be concretely realized

    to occur in action. But action will meet resistances,

    sett ing the initial ideas in motion. We have toinscribe instrumental genesis in this cycle, in order

    to bring back into play the result of the designer s

    activity after having confronted it with the workers

    or users activity or practices.

    To design is to use media (technical or digital

    drawing, scale models, mock-ups, etc.) for

    projecting a representation and reflecting on it. But

    these media play a role in the contex t of exchange

    between actors (Vinck, 2001). In a dialogicalprocess, the media must support these individual

    and collective dimensions. And due to the necessity

    to articulate the relationship between theoretical

    concepts and practice, a prototype is probably

    the best medium. However, it is only at the end of

    the design process that designers can produce a

    prototype, after numerous decisions have been

    made. So, it is often too late: changes can appear

    much too expensive. What are the projective

    methods that can be used, and the benefit and risks

    of using one medum or another?

    In using the medium as vehicle for dialogue, divergence

    surfaces legitimately. These disagreements are

    the real source and the engine of dialogicality. But

    during the design process they can be solved in

    two extreme ways. The first is design: modifying

    the characteristics of the object currently being

    designed, changing the criteria for at taining the goal,

    etc. The second is conflict, for example authority

    or the exclusion of certain actors whose goalsappear too contradictory. What is specific to design

    is that the disagreements are solved at the level of

    the object of the design process, the intention or

    the solution. During conflict, on the other hand, the

    purpose of the design process loses its centrality,

    leaving the actors in a situation of face-to-face

    contention where the difficulties are ascribed

    to others. So, it is of the utmost importance to

    verbalize and to legitimize the rationales and possible

    consequences in regard to the users or workersperspectives. Otherwise, exchange between users

    and designers would easily become conflict-ridden,

    with the risk of leading to poorer and lower quality

    outcomes.

    Users and designers have their own points of view,

    their own cri teria, their own concepts, and finally

    different ways of grasping the same situation.

    But, simultaneously, the actors are engaged in an

    interdependent process. So what is specific to one

    actor, and what needs to be shared? Instrumentalgenesis can appear as nonsense for the designers.

    But, as outlined by Leont ev (1978), that which does

    not have meaning may still have a signification.

    Something may be a non-sense, but it is not

    without signification. During dialogical design, an

    important amount of t ime must be spent on building

    the signification of the events: we have observed

    something. What lessons can be drawn from it ;

    what decisions should we make accordingly?

    What is an artifact?

    In this essay, I argue that the aim of the design

    process is to design an instrument, and not only

    an artifact. But asking what is an artifact? is a

    useful question. In defining the design process as

    a dialogical process, I argue that an artifact could

    be defined as a sort of bridge laid down between

    heterogeneous actors, with different points of view

    and perspectives. But based on what has been said

    previously, I would suggest two additional criteria

    that go over a dialogical design process.

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    Art ifact | 2007 | Volume I, Issue 1 | Pages 1116 15

    First , an artifact can be defined by its structural

    properties (and not its materiality a symbolic

    artifact can also be defined by its structural

    constraints), which are also constraints. In

    Rabardel & Bguin (2005) we distinguish three

    types of constraints. One can use a wrench as

    part of a hammer due to its graspable-ness and

    heaviness. It is the existence modality constraint.

    The artifact also carries constraints concerningthe nature of the objects of activity (in the sense

    of activity theory). A metal lathe, for instance, can

    only perform transformations of matter through

    the removal of turnings. We call these constraints

    finalization constraints. Finally, the artifact

    carries more or less explicit action pre-structuring

    constraints. De Terssac (1992) stressed for

    example that expert systems involve a positioning

    of the operator and a more or less explicit form of

    regulation of his actions and activity, which tend toreduce his own regulating possibilities. Probably

    other constraints could appear, for example at

    the collective level. The general idea is that an

    instrumental proposal made by the designers

    crystallizes in the artifact a representation of

    the activity of the user, and conveys it in a set ting.

    But when this crystallization is of bad quality, it is

    a source of problem for users or workers. This is

    why the designer must be able to apprehend the

    subjects (or subjects) construction that is already

    available in a situation.

