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Design

Anne Balsamo
University of Southern California
abalsamo@cinema.usc.edu
IJLM

Design is ubiquitous and ambiguous. As a quality of


the material world, it is everywhere implicated in the
construction of everyday objects and experiences.
As a term, it is used as both a noun and a verb. As a
noun it might refer to (1) aesthetic embellishments,
(2) a solution to a problem, or (3) an expressive do-
main of creative practice. As a verb, it refers to a set of
actions that result in the production of an end prod-
uct: (1) imagining, (2) creating, (3) representing,
(4) negotiating, (5) prototyping, (6) fabricating,
(7) building, (8) evaluating, and (9) iterating. Given
such a range of linguistic usage, how might the term
design be usefully unpacked for the purposes of thinking
about digital media and learning? In short, how can de-
sign serve as a catalyst for learning in a digital age?1
To begin to address this question, I want to consider
the issue of design in light of Henry Jenkins’s description
of the new skills that are necessary for full engagement
in what he calls “participatory culture” (Jenkins et al.
2008). Jenkins and colleagues elaborate this set of skills
in light of the question “How does ‘media education’
need to change in the 21st century?” His discussion of
literacy is part of his broader work on the investigation
of “convergence culture,” which for Jenkins is marked
by changes in processes of knowledge creation and in
technological infrastructures. The defining characteristic
of the 21st century for Jenkins is the increase in oppor-
tunities for people to participate in activities of cultural
creation. Certain skills, Jenkins and colleagues argue,
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are necessary for someone to be a fully empowered
member of participatory culture. These skills are play,
doi:10.1162/ijlm_a_00036 performance, simulation, appropriation, multitasking,
© 2010 Massachusetts Institute of Technology
distributed cognition, collective intelligence, judgment,
Published under Creative Commons Attribution-Noncommercial-No transmedia navigation, networking, and negotiation.
  Derivative Works 3.0 Unported license While the term design is not explicitly identified
Volume 1, Number 4 in his list, the notion of design—as the name given

Balsamo / Design  
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to a particular set of skills such as information gather- term design names a domain of creative expression.
ing, creative thinking, improvisation, and tinkering— In these disciplines, design is integral to the mani-
is fundamental to the broader cultural shift that festation of the art form. Design is the term used to
­Jenkins and colleagues are concerned to elaborate. describe the methods of creative practice that define
This essay suggests ways in which the activities that the art form as (and within) a distinct discipline. The
are centrally involved in design processes—especially shift here is to a focus on the materials of the art form
the design of innovative technologies and techno- and the practices whereby the materials are shaped,
logical experiences—address and expand upon the formed, reformed, invented, or remixed.
list of new literacies that Jenkins and colleagues (and What is less developed within these three notions
others) argue are the foundation for knowledge cre- of design is a consideration of the cultural significance
ation in the 21st century. I begin by reviewing three of the term. Indeed, over the past 20 years, the rela-
dominant meanings of the term design (as a noun) as tionship between design and culture has been taken
a prelude to setting forth the argument for a fourth up in different design disciplines. This has led to the
sense of design as the means for the reproduction emergence of the field of “design studies,” which
of (techno)culture. I then elucidate some of the key focuses on elucidating the nature of the discipline
theoretical assertions about the work of design in of “design” in terms of its key elements: ontological
a technological culture, thus setting the stage for a frameworks, methodologies, institutional formations,
discussion of the more explicit connection between and cultural manifestations.2 As a field, design studies
design (as well as designing and design thinking) and is robustly eclectic in involving the participation of
Jenkins and colleagues’ list of 21st-century literacies. thinkers from diverse disciplinary backgrounds. One
of the important insights to emerge from discussions
within this field is the sense in which design is
The Meanings of Design
understood as a key cultural practice. Following this,
In one of the most commonsensical notions of de- we should add a fourth sense to the meaning of the
sign, the term describes the aesthetic embellishments term design: a practice of cultural reproduction.3
or nonfunctional aspects of a product or application. I am particularly interested in the design studies that
The design of a “thing” is, according to this view, sep- investigate situations that result in the creation of
arate from the purpose of the object. This notion of innovative technologies. This research identifies the
design is typically associated with consumer behavior key elements of design processes that inaugurate new
where the quality of design is a matter of taste, of ap- technocultural phenomena.
peal, of fashion, and of fad. The goal of understand-
ing design as a category of “aesthetics” is to learn how
Design and Technocultural Reproduction
to recognize and appreciate the value of elements that
constitute the design of the thing. The formal process of designing technologies involves
A second sense of design—as a solution to a the replication of specific elements, such as standards,
­problem—is most closely associated with the fields of forms of knowledge, power relations, technical codes,
engineering where the design process is often initiated and institutional structures, but it also makes new
by the formation of a problem, and the design task things possible when the expression of a design may
is to develop solutions to the puzzle. This notion of manifest something that has not yet been realized.
design foregrounds practices of problem specification, Designing also involves a full range of expressive prac-
problem solving, and rationalization. The quality of a tices: storytelling, sketching, sculpting, image making,
design is often determined by appeals to an argument storyboarding, semantic mapping, composing, ven-
for the fitness of the design solution in terms of how triloquizing, and wordsmithing (among others).4
well the proposed design addresses the constraints of In engaging in these representational practices,
the original problem. Design solutions are evaluated, designers manifest “creativity.” In studies of creativ-
for example, in terms of the efficient use of resources, ity in design, researchers assert the importance of a
the conservation of energy, or the economics of shared cultural context for the expression of novel
materials. ideas. Culture, in this sense, provides the broad
In the fields of applied arts, which include disci- framework of meaningfulness and novelty (Eckert
plines as diverse as typography and architecture, the and Stacey 2000). Csikszentmihalyi (1996)—in his

