Category Archives: ICT
During the last year of my undergraduate education, I (Shad) encountered my first experience of the video games are(n’t) Art debate. While there was certainly a lot of passion surrounding the argument, the logic was somewhat lacking. One side seemed to center around the fact that Grand Theft Auto: Vice City (which had been released earlier that year) contained vestiges of the stylistic aesthetic of the 1980s and presented a compelling point for social engagement with a distinct cultural setting from recent history. Alternately, the opposing side argued that these elements were simply superficial, and that the game’s message, at least in terms of any artistic merit, did not represent a real cultural statement to the degree required by the title of Art. However, these arguments seemed to center on the games themselves, as if Art were a property that is intrinsically part of some artifacts and intrinsically not part of some other artifacts. In short, the argument had missed the social connections that surround Art evaluation: the relationship between the concepts of Art, the Art World (comprised of critics and consumers of Art who ascribe a cultural value as well as a monetary value to Art objects), and the objets d’art themselves. At the time, I felt as if the current courses of debate were not ever going to result in any kind of conception of video games as Art, and that it would be a while before the discourse would develop to a point where video games could be spoken of as Art.
Ten years have passed since that point. At CHI 2013, the opening plenary was presented by Paola Antonelli, Senior Curator and Architecture & Design Director for Research & Development at the MOMA. Her presentation focused on exhibitions that have looked at video games as Art at the MOMA and, more broadly, the importance of the relationship of design to art (and vice versa). It seems that, at least in practice if not in theory, my question from a decade earlier has been partially answered. Video games are beginning to be treated as Art is treated. Design, as an applied art, could act as an indicator or close relative of Art, but not a true member of the club. Video games should be appreciated in a manner similar to Art, video games, as designed experiences, can equally be treated as art.
Art and art theory have had a history of relevance to HCI, as is especially evident in the ACM SIGGRAPH Digital Arts Community (http://siggrapharts.ning.com/) and example topics including (but not limited to) the convergence of goals of Art and HCI (e.g. Sengers and Csikszentmihályi, 2003, Blythe 2013), collaboration (e.g. Adamczyk et al., 2007, England, 2012), and creativity support (e.g. Morris et al., 2009, Kerne et al 2013). While not a comprehensive list, from this it can be discerned that there is some sort of connection between the aims of HCI and Art, that there are challenges in the connecting of the two (both in terms of aims and in terms of what is considered valuable in a piece of art) and that supporting art is one possible goal for interaction design. As a possible overarching theme, there are elements of Art that are important to the practice of HCI and the creation of technology in general, but that there are both practical issues such as the economics of art and concerns of would-be collaborators and theoretical issues such as the density of art theory. Supporting creativity makes a convenient bridge point because it is a concept of equal importance to art as it is to HCI.
Returning to the consideration of video games as art, from the end of technological design there is some sort of convergence between the two and that this has warranted looking at art as a mean of understanding interaction design. As partial confirmation of this, it would seem that the Art World (of which the MOMA is certainly a part) has an interest in looking at some of the results of interaction design, including video games. So, for both stakeholders in the discourse, there is a benefit to treating video games like Art. But again I return to the question of discourse surrounding video games, which we believe leads straight to the questions of why and how to study video games.
So why should it matter that video games are beginning to be considered as art is considered. First, it means that there may be even greater cause to take video games seriously. Not just Games With a Purpose or games that are explicitly made to embody a political statement (such as the excellent games created by Lucas Pope (http://dukope.com/) but video games in general. Previous work has already started to look at video games from an ethnographic standpoint (see Boellstorff et al 2012 as well as the individual works of all its authors) as well as more quantitative approaches that look at data taken from play (e.g. Yee et al, 2012). There also have been calls for a much more in-depth study of games as a source of “social rationality,” taking a more critical stance of their content (Grimes and Feenberg, 2009). As a continuation of this trend, it seems like the way that games are observed – as both an aspect of social engagement and a reflection of society in general, needs to change. As more artistic elements become prevalent in a greater number of games, it will be important to understand how these elements developed in a historical sense. Even in games that do not attempt to challenge the norms and folkways of virtual worlds, as players become more aware of video games as art, there performances within those games may very well change with respect to this perception. Looking at virtual worlds as some sort of indicator of social phenomena, then, not only has a number of different approaches but seems to demand them to varying degrees. Employing the tactics of art theory and new media along with ethnographic investigations and analysis of data traces may very well result in new understandings not only of games, but also society and art.
