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Cybernetics and Service-Craft: Language for Behavior-Focused Design January 19, 2007, v9 Written or Kybernetes by Hugh Dubberly and Paul Pangaro

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Cybernetics and Service-Craft:

Language for Behavior-Focused Design

January 19, 2007, v9

Written or Kybernetes

by Hugh Dubberly and Paul Pangaro

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Dubberly Design Oce 2

Abstract 

Argues design practice has moved rom hand-crat

to service-crat and that service-crat exemplies

a growing ocus on systems within design prac-

tice. Proposes cybernetics as a source or practical

rameworks that enable understanding o dynamic

systems, including specic interactions, larger

systems o service, and the activity o design itsel.

Shows development o rst- and second-genera-

tion design methods parallels development o

rst- and second-generation cybernetics, particu-

larly in placing design within the political realmand viewing denition o systems as constructed.

Proposes cybernetics as a component o a broad

design education.

 

Key Words 

Cybernetics, design, design methods, hand-crat,

interaction design, politics, rhetoric, service, ser-

vice-crat, service design, system.

A History of Connections

Between Cybernetics and Design

 

The infuence o cybernetics on design thinking

goes back 50 years.[1] Yet today, cybernetics re-

mains almost unknown among practicing design-

ers and unmentioned in design education

or discussions o design theory.

 

Designers’ early interest in cybernetics accom-

panied cybernetics’ brie time in the spotlight

o popular culture. First-generation thinking oncybernetics infuenced rst-generation thinking on

design methods.[2] And second-generation design

methods[3] has many parallels in second-order

cybernetics.[4]

 

Both cybernetics and the design-methods move-

ment ailed to sustain wide interest. One reason is

that initially both had limited practical application;

in some sense, they were ahead o their times and

the prevailing technologies. That may be changing.

Particularly in the world o design, cybernetics is

newly relevant.

Ross Ashby lists as the “peculiar virtues o cyber-

netics” its treatment o behavior and complex-

ity.[5] Both topics increasingly concern designers,

especially those designing “sot” products, those

engaged in interace design, interaction design,

experience design, or service design. In these

areas, where designers are concerned with “ways

o behaving”—with what a thing does as much as

what it is or how it looks—here, cybernetics can

help designers.

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Dubberly Design Oce 3

Over the last century, the arc o development

o design practice[6] has been rom objects, to

systems, to communities o systems. Design

practice has moved rom a ocus on hand-crat and

orm, through an increased ocus on meaning and

structure, to an increasing ocus on interaction and

services—what we call “service-crat.”

 

Service-crat includes the design, management,

and ongoing development o service systems, the

connected touch-points o service delivery. Touch-

points are where participants interact with serviceproviders or machines, either in person or through

communications networks. For an airline, its

website, check-in kiosk, fight attendants, and seats

are some o many touch-points. Shelly Evenson de-

scribes service as “the experience participants have

as they move through a series o touch-points.”[7]

Design’s Shift to Service-Craft

For some people, service still connotes menial

tasks, e.g., washing dishes. Yet service systems are

at the cutting edge o consumer electronics, e.g.,

Apple’s iPod-iTunes-Store system or Nintendo’s

Wii-online service. Service systems are also the

very denition o e-business, e.g., Amazon, eBay,

or Google.

 

Kevin Kelly, ormer editor o Wired magazine put it

very well, “. . . commercial products are best treated

as though they were services. It’s not what you sell

a customer, it’s what you do or them. It’s not whatsomething is, it’s what it is connected to, what it

does. Flows become more important than resourc-

es. Behavior counts.”[8]

 

Today, the leading edge o design practice increas-

ingly involves teams o people (oten including

many specialties o design) collaborating on the de-

velopment o connected systems, teams o people

collaborating in service-crat.