    Second, an artifact can be defined by its plasticity. I

    have argued previously that instrumental genesis is

    testimony to the inventiveness of users or workers

    who seek to exploit their environment and enroll

    it in the service of action, in order to increase

    the capacity to act in the environment. From my

    point of view, it is particularly important to give

    a status to instrumental genesis during design.

    But instrumental genesis is a living movement,which goes beyond the fixed chronology of one

    design process. Plasticity consists in designing

    artifacts that allow or facilitate the constructive

    and developmental process of instrumental genesis.

    It can be, for example, that the artifact can be

    modifiable (Henderson & Kyng, 1991). But identifying

    the properties that allow plasticity remains a

    requirement of future research attention.

    ACKNOWLEDGEMENTS

    An earlier version of this article was presented in

    September 2005 at a symposium organized by L.

    Norros at the first ISCAR Congress (Sevilla). The

    author would like to thank L. Norros and B. Nardi,

    and special thanks are offered to C. Owen, who

    made helpful comments on the latter version.

    REFERENCESBguin, P., & Clot, Y.(2004). Situated action in the development

    of activity. @ctivits, (1)2: 2749.Available: http://www.activites.org/ v1n2/beguin.fr.pdf(accessed 15 January 2006).

    Bguin, P.(2003). Design as a mutual learning processbetween users and designers. Interacting with Computers,15, 709730.

    Bguin, P., & Rabardel, P.(2000). Designing for instrumentmediated activity. Scandinavian Journal of informationSystems, 12, 173190.

    Bdker, S.(1989). A human activity approach to userinterfaces. Human Computer Interaction, 4, 171195.

    Henderson, A., & Kyng, M.(1991). There is no place like home:Continuing design in use. In J. Greenbaum, & M Kyng. (Eds.),Design at work: cooperative design of computer systems(pp.145167). Hillsdale, NJ: Lawrence Erlbaum.

    Leontev, A.(1978). Activity, consciousness, and personality.Englewood Cliffs, NJ: Prentice Hall.

    Piaget, J., & Beth, E.(1961). Epistmologie mathmatique etphychologie. Essai sur les relations entre la logique formelle

    et la pense relles. PUF, Paris: Etudes dpistmologie

    gntique N8 14.Rabardel, P.(1995). Les hommes et les technologies, une

    approche cognitive des instruments contemporains[Peopleand technology, a cognitive approach to contemporaryinstruments]. Paris: Armand Colin.

    Rabardel, P., & Bguin, P.(200 5). Instrument mediated activity:from subject development to anthropocentric design.Theoretical Issues in Ergonomics Sciences, 6, 4294 61.

    Terssac, G. de, (1992). Autonomie dans le travail[Autonomy atwork]. Paris: PUF (Collection sociologie).

    Tilley, C.(Ed.) (1990). Reading material culture: Structuralism,hermeneutics and post-structuralism. Oxford: Basil Blackwell.

    Thomas, J., & Kellogg, W.(1989). Minimizing ecological gaps inuser interface design. IEEE Software, 6, 7886.

    Vinck, D.(Ed.). (2001). Engineers in day-to-day life: Ethnographyof design and innovation. Cambridge, MA: MIT Press.

    Vincente, K. J.(1999). Cognitive work analysis: toward safe,productive, and healthy computerbased works. London:Lawrence Eralbum Associates Publishers.

    Wertsch, J. V.(1998). Mind as action. New York: OxfordUniversity Press.

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    Art ifact | 2007 | Volume I, Issue 1 | Pages 1116 16

    CORRESPONDENCE

    Pascal Bguin,

    Laboratoire dErgonomie du CNAM,

    Paris, France.

