Digital Rhetoric
James P. Zappen

Design Issues 3: Collective Intelligence and Participatory Design

A. Collective Intelligence or "The Wisdom of Crowds"

1. Collective Intelligence. "Under the right circumstances, groups are remarkably intelligent, and are often smarter than the smartest people in them. Groups do not need to be dominated by exceptionally intelligent people in order to be smart. Even if most of the people within a group are not especially well-informed or rational, it can still reach a collectively wise decision" (xiii-xiv)

2. Conditions. "Four conditions . . . characterize wise crowds: diversity of opinion (each person should have some private information, even if it's just an eccentric interpretation of the known facts), independence (people's opinions are not determined by the opinions of those around them), decentralization (people are able to specialize and draw on local knowledge), and aggregation (some mechanism exists for turning private judgments into a collective decision)." (10)

3. Diversity. "Diversity helps because it actually adds perspectives that would otherwise be absent and because it takes away, or at least weakens, some of the destructive characteristics of group decision making. Fostering diversity is actually more important in small groups and in formal organizations than in the kinds of larger collectives—like markets or electorates—that we've already talked about for a simple reason: the sheer size of most markets, coupled with the fact that anyone with money can enter them (you don't need to be admitted or hired), means that a certain level of diversity is almost guaranteed. Markets, for instance, are usually prima facie diverse because they're made up of people with different attitudes, toward risk, different time horizons, different investing styles, and different information." (29)

4. Illustration. "In the first stage of this process, the list of possible solutions is so long that the smart thing to do is to send out as many scout bees as possible. You can think of Ransom Olds and Henry Ford and the countless would-be auto makers who tried and failed, then, as foragers. They discovered (in this case, by inventing) the sources of nectar—the gasoline-powered car, mass production, the moving assembly line—and then asked the crowd to render its verdict." (27-28)

5. Groupthink. "In the case of the Bay of Pigs invasion, . . . the Kennedy administration planned and carried out its strategy without ever really talking to anyone who was skeptical of the prospects of success. The people who planned the operation were the same ones who were asked to judge whether it would be successful or not. The few people who voiced caution were quickly silenced. And, most remarkably, neither the intelligence branch of the CIA nor the Cuban desk of the State Department was consulted about the plan. The result was a bizarre neglect of some of the most elemental facts about Cuba in 1961, including the popularity of Fidel Castro, the strength of the Cuban army, and even the size of the island itself." (37)

6. Independence. "Independence is important to intelligent decision making for two reasons. First, it keeps the mistakes that people make from becoming correlated, Errors in individual judgment won't wreck the group's collective judgment as long as those errors aren't systematically pointing in the same direction. One of the quickest ways to make people's judgments systematically biased is to make them dependent on each other for information. Second, independent individuals are more likely to have new information rather than the same old data everyone is already familiar with. The smartest groups, then, are made up of people with diverse perspectives who are able to stay independent of each other. Independence doesn't imply rationality or impartiality, though. You can be biased and irrational, but as long you're independent, you won't make the group any dumber." (41)

7. Illustration. "In 1968, the social psychologists Stanley Milgram, Leonard Bickman, and Lawrence Berkowitz decided to cause a little trouble. First, they put a single person on a street corner and had him look up at an empty sky for sixty seconds. A tiny fraction of the passing pedestrians stopped to see what the guy was looking at, but most just walked past. Next time around, the psychologists put five skyward-looking men on the corner. This time, four times as many people stopped to gaze at the empty sky. When the psychologists put fifteen men on the corner, 45 percent of all passersby stopped, and increasing the cohort of observers yet again made more than 80 percent of pedestrians tilt their heads and look up." (43)

