Tag: Design

2015 Year in Review: Deflating Footballs, Twins in Space, Women (not) in Tech, and More

Last year on the CASTAC Blog began with anthropological ruminations on what the “Deflategate” football scandal has to do with questions of expertise, and closed with discussions of citizen science, earthquake warning systems, the (anti-)politics of women in tech, and deeply personal engagement with experiencing crisis or catastrophe—in this case, terror attacks in Paris—over social media. One of the great perks of editing this blog lies in reading the array of topics, perspectives, and modes of analyses from our contributors. This year, I’m taken by the variety in tone, from the (somewhat) tongue-in-cheek (the aforementioned Deflategate post; the anthropology of rigged games), to the deeply affecting (again, Charlotte Cabasse-Mazel “Looking at the Pain of Others ”), from the boundary-pushing (Abou Farman’s call to envision radical alternative futures) to the experimental (a Twitter fieldwork experiment from Rice’s Ethnography Studio). Beyond timely, weekly engagement with climate change, artificial intelligence, changing media ecologies, infrastructure, design, energy, and more, the blog is becoming a repository cataloging—and pushing forward—the driving concerns of social scientific and humanistic inquiry in these areas. In this review post, I consider four central conceptual questions animating this year’s coverage on how science, technology, computing and more are shaping (and shaped by) diverse lives, worlds, and experiences. These include: the mutual production or constitution of conceptual categories; questions of knowledge production and expertise; concerns with the future and futurity; and key political dimensions of science, technology, and computing. Although these themes unfold differently across intellectual projects and modes of inquiry, they elucidate the value of critical, reflexive, and empirical approaches to scientific and technological worlds. (read more...)

Human-Machine Interactions and the Coming Age of Autonomy

“Together we embark.” “Together we adjust.” “Together we drive.” These tag lines describe the Intelligent Driving System (IDS) concept car used in Nissan’s recent demonstration of possible futures in electric and autonomous driving. Unveiled by Nissan CEO Carlos Ghosn at the Tokyo Motor Show in 2015, the IDS concept car suggests rich possibilities for future driving experiences. What I’m especially curious to explore as an anthropologist who has long been engaged in ethnographic and anthropological research in the context of technology development is how the seemingly dichotomous notions of “togetherness” and “autonomy” come together in advancing self-driving cars.  What visions of collectivity and sociality are at play amongst those involved in the development of self-driving cars, and how will the vehicles themselves embody these visions? My thoughts reflect my stance as a social analyst interested in socio-technical endeavors generally, and the social effects of automation specifically. It also reflects my vantage point as a collaborator in the process of autonomous vehicle (AV) development, as I will discuss. I’d like to consider two ways in which, to me, the notion of autonomy raises questions about notions of sociality. One way pertains to the vehicle itself, to visions for how the vehicle will function and look, and to the experiences it will enable. A second relates to the ways AVs are being brought into being. Here I am interested in how new social formations are emerging as people work together across previously distant and newly emerging industries, knowledge domains and practices. In what way do the activities involved in the development of autonomous vehicles suggest the rise of new global assemblages in which ideals of autonomy stand at the center of the reconfiguration of social relations? (read more...)

Seeing California’s water future(s) at Orange County’s Groundwater Replenishment System

Tucked away in suburban Fountain Valley, California, the Orange County Water District’s Groundwater Replenishment System (GWRS) smells vaguely of chlorine and looks like something imagined by a 1950s sci-fi writer. Sleek, shiny, and minimalist, the wastewater treatment plant feels like somewhere a robot would be very, very comfortable. It’s also a soothing place for another kind of visitor: the Southern California water manager. My fieldwork shows these managers to be a community of expertise that likes recycled water, a steady source of supply  they feel confident in their ability to treat, monitor, and deliver. “It’s here and it’s never going away, and yet most of the time we just dump it in the ocean. Reusing it just makes sense,” one 34-year veteran in the field told me with a hint of exasperation at having to state something so glaringly obvious. (read more...)

