[RRE]Institutional Analysis for Design

From: Phil Agre (pagreat_private)
Date: Thu Dec 27 2001 - 19:32:14 PST

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      Institutional Analysis for Design
    
      Phil Agre
      http://dlis.gseis.ucla.edu/pagre/
    
      This is a draft.  Please do not quote from it.
    
      Version of 27 December 2001.
      7300 words.
    
    
    //1 Introduction
    
    I want to talk about two different methods of analyzing a problem for
    purposes of design: the device-centered method and the institutional
    method.  The device-centered method talks about users -- and thus
    may present itself as being "user-centered" -- but it talks about
    users using concepts drawn from the attributes of the device, or
    from the design space of possible devices.  The institutional method,
    by contrast, talks about users in social terms.  The device-centered
    method is by far the most common in the computer world today, but its
    limitations increasingly argue in favor of the institutional method.
    
    Having been trained as a computer person, I expect that my argument
    will seem foreign to many designers.  So before launching in, I want
    to explain briefly where this exotic concern with sociology is coming
    from.  Back in the old days when computers were large objects locked
    in air-conditioned rooms, designers had enough problems getting
    the computers to work at all.  Later their job became fitting the
    computers into an organization's existing work practices, and later
    still they became concerned with the convenience of the isolated
    user (see Andrew L. Friedman, Computer Systems Development: History,
    Organization and Implementation, Wiley, 1989).  At each step, the
    computer has moved further out of the closet and become more entwined
    with the lives of the people who use it.  And those people live
    their lives in the social world.  We can look at the social nature
    of computing from at least three perspectives:
    
    (1) Design is a social process, with a variety of players and
    issues, and the design process is becoming more complicated as more
    considerations are brought to bear on designers' choices.
    
    (2) Computer use is a social process, and the process of computer
    use is becoming more complicated as security problems proliferate
    and users form themselves into advanced communities.
    
    (3) Computers mediate social relationships, and Web-based tools are
    capturing and supporting those relationships in more detailed ways.
    
    In these ways and more, system designers are already sociologists;
    it is just a question of becoming better sociologists by drawing
    the social content of computers and their design and use into the
    open.  Several research movements have arisen to serve this need,
    such as social informatics, participatory design, computer supported
    cooperative work, and economic and legal analysis.  To speak of
    "institutional analysis" is partly to reconstruct these diverse
    approaches on top of a common theoretical framework.  Institutional
    analysis of computing has already been under way for a quarter-
    century, so I am not claiming to have invented it.  Instead, I
    am trying to draw in a broader range of concepts from the various
    literatures on institutions in order to provide the field with a
    broader range of intellectual resources.
    
    Here, then, is the problem that I would like to use to illustrate
    the difference between institutional and device-centered analysis.
    To begin with, imagine a world of ubiquitous computing.  Individuals
    carry around their own portable and wearable devices, all of which are
    wirelessly networked to one another and to the general public network.
    Places such as cafes, offices, cars, and night clubs are equipped with
    their own devices, all of them also networked to one another and to
    the public network.  Individuals' devices are capable of interacting
    with any other device in the world, including devices that become
    relevant through their physical proximity.  The general idea is that
    the individuals' devices are extensions of themselves, and support the
    full range of activities and involvements that the individual engages
    in.  Using these devices, individuals will become both more embedded
    in their local surroundings -- through the connections that the
    devices establish (either spontaneously or by command) with devices
    in the immediate environment -- and less embedded in those surroundings
    -- through the connections that the same devices establish (likewise)
    with an unbounded range of devices elsewhere in the network.
    
    We want to design devices for this world, but we understand from the
    start that these devices will not stand alone.  Rather, the devices
    will all be built atop a common architecture.  This architecture
    starts with basic networking protocols like the 802.11 family,
    the Ethernet, and the Internet, all layered in a hopefully rational
    way.  The guts of the architecture, though, lies in higher layers
    -- the middleware that provides generic services like file service,
    transaction processing, encryption, document management, digital
    libraries, and cross-media communication channels.  It is easy
    -- far too easy -- to design this middleware architecture in a way
    that excludes a priori whole categories of potential applications.
    As a result, the design process will be doomed from the start unless
    it can characterize the design space.
    