It is an exciting time for the study of games. While they now have an increasing number of different meanings to different people, the fact that they have importance is becoming more difficult to ignore. However, along with the increased potential of game studies, there is also a necessity to broaden the approaches used to study virtual worlds.
Adamczyk, P. D., Hamilton, K., Twidale, M. B., & Bailey, B. P. (2007). HCI and new media arts: methodology and evaluation. In CHI’07 extended abstracts, pp. 2813-2816
Blythe, M., Briggs, J., Hook, J., Wright, P., & Olivier, P. (2013). Unlimited editions: three approaches to the dissemination and display of digital art. In Proc. CHI’13 pp. 139-148.
Boellstorff, T., & Marcus, G. E. (2012). Ethnography and Virtual Worlds: A Handbook of Method. Princeton University Press.
England, D. (2012) Digital art and interaction: lessons in collaboration. In Proc. CHI’12. Pp. 703 – 12
Grimes, S. M., & Feenberg, A. (2009). Rationalizing play: A critical theory of digital gaming. The Information Society, 25(2), 105-118.
Kerne, A., Webb, A. M., Latulipe, C., Carroll, E., Drucker, S. M., Candy, L., & Höök, K. (2013). Evaluation methods for creativity support environments. In CHI’13 Extended Abstracts. pp. 3295-3298.
Morris, D., & Secretan, J. (2009). Computational creativity support: Using algorithms and machine learning to help people be more creative. In CHI’09 Extended Abstracts pp. 4733-4736.
Sengers, P and Csikszentmihaly, C. (2003) HCI and the arts: conflicted convergence? In Proc. CHI’03, ACM, pp. 876-7.
Yee, N. Ducheneaut, N. Yao, M and Nelson, N. (2011). Do men heal more when in drag?: conflicting identity cues between user and avatar. In Proc. CHI’11. pp.773-776.
As many of you know, I am now directing a Social Informatics (SI) Group in a School of Informatics and Computing (SoIC) at Indiana University Bloomington. The SI group is quite unique in Informatics/Computer Science/Information Studies, it that is has chosen to oriented itself explicitly to the field of Science, Technology, and Society (STS, also referred to as Science and Technology Studies). I am also thinking about retirement in the next 3-5 years. Being in these situations has shaped the research agenda that follows.
My current research is all framed generally within Socially Robust and Enduring Computing. SREC is based on the notion that developing a notion of social robustness, comparable to the technical notion of robustness in Computer Science, is a goal worth pursuing. I have developed SREC with colleagues in Trento, Italy.
My main research time commitment at the moment is to a writing project on Value(s) with Maurizio Teli, a young researcher at the Foundation in Trento, where I spend a couple months every year. My interest in this area grew out of efforts to identify the forms whereby and the extent to which computing professionals are responsible ethically for the current economic and social crisis set off in finance. Maurizio’s and my value(s) project is a continuation of this work on the crisis and is linked to the project of David Graeber in Debt: The First 5000 Years, itself a work that builds on much of the recent anthropology of value. That is, we want to give a similar account of the ways in which value and values are and should be treated and thought about in the reproduction of current social formations. Such an account is made necessary by the ways in which contemporary reproduction is increasingly detached from the prior industrial dynamics but which has not yet established a new dynamic. In our view, establishing new social formation reproduction dynamics requires identification of new values, new institutions for pursuing those values, and new means to measure especially value relating to the success or failure of establishing these new values and institutions. A major point we wish to make regards the increasingly larger role in these new dynamics we see being played by common pool resources, the focus of Eleanor Ostrom, winner of the 2009 Nobel Prize in economics, and, until she died last Spring, a valued colleague here in Bloomington.
It is my hope that this writing will be paralleled by a research and demonstration project in Trentino on new systems, including information systems, for supporting the independent living of Seniors. This Suitcaseproject will build on my previous work in disability studies and technology, as well as more general ethnography in this region. Another aspect of the Trento ethnography is an attempt to understand what has made the region relatively hospitable to Participatory Design. PD is the focus of what I hope to and expect will be my last permanent contribution to the curriculum in the SoIC. In addition, I am working on another, related writing project, a text on Organizational Informatics, with Stefano De Paoli, another researcher. This text will incorporate much of the work behind my 2011 AAA paper in the business anthropology sessions as well as my current teaching, including my course on the Ethnography of Information.