The dierence between traditional and emerging

design practice may be characterized as:

 

Hand-Crat Service-Crat 

 

Subject  Things Behaviors

Participant(s)  Individual Team

Thinking  Intuitive Reasoned

Language  Idiosyncratic Shared

Process  Implicit Explicit

Work  Concrete Abstracted

Construction Direct Mediated

O course, hand-crat has not gone away, nor is

service-crat divorced rom hand-crat. Hand-crat

plays a role in service-crat (just as in developing

sotware applications, coding remains a orm o

handcrat). While service-crat ocuses on behavior,

it supports behavior with artiacts. While service-

crat requires teams, teams rely on individuals.

Service-crat does not replace hand-crat; rather

service-crat extends or builds another layer upon

hand-crat.

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Dubberly Design Oce 4

Service-crat is emerging within the context o

larger changes. The shit to a knowledge-service

economy and the rise o inormation-communica-

tion technology are changing the way we live. The

interplay o the two uels the growth o both, which

continues to accelerate. Another revolution is in the

making, as sensors prolierate, e.g., Apple’s iPhone

will include at least 5 sensors: camera, microphone,

proximity sensor, motion sensor, and touch sensor

(and maybe GPS, too). And more things have inter-

net addresses, e.g., soon, you may be able to nd

your car keys by using Google. 

These changes create opportunity or new prod-

ucts, new businesses, and new types o human

activity. They create opportunity or new areas o

design practice, but the approach to design that is

ecient or a cratsman making individual objects

does not scale or teams developing service sys-

tems. To take advantage o the opportunities now

opening up, designers must develop new tools,

new methods, and new language.

 

Service-crat requires new language—language

that is not a part o hand-crat. The need or new

language in service-crat stems rom at least three

sources.

The Need for New Language in Design

First, service-crat takes place in teams. Each team

member wants to know what to expect and what

others expect in return. Communication is key. Pro-

cess, goals, and measures must be made explicit

to everyone on the team. Designers need new lan-

guage to talk to each other about complex projects.

Hand-crat has no such language.

 

Second, services are largely immaterial. Birgit

Mager notes that services are manuactured at

point o delivery.[9] Their essence is more about

relationships than entities. In a sense, services arealive. Feedback and dialog (conversation) take on

special importance. Designers need new language

to help them discuss behavior. Hand-crat has no

such language.

Third, systems oten reveal only a ew acets at

one time. Understanding a whole system can be

dicult. In service-crat, the nal object o design

cannot be viewed directly or in total. It must always

be viewed in part, oten only by proxy or through

mediation. Trying to understand the community

o systems that make up an online service such as

Amazon is dicult, because we have nowhere to

stand, which aords a complete view. Looking at

Amazon through a web-browser is like looking at

Versailles through a keyhole in a gate in the wall

around the garden; you have a sense o a ew partsbut cannot easily grasp the complete structure. And

or most visitors at least, the complex plumbing

that powers the ountains remains almost invisible.

Making matters more dicult, electronic systems

change requently. Designers need new language

to represent dynamic systems. Hand-crat has no

such language.

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Dubberly Design Oce 5

A language or thinking about living systems is be-

coming essential or the practice o design, at least

in the world o service-crat.

 

Learning a new language increases our repertoire.

New words may enable us to think about new

ideas. More words may enable us to make ner dis-

tinctions. Our thinking and communicating become

more precise—we become more ecient. We can

work at deeper levels and take on more complex

tasks—we become more eective. Our view o our

work and ourselves takes on greater coherence—we become more integrated.

Cybernetics as a Source

for New Language in Design

 

Forty years ago, in Notes on the Synthesis o Form,

Christopher Alexander described the growing role

o modeling in design practice.[10] In the last 10

years, much o design practice has come to rely

on modeling. Designers have begun to develop

language or discussing behavior—ways o under-

standing dynamic systems and visualizing patterns

o inormation fows through systems.

 Today, most models ound in design practice are

highly specic to the situation at hand. Designers

rarely view the situation they are modeling as an

example o a larger class and thus rarely draw on

broader rameworks as a basis or their model-

ing. To be sure, designers have developed some

conventions or modeling, e.g., site maps, applica-

tion fow diagrams, and service blueprints. But or

the most part, conventions or modeling are still

not widely shared or well-dened within design

practice.