8. Decentralization. "Decentralization's great strength is that it encourages independence and specialization on the one hand while still allowing people to coordinate their activities and solve difficult problems on the other. Decentralization's great weakness is that there's no guarantee that valuable information which is uncovered in one part of the system will find its way through the rest of the system. Sometimes valuable information never gets disseminated, making it less useful than it otherwise would be. What you'd like is a way for individuals to specialize and to acquire local knowledge—which increases the total amount of information available in the system—while also being able to aggregate that local knowledge and private information into a collective whole." (71-72)

9. Aggregation. "A decentralized system can only produce genuinely intelligent results if there's a means of aggregating the information of everyone in the system. Without such a means, there's no reason to think that decentralization will produce a smart result." (74)

10 Illustration. "The problem [of the U.S. intelligence community before 9/11] was not decentralization. The problem was the kind of decentralization that the intelligence community was practicing. On the face of it, the division of labor between the different agencies makes a good deal of sense. Specialization allows for a more fine-grained appreciation of information and greater expertise in analysis. And everything we know about decision making suggests that the more diverse the available perspectives on a problem, the more likely it is that the final decision will be smart . . . . What was missing in the intelligence community, though, was any real means of aggregating not just information but also judgments. In other words, there was no mechanism to tap into the collective wisdom of National Security Agency nerds, CIA spooks, and FBI agents. There was decentralization but no aggregation, and therefore no organization." (77-78)

James Surowiecki, The Wisdom of Crowds (New York: Random House, Anchor Books, 2004), xiii-xiv, 10, 27-29, 37, 41, 43, 71-72, 74 77-78.

B. Participatory Design/Functional Design

1. "Computer applications that are created for the workplace need to be designed with full participation from the users—both from a democratic point-of-view and to insure that competencies central to the design are represented in the design group. Full participation, of course, requires training and active cooperation, not just token representation in meetings or on committees. We use the term cooperative design to designate such cooperation between users and designers. However, to users, designing a new computer application is a secondary activity whereas for designers it is their primary work. This means that the designers should know how to set up the process and need to make sure that everyone gets something out of the interaction." (158-59)

2. "The design process highlights the issue of how computers are used in the context of work organization. We see this question of focusing on how computers are used, which we call the use situation, as a fundamental focus for the design process. We put our attention on how people work, and take the practice of the users as the starting point for the design process." (159)

3. "Encouraging user participation and designing for skill means paying attention to things that are often left out of the formal specifications, like tacit knowledge or shared knowledge and communication. Computer applications are a lot more than the simple flow of information represented in the flowcharts that systems analysts present to their clients. When users participate in actual design activities it is necessary to use tools that are familiar to them. Traditional tools such as flowcharts, dataflow diagrams, and programming languages are insufficient (or even useless) as means for cooperating with users." (159)

4. Future Workshops. "The Future Workshop technique . . . is meant to shed light on a common problematic situation, to generate visions about the future, and to discuss how these visions can be realized . . . . A Future Workshop is divided into three phases: the Critique, the Fantasy, and the Implementation phase." (164-65)

5. Organizational Games. "The Organizational Game technique . . . supports . . . alternative work organizations by playing them out and confronting the different problems they create . . . . The organizational games share with future workshops the idea that the overall structure of the game moves from the present situation, via an imagined future, back to reality." (166-67)

6. Mock-Up Design. "Mock-ups . . . actually help users and designers transcend the borders of reality and imagine what is currently impossible, such as a screen of 100" with 1000 pixels per inch. As opposed to descriptions, mock-ups remind the users of familiar work situations . . . . Mock-ups are built with inexpensive materials . . . . The characteristics of these simple tools and materials are familiar to everybody in our culture . . . . Such mock-ups lend themselves to cooperative modifications." (168-69)

7. Cooperative Prototyping. "Cooperative Prototyping . . . is an exploratory approach where prototyping is viewed as a cooperative activity between users and designers, rather than an activity of designers utilizing users' more or less articulated requirements . . . . The cooperative prototyping approach establishes a design process where both users and designers are participating actively and creatively with their different qualifications. A key point in facilitating such a process is to let the users experience prototypes in a fluent work-like situation." (170-71)

Susanne Bødker, Kaj Grønbæk, and Morten King, "Cooperative Design: Techniques and Experiences from the Scandinavian Scene," in Participatory Design: Principles and Practices, ed. Douglas Schuler and Aki Namioka, 157-75 (Hillsdale, New Jersey: Lawrence Erlbaum Associates, 1993), 158-59, 164-71.