    E-mail: [email protected]

    Published online 2006-04-21

    ISSN 1749-3463 print/ ISSN 1749-3471

    DOI: 10.1080/17493460600610830 2007 Danish Centre for Design Research

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    An Exploration of Artificialityby Klaus Krippendorff, University of Pennsylvania

    17

    2007 | Volume I, Issue 1 | Pages 1722

    Keywords:Design, meaning, virtual, transitional, interface,

    narrative

    INTRODUCTION

    The following explores the artificiality of human

    artifacts. To talk of artifacts, we must avoid

    ontologizing. Ontology ignores human participation

    in its construction and describing artifacts as if theirdescriptions had nothing to do with i t contradicts

    the idea of their artificialit y. Instead, I will explore

    the nature of artifacts from the perspective of

    human-centered design and with culture-sensitive

    conceptions in mind. Exploring artifacts from this

    perspective of fers scholars and practitioners a

    fascinating field of inquiry. To follow are six closely

    connected mini essays on artifacts, starting with

    the use of the word artifact and ending with the

    virtual worlds that artifacts can bring forth.

    WE DEFINE ARTIFACTS IN

    THE STORIES OF THEIR MAKING

    By dictionary definitions, art-i-factis a noun,

    composed ofart=Latin for skill +factum=made; a

    product of skillful human activity. Thus, when we

    call something an artifact, we are not concerned

    with its materiality or how it works but with its

    human origin and we search for stories to tell

    how, by whom, and why something was made. It

    is the presumption of such stories that renderssomething as an artifact. The natural sciences are

    not concerned with stories, of course, and therefore

    cannot possibly say anything about artificiality.

    Natural scientists are concerned with products

    of nature, with explaining observed phenomena

    in terms of physical causes, chemical reactions,

    or biological processes, which are not at issue as

    far as artificiality goes. By contrast, archeology,

    a discipline that searches for artifacts of past

    cultures in order to understand what life was like

    in these cultures, is fundamentally concerned with

    the validity of the stories of their makers. To decide

    whether such stories are warranted, archeologists

    employ well-established decision criteria. They

    start by testing for the natural origin of their finds.

    Only when natural explanations fail do they consider

    themselves justified to search for narratives of their

    human origin. Their criterion has it right. Artificiality

    begins where physics stops. Explanations of thehuman origin of artifacts are cultural. The definition

    of the word artifact, and only that, leaves us to

    conclude that artifacts cannot exist outside a story

    of their making, however simple this story may be.

    Since stories rely on their tellers use of language,

    the art ificiality of artifacts cannot be separated

    from the language used to describe it.

    WE EXPERIENCE PRESENT

    ARTIFACTS AS INTERFACES

    Clearly, artifacts have always been and still aredesigned for use. However, designing, inventing,

    and producing artifacts is one thing, using them

    is quite another. The two activities involve very

    different kinds of understandings. The makers of

    artifacts know how to shape them, assemble them

    from available parts, and bring them to where they

    are needed. The users of artifacts may have a sense

    of their origin and knowing their makers intentions

    may well inform users of what to do with them in

    ways natural objects cannot but, to be able to usean artifact, there is no compelling reason for users

    to understand its histor y, material composition, and

    inner workings save for trivial artifacts, such as

    drinking glasses or scissors, whose mechanisms

    are trivial. The make-up of non-trivial machines like

    computers, electronic artifacts like browsers in the

    Internet, and large social artifacts like governments

    typically escapes their users understanding,

    without, however, impeding their use. In use, the

    distinction between artifacts and objects of nature

    is not relevant.

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    In use, artifacts become interfaces. Interfaces

    arise when users enact their conception and

    what they are facing tolerates these conceptions.

    Interfaces should not be confused with the

    components of artifacts that support them: handles,

    computer screens, or keyboards, for example. Such

    components participate in an interface, but so do

    their users. Inter faces reside betweenartifacts and

    their users. They consist of interactions and theyplay out dynamic relationships.

    Interfaces are artifacts in their own right , viable

    where human participants understanding is

    interactively sustained, and non-viable where

    their understanding does not work out and the

    interface breaks down. From a user-centered

    perspective, designers cannot limit themselves to

    considerations of the materiality, functionality, and

    form of artifacts. They must assure that interfacesare possible, effective, and fun. From the design

    of human computer interfaces, we have learned

    that users conceptions of what they are interacting

    with may have litt le to do with the mechanism that

    supports these interactions. There is no need to

    force users to know what designers know about an

    artifact, but there are good reasons for designers to

    know the conceptions that users have available to

    approach the artifact they are asked to design.