In design discourse, most rameworks have

been “cherry-picked” rom the social sciences and

semiotics. For the most part, designers have not

established a rm oundation or organized systems

or their modeling. Richard Buchanan’s ormulation

o design within rameworks o rhetoric—“design

as rhetoric”—is a notable exception.[11]

 

The authors propose cybernetics as another rich

source o rameworks or design practice, similar to

the social sciences, semiotics, and rhetoric. We also

propose cybernetics as a language—a sel-reinorc-ing system, a system o systems or ramework o

rameworks or enriching design thinking.

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Dubberly Design Oce 6

Much o design practice comes down to two mod-

els: a model o the current situation and a model

o the preerred situation. Alexander points out the

need to abstract the essence o the existing situa-

tion rom the complexity o its concrete maniesta-

tion. Abstracting the situation makes it easier or

us to consider meaningul changes, to nd alterna-

tives we might preer. Alexander also underscores

the need to make models visible, to provide repre-

sentations or ourselves and others to analyze and

discuss.[12]

 Cybernetics oers conceptual rameworks or un-

derstanding and improving the things we design.

 

At the heart o cybernetics is a series o rameworks

or describing dynamic systems. Individually these

rameworks provide useul models or anyone

seeking to understand, manage, or build dynamic

systems. Together, these rameworks oer much o

the new language design needs as it moves rom

hand-crat to service-crat.

 

In our teaching and in our practice, we have

ound seven cybernetic rameworks to be espe-

cially useul.

Cybernetic Frameworks for Modeling What We Design

1) First-Order Cybernetic System

A rst-order cybernetic system detects and corrects

error; it compares a current state to a desired state,

acts to achieve the desired state, and measures

progress toward the goal. A thermostat-heater

system serves as a canonical example o a rst-

order cybernetic system, maintaining temperature

at a set-point.

 

A rst-order cybernetic system provides a rame-

work or describing simple interaction. It introducesand denes eedback. It rames interaction as

inormation fowing in a continuous loop through

a system and its environment. It rames control in

terms o a system maintaining a relationship with

its environment. It orms a coherence in which

goal, activity, measure, and disturbance each

implies the others.

 

This ramework is useul or designers thinking

about interaces. It provides a template or model-

ing basic human interaction with tools, machines,

and computers. It also provides a template or

modeling machine-to-machine interaction or the

interaction o processes running on computer

networks.

 

[Please see diagram o a First-Order Cybernetic 

System on page 17] 

2) Requisite Variety

Ross Ashby’s denition o requisite variety provides

a ramework or describing the limits o a system—

the conditions under which it survives and those

under which it ails. For example, humans have

variety sucient to regulate their body temperature

within a airly narrow range; i we get too cold or

too hot, we will die quickly.

 

This ramework is useul because it orces

designers to be specic when describing systems.It suggests crisp denition o range, resolution, and

requency or measures related to goals, actuators,

and sensors. The ramework also enables discus-

sion o the validity o goals. What is the range

o disturbances we should design the system to

withstand? Is the cost o additional variety in the

system warranted by the probability o additional

variety in disturbances?

 

[Please see diagram o Requisite Variety 

on page 18] 

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Dubberly Design Oce 7

3) Second-Order Cybernetic System

A second-order cybernetic system nests one rst-

order cybernetic system within another. The outer

or higher-level system controls the inner or lower-

level system. The action o the controlling system

sets the goal o the controlled system. Addition

o more levels (or “orders”) repeats the nesting

process.

 

A second-order cybernetic system provides a

ramework or describing the more complex inter-actions o nested systems. This ramework provides

a more sophisticated model o human-device inter-

actions. A person with a goal acts to set that goal

or a sel-regulating device such as a cruise-control

system or a thermostat.