    //2 The device-centered approach
    
    Unfortunately, the design space is extremely hard to characterize
    because it is so large.  And this is where the distinction between
    the institutional and device-centered approaches becomes important.
    Let us first consider the matter from a device-centered perspective.
    Starting from the attributes of the devices -- and from attributes
    of the user that follow from them -- we can start naming issues and
    drawing distinctions:
    
    (1) If an individual is alone in a place, then the place can adapt
    itself to the individual -- displaying certain information on its
    devices, setting itself to engage in certain kinds of interaction,
    loading a user's preferences for the behavior of various features,
    cueing certain content, directing sensors to measure some aspects
    of the environment and not others, adjusting lights and environmental
    controls, and even configuring motorized furniture and architectural
    elements such as partitions.  If several individuals occupy the same
    place, however, whether stably or in a shifting population, then the
    place somehow needs to configure itself to the needs of the whole
    population, and it will matter whether everyone is present for the
    same purpose or different purposes, whether they need to allocate
    access to devices, whether the space needs to be subdivided in one
    sense or another, and so on.
    
    (2) The network knows who you are, or at least it has an identifier
    that tracks you from one place to the next, even if it cannot connect
    that identifier to other identifiers in other databases.  In fact,
    it's not the network that tracks you but various entities that you
    relate with through the network.  At any given moment, you maintain
    relationships to all of those entities, and in principle many of
    them are capable of influencing the behavior of devices on you and
    around you, whether through their initiative or yours or someone or
    something else's.  But interaction in this world need not be competely
    personalized.  Complete personalization is only one corner of the
    design space.  The ways in which different devices interact with
    you might depend on many different kinds of information: attributes
    that you have (e.g., groups that you are a member of), statistical
    inferences (e.g., gathered through the history of interaction with
    other individuals about whom the entities in question might have
    partial information), individuals' policies and situated choices about
    what actions to take and what information to reveal (e.g., making some
    documents public as on the Web), and so on.
    
    (3) Privacy will be a concern, including the privacy of the various
    people in a space vis-a-vis one another.  At one extreme, all of their
    personal devices will be open to one another, forming a single pooled
    data space.  At another extreme, the goal will be to create completely
    disjoint activity-spaces in both a physical and an electronic sense
    for each individual.  In the middle ground, rules and commands will
    be needed to govern the movement of information between the different
    users' personal data spaces.  Privacy will also be a concern between
    the individual and whoever is in charge of the space.  For example,
    in a market environment the interactions between people and place
    might be governed by the protocols of a type of transaction, so that
    no information needs to be transferred except what's defined within
    those rules.  In a work environment, rules will need to be established
    for the kinds of access that an employer might have to the states of
    the employees' devices, which presumably record fine details of their
    work activities.
    
    (4) The spaces in question might support a simulation, for example
    in an entertainment or training context.  Computational objects will
    need to be created somewhere on the network, according to ancient
    custom, to represent the objects in the simulated world.  Then the
    devices' interfaces will all be configured to simulate the setting
    being simulated, and computational resources will be brought online
    to generate the needed animation, compute and display consequences
    of simulated actions, and so on.  Simulation spaces can be more or
    less encompassing, from the decorations of a theme bar to the total
    immersion of a military training exercise.
    
    (5) Interfaces in this world might be organized according to various
    metaphors, by analogy to the famous (if inconsistent and half-baked)
    desktop metaphor in personal computing.  One metaphor might be the
    "backpack" in which individuals carry around the virtual documents
    and devices that they use in various environments.  We can easily
    imagine someone sitting down in a cafe and spreading their paperwork
    on the table, whether for their own use or to share with someone
    else, such as a customer.  The objects in the backpack would interact
    with whatever devices they find in the vicinity, converting formats
    where necessary or providing the user with options about which nearby
    devices should be recruited for which purposes.  The backpack metaphor
    suggests an obvious set of operations: adding things to the backpack,
    cleaning it up, securing it against theft, having it searched by the
    security people, and so on, some of which will make sense for a given
    application and some of which will not.  (On the foundations of the
    backpack metaphor, see the "Placeless Documents" project at Xerox.
    On documents generally see David M. Levy, Scrolling Forward: Making
    Sense of Documents in the Digital Age, Arcade, 2001.)
    
    (6) Labor must be divided between personal devices and devices
    that are embedded in places.  Many issues arise: what devices people
    are willing and able to carry (e.g., weight, hands-free, headsets,
    batteries, etc), cost (e.g., people might pay to get temporary access
    to an expensive device in a copy shop or cafe), sensor practicalities
    (e.g., it's hard for a room microphone to tell who's talking), natural
    divisions of computational effort (e.g., subprocesses that require
    intensive real-time data exchange should ideally be close together
    in latency space), security (e.g., you don't want to put the only
    copy of a valuable document in a device that is easily stolen by a
    pickpocket), privacy (e.g., you want computations involving personally
    sensitive information to happen on devices that you own or at least
    trust), and so on.
    
