Must Design Become ‘Scientific’? Phoebe Sengers Cornell Information Science and Science & Technology Studies Ithaca, NY 14850 USA sengers@cs.cornell.edu “In 1970 Imre Lakatos, one of the best friends I ever had, cornered me at a party. ‘Paul’, he said, ‘you have such strange ideas. Why don’t you write them down? I shall write a reply, we publish the whole thing, and I promise you – we shall have lots of fun.” – Paul Feyerabend [3, p. vii]. Thus began my education in design research1. INTRODUCTION “[A]s the accepting and rejecting of ideologies should be left to the individual it follows that the separation of state and church must be supplemented by the separation of state and science, that most recent, most aggressive, and most dogmatic religious institution.” – Paul Feyerabend [3, p. 15] PROLOGUE It’s 1999. The scene: a computer science research laboratory. Entering stage left is Phoebe, a geeky computer scientist with no understanding of visual design. She approaches Boris, a hip and therefore somewhat intimidating interaction designer. Design research occupies a dubious status in HCI. On the one hand, we all recognize the important role creative design can play in the development of effective computational systems. On the other hand, design research is often looked at as the epistemological poor cousin to more obviously scientific or engineering approaches. Creative design can improve an interface’s look and feel, certainly, but, in the eyes of many in the academic HCI community, it is suspect as a form of academic knowledge because it does not yield measurable laws, generalized conclusions, or reproducible procedures that will reliably result in similar outcomes whenever – and by whomever applied. Phoebe: Boris, sorry to bother you, but could you help me with my interface? The emotional equalizer I’m building looks really ugly and I can’t figure out why. Boris: Hmmmm. Why don’t you try replacing those straight lines that show the level of each emotion with rows of little squares, like this: In this position paper, I argue that design research generates a unique form of knowledge which would be lost if it were to become more ‘scientific’. I believe creative design has something special to offer HCI, which it will lose if it is mashed into a scientific/engineering approach. In this, I follow a string of more polished papers [e.g. 2,18] which have appeared in the HCI literature in defense of the unique nature of creative design. Sadly, it seems that more such papers will continue to be necessary. Previous papers have focused on elucidating the unique perspectives and practices of designers. The contribution I hope to make to this discussion as a non-creative designer is to put the arguments around design in the context of a broader set of issues about the relationship between HCI and science: the uncertain status of HCI itself as scientific research; how knowledge is identified in the field as being scientific or not; and what kinds of useful knowledge we can have in Phoebe: That is amazing – this looks so much better! How did you know that? Is there some rule about what shapes you should use? Are there any books I could read to know how to do it? Boris: That’s the problem with you computer scientists. You’re always looking for a rule for everything. You think good design can be reduced to a 7 step procedure, and that you could just read about it in a book and then know how to do it. There are no procedures. Designers don’t write that kind of book. You want to know how I know what to do? Because I’ve been trained as a designer, that’s why! There are no rules, you just get a sense for it with time and training. Note: despite Boris’s insightful rant I recommend [42] for other geeks in the same situation, although no hard-and-fast rules are found there either. 1 1 building computational systems that is not scientific knowledge, and that would be lost if we forced design into the straitjacket of what we call science. Inspired by Paul Feyerabend’s Against Method, a playful attack on many cherished assumptions about scientific method, my goal in this paper is not to be correct, but to stimulate discussion of how we in HCI conceive of what kinds of work are good. BACKGROUND "[G]iven any rule, however `fundamental' or `necessary' for science, there are always circumstances when it is advisable not only to ignore the rule, but to adopt its opposite." – Paul Feyerabend [3, p. 23] I have been working for an apparently interminable period of time in the interdisciplinary area between computer science and cultural studies. One of the goals of my work is to develop methods for building computational systems that are nonscientific in nature, and, in the process, to demonstrate that other forms of knowledge, for example from the humanities, can be useful as part of technology design. The point is not so much to use insights from the humanities as input to technology design, as to demonstrate that technology design itself can be a form of humanist practice [see e.g. 11,12,14], i.e. that creating useful knowledge through building technology does not need to proceed in a scientific or engineering manner (although, of course, it can do so). In the process, I have been repeatedly struck against folk