 

This ramework is also useul or modeling com-

plex control systems such as a GPS-guided auto-

matic steering system. It is also useul or model-

ing ecologies or organizational or social control

systems such as the relationship between insurer,

disease management organization, and patient.

This ramework also provides a way o modeling

the hierarchy o goals oten at play in discussions

o “user motivation,” which take place during de-

sign o sotware and service systems.

 

[Please see diagram o a Second-Order Cybernetic 

Systems on page 19] 

4) Conversation, Collaboration, and Learning

(Participatory System)

Gordon Pask dened a conversation as interac-

tion between two second-order systems.[13] This

ramework distinguishes between discussions

about goals and discussions about methods, and it

provides a basis or modeling their mutual coor-

dination—or what Humberto Maturana called “the

consensual coordination o consensual coordi-

nation o action.” It also distinguishes between

it-directed (control) and other-directed (communica-tion). Pask also used the ramework in discussions

o collaboration and learning. Michael Geoghegan

wryly observed, “The mouse teaches the cat. . .

O course, . . . the cat also teaches the mouse.”[14]

This ramework is useul or modeling the larger

service systems in which many o the products o

interaction design are situated. It provides a basis

or beginning to model communities, exchanges,

and markets, and interactions such as negotiation,

coöperation, and collaboration.

 

The conversation ramework suggests a sort o

ideal: two second-order systems collaborating.

Comparing this model o human-human interaction

with typical human-computer interaction suggests

many opportunities or improvement. Today, thetypical ramework or human-computer interaction

might best be described as a second-order system

(a person) interacting with a rst-order system (a

device). Designing second-order sotware systems

to understand user goals and aid goal ormation

suggests a new way or people to work with com-

puters.[15]

 

[Please see diagram o Conversation on page 20] 

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Dubberly Design Oce 9

These seven rameworks are useul in a variety

o ways, or example: analyzing existing systems;

comparing systems which may at rst appear very

dierent; discerning and organizing patterns o

interaction; and evaluating the way a proposed

design ts its context. These rameworks apply at

several scales: simple interaction between human

and device; interaction among component sub-sys-

tems; interactions among people through devices

or services; interactions between people and busi-

nesses (C2B) and between businesses (B2B); and

interactions within markets.

These rameworks also provide a way to look

orward in design and suggest the kinds o research

rom which design practice—and development o

sotware applications and services—may ben-

et. O particular interest or design research are

systems that model user’s goals, systems that help

users model and clariy their own goals, systems

that acilitate participation, sel-organizing systems,

and systems that evolve.

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Dubberly Design Oce 10

The previous section described the application

o cybernetic rameworks to design practice. It em-

phasized using the rameworks to model existing

situations and imagine preerred situations.

It ocused on using cybernetic rameworks to mod-

el what we design. This section ocuses on using

cybernetic rameworks to model how we design—

to model the design process itsel. Another way to

approach this subject is to think o designing the

design process; that is, adapting the design process

to its context. Here again, cybernetic rameworks

may be useul. 

Cybernetics oers conceptual rameworks or

understanding and improving design processes

and thus their outcomes.

Cybernetic Frameworks for Modeling How We Design

The seven rameworks we described in the previ-

ous section can also model the design process:

 

1) First-Order Cybernetic System

Design is a cybernetic process. It relies on a

simple eedback loop: think, make, test (in Walter

Shewhart’s words, “plan, do, check.”)[20] It requires

iteration through the loop. It seeks to improve

things, to converge on a goal, by creating proto-

types o increasing delity.

 In Herbert Simon’s words, “Design is devising

courses o action aimed at turning existing situ-

ations into preerred ones.”[21] Alan Cooper has

called this process “goal directed.”[22] When we

design, we try to achieve goals, oten by imaging

the goals o people we hope will use our products.

 

A model o design as a eedback process applies

equally well to design in the traditional hand-crat

mode or in the new service-crat mode. In both

cases, the designer relies on eedback. What diers

is the nature o their prototypes and the degree to

which they articulate their goals separately rom

their product.