C. Participatory Design/Experience Design

1. "If participatory design is to remain relevant to novel and emerging technologies then answers to basic questions about participation must be sought within the context in which those technologies are designed, built and used. These include, for example: what participation can mean in practice; what kinds of design practices can be participated in, and in what ways; who should, can and will participate, and when; and who determines the conditions for involvement and decision making." (31)

2. "The objective of this project [Bystander] was to develop an interactive, immersive interface for this collection of images and texts. The longer-term, ongoing aim of the project is to develop a generic, tailorable environment that can be used to display other collections in museum and gallery environments. Bystander is a prototype for how such an exhibition environment might be used and is intended to function as a test-bed that supports a number of future investigations into how different aspects of such spaces are experienced." (32)

3. "Bystander is an immersive (in the sense that the audience is surrounded by screens and speakers), multimedia (in the sense that image, visual text, music and aural effects are combined), interactive (in the sense some kinds of movement made by audience members have an effect on the visual and aural display), multi-user (in the sense that multiple actors can interact simultaneously to exert an aggregate effect) artwork designed for display in a gallery or museum space." (32)

4. "The recognition that any user experience of Bystander must, by definition, be social, 'constitutively interactive and irremediably situated' underlies its development. Emergent cooperation among visitors has always been desired by the project team, even if not always explicitly addressed; it depends on common embodiment inside a space that is made aware of a kind of summation of the presence and activity of all those within it." (33)

5. "The default within the [Bystander production] model appears to be a largely unquestioned assumption that user behaviour is asocial, unsituated, disembodied and designed as much as any other aspect of the production. There appeared to be little understanding, and initially little interest, within the project team, that other, well-established design traditions with well-known and well-tested design methods, processes and expertise existed, and that these might be more appropriate for, or at least be able to contribute to, the design of interactive technology such as Bystander." (34)

6. "No one in the project team was interested in attempting to 'design the user experience' of Bystander. Instead our efforts went into designing the potentials for visitors to design their own experiences of a heritage collection; the difference is an important one. Bystander is emphatically not a didactic work and every effort was made by all those involved to ensure its meanings were kept open, that those visiting the room could decide for themselves how they participated in it, and that the room could offer its visitors engagement in some kind of shared experience of ongoing disclosure and reflection." (35)

7. "The limits [to the possible number of visitor actions] were not imposed by the available technology options to sense and respond to different visitor behaviours; instead they were defined by the power of the images, texts and sounds to fully engage the attention of those experiencing them, leaving little capacity for anything else to be noticed. It was clear that explicit and/or additional interaction with the technology could easily take over as distracting noisy chatter within the total immersive experience that Bystander offered." (36)

8. "A series of personas was developed from the user studies to represent the range of visitors to the spaces considered. These were compared to, eventually combined with, those developed early in the project from interviews with the artists. We were encouraged by the remarkable similarities in the two sets of personas despite those people developing the personas from user research not being aware that the original set existed . . . . We [also] needed to develop multiple examples of basic personas to populate the Bystander prototype over time so that different combinations and effects could be investigated. A range of individual characters was created for each persona. Note that these characters were not a return to individual users but were designed to carry the characteristics of the personas through time and multiple instances within the testing environment." (37)

9. "The influence of other people's presence and activity in the room on an individual audience member's experience and perception of the work was made evident. It was clear that the presence of several other people would be necessary for any individual to experience all aspects of the work. This meant that the project team needed to think in terms of a range of satisfying potential experiences for various configurations of people in the room." (38)