philosophies of science that apparently underly HCI practice and structure what is considered to be good work. By a ‘folk philosophy of science’ I mean something analogous to folk psychology – an everyday way of understanding what science is and how it works that is used to make decisions about how work should be done, understood, and evaluated. These folk philosophies of science therefore police and shape what work can be done, often without their holders’ conscious awareness. The pleasure of my life (and, I have noticed, of some of my colleagues as well), is to demonstrate the fallacy of various folk philosophies of science by demonstrating that the opposite of these folk philosophies can be taken and one can still generate useful results. For example, in HCI science is generally taken to be ideally quantitative and based on a large sample size, while O’Brien and Rodden argue that only qualitative, small-scale, detailed studies of domestic environments will lead to good domestic applications [8]. Science is generally considered to focus on clear, well-defined results, while Gaver, Beaver, and Benford argue that ambiguity is an important part of the technology design arsenal [6]. Science is considered to be ideally impersonal and objective, while I argue that in some instances a personal, autobiographical approach to design is more effective [13]. Admittedly, it is fun to publish papers that upset the applecart of expectations in HCI, but there is a more serious business underlying these papers. These papers raise awareness of opportunities for building systems and understanding how they work that become lost when we place too-strong strictures on the kinds of knowledge that are acceptable in CHI. This is, in my opinion, especially the case when we maintain a gold standard of science and engineering as the ultimate goal of HCI knowledge, particularly when this gold standard is animated by ideas of what it means to do science that the history and philosophy of science demonstrate to be false. TRUTH AND METHOD “[T]here is only one principle that can be defended under all circumstances and in all stages of human development. It is the principle: anything goes.” – Paul Feyerabend [3, p. 28] Where exactly is the mismatch between science and creative design? Two recent meta-papers at CHI suggest its nature. Gaver’s CHI workshop paper [5] argues that the relationship between theory and practice is different in creative design – or what he denotes practice-based research – than is generally assumed in HCI. Gaver argues that in HCI, the gold standard for knowledge is theory, particularly the notion that a design will implement and test a particular, well-defined theory or method. In contrast, Gaver outlines his experiences of the History Tablecloth, a table cover for the home that ostensibly denotes the movement of objects across its surface. He argues that the relationship between theory and practice in this case study is not that of a theory directly driving design decisions, but of a variety of theories at different scales (including ethnographic research, random ideas about home life, technological possibilities, and personal experience) all combine to inform the design process in a rich variety of ways. Evaluation of the History Tablecloth, also, demonstrated that the Tablecloth was meaningful in a large variety of ways, which could only partially be led from the conceptual work that had gone into its design. Rather than demonstrating a general theory or method, for example of ludic design, the knowledge used in and generated by the case study were more of a “wide palette of orienting concepts … that can be used opportunistically and integrated in an ad hoc fashion.” Similar issues arise in Dourish’s critique of the uptake of ethnography in HCI [1]. Dourish argues that ethnography as an epistemological form is badly mangled when the knowledge it produces is reduced to a bulleted list of design implications at the end of a paper. While it is possible that ethnography can lead to design implications, it can also, for example, identify things that cannot be designed for, or simply demonstrate vividly the complexity of the situation of design and the social factors at play in the situation that may be designed for. These aspects of ethnographic knowledge are lost in the simple list of design recommendations. Here, again, we see a mismatch between the depth and situatedness of ethnographic knowledge and the simplified, relatively general rules for design that are required to make an ethnography paper feel to many reviewers like a real contribution to the science of HCI. argues that classical AI sees "[a]n adequate account of any phenomenon... [as] a formal theory that represents just those aspects of the phenomenon that are true regardless of particular circumstances" [17, p. 178]. Yet, she argues, this is a false view of theory, since it is precisely the particularities of the situation that enable action to happen. Plans – i.e. formal theories – are useful for action, not because they drive action, but rather because they act as resources for and explanations of action which can be used, adapted, and re-interpreted on the fly. What both of these critiques speak to is a particular aspect of the