    THE ARTIFACTS WE DESIGN

    INCREASINGLY BECOME LANGUAGE LIKE

    The history of design started with the design of

    industrial products for mass production, distribution,

    use, consumption, or entertainment. Advances in

    technology digitalization changes in the way

    artifacts are dispersed by market mechanisms

    and the growing confidence in design thinking

    our prevailing belief in being able to shapevirtually all aspects of our world have encouraged

    designers to broaden the range of artifacts from that

    conceived during the industrial era. To make these

    challenges transparent, I proposed a trajectory

    of artificiality (Krippendorff, 1997) that leads us

    into new empirical domains and the adoption of

    appropriate design criteria.

    I am suggesting that the original preoccupation of

    designers with functional, utili tarian, and universallyattractive products describes only a fraction of

    what designers must face today and that the design

    criteria of the industrial era prevent us from moving

    on to more challenging design tasks. Let me briefly

    follow this trajectory:

    By definition, productsare the end products

    of processes of production, and equating

    artifacts with products limits product design to

    industrially manufactured art ifacts.

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    Goods, services, and corporate or individual

    identities, by contrast, are artifacts that are

    designed for sales, to have social significance,

    or to create consumption. Such artifacts are

    not entirely physical. They constitutively

    involve individual minds in ways products do

    not: memories or at titudes favoring particular

    service providers, for example, or brands.

    The advent of styling and marketing made thecreation of exchange values a priority and a

    universalist aesthetics had to be abandoned

    in favor of statistically distributed local

    preferences.

    As suggested above, interfacesare artifacts

    that reside between humans and machines

    including objects of nature. They consist of

    interactions, rudimentarily resembling human

    dialogue, not dead matter. Designing interfacesinvolves criteria that relate users interactive

    understanding to what art ifacts can afford.

    The artifacts residing in multiuser systems

    tend to be even more dematerialized: books,

    e-mails, electronic files, web pages, Internet

    discussion groups, computer simulations, and

    electronic money. Typically, such artifacts

    must survive in a medium that many people

    can access, and their reality depends on the

    coordinated practices of their users: creating,sharing, storing, modifying, or discarding

    them, of ten in view of other users. Trusting

    and authenticity are the major issues in the

    use of multiuser systems, which shows their

    embeddedness in cultural contingencies.

    Projectsare primarily social artifacts. They

    involve people as stakeholders who cooperate

    in bringing something of joint interest to

    fruition. To the extent that projects are self-organizing, they are not entirely controllable

    from their outside. Designers may influence

    a project by participation. They may enroll

    stakeholders in their vision. But they may not

    be able to control how projects proceed and

    determine their outcome.

    Evidentially, the artifacts in this trajectory

    can be seen to become progressively more

    virtual, more fluid, more dependent on humans

    to keep them alive, more interactive, and

    more language like. Naturally, the final kind of

    artifact in the trajectory is:

    Discourse, institutionalized communication, a

    constrained way of languaging. In discourse,

    particular ways of languaging dominate reality

    constructions and direct the practices of

    the members of a discourse community. Wecan distinguish public discourse, scientific

    discourse, legal discourse, and design

    discourse, among many, by the distinct

    vocabularies they employ in accounting for the

    realities they respectively construct. Inventing

    productive metaphors, introducing new

    vocabularies, and star ting to talk differently

    are ways to direct the social construction of

    alternative worlds and the artifacts therein.

    These are fascinating artifacts.

    ALL ARTIFACTS GROW

    IN A WEB OF PRIOR ARTIFACTS

    When designers speak of what they are designing,

    they tend to give the impression of being the sole

    source of a product. Such accounts are unfortunate

    as they fail to give credit to the stakeholders

    in a design who will have to bring it to fruition.