10. "Clearly the political perspective of participatory design has moved beyond the workplace along with the technology we build and the design and disciplinary traditions we work from. For all of us who contributed to the design and development of Bystander, irrespective of our particular disciplinary commitments and backgrounds, technology was always seen as being of service to the agency of the extraordinary collection of images and texts, those whose lives are represented to us in the photographs, and the activities and meanings that could emerge from people's engagement with them and with each other." (39)

Toni Robertson, Tim Mansfield, and Lian Loke, "Designing an Immersive Environment for Public Use," in Proceedings of the Ninth Conference on Participatory Design: Expanding Boundaries in Design, Vol. 1 (2006), 31-40 (Trento, Italy, August 1-5, 2006), 31-39. Accessible via the RenSearch ACM Digital Library.

11. "There is a growing tension . . . between a traditional view of the media environment, including new media and information technologies, as sites for the production, distribution, and consumption of media products, and an alternative view that sees the environment primarily as a venue for participation, speech, interaction, and creativity. The first perspective understands media technologies and content in terms of property and gatekeeping. The alternative view considers reputation, credibility, reciprocity, trust, and voice to be as valuable as property, and media and information technology as opportunities to create and communicate, as well as consume.
   The tension between these two views is explicit in the growth of oppositional and activist new media, people's uses of media and information technologies to intervene in and respond to mainstream, mass culture." (115)

12. "Although media and information technologies and forms tend to be moving targets, constantly changing in response to dynamic cultural and technological contexts, four main genres of oppositional new media have become common recently: culture jamming, alternative computing, mediated mobilization, and indymedia." (117)

13. "Culture jamming . . . [is] 'media hacking, information warfare, terror-art, and guerrilla semiotics, all in one,' . . . 'a strategy that turns corporate power against itself by coopting, hacking, mocking and re-contextualizing meanings." (117)

14. "Alternative computing . . . is the province of computer professionals who object to political or commercial restraints on access to information and information technology, a position that has influenced groups like the Electronic Frontier Foundation and Computer Professionals for Social Responsibility. It includes critical, but constructive, activities, such as the creation and distribution of 'free' or 'open source' software that competes with proprietary products (e.g., Free Software Foundation); planting hidden 'Easter egg' codes in software programs that acknowledge the contributions of otherwise uncredited programmers; demonstrating the built-in and usually invisible cultural and political biases of search engines, or publicly demonstrating the susceptibility of popular software programs to viruses or security breaches, sometimes over vendors' objections." (118)

15. "[Mediated mobilization] uses new media technologies as sites for sociality, participation, and coordinated action. Blogs, chatrooms, and acquaintance-based 'social software' sites like Friendster.com, Facebook.com, and MySpace.com support networked interpersonal interaction and the arrangement of informal 'live' meetings (for example, participation in smart mobs or meetups for political or cultural events)." (119)

16. "Indymedia sites, and related forms like news and opinion blogs, and wikis, provide local news reporting, commentary, alternative information resources, and critique of mainstream news, but are established and run mainly by amateur or volunteer contributors rather than professional reporters and editors." (119)

17. "Participatory design of new media and information systems increasingly is based on reconfiguration, that is, the modification and adaptation of technologies as needed to suit particular purposes. As recent history demonstrates, new media and information technologies tend to resist fixation, stabilization, and centralization. In many ways, the ongoing process of innovation, adaptation and reinvention of new media and information technologies distinguishes them from older mass media systems, which are heavily capitalized, infrastructurally embedded, more likely to have a stake in the existing technological base, and thus less likely to innovate." (122)

18. "The lesson of oppositional and activist new media projects for participatory design, then, is that they are indeed 'laboratories' where users resist the fixity of traditional systems, and negotiate and shift the boundaries of old and new media, in an ongoing process of co-optation and reinvention. Participatory design in this environment is necessarily recursive, in the sense that participation is both the means of designing usable and meaningful systems and content, and because participation is also the goal or outcome of well-designed technologies." (122)

Leah A. Lievrouw, "Oppositional and Activist New Media: Remediation, Reconfiguration, Participation," in Proceedings of the Ninth Conference on Participatory Design: Expanding Boundaries in Design, Vol. 1 (2006), 115-24 (Trento, Italy, August 1-5, 2006), 115, 117-19, 122. Accessible via the RenSearch ACM Digital Library.

