The article 「Cybernetics and Design: Conversations for Action」 by Hugh Dubberly and Paul Pangaro was first published as part of a collection of articles published in the book 「Design Cybernetics: Navigating the New」, edited by Thomas Fischer and Christiane M. Herr.
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The chapter by Dubberly and Pangaro reframes design as a dynamic dialogue between the designer, the design, and its context, grounded in cybernetic thinking. The chapter argues that design is not a static product but an emergent, interactive process, where each action is part of an ongoing conversation. Drawing on cybernetic principles, the authors emphasize that every design decision produces some form of feedback that shapes the outcomes of the process. This includes anticipated but also unintended consequences, new opportunities, and often new challenges.
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At the heart of the discussion is the idea that action in design is both reflective and reflexive. Designers do not simply execute predetermined plans; instead, they engage in an iterative process of inquiry, where each step informs the next. This iterative dialogue allows designers to adapt to evolving circumstances, with designers 「listening」 to the emerging design process as it reveals hidden potentials and constraints. In this sense, the design process becomes a conversation in which understanding is built gradually through successive approximations.
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Dubberly and Pangaro's article illustrates the potential of cybernetic thinking to address contemporary issues without simple explanations or 「solutions」 while also accommodating uncertainty and change: Design is not the same as problem solving. In approaching designing as conversational processes, (design) practitioners are encouraged to remain open to new insights, to experiment, and to embrace the unpredictable nature of creative work. In alignment with other recent design theory, the article challenges linear models of design by arguing that designing is inherently non-linear and more appropriately described as a network of feedback loops where the interplay of ideas, situations, and social contexts produces outcomes that are novel and never fully predictable.
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Adopting the second order cybernetic metaphor of conversation introduced by Pask and developed by Glanville as a complementary theory to design activity, Dubberly and Pangaro characterize design as both collaborative and adaptive to fit a complex, interconnected world. Moving beyond conceptions of design as a subset of science or engineering, designing emerges as a key approach to 「navigate the new」, as Thomas Fischer and I argued in the introduction to our edited book 「Design Cybernetics」. Rather than a theoretical conclusion, we see design cybernetics as much needed groundwork for new thinking and new action in design, and hope that readers of this article will feel inspired to enact new design conversations for themselves.
我们谈话的契机是格兰维尔在奥斯陆举行的「系统思考与设计2014年研讨会」上(Relating Systems Thinking and Design 2014 Symposium)的精彩演讲。 [15] 格兰维尔认为,一阶控制论绝非单纯的力学或计算,它为线性因果关系提供了必要的替代方案:它为我们带来了循环因果关系(circular causality),这对于理解和实现(制造)通过递归、学习和共同进化而发展的互动系统至关重要。二阶控制论是设计的基础,因为它为我们提供了设计的认识论框架。二阶控制论将我们从一个可以逃避责任的超然的、「客观」的姿态移到了混乱的事物中间,在那里我们必须为自己的行为负责。
二阶控制论认为设计即会话。这就为共同学习创造了条件,从而使我们的行动更有方向,更加深思熟虑:这就是我们标题的后半部分「为行动而会话」(conversation for action)的由来。因为会话才能导向学习和有效行动,所以设计者最终必须把重点放在「为会话而设计」上。
将设计与控制论联系起来并不新鲜。* 克里斯托弗·亚历山大(Christopher Alexander,1964年)[1] 和霍斯特·里特尔(Horst Rittel,1965年)[36] 都承认,控制论学者罗斯·艾什比(Ross Ashby)的《大脑设计》(Design for a Brain,1952年)[2] 对他们产生了影响。里特尔在其「设计的宇宙」(Universe of Design)演讲中指出:「艾什比明确表示设计者即调节者(designer as regulator)」。[36,第91页] 里特尔解释说:「设计被定义为一种有目的、追求目标的活动」。[36,第124页]
我们还认为,把控制论理解为一种还原立场或专注于工程学是一种误解。格兰维尔本人就认为,诺伯特·维纳最著名的著作《控制论:或关于在动物和机器中控制和通信的科学》(Cybernetics: Communication and Control in the Animal and Machine,1948年),本应出版在《人有人的用处》(The Human Use of Human Beings,1954年)一书之后,因为前者留下了控制论以数学为基础的工程学的烙印,而后者则将控制论解释为「一种思维方式和一种处世之道」。[15,第3页] 20世纪40年代,控制论在硬科学和社会科学领域的众多世界专家的交流中开花结果,他们认为控制论是一种看待系统的独特新方法。[40]
从20世纪60年代开始,罗马俱乐部[22]将系统动力学(System Dynamics)作为一种复杂系统的建模语言加以推广。此后,德内拉·梅多斯(Donella Meadows)等人的工作将系统动力学带给了包括设计专业学生在内的广泛人群。[23] 作为解释生态和经济的工具包,系统动力学的词汇库——资源存量及其流量(resource stocks and their flows)——非常适合其最初的应用。然而,我们发现系统动力学在为互动系统建模方面存在局限性。梅多斯只简单地提到了调节。系统动力学并没有明确区分两类系统行为:一种是由程度变动(物质存量和流量)导致的,另一种是由反馈(信息流)导致的。也许最具局限性的是,系统动力学没有区分程度变化的影响(例如,人口的增加)和影响结果的蓄意行为(例如,由于新信息而改变行动方案,如自动恒温器中的比较器从加热转向冷却)。目标需要能动性,而能动性意味着根据数据有意图地行动,这些数据被解释为系统对目标的反馈(当然,当一个机械系统的行为仿佛具有目的性时,我们也可以认为该系统有能动性,参见帕斯克[30])。
共同目标或问题定义与解决方案一样,都是在参与者的互动中产生的。我们将其理解为,问题及其解决方案是「涌现的」(emergent),用现在的话来说就是——作为一种特征描述或(重新)构想的形象共同浮现(co-emerging as an image)。因此,里特尔和韦伯将「设计即解决问题」重新定义为「设计即发现问题」或「发现需求」。里特尔之所以重要,部分由于他是最早认为「设计即政治(即讨论和论证)」,并将其与「设计即艺术」或「设计即科学」相对立的人之一。[36,第144页] 同样,布坎南(James Buchanan) [4] 后来也把设计作为修辞学的一个分支。
帕斯克看到了这一潜能,并开始通过他的实验机器探索,这些机器试图让人们参与会话。[31] 受帕斯克的影响,尼葛洛庞帝甚至设想出一种「建筑机器」(architecture machine),能够与设计者合作设计空间,包括物理的和虚拟的,字面的和隐喻的。这种机器让设计即会话具体化,从而让为设计而会话成为可能。1967年,尼葛洛庞帝与他人联合创建了一个研究小组,提出了建筑机器的概念。在数字内容、数字通信和计算(包括个人电脑革命)的融合过程中,麻省理工学院的建筑机器小组为1985年成立的麻省理工学院媒体实验室(MIT Media Lab)奠定了基础。然而,建筑机器的最初的构想却被搁置一旁,至今仍未实现。
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