    Designers rarely ever produce what they say

    they are designing. They produce designs, i.e.drawings, models, computer representations, slide

    presentations, and arguments, all of which are to

    convince others of the virtues of their ideas. These

    intermediate forms unquestionably are artifacts

    in that they are made, not found, and can be seen,

    touched, played with, and discussed without,

    however, being confused with what designers

    hope ultimately to achieve. Designs are rhetorical

    devices, proposals, that, ideally, compel interested

    stakeholders to act in ways called for by the design.As a proposal, a design must be understood,

    actionable, realizable in concrete stages, have

    virtue, and enroll stakeholders to proceed. So

    conceived, a design is but one albeit intermediate

    form of what a proposed artifact could become.

    In our current culture, all, even rather simple

    artifacts, must be able to turn up in diverse

    intermediate forms. A meal ordered in a restaurant,

    for example, may need to appear on a menu, in the

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    form of a chefs recipe, on the order written by

    the waiter, in the practices of the cooks, served

    on the table appetizing/tasty/palatable and

    result in a monetary transaction. Each of these

    forms is handled differently, by different kinds of

    stakeholders. Jointly, they account for what is being

    realized not only the meal. What is a final product

    to one stakeholder may be an intermediate arti fact

    for another. Intermediacy and finality are relative towhere one stands.

    Virtually all artifacts emerge in transitions from

    one form to another. A designers computer model

    may be followed by a clients feasibility study, an

    engineers production drawings, a manufacturers

    assembly line setup, a sales persons promotional

    material, a shipping companys boxes on a delivery

    truck, a buyers conversat ion piece, a users

    interface, a repair persons headache, a recyclersopportunity for scavenging valuable components,

    and perhaps, finally, a post-design report of how the

    design traveled through all of its intermediate forms.

    Cultures organize the production of their artifacts

    in different ways. In our own culture the customary

    web of artifacts has become institutionalized. It

    involves a system of professional differentiations

    the design profession being part of it with

    conventions, codes, and laws governing the

    transit ions from one form to another. Whatdesigners may have targeted as the final artifact

    typically re-enters the web of intermediate artifacts

    and changes it. Digitalization, for example, has

    speeded up the transitions from one artifact to the

    next and radically changed how these artifacts hang

    together. This web of art ifacts is constructed by

    what we call technology; an always-growing logic

    of coordinated techniques for creating artifacts that

    operates in this web and expands it.

    The point of these observations is that art ifacts

    cannot emerge in isolation from each other. They

    appear distributed over variously connected forms

    and are supported by a network of specialized

    stakeholders. One may liken the transitions through

    such a web to the travels of chain letters. Receivers

    contribute what they know, erase what is irrelevant,

    replace what can be improved upon, rearticulate

    it in terms that successors can understand, and

    pass it on to those believed to have the ability and

    interest to keep something of it in circulation. The

    artifacts that designers tend to propose are at

    the tip of an iceberg, the result of the illusion that

    the art ifacts they say they are conceptualizing as

    final are all that matter, while it is that web of prior

    artifacts that designers must set in motion, change

    with each new design.

    BY CONCEIVING ARTIFACTS IN STABLE

    CATEGORIES, WE BLIND OURSELVESTO THEIR DYNAMICS

    Contrary to the above observation that arti facts are

    always in processes of being rearticulated from one

    form to another, we tend to conceptualize artifacts,

    once realized, as tangible objects, enduring entities,

    of stable materiality, composition, and function, and

    as indisputable members of linguistic categories.

    The artifacts that archeologists dig up seem to

    encourage the conception of their durability and

    in everyday life we expect our tools to remainworkable for an indefinite length of time. But what

    survives in time is only the above-mentioned tip of

    the iceberg, the more durable products of a culture.

    Archeologists typically scramble to create plausible

    stories concerning the origins and uses of their

    finds, largely because the intermediate art ifacts that

    can be assumed to have supported them have not

    endured.

    One can say that all artifacts, from the moment they

    are created, are always en route to their retirement,changing their category along the way. At least five

    processes may account for this:

    The statistical version of the second law of

    thermodynamics has it that all matter decays

    in time when unattended. Paper disintegrates,

    causing old newsprint to crumble and books

    to fall apart. Noise enters a communication

    channel, corrupting the signal. Cities decay

    and their houses become first empty shells,then ruins, heaps of rubble, and ultimately sand

    and dirt made indistinguishable by vegetation

    growing over it think of what happened to the

    ancient Mayan cities.