A final areas of research, this time in collaboration with two SoIC graduate students, Nic True and Shad Gross, is on Massive Multiplayer Online Games (MMOGs). In this work, we engage the current interest in Big Data, intending to show how some of the epistemological shortcomings in its standard approaches can be address when it is triangulated with ethnography. In our case, we argue that a preliminary ethnography of gaming can provide clearer direction regarding what we should be looking for in the automated analysis of large corpora of game play data. This work is directly related to the effort in SoIC to create a professional masters degree in Big Data.
Presented in this way, it should be easy to see, as I said initially, the multiple ways in which this research agenda is a function of my current position. While I have participated in the AAA meetings and CASTAC occasionally since I went to Indiana in 2004, this occasional connection has not been enough to justify systematic orientation of my research toward anthropology. Ironically, when I studied the careers of anthropologists interested in STS in the 1980s, I found a similar phenomenon; there were few if any examples of individuals who developed these interests while sustaining strong connections with academic anthropology. I should mention that my efforts to interest Indiana University Bloomington Department of Anthropology scholars in this type of work has born little fruit.
I mention these things as a warning: Interest in the anthropology of science, technology, and computing is not automatically, or even generally, a good way to build a career in anthropology. Working in and through vehicles like CASTAC should thus be understood as essential to the work of anthropologists who wish to continue to do so.
This blog post can also be seen at: http://blog.castac.org/2012/11/on-building-social-robustness/
Calling into question design’s ability to solve problems: a quick look at micromanagement technologies for low-wage service jobs
In academia, we often talk about technology becoming increasingly pervasive (or ubiquitous) in daily life, referring to technologies moving beyond the personal computer and present in multiple locations. Technologists often herald this vision of technological pervasiveness as a positive change: having more technology opens up new spaces for design to explore solving problems. While new pervasive technologies are able to account for problems in more innovative ways, these new forms create as many problems as they are purported to “solve”. In the case we examine today, new technologies are not shown to solve problems as much as they displace burdens from one set of people to another.
This article from the New York Times outlines a plight of retail and wholesale service workers (e.g., cashiers, cooks, stockers, etc.). Newly adopted time management technologies micromanage workers’ work hours to such a degree that in impacts their non-work lives. From one perspective, these technologies solve employers’ problems such as creating new ways to deal with peak customer demands and getting the most out of workers in four-hour periods. This may be beneficial for the employers, but in the process of creating efficiencies and responsiveness to economic pressures and trends, however, the new technologies have essentialized human beings as parts of algorithms. By understanding what these new technologies are doing to low-wage service employees, we understand that this time-management software is not solving a problem; it’s shifting a burden.
“We’re seeing more and more that the burden of market fluctuations is being shifted onto the workers, as opposed to the companies absorbing it themselves” – from the article
By using these neoliberal micromanagement technologies, employers want to have access to a flexible on-demand workforce, but without the responsibility (or cost) for officially placing individuals on-call. In more skilled labor jobs, companies often have to pay for the privilege of having a person “on-call” (meaning they can request for you to come in work), which is not the case for these new service workers, which indicates that with the introduction of these new practices and technologies there are also shifting of worker’s workplace expectations.
This article leaves me with a few thoughts:
To be clear, I don’t think shifting burdens happens in every case of design, but becomes likely in cases where design enrolls multiple parties and stakeholders with unequal positions of power. In this scenario, you have employers and employees both impacted by the novel micromanagement technology, but employees are made to bear the responsibility to be responsive to market pressures.
These new micromanagement technologies create new ways for employers to understand their workforce and efficiently allocate their human and non-human resources. These technologies create different types of visibility and understanding of these resources, but we do not entirely understand the potential impacts of these technologies and their accompanying practices on employers and employees. If anyone has any links to relevant research regarding the impact of such technologies on lower waged service jobs, I would welcome their suggested readings.