    (7) The activities that the devices will support will have a physical
    form that can be supported in various ways.  Users might be stationary
    or moving around, seated or standing, spreading work materials around
    them, driving or being driven, sharing a space with others (e.g.,
    family home, airplane cabin, theater, cubicles), focusing individual
    or group attention on a physical object (e.g., eating dinner, drawing
    a diagram, repairing an engine), or representing themselves to others
    (e.g., giving a performance, updating an article, controlling what
    aspects of an ongoing activity others can be aware of).  The physical
    and digital environment might support these activities in many ways,
    including the kinds of dynamic adaptation that I mentioned above.
    
    //3 The institutional approach
    
    That, then, is the beginnings of a device-centered list of dimensions
    of the design space.  Ideally one would use these issues to interview
    people who know about various application domains, gather scenarios
    from them, compare and contrast various scenarios to generate further
    issues, and iterate until the list becomes unmanageable.  I am not
    saying that this type of device-centered analysis is wrong.  It is
    one level of analysis.  But I do think that it is a mistake to work
    exclusively on the device-centered level, and I also think that it
    is a mistake to develop the device-centered analysis too far before
    analyzing the problems on other, more abstract levels.  Design should
    start by analyzing situations in the ways that they are meaningful to
    the people involved, and those meanings start with the institutional
    context within which the situation is organized.
    
    Institutions -- medicine, education, markets, law, politics, family,
    religion, traffic, diplomacy, open-source software development, and so
    on -- thoroughly define the social situations that take place within
    them: they define social roles for the participants (representative
    and constituent, buyer and seller, doctor and patient, parent and
    child, driver and passenger), they define physical and abstract
    objects in terms of the roles they play in the activity (bank account,
    boundary marker, case record, court verdict, agreements and contracts,
    rights and responsibilities), and they define terrains upon which
    people strategize their activities (career paths, social networks,
    market opportunities, public identities).  Institutions can organize
    activities in very different ways, and without a theory of them it
    is easy to overgeneralize from particular cases.  That is why design
    requires institutional analysis: by considering the differences and
    analogies among institutions, it is possible to map the extent of
    the design space, as well as the anatomy and physiology of particular
    institutionally organized situations within which the designed devices
    might be used.
    
    Although it has not been systematized into a textbook of design, a
    great deal of experience has accumulated with institutional analysis
    anyway, enough to suggest some guidelines.  Most of these guidelines
    are heuristic, meaning that they suggest what you should look for
    and what you are likely to find, and analytical, meaning that they
    suggest what types of concepts are likely to be useful and what types
    of conceptual confusion are likely to arise unless you are careful.
    The analytical suggestions, in other words, are not meant as strong
    empirical generalizations but as warnings to ensure that the analyst
    is choosing concepts in a conscious way.  Here are some of the
    guidelines:
    
    (1) The activity you are designing new devices to support already
    occurs on some scale with existing media.  If you try to design
    a completely new activity from scratch then you will probably fail,
    because it is not going to fit into a web of existing practices
    that is more complicated than you are ever likely to know.  So take
    the trouble to understand the current practices before you go around
    reinventing them.
    
    (2) The activity in question is a unified phenomenon that happens
    to employ a wide range of media, including face-to-face interaction
    and paper, as well as old and new digital media.  If you have defined
    the activity in terms of a particular medium then you have probably
    defined it wrong.
    
    (3) The people who use your device are unlikely to invent a new
    institutional order; more likely they will translate the practices of
    an existing institutional order into the terms of the new technology.
    Activities do obviously change to some degree when they are performed
    through the mediation of a new technology (e.g., electronic mail vs.
    face-to-face), but they must still fit with the same complex of social
    roles, the same ontology and strategic terrain, the same incentives,
    and so on.  Attempts to give people new media might succeed; attempts
    to give people new goals probably won't.  If you want to change the
    world, give new media to people with positive goals.
    
    (4) Most types of human interaction are intrinsically difficult at
    some level, and technology doesn't change that.  A new technology
    might transform people's interactional troubles in some way, or
    it might provide them with resources to renegotiate their troubles.
    But if the people using the technology have problems, that is not
    necessarily a problem with the technology.  Perhaps the technology
    works best when it gets out of the way and lets people get on with
    their problems.
    
