McKenzie Wark on Fri, 17 Jan 97 15:33 MET |
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nettime: the decline of command-and-control (fwd) |
Something about the language of this still seems to me a bit troubling.... __________________________________________ "We no longer have roots, we have aerials." http://www.mcs.mq.edu.au/~mwark -- McKenzie Wark ---------- Forwarded message ---------- Date: Wed, 15 Jan 1997 21:01:29 -0800 (PST) From: Phil Agre <pagre@weber.ucsd.edu> To: rre@weber.ucsd.edu Subject: the decline of command-and-control computing The Decline of Command-and-Control Computing Phil Agre January 1997 The methods of computer system design originally developed in the context of command-and-control organizations, such as industrial automation and the military, and they still largely reflect the structure of social relations found in those organizational forms. The command-and-control worldview can be found on two levels, substantive and procedural. On a substantive level, command-and-control design proceeds through the classical methods of systems analysis: representing the existing practices as a "system", replacing these practices with computers to the greatest possible extent, and prescribing fixed rules for the activities that remain unautomated. On a procedural level, command-and-control design occurs when users are not involved in all phases of the design process, from the articulation of an overall vision and strategy of computerization to the implementation and evolution of the finished system. The reforms that will be necessary to produce truly "human-centered" systems take place on two levels as well. On a substantive level, we must get beyond the metaphor of computing as automated information work. In particular, we must recognize that contemporary system design usually involves the design of institutions as well. The boundary between system and institution is steadily less clear, and the spread of powerful high-level standards for interorganizational computing, such as the CORBA standard for distributed object systems, vastly increases the scope of the institutional implications of system design. A phrase such as "digital libraries" or "distance learning" can easily produce the illusion that due attention has been paid to the institutional dimension of design, when in fact the institutional ideas encoded in the phrase are being read off the surface of the machinery -- driven by a technological agenda without any real analysis, much less conscious choice. On a procedural level, we must break down the walls that separate designers and users. It is now possible to synthesize and extend a generation of experiments with the non-command-and-control design methodologies that have been described as participatory design, interative prototyping, requirements engineering, concurrent engineering, visioning processes, standards strategy, ethnography, and interaction analysis. Each of these methodologies has its own strengths and its own role in an emerging picture of system design. This picture might be called the "dialogue model" of design, whereby the skill of system design is both procedural and technical in equal parts. The dialogue model is not just a political dream; in many areas, the continuing relevance of computer science is threatened by the growth of design disciplines with a strong grounding in specific subject areas such as medicine and business. A true practice of human-centered systems design will require a general model of design dialogue -- a domain-independent model for engaging in open-ended dialogue with domain-specific expertise in the design process. We have been developing a design practice based on the dialogue model. The central problem is establishing communication between the technical discipline of computing and the discipline of the user community. In our view, the key to establishing communication is a simple analytical framework for mapping the field of social relationships and practices around a proposed system. Systems analysts, of course, have long mapped the informational relationships in a worksite with a view to automating them. Our strategy is to map a much broader range of relationships and practices with a view to establishing a shared vocabulary for reasoning about them. In designing interactive documents for the Web, for example, we begin by enumerating all of the communities, relationships, activities, media, and genres that characterize the potential users' lives. Having done so, it becomes possible to reason about what sorts of Web-based tools might actually be useful, in the sense of fitting into the existing fabric of activities and the existing ecosystem of various media and their uses. The hardest part is bridging the gap between substantive and procedural concerns. Command-and-control comes equipped with a repertoire of stories about the relationship between computational structures and forms of human activity, and with settled ideas about the methods by which human activities should be designed and redesigned. It is crucial that we bring all of the unarticulated assumptions of command-and-control computing into consciousness, so that we can begin to imagine a practice of computing for a world without hierarchy. -- * distributed via nettime-l : no commercial use without permission * <nettime> is a closed moderated mailinglist for net criticism, * collaborative text filtering and cultural politics of the nets * more info: majordomo@is.in-berlin.de and "info nettime" in the msg body * URL: http://www.desk.nl/~nettime/ contact: nettime-owner@is.in-berlin.de