2) Requisite Variety

Design teams, product development teams,

or whole companies (as well as individual design-

ers) have variety; that is, they have a set o skills

and experience which they may bring to a project.

We can evaluate the tness o a team or even

individuals or a task in terms o the variety they

bring. Does the team have the variety required to

be successul in this task? O course, to answer the

question, we must understand the goals o the task

and possible disturbances.

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Dubberly Design Oce 11

3) Second-Order Cybernetic System

Douglas Engelbart has described a process he calls

“bootstrapping”, which involves three nested cyber-

netic systems. Level 1 is “a basic process.” Level 2

is ‘a process or improving “basic processes.”’

And level 3 is a process or improving ‘the process

o improving “basic processes.”’

 

Here’s an example. John’s team is responsible or

producing a new widget—a level 1 process. John

begins holding weekly meetings (Friday aternoonbeer busts) at which his team discusses problems—

a level 2 process. Implementing ideas rom their

meetings lowers the widget deect rate. Manage-

ment asks John to share his improvement and

decides to mandate Friday aternoon beer busts

or the entire company—a level 3 process.

 

John Rheinrank pointed out the need or three-lev-

el systems in creating sustained quality manage-

ment and building true learning organizations.[23]

4) Conversation

Design is conversation, between designer and

client, between designer and user, between the

designer and himsel or hersel. Design involves

the consensual coordination o goals and methods.

 

Framing design in terms o conversation has

broad implications, challenging the designer’s role

as expert and casting him instead as acilitator.

[More about this idea later.]

 5) Bio-cost

Robert Pirsig has written eloquently about “gump-

tion traps,” ways in which people loose the energy

necessary to sustain quality work.[24] A gumption

trap is a source o bio-cost in the design process.

6) Autopoiesis

One o the great challenges acing the design

proession is how it can create sustained learn-

ing about design practice. In recent years, several

universities have begun to grant Ph.D.s in design,

but design research is still young and relatively un-

ormed. The eedback systems necessary to sustain

it are not yet in place. Designers need a sel-sus-

taining, learning system whose components make

and re-make itsel: the curricula must contain ‘the

practice’ while also capturing processes that learnwhile also sustaining those that already exist.

Inherent in the seven cybernetic rameworks are

mechanisms to make such activities explicit or the

design community and or the institutions (schools,

consulting studios, and corporate design oces)

that support it.

 

7) Evolution

Designers also lack tools or evolving their tools

and processes. Progress is slow; innovation is

inrequent. Globalization may put pressure on the

current environment and orce more rapid change.

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Dubberly Design Oce 12

The design process is more than a eedback loop,

more than a bootstrapping process, more even

than a “simple” conversation. An approach to de-

sign that considers second-order cybernetics must

root design rmly in politics. It views design as

co-construction, as agreeing not just on solutions

but also on problems. It recognizes what Horst

Rittel called “the symmetry o ignorance” between

designer and client.[25] It views design as acilita-

tion—as managing a conversations about issues.

 

For Rittel the main thing in design was managingthe myriad issues involved in dening what a team

is designing. His view led to early work in creating

issues-based inormation systems (IBIS), which

provided a oundation or more recent research in

design rationale, which is still an on-going area o

inquiry.[26]

 

Heinz von Foerster pointed out the limitations o

dening systems in objective terms. Von Foerster

asked, “What is the role o the observer?”[27]

Horst Rittel pointed out the limitations o dening

design in objective terms. Designers oten describe

their work as problem solving, but Rittel asked,

“Whose problem is it?” He showed that the raming

o the problem is a key part o the process. He pos-

ited agreement on denition o the problem as a

political question. And he noted that some (“wick-

ed-hard”) problems dey agreement, or example,

in modern times, bringing peace to Palestine or

creating universal health care.[28]

 

Rittel also noted that i design is political, then ar-gumentation is a key design skill. Here is a design

theorist with a background in physics and opera-

tions research, infuenced by cybernetics, conclud-

ing design is not objective but instead political

and thus rooted in rhetoric. He comes to the same

conclusion as Richard Buchanan, who has a back-

ground in the humanities. This link is extraordinary.