    Wear, tear, and accidental breakage while

    in use can render artifacts increasingly

    dysfunctional. Cars have accidents or are

    driven to the point at which they are no longer

    repairable whereupon they end up in junkyards

    or in a shredded form ready for recycling.

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    The context in which artifacts were designed

    to function no longer exists, has changed,

    perhaps surreptitiously, forcing that artifact

    to become something of a dif ferent kind. The

    mask that an African dancer wore during a

    ritual now becomes a decoration in the home

    of a traveler, or the armor of a medieval knight,

    used in tournaments, sequentially becomes

    an heirloom, a trophy, an antique, and amuseum piece that is admired (i.e. used) for its

    typicality by visi tors (Krippendorrf, in press).

    Consumption amounts to an intended

    decomposition of one kind of artifact into

    another, burning coal to ashes, converting food

    into waste products, taking medication that

    is absorbed, and on a larger scale, using our

    natural oil reserves to construct a desirable

    but not sustainable world, not addressingthe unintended consequences of such

    decompositions.

    Artifacts may also go out of fashion and be

    superseded by better ones.

    The first of these processes demonstrates how

    nature undermines human categorizations.

    Physics theorizes the direction of decay, from a

    more organized to a less organized state, but it

    cannot determine when and how the categoryof an artifact changes, say, from a useful tool to

    one that can no longer serve that function. While

    the increase of entropy proceeds separately from

    human involvement, the human use of artifacts can

    speed up the process.Wear, tear, and breakage are

    unintended as well, but can change the category of

    artifacts faster than by natural decay. Only anti-

    entropic (neg-entropic) human efforts can prevent

    artifacts from leaving a desirable category. Some

    such efforts are simple, like sharpening a knife;others are enormous, like maintaining a citys

    constantly decaying infrastructure. The third kind

    of change may well be deliberate, taking an artifact

    from where it was into a perhaps more appealing

    context. Whether deliberately or by default,

    recontextualizations tend to go against designers

    intentions. What ends up in museums was not made

    to be there. A knight s armor was not manufactured

    to become a trophy. When artifacts are consumed/

    transformed, we take advantage of their change

    in category, for example, of the energy generated

    by transforming fuel into waste. Their unintended

    side effects, by definition not addressed by design,

    hound us later as new categories of problems to

    be solved by new kinds of artifacts. The fifth and

    final process listed above, individually sensible and

    deliberate, accounts for the collective advances in

    technology, including the growth and refinement of

    technological complexes, like that of the automobile

    with i ts system of roads, refineries, and gasstations, institutions for licensing drivers. Replacing

    artifacts by better ones creates an ecology of

    cooperating or competing species of artifacts that a

    user culture keeps in motion.

    The point is that art ifacts are far from stable, as

    popular conceptions of tangible objects have it.

    Artifacts change, sometimes within the conceptual

    categories of their users, often and ultimately into

    other categories, mostly useless or problematicones. The underlying dynamics inevitable

    destiny, problematic breakdowns, or unintended

    consequences are not addressed when designers

    focus their attention on designing final artifacts of a

    certain kind or category. We see artifacts in vir tual

    worlds

    Artifacts are tied to their past through stories of

    their human origins but their present meanings link

    them to not yet existing futures. This is because

    artifacts are always designed to enable their usersto bring for th something otherwise unobtainable

    and make a difference in their lives. This is not to

    deny that artifacts can provide room for play and

    sheer enjoyment but, for artifacts to be purposefully

    employed, the differences they can make in the

    lives of their users need to be anticipated by their

    users. Designing artifacts that users can read for

    what they enable and that guide them through

    enjoyable interfaces is the aim of design semantics

    (Krippendorff, 2006). Semantics is the study ofmeaning and design semantics aids the design of

    artifacts that are meaningful to their users.