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KEYWORDS

social model of the creative process—argues that when elements are combined in novel ways. This is
culture (as a widely shared symbolic system) is the how technologies can logically manifest multiple and
generator of creativity. He asserts that designers medi- contradictory effects. To embrace this understanding
ate between culture and society (the social context of is to forgo the metaphysical debates that posit tech-
the design situation) to manifest “creativity.” Thus, nology as either (1) fully autonomous and completely
designers serve as cultural mediators by translating determining in its effects, or (2) a mere tool in the
among languages, materials, and people to produce, hands of a human operator. Once the binary either/or
among other things, “taste,” meaning, desire, and proposition is established as the frame for discussion,
coherence (Bourdieu 1984). Through the practices of all further attempts to think complexly about the na-
designing, cultural beliefs are materially reproduced, ture of technology bog down in an effort to establish
identities are established, and social relations are a singular essence of technology.9
codified.5 In this way culture is both a resource and In this sense, what gets designed as an “inno-
an outcome of the designing process. vative technology” is not merely an artifact or the
At a base level, the process of technological design ­instrumentation of scientific knowledge. An innova-
involves a wide range of expressive practices whereby tive technology is better understood as an assemblage
meanings are created for the technology-under- of materialities, practices, projections, and affordances,
development.6 It is not just that technological design each of which contributes something to the overall
involves the creation of new meanings. It is also true meaning of the technology. These elements are di-
that technological innovations inevitably replicate verse in kind. Some of the elements that contribute to
previous meanings, at the same time making possible the meaning of a technology are recognizable as mate-
the expression of new ones. Communications scholar rial objects, such as physical artifacts, tools, and hard-
Klaus Krippendorf (1995) describes the fundamental ware devices—the things people commonsensically
paradox of the designing process as oscillating between refer to as “technologies.” Other significant elements
“the aim of making something new and different from include infrastructures, which may be material (e.g.,
what was there before, and the desire to have it make highways and power lines) or intangible and immate-
sense, to be recognizable and understandable.”7 As he rial (e.g., codes and technical standards).10 But equally
rightly points out, an innovative design cannot be so significant are the social elements that contribute to
novel that it makes no sense at all. To be comprehensi- the overall meaningfulness of a technology, including
ble, the innovation must draw on understandings that the social practices through which technologies take
are already in circulation within the particular tech- shape, the social rituals and habits engendered by
nocultures of users, consumers, and participants. At new technologies, and the social structures that con-
the same time it must perform “novelty” through the geal through the use of machines, products, gadgets
creation of new possibilities as expressed in language, and gizmos.11 Scholars in the field of social studies of
desires, dreams, and phantasms of needs. science and technology assert that every technology
A doubled logic is at the heart of all technologi- is, at its most fundamental, a sociotechnical construc-
cal design: new designs not only replicate previous tion.12 Humanists extend this analysis to point out
elements (i.e., codes, standards, conventions), but that every technology also involves the expression
they also bring new elements into existence through of cultural understandings in the form of narratives,
the development of new materials, the creation of myths, values, and truth claims. These elements,
new functionality, or the novel combination of prior too, constitute the meaning of a particular technol-
components. The process of technological creation is ogy. So instead of seeing technologies as bounded
reproductive: every technology replicates previous pos- objects, this approach argues that technologies are
sibilities and makes new ones manifest. Reproduction, better understood as hybrid socio-technical-cultural
as anthropologist Marilyn Strathern (1992) reminds assemblages.13
us, involves two processes: (1) of replication, when This description of the situation of designing is
original (parental) material is duplicated; and (2) of abstracted from formal studies of the design of in-
expression, when the combination of original material novative technologies. To this description we should
takes a shape within a new (reproductive) context.8 add an account of the key infrastructural elements
Technocultural formations incorporate elements that of the design process: agents, representations, social
are already part of broader cultures. Innovation happens ­negotiation, and social integration.

