The system-user paradox: do we need models or should we grow ecologies?

A. Penn
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引用次数: 5

Abstract

One of the fundamental aims of system design is to make the user unaware of a system's presence. You only become aware of something when it has gone wrong. And yet there is a paradox here. In order to design a system that is transparent to the user we seem to need to be completely aware of it and of its deep structure. This paradox is associated with what is known as the 'problem of mapping'. This is the problem of how to move from abstract representations of tasks, knowledge and data structures to a concrete representation of the structure of dialogues and interactions required for a specific implementation. In this paper I review some of the history of a different field of design -- architecture -- in its search for design methodologies. Using that history I suggest that underlying the paradox lies a paradigm -- a set of ideas tha we think with rather than of -- in which some of our most deeply held assumptions may be at fault. In particular I suggest that the established task modelling approach assumes as basic the distinction between user and system, while for any 'well working' system the user must actually become literally embedded. That is, the distinction between user and system should, from the user's point of view, effectively disappear. I suggest that this sort of disappearance can result from consideration of design in terms of designing and managing ecologies. I illustrate this with studies of health buildings. This suggestion seems to be in line with recent thinking in both philosophy and cognitive science, however it does raise serious questions for methodology in engineering design -- by which I mean in the broadest sense, systems which appear purposive. I conclude that as computing becomes pervasive, methods in which design is considered as a form of 'reflective practice' may need to be adopted in systems design.
系统-用户悖论:我们需要模型还是应该发展生态?
系统设计的基本目标之一是让用户不知道系统的存在。只有当事情出错时,你才会意识到。然而,这里有一个悖论。为了设计一个对用户透明的系统,我们似乎需要完全了解它及其深层结构。这个悖论与所谓的“映射问题”有关。这就是如何从任务、知识和数据结构的抽象表示转变为特定实现所需的对话和交互结构的具体表示的问题。在这篇文章中,我回顾了一些不同设计领域的历史——建筑——在寻找设计方法的过程中。根据这段历史,我认为,这个悖论的基础是一种范式——一套我们用而不是用之思考的观念——在这种范式中,我们最根深蒂固的一些假设可能是错误的。我特别建议,既定的任务建模方法假设用户和系统之间的基本区别,而对于任何“运行良好”的系统,用户必须真正嵌入其中。也就是说,从用户的角度来看,用户和系统之间的区别应该有效地消失。我认为这种消失可能是由于从设计和管理生态的角度考虑设计的结果。我用对健康建筑的研究来说明这一点。这一建议似乎与最近哲学和认知科学的思想一致,然而它确实对工程设计的方法论提出了严重的问题——我指的是在最广泛的意义上,似乎是有目的的系统。我的结论是,随着计算的普及,在系统设计中可能需要采用将设计视为一种“反思实践”形式的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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