    What do artifacts mean when in use? Market

    researchers take meanings to be what their users

    value(Karamasin, 1997) in the art ifacts they face

    what it is they are willing to pay for. Intermediate

    artifacts, such as designs, might be valued for their

    ideas, the information they provide, or the permission

    they grant to producers. Artifacts conceived of

    as final might be valued for what their users can

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    accomplish with them (extrinsic motivation), or the

    pleasures they generate (intrinsic motivation). James

    J. Gibson writes of meanings in terms of affordances

    (Gibson, 1979), the totality of human actions that

    the artifact can support, what it enables the user

    to do. Ludwig Wittgenstein, speaking of words,

    equates meaning with use(Wittgenstein, 1953), the

    role they play in their users lives. I have argued for

    equating the meanings of artifacts with the set oftheir possible uses, both imaginable by someone and

    afforded by the artifacts (Krippendorff, 2006). So,

    what we call a chair affords sitting, obviously, but it

    also affords storing objects on its surface, stepping

    up on it to reach for something otherwise beyond

    reach, being stacked to save space, preventing

    the casual use of a door, not to enumerate the very

    imaginative uses that children tend to engage chairs

    in, together with blankets and toys. In language,

    artifacts mean everything that their users can tell usabout them, about their past as well as about their

    futures. In practice, artifacts mean everything one

    can imagine doing with them, or fears could happen.

    For observers, artifacts mean the set of all contexts

    in which they are seen to work.

    To be sure, artifacts are real only in the present, as

    concrete experiences, and at any one moment of

    interfacing with them. But what we respond to is the

    meanings they have for us, what they permit us to do

    with them, the paths they lay out in front of us, andthe possibilities they of fer us. Artifacts are of human

    origin, reside in the present, but , most importantly,

    they let us control a not yet existing future. So, what

    matters most in the design and use of artifacts is

    their vir tuality vir tual in the dual sense of not yet

    real, pregnant with a future, and having virtues.

    The meaning of the word virtual originally

    pretending something to be real when it is not

    is shifting due to the popularity of socalledvirtual reality technologies. These are computer

    simulations of artifacts (airplanes to be piloted,

    surgery to be performed, or architectural spaces

    to be visited) that respond to human actions with

    digitally generated multisensory stimuli that

    closely resemble real environments. Virtual reality

    technologies have revolutionized training where

    errors can have expensive consequences. They

    also enable explorations of proposed artifacts in

    dimensions that are not readily observable, and, when

    used in design, before they are realized. However,

    digital imagery is not the only source of virtuality. I

    am suggesting that all artifacts tangible, digital,

    interactive, informative, and aesthetic to the extent

    they allow us to anticipate their or our own futures,

    entail virtuality, a future that has not yet arrived but

    can be expected to be brought forth.

    Designers are always entangled in a double

    virtuality: Creating inspiring proposals for art ifactsthey envision as mere possibili ty, and finding

    ways to assure the users of these artifacts that

    the realit ies they could bring forth with them are

    desirable, have unquestionable virtues for them.

    Design can succeed only if these two conditions are

    satisfied. A design that is not inspiring is not a viable

    proposal, and an artifact whose possibilities cannot

    be recognized has no meaning. The virtual worlds

    we come to see in artifacts should not be pretended

    but realizable and virtuous.

    REFERENCESGibson, James, J.(1979). The ecological approach to visual

    perception. Boston, MA: Houghton Mifflin.

    Karamasin, Helene(1997). Cultural theory. Vienna, Austria:Linde.

    Krippendorff, Klaus(1997). A trajectory of artificiality andnew principles of design for the information age. In K.Krippendorff (Ed.), Design in the age of information: Areport to the National Science Foundation (NSF)(pp.

    9196). Raleigh, NC: School of Design, North Carolina StateUniversity.

    Krippendorff, Klaus(2006). The semantic turn: A newfoundation for design. Boca Raton, FL: Danish Centre forDesign Research.

    Krippendorff, Klaus(in press) The dialogical reality of meaning.American Journal of SEMIOTICS, 18(4).

    Wit tgenstein, Ludwig (1953). Philos