Balsamo / Design  
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Agents meaning: articulation is both a process (of meaning-


making) and a production. As a process of meaning
At the more formal end of the scale, the creation of
construction, articulation describes the practice of
innovative technologies involves the work of a range
forging associations among signifying elements. The
of participants such as engineers, architects, and
meaning of an element is established in part through
scientists, as well as those who are responsible for
its semiotic relationship to other elements of the
setting up the structure of the development efforts:
ensemble. The constitutive signifying elements of a
funders, clients, policymakers, and standards commit-
formation cohere through specific practices of articula-
tees. Although all these participants are engaged in
tion. The design of a digital technology, application, or
creating the meaning of a new technology, some are
experience requires the involvement of many people
designated as creative agents such as “designers” and
who contribute distinct forms of labor: intellectual,
“innovators.” They are instrumental in the process
artistic, managerial, representational, communicative,
whereby the materiality of the world becomes mean-
physical, emotional, and funereal. Their efforts and
ingful both technologically and culturally.14 In this
labor must be integrated. Tasks require coordination.
formulation, the term designing identifies a category
Communication must be facilitated. Resources must
of practice through which the materiality and the in-
be acquired, maintained, allocated, and dispersed. End
telligibility of the technology-under-development are
users must be identified, recruited, and trained. All
constituted.
these functions—coordination, facilitation, acquisi-
tion, maintenance, allocation, recruitment, and disper-
Representations
sion—are articulatory practices, the processes whereby
Formal processes of designing involve the creation of the activities of individuals are organized as part of a
visual representations, narratives, fictions, prototypes, collective effort identified as “design.”
and speculative proposals for design “solutions.” Participants in the designing process are never
These representations are used in the communication merely passive receivers of preconceived meanings.
among participants to help them make sense of the They are better understood to be active coproducers
designing activities.15 of the meanings of technology-under-development.
They are, in this sense, key members of what Jenkins
Social Negotiation and colleagues (2008) refer to as participatory cultures.

Because designing involves human actors who rep-


resent distinct stakes, narratives, values, and levels Design as a New Liberal Art
of privilege to influence the designing process and
The previous section elucidated the process of design
eventual outcomes, designers have to negotiate the
primarily through references to studies and analyses
creation of shared understandings among participants
of formal design situations. But these elements are
who come from different disciplinary backgrounds,
also evident when looking at the issue of design at
hold divergent assumptions and values, and have
an informal level—the level of the everyday activities
particular investments in the innovation process.
of designing that happen within the context of par-
Designing always involves processes of social negotia-
ticipatory cultures. Here the connection to Jenkins
tion among participants; this is one of the ways that
and colleagues’ list of literacies is most provocative.
designing activities are implicated in the reproduction
In an essay titled “Wicked Problems in Design Think-
of technoculture.
ing,” Richard Buchanan—one of the founding figures
in the field of design studies—asserts that design is a
Social Integration
“new liberal art of technological culture.” In making
Designing activities also imply processes of social this assertion, Buchanan returns to the work of John
integration, where people with different expertise, Dewey to remind us that Dewey promoted an un-
investments, and skills are managed and organized to derstanding of technology as “an art of experimental
contribute to the overall design effort. Designing is a thinking” (Margolin and Buchanan 1998, p. 5). This
multidisciplinary endeavor that requires the contri- leads Buchanan to assert that design thinking is of
bution of many people with differing skill sets. The utmost value in complex technological culture. He
term articulation is useful in part because of its double reframes Dewey’s assertion to suggest that design is

