- 2 It is hard to draw the line between "soft" and "hard" skills in engineering projects
- 3 There is no single person knowing how a telephone works, not even the people who build the infrastructure.
- 4…But people know how to deal with "their" touchpoints to it competently → see: Pragmatism
- 6 The physics-based description is seen as ideal for technological literacy. → see: Culture
- 9 For the physics-view some things are relevant ("underlying" ones like length, thickness, angle), others are not ("impure" or "irrelevant" ones, like history, material, grain).
- 14 two ideas of artifact creation:
- a) Savant: Artifact is the realization of underlying principles
- b) utilitarian: the artifact is defined by the market and by what is "good" for actors.
- 17 Design Processes seen as autonomous and leading to the "right" result. → See: Seitz, Design Thinking
- 30 META (describing the site)
META: Initial number is the page number, text following "→" refers to other works or concepts. | |
13 Systems have their own system problems in addition to what they are build to do | |
17 Systems tend to expand. DIY expands (more things are DIY-able) and manufacturing expands (more different things are manufactured) | |
26 State-able goals ≠goals ≠ known things. see: Accountability, Garfinkel | |
28 recreate the world in the image of administration → campbell’s law in: "Assessing the impact of planned social change" | |
32 Being perfectly prepared for the past → Weick, sensemaking | |
33 There is always an older system interfering with the current system → S.L Star, Steps Towards an Ecology of Infrastructure: Complex Problems in Design and Access for Large-scale Collaborative Systems | |
38 People in the system do not what the system should be doing but do system things (Bittner?) | |
40 The goals of a system is determined by what the system can do (→ Weick, Sensemaking in Organizations → Bowker, Forgetting in Organizations → Some capi |
- 3 Often, learning is seen as:
- an individual effort
- best separated from other activities
- 3 What if learning – like eating or sleep – is an inevitable, normal and social?
- 6 Communities of Practice are everywhere: families, Scientists, street gangs… most do not have names and no formal membership
- 9 Explicit learning and teaching vs. social learning and teaching
- 41 Understanding: Defining what to know and what not
- 47 Practice: Doing. Social and historical context give it meaning
- 47 Tacit knowledge is often not noticed
- 48 For practice there is no theory/practice divide. This is more of an distinction for enterprises which say: "We are theory-guided!" "We are hands on!"
- 10
- a) Recipe creation as part of household management
- b) recipes do record and depend on social relationships, trust and obligations
- c) recipes as family history
- 14 recipes in the making by crossing-out, annotating and correcting (also: 26, 113ff)
- 27 focused recipe-collection for current problems (e.g. someone sick and you gather recipes to relieve it). Also : escalation to professionals
- 32 recipe selection for own collection from other collections: copying
- 35 other places other experts: access to knowledge networks
- 36 importance of locality != local practices: recipes circulated widely
- 38 Recipes as gifts (also 76)
Callon, Michel. 1990. “Techno-Economic Networks and Irreversibility.” The Sociological Review 38 (1_suppl): 132–61. https://doi.org/10.1111/j.1467-954X.1990.tb03351.x.
Actors:
scientific→ certified knowledge
technological → develop things
people
market → react to needs
Ingold does write about design (or, rather: Culture, man-made-things) and ecology (e.g. in [1][2]). Langdon Winner’s essays in [3] might also be interesting And Actor-Network-Theory might be helpful – the classic work of Callon [4] shows a "network" of animals, environment, people, technology… It is a bit hard to read, particularly if you are not familiar with ANT yet, and [5] is a much nicer read.
But these are all rather general. On design research and criticizms of it, I know some stuff on the question of design ethnography [7], claims of true stuff ("the real user needs") [9], users as part of a computer system [11] and design thinking’s intertwinement into neoliberal ideas [12,8] – if that is something that is interesting to you. And talking about neoliberalism [12] is a great source for anything tech/design thinking/engineering related; [13] is by the mentioned Langdon Winner and also pretty great. In the context of work and care for technology (in contrast to churining out "disruptions"), there are
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Rosenberger, R., & Verbeek, P. P. (2015). A field guide to postphenomenology. Postphenomenological investigations: Essays on human-technology relations, 9-41.
perspective: technology as mediating: relations between people and artifacts
"combine philosophical analysis with empirical investigation"
via technology comes mediation not alienation (contrast with Heidegger)
The human-world relation is usually a human-technology-world relation (Ihde 1990)
5 computers are like the Rorschach-Test | |
10 Interacting with computers is seductive: Total control and no mess of social relations | |
13 Computers evoke rather than determine thinking | |
13 opacity of computers encourages to talk about them | |
20 Kids argue about "do computers think" | |
20 Kids know themselves and attribute what they know about them to things (childhood animism) | |
20 usually: material OR Psychological but computers are both | |
20 computers are "marginal Objects" – are they "in" or "out" e.g. of "living things" | |
22 Computers for exploring power, life, death: Switch them on, off, break, crash | |
23 Horrors of recursion and infinity |