artifacts 1(1) 2007
TRANSCRIPT
-
8/10/2019 Artifacts 1(1) 2007
1/35
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
-
8/10/2019 Artifacts 1(1) 2007
2/35
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:
-
8/10/2019 Artifacts 1(1) 2007
3/35
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
-
8/10/2019 Artifacts 1(1) 2007
4/35
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.
-
8/10/2019 Artifacts 1(1) 2007
5/35
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
-
8/10/2019 Artifacts 1(1) 2007
6/35
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
-
8/10/2019 Artifacts 1(1) 2007
7/35
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
-
8/10/2019 Artifacts 1(1) 2007
8/35
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
-
8/10/2019 Artifacts 1(1) 2007
9/35
-
8/10/2019 Artifacts 1(1) 2007
10/35
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
-
8/10/2019 Artifacts 1(1) 2007
11/35
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
-
8/10/2019 Artifacts 1(1) 2007
12/35
Art ifact | 2007 | Volume I, Issue 1 | Pages 1116 12
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
-
8/10/2019 Artifacts 1(1) 2007
13/35
Art ifact | 2007 | Volume I, Issue 1 | Pages 1116 13
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
-
8/10/2019 Artifacts 1(1) 2007
14/35
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.
-
8/10/2019 Artifacts 1(1) 2007
15/35
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.
-
8/10/2019 Artifacts 1(1) 2007
16/35
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
-
8/10/2019 Artifacts 1(1) 2007
17/35
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.
-
8/10/2019 Artifacts 1(1) 2007
18/35
Artifact | 2007 | Volume I, Issue 1 | Pages 1722 18
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.
-
8/10/2019 Artifacts 1(1) 2007
19/35
Artifact | 2007 | Volume I, Issue 1 | Pages 1722
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
-
8/10/2019 Artifacts 1(1) 2007
20/35
Artifact | 2007 | Volume I, Issue 1 | Pages 1722 20
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.
-
8/10/2019 Artifacts 1(1) 2007
21/35
Artifact | 2007 | Volume I, Issue 1 | Pages 1722
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
-
8/10/2019 Artifacts 1(1) 2007
22/35
Artifact | 2007 | Volume I, Issue 1 | Pages 1722 22
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