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the term for the activities whereby technologies are of appropriating previous materials, the meaning of
used as experimental thinking materials. Technolo- the new design is reworked as a consequence of situ-
gies, in this sense, are understood as an expressive ating the materials within a new expressive context.
medium. People think through and with their tools,
Multitasking—the ability to scan one’s envi-
and the tools enable new insights and cognitive con-
ronment and shift focus as needed to salient
nections. In this way technologies collaborate in the
details
creative process, the process we (i.e., Buchanan and I)
call designing. This suggestion lays the groundwork The meanings that designers create are mediated
for thinking about design as an important body of through the production of objects that can be mate-
knowledge that should be incorporated into basic ed- rial as well as digital, representational as well as ges-
ucational programs—in essence, as a “new liberal art.” tural, and theoretical as well as physical. Engineering
With this in mind, consider again the list of the skills design researcher Louis Bucciarelli (1994) describes
itemized by Jenkins et al. (2008, p. 4) and that define design as the place where two worlds collide: the object-
for him the requirements for robust engagement in world and the world of interests of the design partici-
participatory culture. pants.16 In this sense, objects, too, participate in the
designing process by evoking knowledge, stimulating
Play—the capacity to experiment with one’s
discussion and the production of discursive under-
surroundings as a form of problem-solving
standings, and manifesting the matter of the world.
While problem-solving is not the only motivation for This requires that the designer have the ability to
engaging in designing activities, the identification of shift attention rapidly from the world of objects to
a problem and of the constraints that define a prob- that of abstractions, from the social world of mean-
lem space are important aspects of design thinking. ing creation to the various channels through which
media flow.
Performance—the ability to adopt alternative
identities for the purpose of improvisation Distributed Cognition—the ability to interact
and discovery meaningfully with tools that expand mental
capacities
Designing involves improvisation with materials
and stories. Sometimes this activity is referred to as Designing involves the realization of knowledge
“tinkering.” Designing incorporates nonpurposive claims through the use of a range of prototyping
­engagement with potential materials. tools and through the creation of different kinds
of evocative knowledge objects. In engaging with
Simulation—the ability to interpret and con-
objects, human participants create provisional un-
struct dynamic models of real-world processes
derstandings that are conveyed in story form. Ob-
Designing involves the creation of prototypes of new jects must be continually reproduced as meaningful
ideas, technologies, applications, and experiences. entities and participants throughout the designing
Sometimes these prototypes take the form of digital process. Through the co-creation of objects, nar-
simulations; other times these prototypes are worked ratives, identities, and dispositions, a set of shared
out in material form. A wide range of tools, including social understandings emerges about the designing
new varieties of digital design applications (Rhino, process itself.
Maya, Processing) and new visual and multimodal
Collective Intelligence—the ability to pool
­authoring programs (Sophie, Scratch) expand the
knowledge and compare notes with others
form factor of prototypes that represent models of
­toward a common goal
real-world processes and objects.
Designing is inherently multidisciplinary; it requires
Appropriation—the ability to meaningfully
the construction of creative and productive relation-
sample and remix media content
ships among humanists, artists, engineers, and tech-
In that design practices enact the logic of technocul- nologists, each of whom has something necessary
tural reproduction, previous materials (media content, to contribute to and to learn from the experience of
built forms, functional systems) are borrowed and collaborative multidisciplinary design and technology
replicated as elements of a new design. In the process development.