D. Participatory Design/Contextual Inquiry

1. "Contextual inquiry is a technique that fosters participatory design. It provides a way for users to participate in the design of general purpose systems. It is a technique for working with users to help them articulate their current work practices, system practices, and associated experiences. The technique contributes to initial design concepts by providing an understanding of the nature of user's [i.e., users'] work through inquiry with users. We represent this understanding through models of current work practice and descriptions of fundamental work concepts that were developed through interviews with users. This understanding is then used to design a system model that supports user's work." (178)

2. "Walking with people through their work place and focusing them on their concrete experiences produces concrete information. People see something that reminds them of what worked and what did not work, and of stories about how things happened on the last project. The things in the environment provide the designer with opportunities to ask how objects are used now or how artifacts were produced. The people in the environment become the source of conversation about teamwork and organizational culture. The set-up of the environment,office layout, dress and degrees of neatness, lead to conversations about structure in the organization, interpersonal work, and expectations.
   Contextual inquiry focuses people on their work and tool experience in the context of actual, ongoing work. Being present while the person works with a tool or with others allows the designer to witness the person's work and system experience as it occurs. Through the use of paper prototyping in actual work contexts users can imagine the effect of a potential system design on their work. Through dialogue with users in their work context, we can design a usable system work model and user interface." (184-85)

Karen Holtzblatt and Sandra Jones, "Contextual Inquiry: Participatory Technique for System Design," in Participatory Design: Principles and Practices, ed. Douglas Schuler and Aki Namioka, 177-210 (Hillsdale, New Jersey: Lawrence Erlbaum Associates, 1993)., 178, 184-85.

E. Participatory Design or the Tyranny of Participation?

1. "'Participation' in development activities has been translated into a managerial exercise based on 'toolboxes' of procedures and techniques. It has been turned away from its radical roots: we now talk of problem-solving through participation rather than problematization, critical engagement and class. This limited approach to participation gives rise to a number of critical tensions or paradoxes. While we emphasize the desirability of empowerment, project approaches remain largely concerned with efficiency. While we recognize the importance of institutions, we focus attention only on the highly visible, formal, local organizations, overlooking the numerous communal activities that occur through daily interactions and socially embedded arrangements. A strong emphasis on the participation of individuals and their potential empowerment is not supported by convincing analyses of individual positions, of the variability of the costs and benefits of participation, of the opportunities and constraints experienced by potential participants. The time is ripe for a critical re-analysis of 'participatory approaches.'" (53)

2. "A more dynamic vision is needed of 'institutions' and of 'community,' one that incorporates social networks and recognizes dispersed and contingent power relations, the exclusionary as well as the inclusionary nature of participation. We need a much better understanding of local norms of decision-making and representation, of how these change and are negotiated, of how people may indirectly affect outcomes without direct participation." (54)

Frances Cleaver, "Institutions, Agency and the Limitations of Participatory Approaches to Development," in Participation: The New Tyranny, ed. Bill Cooke and Uma Kothari, 36-55 (London: Zed Books, 2001), 53-54.

F. Illustrations

1. National Civil Rights Museum: http://www.civilrightsmuseum.org/

2. Life After Wartime: http://www.lifeafterwartime.com/

3. Report: Life After Wartime: http://www.cjc-online.ca/index.php/journal/article/viewArticle/1729/1845

Latest Update: 2011-09-26


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