In Search of Convergence, In Search of Consensus: Design media in a university architecture studio

That’s not meant to be a comprehensive design drawing. That’s meant to say, ‘Scape is comprised of people, plants, hardscape materials,’ and that’s the language. So, we should squint at it, see the language, accept the language, the density, how it’s allocated over the site, and—boom—move on. But we get struck with confusion that says, ‘What’s that green thing? How does that fit into the scape?’ So we end up having a conversation about what it is we’ve done, or how we’ve done it, or communicated it, rather than the substance of the idea. We have to note that—we can’t build consensus on stuff we can’t communicate—because everyone’s trying to figure out what we’ve done. With these comments, the architecture professor tried to reclaim control over his students’ design review, which had been sidetracked by the jury’s questioning. The jury, composed of other faculty in the architecture and landscape architecture departments, was confused about a secondary element of a project to redesign the façade and site of an American university school of architecture building. I was there as an ethnographer of architecture pedagogy and design process for a comparative multi-institutional research project involving four Canadian and American schools of architecture. The discussion revolved around a series of digital drawings, and a student’s narration of those drawings, displayed on a large flat screen placed in front of the audience. The time spent trying to parse and probe the “meaning” of the drawings, mediated by both the visual and linguistic dimensions of the presentation, was diluting what the students and their professor had hoped would be the principal thrust of the presentation, and drawing attention to an area of the design that was less well-developed. As Luke, the professor, pointed out, the conversation was not only distracting from the “the substance of the idea” (i.e., the design); it was threatening to undermine consensus—in a sense, the approval of the audience—which would allow the project to move forward. (read more...)

Rigged Designs: Toward an Anthropology of Rigs?

“Claw machines are rigged.” This recent headline at Vox caught my eye. Not because it was surprising. But because it wasn’t. What I wanted to know was why someone was surprised to find this to be the case. There are a variety of interesting elements to be found in the post. Perhaps most interesting to myself and CASTAC readers, however, was an Also read link to an article drawing heavily on the work of Natasha Schüll and her wonderful book Addiction by Design. I had already assumed the game was rigged; I was surprised that anyone was surprised. But the term “rigging” gave me pause. What I think surprised the author of this particular article was the way in which the game was rigged. It wasn’t that the claw just wasn’t strong enough, which had been my presumption up until reading the article. But rather that the underlying circuitry of the game dictates a variety of behaviors from the claw. All of which fall into some subset category of what we’d expect from a claw in a game machine. Sometimes the claw grabs harder than others. Sometimes when it grabs more tightly it “loses” its grip on the way to the drop zone. All of these are controlled by a desired payout rate dictated by the operator (i.e., owner) of the game. Which is why while reading the article I thought to myself, “that’s quite literally the same core mechanism that operates how the RNG (random number generator), discussed by Natasha Schüll, in a gaming machine functions.” Which is why I was then doubly pleased to find her work when I clicked the Also read. (read more...)

AAA 2014 STS Recap

This year’s American Anthropological Association Meeting saw a number of active CASTAC and STS-inspired panels, many of which featured scholars from our own community. We discussed engaging with the Anthropocene, which is becoming a hot new topic, perhaps replacing the ontological focus from last year. Panelists explored whether this term is the “gift” that Latour proposes. The meeting also saw fascinating explorations of issues in design and elitism, as well as theoretical and methodological issues that we must all consider when moving our research trajectory from “studying up” to “studying with.” (read more...)

Public (Research) Design: Un-friend Stories

An Introduction Ask an anthropologist a question and they’ll tell you a story. In this case, you didn’t ask, but I’m going to tell. During the fall of 2012, I was perusing my Facebook feed before bedtime, imagining myself to be reconnecting with old friends and keeping up with their lives through their links, posts and various photos. I was ruminating on the continually tweaked feed algorithms that always seemed to send friends into the foreground and others out of view. One old friend in particular and his regular kid photos were strangely absent, so I flicked open the side panel of Facebook’s iOS client and began searching for his name. Nothing turned up in the auto-complete, which was strange… At which point I quickly realized it meant that I had been un-friended. Indeed an actual search yielded his profile, which offered me the friendly blue-button “Add Friend.” At which (read more...)