Balsamo / Design  
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Judgment—the ability to evaluate the reli- involve formal methods of linguistic and grammatical
ability and credibility of different information parsing or the decoding of visual symbols or represen-
sources tations. This is the stage where the full range of meth-
ods of textual and literacy criticism come into play.19
As part of the designing activity, designers seek to
The step of elucidation—of interpretation—involves
identify the multiple contexts within which tech-
the creation of an account of the way in which mean-
nologies take shape and have effects. This involves a
ing coheres through the association among various
consideration of how all participants in a proposed
signifying elements. Just as the practices of reverse
design—the designers, the users, and the generations
engineering focus on identifying constitutive com-
yet to be born—are implicated in the materialization
ponents of a functioning technology or system, these
and the dematerialization of the technology-under-
steps identify the main “elements of signification”
development. The range of expertise required for the
that invest a particular design with meaning.
assessment of a design includes not only deep un-
derstanding of technical principles and protocols but Negotiation—the ability to travel across di-
incisive knowledge about the psychological, social, verse communities, discerning and respecting
political, and institutional contexts that make the multiple perspectives, and grasping and fol-
­innovation meaningful, relevant, and effective. lowing alternative norms
Transmedia Navigation—the ability to follow At a foundational level, to design a new technology
the flow of stories and information across one needs to apprehend it from multiple perspectives:
multiple modalities the historical, the social, the cultural, as well as the
Designing involves the production of socio-technical- technical, instrumental, and material. Designers must
cultural assemblages. The elements of the assemblage be exposed to multiple knowledge frameworks: (1) the
are reworked in the process of designing. Using re- history of technology; (2) the development and use of
verse engineering methods, designers employ a set of critical frameworks for assessing technologies in their
techniques for analyzing an existing technology to various forms (media, infrastructure, subcultural prac-
determine its constitutive parts and pieces and the tices, devices, and artifacts); and (3) disciplinary ap-
interdependencies among functional components. proaches that provide skills for the detailed assessment
By working backward from the construction of a of global technocultural contexts such as international
functioning technology, a designer gains useful in- studies, policy studies, and anthropology. This ability
formation for the creation of a novel technological to negotiate different frameworks and perspectives is
instance. In thinking about the notion of “transmedia a foundation for the exercise of creativity. As William
navigation,” the designer might apply a set of tech- Mitchell, former director of the MIT Media Lab, writes,
niques that I call hermeneutic reverse engineering.17 Here the genesis of a “creative act is the escape from one
what is “reverse engineered” are the elements that range of assumptions to another” (Mitchell, Inouye,
contribute to the meaning of a given problem space and Blumenthal 2003, p. 31).
or technology-under-development. These techniques
focus on uncovering the layers of sedimented mean- Designing, Creativity, and the Technological
ing as well as the meanings that circulate through Imagination
­different media channels.
To consider design a new liberal art is to invoke the
Networking—the ability to search for, synthe-
notion of transdomain creativity: this concept ex-
size, and disseminate information
presses the understanding that creative thinking is
Designing involves practices of cultural analysis for the central to the development of new ideas in every
purposes of explicating what Geertz (1973) called “webs discipline and domain of human activity, although
of significance”—the cultural matrix within which the practices that yield new and novel ideas within a
something makes sense. The process of cultural analy- given discipline/domain may differ. What signifies an
sis uses basic techniques of description, analysis, and idea as novel and creative also differs across domains.
elucidation. To describe something adequately requires For example, in the arts, creativity is manifested in a
the use of specialized vocabulary and knowledge of novel form of aesthetic expression; in business, cre-
diverse cultural vernaculars.18 The step of analysis can ativity is realized through entrepreneurial activities;

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KEYWORDS

in the sciences, creativity is demonstrated through animate the designer’s imagination and serve as the
elegant proofs and well-formulated hypotheses. Cre- foundation for the reproduction of technocultures of
ativity, in this sense, is a cultural construct; the signs the future.
of “creativity,” of “innovation,” and of “novelty” are
expressions of cultural (domain-specific) sensibili- Notes