A Constructivist View—Design as Politics

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Dubberly Design Oce 13

Our culture is undergoing a change as proound

as the industrial revolution, which gave birth to

the design proession. The ongoing shit to a knowl-

edge-service economy and the continuing growth

o inormation-communication technology will

prooundly change the practice o design.

 

Design educators need to respond to these

changes.

Cybernetics can help designers make sense o the

complex new world they ace. Cybernetics can

inorm design on at least three levels: 1) modeling

interaction—human-human, human-machine, or

machine-machine, 2) modeling the larger service

systems in which much interaction takes place, and

3) modeling the design process itsel.

As the ounders o cybernetics and the design

methods movement pass away,[29] the risk increas-

es that much o what they learned could be lost to

uture generations. That would be a tragedy. 

We urge design educators to radically alter the

current approach to design education and to adopt

a systems view incorporating in their teaching the

language o cybernetics—and rhetoric.

A Call for Curriculum Change

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Dubberly Design Oce 15

[1]

Nortbert Wiener lectured at the Hochschule ür

Gestaltung Ulm (HG Ulm). Ulm required students

to take a course in cybernetics. Herbert Simon

noted the relationship o cybernetics to design

in Sciences o the Artifcial . Stewart Brand recom-

mended books on cybernetics right alongside

those on design theory in his Whole Earth Catalog .

 

[2]

Two ounders o the design methods movement,

Bruce Archer and Horst Rittel, explicitly mentioncybernetics in their writing on design. Rittel

incorporated cybernetics in his courses on design

methods at UC Berkeley.

 

[3]

In 1972, Horst Rittel proposed a second genera-

tion o design methods in “On the Planning Crisis:

Systems Analysis o the ‘First and Second Genera-

tions.’” He stressed the diculty o maintaining

an objective view o design, and he presented the

second-generation approach as an expert-less

argumentative process that is inherently

collaborative and political.

Footnotes

[4]

In a 1972 lecture, Heinz von Foerster proposed

second-order cybernetics. He noted the role o

the observer in describing systems, and he too

stressed the diculty o maintaining an

objective view.

 

[5]

Ashby, W. Ross, An Introduction to Cybernetics ,

Chapman & Hall, Ltd., London, 1957.

 

[6]While design has many similarities to architecture,

architectural practice has a separate history, which

we will not cover here.

 

[7]

Evenson, Shelley, “The Future o Design? Design-

ing or Service”, presentation delivered at Emer-

gence Conerence: Service Design, Pittsburgh,

Pennsylvania, September 8, 2006.

 

[8]

Kelley, Kevin, Out o Control: The New Biology 

o Machines, Social Systems, and the Economic 

World , William Patrick Books, 1994, page 27.

 

[9]

Mager, Birgit, Service Design: A Review , Köln

International School o Design, Köln, 2004.

[10]

Alexander, Christopher, Notes on the Synthesis 

o Form, Cambridge, Massachusetts, Harvard

University Press, 1964.

[11]

Buchanan, Richard, “Design and the New Rheto-

ric: Productive Arts in the Philosophy o Culture,”

Philosophy and Rhetoric , Vol. 34, No. 3, 2001, The

Pennsylvania State University, University Park,

Pennsylvania.

 [12]

Alexander, Christopher, op cit.

 

[13]

Pask, Gordon, “Introduction”, Sot Architecture 

Machines , (by Nicholas Negroponte), The MIT

Press, Cambridge, Massachusetts, 1975.

 

[14]

Geoghegan, Michael, and Esmonde, Peter, Notes

on the Role o Leadership and Language in Regen-

erating Organizations, Sun Microsystems, Menlo

Park, Caliornia, 2002.