    (5) Relationships are analytically prior to technologies.  So, for
    example, it is a mistake to speak in terms of "online communities".
    There are communities, whatever that means, and communities almost
    always transact their business in several media, some of which might
    be "online".  Media have a limited ability to shape the activities
    that go on within them; it is relationships, which are organized
    by institutions, that do most of the shaping.  A good symbol of
    this might be an acting exercise that Peter Brook describes in "The
    Empty Space".  He has two actors turn to backs from one another and
    refrain from making any noise, and then he instructs them to establish
    communication with one another.  Because they cannot see or hear one
    another, they flail around for a while until they start to pick up
    and synthesize enough subliminal cues (shadows on the wall, vibrations
    in the floor, who knows), whereupon they become able to communicate
    and interact quite fluently.  This is the situation with electronic
    media as well: no matter how structured or unstructured they might be,
    or how rich or impoverished, in the end they are just channels that do
    not understand the great majority of the multi-layered communication
    that takes place through them.  This is also what Paul Dourish is
    talking about in his book "Where the Action Is".
    
    (6) Relationships are organized by institutions, and as remarked above
    we need to distinguish among the diverse cases without overgeneralizing 
    (or, for that matter, undergeneralizing).  So, for example, if we were
    to confine our analysis to hobbyist groups then we would probably fail
    to analyze the more competitive aspects of activity that are prominent
    in work or market settings -- aspects that are found in the hobbyist
    groups, too, if we know where to look.  As a general rule, analytical
    categories that are useful in particular institutions also "pick out"
    real phenomena in other institutions as well.  Contrarily, categories
    that seem useful only in the analysis of particular institutions are
    probably not framed in a general enough way.  Institutional analysis
    is valuable largely because of the cross-pollination that takes place
    between analyses in different institutional domains; phenomena that
    are noticed in one institution can be systematically carried over to
    suggest lines of observation and analysis in others.
    
    (7) In analyzing or prescribing people's relations to one another, we
    mustn't presuppose that everyone has total privacy or that nobody has
    any privacy at all.  We need to be open to the diverse ways in which
    personhood might be negotiated in each domain, for example in terms of
    concepts of personal boundaries.  A given institution might be found
    to provide individuals with ways of admitting particular others into
    wider or narrower circles of their lives.  An institution might also
    be found to conceptualize these relations of nearness and farness in
    different ways, and the prevailing conceptualizations may or may not
    describe the actual practices.  Whatever the case, new media tend to
    disrupt these issues of interpersonal distance more drastically than
    any other aspect of people's lives together, and so it is particularly
    important to understand the existing practices and their stakes.
    
    (8) For design purposes it is tempting to build conceptual castles
    that supposedly describe the fixed structures of people's lives.  The
    reality, however, is that people construct social reality cooperatively 
    in real time by animating and inhabiting a repertoire of forms that
    their shared culture makes reflexively available as resources.  The
    word "reflexively" here means that everyone knows that everyone else
    knows what actions and states of affairs are possible.  In a meeting,
    for example, everybody knows that the rules of order provide for an
    agenda and for motions to move along to the next topic.  That makes
    it easy to offer such a motion, since the offerer need only distinguish
    their action of offering a motion from other possible meeting-motions.
    What is more, the very fact that a meeting is happening is itself
    something that the participants sustain cooperatively from moment
    to moment, for example by the way they visibly detach from the
    meeting if they have to deal with a distraction, or else apologize
    if their detachment proves not visible enough.  The range of means
    by which people display these sorts of social "moves" to one another
    is alarmingly unbounded, and it would be good for the designer to
    understand some of them.  The designer should not assume that the
    social world gets made automatically or through the kinds of simple,
    discrete, overt signals that are normally reified as command sets
    on computers.  The point is important because not every category
    that we use in our institutional analysis will reappear as the name
    of a datastructure in our technical design; such conflations between
    analysis and specification is central to the device-centered approach,
    and it is calamitous.
    
    (9) People's interests, knowledge, backgrounds, goals, and situational
    understandings overlap.  People are neither wholly coincident with one
    another nor wholly separate from one another.  People are different,
    but they are not totally different, and indeed the act of defining a
    difference already presupposes a shared background of meanings against
    which any sort of definition could take place.  Overlap is a crucial
    resource for negotiating relationships -- conversations commonly take
    the form of establishing commonalities and using these as a point of
    departure for exploring differences -- and they are also fundamental
    to the life of many institutions -- no individual can possibly know
    or do everything, so knowledge and skill is subdivided into overlapping
    regions that cover the whole territory while still allowing people to
    inform and evaluate one another, provide competent third parties for
    disputes, shake up assumptions, and so on.
    