ties. Learning “to be creative” is in part a process of   1. This question is suggested by the title of the book
learning what it “means” to be creative in a specific Design as a Catalyst for Learning (Davis et al. 1997),
which reported on the use of design activities in K-12
domain.
classrooms.
Incorporating designing activities and design   2. Design researchers Richard Buchanan and Victor Mar-
thinking into digital media and learning efforts is golin staged a conference called “Discovering Design:
not only a strategy for fostering creativity in different Explorations in Design Studies” in 1990 that led to an
disciplinary contexts; it is also a way to train the tech- edited collection of essays in a book of the same name
nological imagination of those who are active within published in 1995. Soon after the journal Design Issues
was launched. Margolin and Buchanan (1998) followed
participatory cultures. The education of the designer’s
up with a second edited volume called The Idea of
technological imagination requires not only multidis- Design: A Design Issues Reader that collected key essays
ciplinary training but also, following the suggestion that extended the horizon of inquiry in design studies.
of Jenkins et al. (2008), the development of new liter-   3. The term cultural reproduction was used by Bourdieu
acies. These new skills do not compete with tradition- (1984) to describe the way in which cultural values
are replicated from one generation to another, usually
al print-based literacies but build on and complement
through educational systems that function (accord-
them. These skills involve learning how to use tools ing to Bourdieu) to reproduce the values of a ruling
and applications for the production of multimodal class, thereby ensuring the continuation of relations of
forms of expression, techniques for rapid prototyping, ­oppression and domination.
processes of iterative experimentation, and skills in   4. The schematic offered by Galle (1999) of the “generic
social negotiation and integration.20 artifact production process” incorporates many of the
elements of a hermeneutic understanding of design
Because the efforts of digital media and learning
as the process of meaning-making. He emphasizes the
focus on the use and development of new technolo- mediating role of design “representations”—the sketch,
gies (for expression, communication, and network- the design brief. These symbolic representations play
ing), the explicit development of the technological an important role in bringing the artifact into material
imagination is an important horizon of learning and existence by mediating among “artifact-ideas” and ar-
tifact production. Winograd and Flores (1986), in their
pedagogy. Designers work the scene of technological
classic work, Understanding Computers and Cognition:
emergence; they hack the present to create the condi- A New Foundation for Design, turn to hermeneutical
tions of the future.21 In this sense, they need to be en- theory for philosophical insights into the process of
couraged to develop a robust imagination about what creating artificial intelligence systems, supporting the
could and should be done differently with technologies assertion that design is a meaning-making activity.
that are already in existence. The best of this work   5. For a discussion of the cultural significance of design-
ing, see Julier (2000), as well as Margolin and Buchanan
will also suggest new technologies to develop. To be
(1998) and Margolin (2002).
fully engaged participants, people need to learn how   6. For example, design philosopher Richard Coyne iden-
to do things differently with technologies. During tifies the use of metaphor in designing practices as a
the designing process there are many moments when technique that “sets up a distance that is also a space
the meanings of a technology-under-development are for imaginative thought” (Coyne 1995, p. 307). In this
case the creative deployment of an expressive (cultural)
themselves under construction. Although these mo-
form—the metaphor—enables an important epistemo-
ments may be fleeting, each moment of reproduction logical move within the design process. The metaphor
offers an opportunity to change the way in which creates an epistemological space for creating new
technologies are developed, deployed, implemented, possibilities.
and discarded. Designing always offers an opportu-   7. Although the focus of Krippendorf’s (1995) discussion
nity to do something that has not been done before is to elaborate the notion of “product semantics” as
a structure for understanding how technologies and
and to create something unique and untried. Design-
artifacts communicate symbolic meanings, his broader
ing provides participants with the tools to exercise point is important for my argument here: that design is
their technological imaginations in the creation of the process of meaning-making. I build on Krippendorf’s
our collective futures.22 These are the possibilities that “semantic” emphasis to examine the ways in which