 

[15]

Pangaro, Paul, “Participative Systems”, a presenta-

tion available at http://www.pangaro.com/PS/ 

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Dubberly Design Oce 16

[16]

Geoghegan, Michael, op cit.

 

[17]

Varela, F., Maturana, H., and Uribe, R.,

“Autopoiesis: The Organization o Living Systems,

Its Characterization and a Model,” Biosystems ,

Vol. 5 (1974), pp. 187–196.

 

[18]

Geoghegan, Michael, op cit.

 [19]

Discussion between the author

and the individuals cited.

 

[20]

Shewart, Walter A., Statistical Method rom the 

Viewpoint o Quality Control , 1939.

 

[21]

Simon, Herbert, Sciences o the Artifcial ,

The MIT Press, Cambridge, Massachusetts, 1969.

 

[22]

Cooper, Alan, The Inmates Are Running the 

Asylum: Why High-Tech Products Drive Us Crazy 

and How to Restore the Sanity , SAMS, 1999.

 

[23]

Discussion between the author

and the individual cited.

[24]

Pirsig, Robert, Zen and the Art o Motorcycle Main- 

tenance: An Inquiry into Values , William Morrow

and Company, New York, New York, 1974.

 

[25]

Rittel, Horst, “On the Planning Crisis: Systems

Analysis o the ‘First and Second Generations,’”

Bedrits Økonomen. 8 (1972): 360–396.

 

[26]

Rittel, Horst, “Issues as Elements o InormationSystems,” Working Paper No. 131. Berkeley: Insti-

tute o Urban and Regional Development, Univer-

sity o Caliornia, 1970.

 

[27]

von Foerster, Heinz, “Disorder/Order, Discovery

or Invention,” in Disorder and Order , Proceedings

o the Stanord International Symposium, Paisly

Livingston (Ed.), 1981.

 

[28]

Rittel, Horst, and Webber, Melvin, “Dilemmas in

a General Theory o Planning”, Panel on Policy Sci- 

ences , American Association or the Advancement

o Science, 4 (1969): 155–169.

 

[29]

Gordon Pask died in 1996; Heinz von Foerster in

2002; Horst Rittel in 1990, and Bruce Archer in 2005.

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System

Goal

Environment

Disturbances

a Comparator

i   s  em b  o d i   e d i  n

subtractsthe current state value

from

the desired state value

to determine

the error

   i  s  m  e  a  s  u  r  e   d   b  y

 af  f   e c  t   s  t  h  e

. . . describes a relationship

that a system desires to have

with its environment

. . . may be characterized as certain types

typically falling within a known range;

but previously unseen types may emerge

and values may vary beyond a known range;in such cases the system will fail

because it does not have requisite variety

. . . hasresolution – (Accuracy)

frequency – (Latency)

range – (Capacity)

. . . hasresolution

frequency

range

  c  a  n  a   f   f  e  c   t   t   h  e

i  n p u t  

 o u t   p u t  

a Sensor passes the current state value to . . . . . . . . . . responds by driving an Actuator

1. First-Order Cybernetic System

Dubberly Design Oce 17

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Result = EV Preserved(system succeeds—“lives”)

Variety in

Disturbance

Example: A

Example: B

Example: C

Example: A

Example: B

Example: C

Variety in

Response

Result = EV Destroyed(system fails—“dies”)

Variety in

Disturbance

Variety in

Response

(No response)

(No response)

(No response)

A regulator achieves a goal (preserves an essential

variable) against a set o disturbances. To succeed,

variety in the regulator must be equal to or greater

than the variety o disturbances threatening the

system. I this is so, we say the system has requi-site variety.