    (10) The institutions that organize activities do not wholly constrain
    them.  One common metaphor likens institutions to the rules of a
    game, which define the ontology of the game while leaving players free
    to choose their strategies for playing it.  That metaphor makes the
    dividing line between fixed rules and variable strategies seem clearer
    than it usually is, and it also suggests an intrinsic fairness that
    real institutions usually lack, but it is certainly an improvement
    on theories that portray society as a prison that totally specifies
    its powerless inmates' actions.  Analyses of particular institutional
    settings should take seriously the very hard problem of what "freedom"
    means, and who has it, and to what extents, and under what conditions.
    
    //4 The personal sphere
    
    Those are some guidelines for an institutional analysis of a design
    problem.  They obviously don't substitute for an analysis of an actual
    case, but at least they will fend off some mistakes.  Applying these
    guidelines to the case at hand -- characterizing the design space
    of networked personal and site-specific devices -- will not be easy,
    simply because we are asking an extremely abstract question.  We are
    characterizing a large design space that encompasses activities in
    dozens of institutions, and not designing a particular system for a
    particular setting, and so we will need to proceed on an appropriately
    abstract level.
    
    Let us begin with the person.  Whereas "individual" is meant as a
    neutral term for a human being, the "person" is an individual as
    defined by a society and its institutions.  The "self" is a person's
    own subjective experience and understanding of himself or herself,
    and a "persona" comprises the representations of himself or herself
    that a person projects to a given segment of the world.  Let us say
    that every person carries around a "sphere" of social involvements.
    This includes (roughly speaking) the person's property, social
    relationships, the media channels they monitor, and (as communication
    scholars say) the "messages" that they are exposed to through
    various routes.  The phrase "personal sphere" sets up a contrast with
    "private sphere", which has historically meant the family home, and
    "public sphere", which means the realm of public culture and debate.
    
    In defining such a term, I am obviously headed toward design:
    ubiquitous computing makes it much easier to carry your personal
    sphere with you.  You can carry virtual documents and devices in the
    sort of "knapsack" that I mentioned above, you can maintain mutual
    awareness and communications with everyone you know, you can use
    portable media devices to keep your personal media environment running
    wherever you go, and you are obviously bombarded with messages most
    of the whole time.  Your personal sphere, however, is analytically
    distinct from the aspects of it that happen to be supported by
    a particular technology.  No technology that we design will ever
    mediate the entirety of most of a person's relationships, whether with
    friends, family members, coworkers, or celebrities.  The "extended
    individual" of person-plus-sphere already exists -- by means, for
    example, of a magazine, Walkman, paper letter, or cell phone -- prior
    to anything that we might design, and is more complex than we as
    designers will ever know about.  We are merely amplifying something
    that is already going on.
    
    Defining the individual's own sphere is easy enough; what is harder
    is analyzing what happens in the relationships and interactions among
    people.  Those spheres are somehow brought together.  This is a topic
    that is very hard to think about without institutional ideas.  Let us
    draw on two concepts, one institutional and one not.  I've mentioned
    both before.  Barry Wellman talks about the "networked individualism"
    that new communication technologies bring about.  We have always
    had social networks, but new technologies allow us to be in much
    more continual touch with everyone in our networks.  We become
    like air traffic controllers who keep track of all of the planes
    in their airspace.  The point is not that we are literally aware of
    the whereabouts and current activities of everybody that we know, only
    that we have been pushed much further in that direction.
    
    Even though networked individualism is a compelling idea, however,
    I am always uncomfortable with theoretical constructs that declare
    qualitatively new conditions to have arisen just because technology
    has helped us do more of the things we already did before.  As a
    result, I prefer to think of networked individualism as a permanent
    condition, one that already held during the Stone Age and that has
    become more intense in fits and starts throughout history.  On this
    conception, networked individualism is independent of particular
    technologies; the concept encourages us to go looking for the diverse
    means by which people maintain an ongoing awareness of one another --
    visits, parties, rumors, letters, phone calls, Web pages, and so on,
    all of them embedded in the society's larger workings in various ways.
    
    One weakness of the concept of networked individualism is that the
    concept of a social network does not distinguish between different
    kinds of relationships.  Your doctor is part of your social network,
    but you probably have a different kind of relationship to your doctor
    than you have to your parents, your UPS driver, or the people you went
    to school with.  So let us complicate the concept of a social network
    somewhat; let us label every link in the social network -- that is,
    every relationship between individuals -- with the institution that
    organizes it.  Some relationships are organized by the medical system,
    others by the political system, and so on.  To really make the concept
    work for design, we need to add in artificial individuals such as
    corporations that present a more or less unified persona to each of
    their customers, but we can omit that detail for purposes of suggesting
    how the analysis might work.
    