As I’ve argued, designers and technologists are not always “solving problems” through their innovations; in their efforts to solve problems, they are also creating new problems by displacing and shifting burdens to others. This leaves unanswered questions regarding how design might better account for shifting burdens and what the processes are by which these shifts actually happen. This also brings about a new occasion for design to create new opportunities for these low-wage auto service workers. Prior research documents the rarity for new technologies to disrupt power structures, but it is not impossible. At the end of the article, the author points to workers’ diminished power to collectively organize and form unions as part of why such technologies exist and why low-wage service jobs without much mobility may increasingly become the norm. This point presents an opportunity for design to better help low-wage service workers better understand how technology impacts their everyday working experiences as well as designing for new methods for collectively organizing for better treatment, wages, and working expectations. Which leaves open questions of how can design change and help improve low-wage service workers’ situations? What kinds of new technologies, visibilities, practices and norms would need to be established and/or supported to help low-wage service workers collectively produce action?
It is important to note that new micromanagement technologies that rely on creative and novel ways of algorithmically thinking and collecting data will continue to pervade the lives of low-wage service workers. This leaves open areas of research to explore the relationship and impact of these technologies, workers, and market-forces.
From: Social Informatics: Principles, Theory, and Practices
(Sawyer and Tyworth)
We see integrated criminal justice systems (ICJS) as one area that presents a significant opportunity for social informaticists to both develop theory and contribute to practice. E-Government, or digital governance, is both an emerging area of scholarship and a fast evolving phenomenon in society. This is particularly true for issues of law enforcement and national defense where there is increasing pressure to computerize or modernize existing information and communication technology (ICT) given the recent attention to international terrorism (National Commission on Terrorist Attacks upon the United States, 2004). And, for at least the United States, it may be that there is no other area where the consequences of adhering to the deterministic view of ICT are as potentially catastrophic. In spite of these risks, the deterministic model continues to be advocated.
For example, in his article on improving intelligence analyzing systems Strickland (Strickland, 2004) focused exclusively on technological change as the solution to the problems of information sharing among agencies. Strickland identifies data disintegration, problems in analytical methodology, and technological obsolescence as the primary areas of concern. Yet, as Richard Shelby noted in his addendum to the Senate Select Committee investigating pre- and post-9/11 intelligence (Shelby, 2002):
The CIA’s chronic failure, before September 11, to share with other agencies the names of known Al-Qa’ida terrorists who it knew to be in the country allowed at least two such terrorists the opportunity to live, move, and prepare for the attacks without hindrance from the very federal officials whose job it is to find them. Sadly, the CIA seems to have concluded that the maintenance of its information monopoly was more important that stopping terrorists from entering or operating within the United States.
Though Senator Shelby’s language is polemic, the message is clear: without significant changes to the organizational cultures, simply implementing new technological systems or updating existing ones will in many instances fail to achieve policy goals. It is exactly this type of problem for which social informatics theory is particularly applicable. An e-Government policy area directly related to the issue of intelligence sharing is the problem of integrating information systems among law enforcement and criminal justice agencies. Prior to, but especially after 9/11, there has been a significant movement within government to integrate ICT across law enforcement and criminal justice agency boundaries in order to facilitate cross-agency communication and information sharing. See for example (General Accountability Office, 2003).
Criminal justice information systems have historically been developed in an ad hoc manner, tailored to the needs of the particular agency, and with minimal support resources (either fiscal or expertise) (Dunworth, 2000, 2005; Sawyer, Tapia, Pesheck, & Davenport, 2004). As a result federal and state governments have begun the process of trying to develop and implement integrated criminal justice systems that allow agencies to share information across organizational boundaries. Examples of such systems are Pennsylvania’s Justice Network (JNet), the Washington D.C. metro area’s Capital Wireless Integration Network (CapWIN), and the San Diego region’s Automated Regional Justice Information System (ARJIS) among others.
We find ICES s to be ideal opportunities to conduct social informatics research for three reasons. First, law enforcement is a socially complex domain comprised of and embedded in multiple social institutions (Sawyer, Tapia, Pesheck, & Davenport, 2004). Such institutions include organizational practice and culture, societal norms and values, and regulatory requirements. Second, law enforcement agencies have long been adopters of ICT to the point where ICT are now so ubiquitous that they are viewed as integral to policing (Hoey, 1998). This remains true in spite of a decidedly mixed record of success (Baird & Barksdale, 2003; Bureau of Justice Assistance, 2002). Third, the historical practice of ad hoc and siloed systems development suggests that law enforcement is an area where new systems development approaches are needed.