2. Requisite Variety

Dubberly Design Oce 18

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Observed System

Goal

Environment

Disturbances

aComparator

i   s  em b  o d i   e d i  n

subtracts

the current state valuefrom

the desired state value

to determinethe error

   i  s  m  e  a  s  u  r  e   d   b  y

 af  f   e c  t   s  t  h  e

. . . describes a relationshipthat a system desires to havewith its environment

. . . hasresolution – (Accuracy)frequency – (Latency)range – (Capacity)

. . . hasresolutionfrequencyrange

  c  a  n

  a   f   f  e  c   t   t   h  e

i  n p u t  

 o u t   p u t  

a Sensor passes the current state value to. . . . . . . . . . responds by driving an

Actuator

Observing System

Goal

a Comparator

i   s  em b  o d i   e d i  n

subtractsthe current state value

from

the desired state valueto determine

the error

   i  s  m  e  a  s  u  r

  e   d   b  y

 af  f   e c  t   s  t  h  e

. . . describes a relationshipthat a system desires to havewith its environment

. . . hasresolution – (Accuracy)

frequency – (Latency)

range – (Capacity)

. . . hasresolution

frequency

range

i  n p u t  

 o u t   p u t  

a Sensor passes the current state value to . . . . . . . . . . responds by driving an Actuator

3. Second-Order Cybernetic System

An automatic eedback system (rst-order) is

controlled by another automatic eedback system

(second-order). The rst system is ‘nested’ inside

the second.

Dubberly Design Oce 19

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Conversation about goals and methods

Participant A Participant B

Cooperation to achieve goals

Participant A Participant B

Collaboration for common goals

Participant A Participant B

4. Collaboration and Learning (Participatory System)

Dubberly Design Oce 20

Participants converse about goals and about meth-

ods to achieve them (horizontal loops). Internally,

each participant checks or consistency in the con-

versation (vertical loops).

Example—A: (Upper horizontal) It’s important that

I avoid certain ood allergies and minimize choles-

terol. (Lower horizontal) So I buy the ingredients

and prepare nearly all my meals mysel.

Participants ask each other to help achieve goals by

perorming necessary tasks (criss-cross). A’s goals

and B’s goals may be dierent, but each agrees to

help with the other’s goal.

Example—A: (Upper let to lower right) Would you

mind going to the store or me on your way home?

I need some organic cabbage.

B: Sure. Think you can pick up my cleaning rom

downstairs?

Participants agree to collaborate on the ormulation

o goals and agree on methods to achieve them. In

this sense, they merge to become a single system

o goals and actions. In exchange or losing their

individuality, they lower their individual bio-cost.

Example—A/B: Let’s decide what to make. Then we

can go together to the store to buy whatever ingre-

dients we need.

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Goal

Means

– Cost

Gain +

Bio-cost describes the eort

(in energy, attention, time, stress)

expended by an organism to reach a goal.

Value = Bio-gain – Bio-cost

5. Bio-cost

Dubberly Design Oce 21

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Dynamic

Transformations

(Metabolism)

Semi-permiable

Boundary

(Membrane)

maintain themselves and a

creates an environment which supports

6. Autopoiesis

Maturana writes,

“ . . . living beings are characterized in that, literally,

they are continually sel-producing.”

They contain a set o dynamic transormationsthat maintain themselves and their boundary.

The two arise together, not in sequence.

Dubberly Design Oce 22

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A

B

C

A

B

C

A

B

D

A

B

C

A

B

D

A

B

D

B

D

E

X

Y

Z

X

Y

Z

W

Y

Z

X

Y

Z

W

Y

Z

W

Y

Z

V

W

Y

InteractionInteraction

Generation n n + 1 n + 2 . . .

Organism

An organism requires variety to counter distur-

bances rom its environment. With sucient variety

an organism will survive long enough to repro-

duce.

Its ospring will be similar, but some may exhibit

changes in variety—mutations. This new variety

may be more (or less) eective countering distur-

bances rom the environment. Organisms that

are more eective will survive longer and multiply

aster.

Environment

At the same time, the environment may also

evolve, changing the variety o disturbances it

poses. Both processes eect each other. Changes

in variety in the organism may eect evolution o

its environment, and likewise changes in variety in

environmental disturbances will eect evolution

o the organism.

7. Evolution (in Terms of Requisite Variety)

23Dubberly Design Oce