    The idea, now, is that every person maintains some degree of continual
    awareness of everyone to whom they are related by various kinds of
    institutional connection.  And indeed the term "person" is appropriate
    because we now have the makings of a nontrivial of the architecture
    of the person.  Every institution defines its relationships in great
    detail, including coincident and conflicting interests, language and
    things to talk about, genres and other conventions of interaction,
    and much else.  This leads us to the second useful idea, Bill Dutton's
    analysis of "access" across a wide range of relationships.  He uses
    the term more broadly than I will, starting from the familiar notion
    of access to information and extending it to "access" to a person.
    Access always has conditions, is always negotiated, and is always
    organized by laws, norms, and customs.  When we put the two ideas
    together, networked individualism plus a general idea of access, we
    get a complicated but conceptually appealing picture of the social
    world.  Every relationship is organized by the rules that go with its
    institution, and that includes the structures and practices by which
    people get access to one another.  Personal spheres come together in
    the ways that institutions organize, whether through mutual secrecy,
    negotiated merger, or the emergence of relatively stable collective
    spheres for dyads, groups, or publics.
    
    //5 Citizenship in civil society
    
    How do we bring this down to earth?  Past a certain point there is
    no substitute for the analysis of particular cases.  All a conceptual
    framework provides is some assurance that the right questions
    will get asked.  So consider the institutions of public debate --
    the "public sphere" in contrast to the personal spheres that enter
    into it.  Scholars argue that a healthy polity requires a developed
    civil society, and (in an article entitled "The Practical Republic:
    Social Skills and the Progress of Citizenship") I have offered a
    theory of what that means: practices whereby citizens can become
    publicly associated with issues and form themselves into a matrix
    of relationships among issue-advocates.  This matrix has several
    dimensions.  Thus, for example, an advocate for liberalized policies
    on immigrants in California will develop relationships with advocates
    for similar policies in other states (geographic dimension), with
    advocates for liberalized policies on immigration at the federal
    and local levels (vertical dimension), with advocates for immigrants'
    rights in other institutional spheres besides legislative politics,
    such as the university and the courts (institutional dimension), and
    with advocates for other forms of policy liberalization and other
    forms of minority rights (ideological dimension).
    
    Issues, furthermore, are living things, and for every position on
    every issue it has to be someone's job to track their development
    by noticing, absorbing, remembering, synthesizing, and interpreting
    all of the facts that are relevant to that issue.  That means
    keeping track of events in the news whose significance might be
    disputed, identifying patterns among those events, arguing their
    own position, hearing about the arguments being offered by proponents
    of different positions, articulating responses to them, and so on.
    This is information work, and an conscientious issue-advocate will
    soon develop a network of various types of players.  Each of the
    relationships in that network will be organized by an institution,
    depending on the individuals' roles; for example, issue-advocates'
    relationships to legislative staffers differ from their relationships
    to reporters, experts, newspaper editors, or program officers
    at foundations.  Issue-advocates have cooperative and competitive
    relationships among themselves as well, for example in negotiating
    common positions when bills come before the legislature.  They invest
    in deepening those relationships because they expect to need them in
    the future; trust is often required, and they understand that they
    might fall on opposite sides as often as on the same side.
    
    The practices of issue-advocacy, in short, are highly developed,
    and they are basically analogous on all levels of governance from
    the global to the local.  From a design standpoint, the question is
    how those practices might be supported and their conditions further
    democratized.  Of course, some people feel no strong sympathy with
    people who engage in issue-advocacy as a profession, especially the
    ones who advocate positions that they disagree with.  But it is widely
    agreed that civil society is stronger when the means of issue-advocacy
    are widely distributed, and that is a goal to which design can aspire.
    The idea is not to invent new institutions of issue-advocacy, which is
    much more a social project than a technical one, as to democratize the
    institutions that exist.
    
    Observe that the problem has two levels: tools and skills.  We can
    provide tools to people who already have the skills; unfortunately,
    the skills remain a secret.  In fact, the process of identifying
    oneself with an issue and becoming inserting into the ongoing matrix
    of relationships among issue-advocates is crucial: until they find
    themselves part of such a functioning network with its personalized
    trust relationships and flows of information, it is entirely
    natural for citizens to experience themselves as powerless outsiders.
    So there is a barrier to overcome: not just providing the tools
    but providing an opening that makes the role of full-fledged citizen
    imaginable.  This is one area where school is more important than
    technology; pedagogies that try to teach democracy by convening groups
    for deliberation actually do democracy a disservice, in my view,
    because communal deliberation is an advanced skill, one whose purpose
    and workings can only be understood by citizens who have inserted
    themselves into the matrix of civil society.  Much better to start
    with the skills of issue-advocacy, one of which is sitting down
    with other issue-advocates to hold a very structured discussion about
    potential common ground over an emerging issue.  Some of the other
    skills of advocacy, such as writing opinion columns or speaking in
    public, are also more about school than technology.  Technology makes
    some of them easier to teach -- many students find it motivating to
    send their columns to distant readers, and watching yourself on video
    makes it much easier to learn public speaking.  But simple tools go
    a long way in that kind of teaching, and the hardest design problems
    pertain to curriculum and lesson plans rather than to the technology
    as such.
    