Balsamo / Design  
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meaning is produced, reproduced, negotiated, and con- up a formation. Drawing on earlier work by Hall, Slack
tested in the process of designing. developed the notion of technology as articulation
  8. Strathern (1992) is careful to situate this “reproduc- when she wrote that technology should be studied “as
tive model” in a particular Euro-American view of a non-necessary connection of different elements that,
procreation. Nonetheless, she notes that it offers an when connected in a particular way, form a specific
interesting approach to think about such issues as unity” (Slack 1989, p. 331). Slack and Wise (2005) elabo-
continuity, change, potentiality, and the future, both rate the relationship between articulation and assemblag-
as these apply to the intellectual work of anthropology es in Culture and Technology: A Primer.
as a discipline and as they identify the key processes of 14. While a growing body of work in engineering design
cultural reproduction. research now explicitly considers cultural questions in
  9. As the philosopher of technology Carl Mitchem ex- the elaboration of theories and philosophy of design,
plains, the formulation of the nature of technology in this research has not yet widely influenced the develop-
this way is at root a metaphysical debate: “[A]t some ment of curricula in engineering or interactivity
level of abstraction technology does appear to be one design. Sometimes the reference to culture is implicit,
and autonomous; all technology is technology with a as when design researchers discuss designers’ use of
broad historical trajectory that appears to transcend par- metaphor and symbols. In other work the notion of
ticular times and places. At another level the diversity of culture is prominent, although subtle differences exist
technologies belies any strong unity; unity appears no in how the term is invoked. In ethnographic studies
more than nominal. The root issue, a metaphysical one of design practice, for example, the notion of culture
concerns the different realities present in the different is used in two ways: (1) as the term for the organiza-
levels of analysis” (Mitchem 1994, p. 110). tional context for the proposed design, as in design for
10. Star and Bowker (2002) describe the importance of products that have to fit the “culture of BMW” or the
understanding the social and theoretical role of infra- “culture of IBM”; or (2) as the context of the working
structure in analyzing new media formations. Star, in environment of the design groups themselves, as in the
particular, is a leading theorist of “infrastructure” as an “culture of IDEO” or the “culture of PARC.” The latter
emergent area of research within science and technol- usage of the term draws on an anthropological notion
ogy studies and new media studies. of culture as the set of practices and sensibilities of a
11. In their introduction to the Handbook of New Media, bounded social collectivity. A volume of the journal
Lievrouw and Livingstone (2002) succinctly describe a Design Studies was devoted to the topic of ethnographic
framework for understanding new media technologies design research. A representative article is Lloyd (2000).
(information and communications technology) that 15. Sociologist Andrew Feenberg describes technological
acknowledges the rich interweaving of media technol- designs as “negotiated achievements.” He notes that
ogy, human action, and social structure. the rationality of a particular design solution—that is,
12. In the introduction to their edited book, Shaping Tech- the “rightness” of a design—is an outcome of social in-
nology/Building Society, Bijker and Law unequivocally teractions that is, at its most fundamental, a process of
state, “[A]ll technologies mirror our societies. They meaning-making and negotiation. Feenberg elaborates
reproduce and embody the complex interplay of pro- the role that social negotiation plays in the designing
fessional, technical, economic, and political factors” process, pointing out that “technological rationality
(Bijker and Law 1992, p. 3). This leads some technol- doesn’t spring fully formed from the mind of the tech-
ogy design researchers to argue that what is always nologist nor from the results of an experimental ma-
being designed is a sociotechnical system, never simply a nipulation of materials” (Feenberg 1995, p. 4).
­device, an application, or a product. 16. Bucciarelli describes design as involving “the process of
13. Deleuze and Guattari (1987) elaborate a theory of achieving consensus among participants with different
­assemblages in A Thousand Plateaus. DeLanda (2006) ‘interests’ in the design. . . . [T]hose different interests
takes on the task of elucidating how the notion of are not reconcilable in object-world terms” (Bucciarelli
­“assemblage” allows for new insights into the complexity 1994, p. 159). Consensus is accomplished, according
of social arrangements. In contemporary cultural to Bucciarelli, through the use of a particular rhetoric
studies, the distinction between the terms assemblages of the object that renders the object meaningful in
and formation is nuanced. Early in the development of deterministic terms. Certain materials or components
cultural studies, Williams (1961, 1981) introduced the are said to favor certain conditions; for example, “this
term formation to describe the complex organization circuit board will be happiest in a ventilated environ-
of a historically contingent cultural arrangement. This ment.” As Bucciarelli notes, an important part of the de-
notion was further elaborated as an outcome of “articu- sign process is to communicate these understandings of
lations.” Hall (1996) used the term articulation as the the object-world to others. This rhetorical turn produces
name for a structured totality that is neither inevitable closure for the negotiation process: “[W]e know this to
nor unending. According to Hall’s account, the unity of be true therefore there is no more need for discussion.”
a structured totality (i.e., its sensibleness, meaning, and Contradictions are settled by the rhetorical strategies
manifestation) is itself a construction, constituted of design participants. Bucciarelli suggests that a better
by connections among different elements that make way of describing the communicative act of designing