folk philosophy of science that underlies HCI: the assumption that knowledge ideally should be representable as laws, methods, or theories that are relatively independent of context. Fitt’s Law often appears to be the gold standard by which contributions to HCI are judged – although, admittedly, few, if any, other contributions have lived up to its neat succinctness. This model of knowledge would be substantially more adequate to creative design research practices. In fact, this model would be more appropriate for understanding how science itself works. As Polanyi argues [9,10], science is informed not only by explicit theories and methods, but equally by tacit knowledge, i.e. personal, unarticulated and largely unarticulable knowledge such as exactly how and when those theories and methods should be applied. Creative design is sometimes criticized in HCI as being too personal and subjective, yet science and engineering have similar personal and subjective dimensions, although they are not as well-documented within scientific circles [see also 7]. Not everyone can learn to build a good bridge, and few can do it simply from recipes in a textbook. As Suchman argues, "While scientific reasoning consists in negotiating practical contingencies of shop talk and its technologies, those practices are notably absent from the scientific outcomes and artifacts produced…. Just as instructions presuppose the work of 'carrying them out', so representational devices assume the local practice of their production and use. Such situated practice is the taken-forgranted foundation of scientific reasoning." [16, p. 318] As Gaver and Dourish argue, neither practice-based research nor ethnography, properly understood, yield this kind of knowledge. This is not to be understood as a negative limitation of these methods, but to acknowledge the positive alternative epistemologies that underly these practices: small, local forms of knowledge that are unevenly but richly true in particular, local circumstances – ‘humble’ theory, as Gaver puts it. The goal with these approaches is, to paraphrase Gadamer, truth, not method [4]. It is not to find relatively general principles and theories that can be seen to hold regardless of context. This is not because the approaches are epistemologically weak, but because such generalized principles and theories negate the richness of the phenomena that the researcher is attempting to understand and engage with. The theory or abstract knowledge alone is not the point – the point is to engage with the social and material circumstances of the situation, with abstract knowledge as one – valued, but not solely determinant – resource and output, and to report what happened in ways that allow others to draw from them in specific, material situations. Forcing creative design to be scientific would mean precisely to do away with one of its central and most useful features: rich, local, situated knowledge. This paper, then, is a plea for a recognition of creative design’s unique epistemological status. That which appears to make design ‘unscientific’ – its focus on situated, improvisational forms of knowledge – is precisely its strength. Design does not need to be ‘cleaned up,’ systematized, and turned into routine procedures. Its forms of knowledge can remain as stimulating design opportunities, and need not be turned into general theories of how the world works. This, it turns out, is not so different from scientific practice, though it is far from the folk philosophies of science operative in HCI. In the end, perhaps, it is not design that should become scientific, but science that should learn from the epistemological forms of design. SITUATED KNOWLEDGES "It is often taken for granted that a clear and distinct understanding of new ideas precedes, and should precede, their formulation and their institutional expression… First, we have an idea, or problem, then we act, i.e. either speak, or build, or destroy…Creation of a thing, and creation plus full understanding of the correct idea of the thing, are very often parts of one and the same indivisible process and cannot be separated without bringing the process to a stop. The process itself is not guided by a well-defined programme.... The passion gives rise to specific behaviours which in turn creates the circumstances and the ideas necessary for analyzing and explaining the process, for making it `rational.'”– Paul Feyerabend [3, p. 23] ACKNOWLEDGMENTS Thanks to Boris Müller for starting my design education and to Bill Gaver for continuing it. This work is sponsored by NSF Award # IIS-0238132. REFERENCES This argument may sound disturbing and unfamiliar to those versed in scientific traditions within HCI. But it is analogous to Suchman’s discussions of the role of abstract knowledge in Plans and Situated Actions [16]. Suchman 1. 3 Dourish, P. (2006). Implications for design. Proc. CHI ’06. NY: ACM Press, 541-550. 2. Fallman, D. (2003). Design-oriented human-computer interaction. Proc. CHI 2003, 225-32. 3. Feyerabend, P. (1973). Against Method: Outline of an Anarchistic Theory of Knowledge. London: NLB. 4. Gadamer, H.-G. (1986). Truth and Method. NY: Crossroad. 5. Gaver, W. (2006). 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