    Let us assume that things decompose so neatly, then, and that the
    skills can be taught in a controlled environment in school without
    specialized technology.  (This is one of the advantages of approaching
    the design problem on the assumption that you are amplifying existing
    practices rather than inventing new ones, which would require you
    to diffuse the technology and the skills at the same time.)  Teaching
    the skills of issue-advocacy is probably not enough to bring a robust
    civil society into existence, and technology probably has a role to
    play in enabling people to get into the game despite everything else
    they have going on in their lives.  To explore how, we need merely
    walk through the various relationships that the institutions of civil
    society define.  To start with, civil society requires that people
    become publicly identified with issues.  The obvious approach is to
    let everyone build a Web site about their issue, and that is surely
    part of it.  It is still too hard for ordinary people to build their
    own Web sites, and there is reason to believe that ISP's -- wanting
    to minimize traffic and simplify their lives -- are happy that way.
    But even if we solve that problem, a Web page is only one part of
    a larger system.  Putting something on the Web only makes it "public"
    in a narrow sense.  What matters is whether the individual becomes
    associated with their issue in the minds of relevant parties in the
    process: the other issue-advocates, editors and other gatekeepers,
    citizens with particular interests in the issue, and so on, and for
    that purpose it is necessary to equip citizens with the capacity to
    make noise.  Internet campaigns are good for this purpose; they may
    not reach "the public", but they reach the citizens who are already
    integrated into the matrix of civil society.  Much experience has
    accumulated with this process, and institutional analysis for design
    should be continuous with a larger culture of best-practices transfer.
    (On the importance of best-practices transfer for civic life, see
    Carmen Sirianni and Lewis Friedland, Civic Innovation in America:
    Community Empowerment, Public Policy, and the Movement for Civic
    Renewal, University of California Press, 2001.)  The Internet also
    lowers the barriers for ordinary citizens to become issue-advocates by
    providing online access to research sources and the buzz of backchannel
    information-sharing and discussion that lies at the foundation of
    networked individualism among advocates, and best-practices study in
    this context would also facilitate both social learning and technical
    design.
    
    But because my focus here is on mobility and physical environments,
    however, let us consider the aspects of day-to-day political work
    that happen away from the desktop computer terminal.  The accelerating
    time-frames of political work, particularly when relevant bills
    are moving in a legislature, do often require real-time engagement
    among issue-advocates who are working the same side, and it would be
    very helpful if an issue-advocate could stay involved in the action
    while riding on the commuter train or waiting in the doctor's office.
    One dimension of the advocate's personal sphere is a sophisticated
    media environment, and it is easy to imagine tools based on heuristic
    content analysis and digital libraries that monitor, organize, and
    present the media from the point of view of a given issue.  Several
    specialized news services already exist to serve this purpose, and new
    tools could clear the ground for more.
    
    The issue-advocate is an excellent example of networked individualism,
    and new tools for supporting a continual immersion in the matrix of
    civil society would be helpful as well.  Cell phones are part of the
    story, but it would be extremely useful to have general-purpose tools
    for managing a portfolio of relationships, including functionalities
    like a call log, surveillance of the public statements of the relevant
    players, and ready access to the documents that are related to current
    projects with a given individual.  If the fine structure of these
    relationships can be analyzed in detail, then it should become easy
    (for example) for an issue-advocate to receive an item of information
    from a network contact and make it available on their own Web site
    with a few simple commands.  The idea is to break the process of
    managing the constellation of real-time details into simple units,
    starting with the air traffic controller metaphor but moving it out
    of the control tower and onto the street.
    