  International Journal of Learning and Media / Volume 1 / Number 4


KEYWORDS

is to use the term story making. “Story making is a bet- logical imagination as a quality of mind that enables
ter metaphor—story making about ­voltages and cur- people to think with technology, to transform what
rents, tank dimensions and air pressure. . . . This story is known into what is possible. This imagination is
making is constrained by these mundane concepts and performative; it improvises within constraints to cre-
features in that they must behave deterministically in ate something new. People engage the materiality of
accordance with an accepted set of principles and rules, the world through the exercise of their technological
and there is general consensus not only on what they imaginations in order to create the conditions for fu-
are (voltage, stress, pressure) but also on how to measure ture world-making. In the active engagement between
their character in hard, quantitative terms. Neverthe- human beings and technological elements, culture,
less, there remains much to be constructed of their re- too, is reworked through the development of new nar-
lationships and interactions in particular circumstances ratives, new myths, new rituals, new modes of expres-
within object worlds. The elements are there, but their sion, and new knowledges that make the innovations
synthesis requires rhetorical skill and creative effort” meaningful. When people participate in designing
(Bucciarelli 1994, p. 88). activities, their technological imaginations are engaged
17. The protocols of hermeneutic reverse engineering iden- in a complex process of meaning-making whereby both
tify both a set of research practices and a design method- technology and culture are created anew. What gets
ology. Hermeneutic reverse engineering includes a set reproduced is a particular (and historically specific)
of basic steps for the creation of a cultural analysis. An- form of techno-culture. For this reason, I assert that
thropologist Clifford Geertz (1973) aptly noted that the cultivating and shaping the technological imagination
apprehension of culture is a daunting project. What is is a cultural imperative of the highest order. And, yet,
needed, he argued, is a set of methods to cut the project in only a few places in the world can one learn how
down to size. To this end, Geertz proposed the notion to engage in practices of technological development
of “thick description” as a procedure for discovering the that consider from the outset the cultural aspects of an
frames of meaning within which people live their lives. intended innovation. Based on an analysis of how
Although Geertz borrowed the phrase “thick description” imagination unfolds throughout the designing process,
from the philosopher Gilbert Ryle, it came to identify I speculate about what would be required to educate
Geertz’s signature approach to the practice of ethnogra- and inspire imaginations that are as ingenious in cre-
phy. In proposing the notion of “hermeneutic reverse en- ating new democratic cultural possibilities as they are in
gineering,” I draw inspiration from several key theorists creating new kinds of technologies and digital media.
of design who advocate the use of methods of cultural The horizon I seek is nothing less than the transforma-
analysis for the purposes of creating a more nuanced tion of educational programs and the development
understanding of the cultural work of designing. Coyne of learning strategies adequate to the task of inspiring
(1995) elucidates a new philosophical framework for de- culturally ­attuned technological imaginations. The
signing by drawing insights from Hans-George Gaudier, resonance with Mills’s (1959) notion of the “sociologi-
Martin Heidegger, and Jacques Derrida (among others) cal imagination” is intentional. Mills defined the socio-
to provide a foundation for thinking about the role of logical imagination as a quality of mind that “enables
language in the design process. Love (2002) identifies its possessor to understand the larger historical scene
hermeneutics as one of the research paradigms that can in terms of its meaning for the inner life and external
contribute to the creation of a ­philosophy of design. career of a variety of individuals. It enables him to take
18. This resonates with Tufte’s invocation of the practice into account how individuals in the welter of their
of “intense seeing,” which he defines as “the wide-eyed daily experience, often become falsely conscious of
observing that generates empirical information” (Tufte their social positions. . . . For that imagination is the
2006, p. 9). This practice, common to both art and sci- capacity to shift from one perspective to another—
ence, is the first stage of the production of knowledge. from the political to the psychological; the examina-
Tufte’s book explores “how seeing turns into showing.” tion of a single family to comparative assessment of
19. See, for example, Barthes (1970), Abrams (1971), the national budgets of the world; from the theological
Hawkes (1977), and Belsey (1980). school to the military establishment; from consider-
20. For a fuller discussion of the new skills that are learned ations of an oil industry to students of contemporary
through incorporating critical design activities in digital poetry” (Mills 1959, pp. 5–7). De Lauretis, Huyssen,
media classrooms, see Anderson and Balsamo (2007). and Woodward (1980) edited an important volume ti-
21. In making this claim, I draw inspiration from both tled The Technological Imagination: Theories and Fictions
Johnson’s (2002) work on “emergence” and ­Thackara’s that explicitly explores the notion of the technological
(2005) consideration of the social purposes of designing. imagination in the history of art and literature. See
22. In my forthcoming book (Balsamo, forthcoming) I also Woodward (1980).
discuss various design projects where the designers
explicitly considered issues of culture throughout
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