    Clearly, then, the issue-advocate -- whether professional or ordinary
    citizen -- needs a complex informational window on the world.  This
    window can be provided by a conventional portable computer, but other
    forms are easy to imagine.  In a world of cheap display screens, for
    example, it should be easy enough for public and private spaces of
    many kinds to be equipped with large screens as a matter of course,
    so that anybody who happens to be in the vicinity can grab one of them
    wirelessly to give their personal sphere more room.  This would be the
    electronic version of spreading out one's papers to work, except that
    the papers can now include embedded video feeds and the like.  The
    transition among various physical forms of the personal sphere, for
    example spreading out from handheld device to different combinations
    of public display screens and back, is an interesting interface design
    problem, and the needs of an issue-advocate with a highly organized
    personal sphere should make an excellent case study for it.
    
    Even though it prepares its ground years in advance, issue-advocacy
    is ultimately focused on the legislature, and few institutions require
    electronic modernizing more urgently.  For legislatures throughout the
    industrial world, the central question is whether legislators should
    be able to vote from their home districts or whether they should still
    be required to appear in person on the floor.  It is easy to see both
    sides of the argument: legislators have a responsibility to immerse
    themselves in the lives and views of the constituents, and they also
    have a responsibility to deliberate together in the depth that only
    face-to-face interaction currently affords.  It is interesting to
    contrast the case of the legislators to that of the finance people in
    New York.  They too serve as mediators between particular situations
    in the field -- their investments -- and their negotiations with one
    another.  Each side exerts its force, extensive travel is unavoidable,
    and the real question is where they will make their home -- or as
    traveling professional have long said, their "base".  In the case
    of finance, argues Saskia Sassen, the answer is increasingly that
    their make their base in New York or London.  The reason is clear
    enough: their investments are too interchangeable and too spread out
    geographically for any other base to make much sense.  Legislators,
    however, are stuck with constituents in a particular geographic area,
    and the unhappy result is that the forces from home and the capital
    are equally strong.  Forcing them to appear on the floor to cast their
    votes forces them to be in town, and recent reforms in the US Congress
    that limit most votes to mid-week are the best simple compromise.
    
    The bigger picture, though, is that the legislature on every level
    of government is the focal point of an institutional circuitry that
    reaches through layers of issue-advocates, journalists, and others
    down to the level of ordinary citizens.  That circuitry works badly,
    and the technological needs of issue-advocates provide a point of
    departure for imagining how it might be remade.  The infrastructure
    of politics has been revolutionized in the last quarter-century
    through the membership-mobilization methods of the best-capitalized
    interest groups, and what's needed is a common platform that allows
    those sorts of infrastructures (by which we really mean organizational
    arrangements as well as infrastructures in any narrow sense) to be
    built more easily by anyone, much as the Internet provides a common
    platform for the low-overhead construction of distributed applications
    of diverse sorts.  The point is not simply that legislators should
    be connected directed to their constituency as a whole, useful as that
    might be for newsletters and constituent services.  The point, rather,
    is that the matrix of issue-advocates who mediate between legislators
    and citizens should have a clear line of sight to the action on the
    floor and strong support for their real-time activities of analysis
    and negotiation.  The more widely accessible that infrastructure is
    to ordinary citizens, the better.
    
    //6 Conclusion
    
    This analysis of the informational life of the issue-advocate, however
    brief, provides some hint of the complexity of institutional analysis
    for design in a world of ubiquitous computing.  The starting-point
    is the institution: the way that civil society, for example, organizes
    a person's embedding in the larger social world, the informational
    architecture of that embedding, and then the physical forms that
    the architecture of that particular form of personhood might take in
    an untethered technological environment.  Serious design, of course,
    could only begin once several such institutional case-studies were
    worked through in detail, and not just in the sketchy armchair manner
    of this essay but in an empirical and participatory manner, iterating
    with focus groups and mockups to bring some more reality to bear on
    our all-too-self-confident technological imagination.  At that point,
    once institutional analysis has taken hold, computer science as it
    is already constituted is reasonably comfortable with the process
    of abstraction and systematization that converts a series of domain
    analyses to proposals about middleware that could support them all.
    At that point it becomes appropriate to engage in the kinds of device-
    centered analysis that I sketched and postponed above.
    
    Ultimately, the role of institutional analysis in design should become
    relatively comfortable.  System design is accustomed to reckoning
    with the structures of social life, and it is accustomed to providing
    tools that unconstrain the choices and strategies of a user community.
    The relation between institutional analysis and technical design
    cannot become entirely comfortable, however.  Social structure and
    the formal structures of computing are different sorts of thing.  And
    technical work is itself embedded in institutions and itself subject
    to the same sorts of forces and limits as the institutions that good
    designers should commit themselves to studying.  Design collides with
    reality ever more complicatedly in the new world of socially embedded
    computing, but at least we can hope to approach those complications
    more consciously than before, and more responsibly.
    
    end
    



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