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Charles Babbage (1791-1871)
Babbage provided much of the theoretical
foundation for modern day computers. |
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Alan Turing (1912-1954)
Turing had a very clear grasp of
the potentials of computing and was optimistic about the
possibilities of artificial intelligence. |
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Vannevar Bush (1890-1974)
Bush argued that the real potential
of computers might lie in their ability to complement
the human intellect by flexible organisation of information. |
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J. C. R. Licklider (1915-1990)
Instrumential in the emergence of
human-computer interaction as a discipline. |
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Introduction
How do people behave in online interaction, and is it possible to
further cooperation and trust through software design?
That is the basic question that this thesis seeks to answer. Although
the question of how human behaviour is shaped has ancient roots, it
has only recently gained relevance within software design. The reason
for this new-found importance may be boiled down to network technology.
Simple cables have dramatically altered our conceptions of the computer.
The story of this conceptual revolution places the following arguments
in their proper context and will serve as our starting point.
Computers were not invented to facilitate human interaction. Quite
the contrary, they were envisioned as automatons capable of replacing
humans in arduous tasks or indeed as capable of providing a desirable
alternative to faulty human logic. Leibniz, in the mid-seventeenth
century, expressed the rationalist belief that a “universal
logic machine” would be able to perform the necessary calculations
to arrive at fair solutions to even highly complex social and philosophical
issues, thus providing the foundation for a more just society (Mayer,
1999:4). More modestly, the 19th century inventor and polymath Charles
Babbage (1791-1871) achieved funding from the British Government
for his visionary “Difference Engine”, a machine capable
of producing accurate arithmetical tables of obvious interest to
both industry and military. The machine would then be able to replace
human number-crunchers known at the time as “computers”
(Babbage, 1832:99).
The computer-as-replacement vision remained firmly in place until
the mid-twentieth-century. British mathematician Alan Turing broke
new ground with his systematic unveiling of the foundation for generalised
logic and famously argued that computers might one day achieve human-like
intelligence by sheer force of calculation (Turing, 1950). Turing’s
methodical vision of artificial intelligence (AI), however, falls
squarely within the theoretical tradition of Leibniz and Babbage.
An important break with this tradition was started in 1945 by American
scientist Vannevar Bush (1890-1974). Reflecting on scientist contributions
to the war effort, Bush claimed that a new challenge now lay ahead
- a challenge of organisation:
“…our methods of transmitting
and reviewing the results of research are generations old and by
now totally inadequate for their purpose… Those who conscientiously
attempt to keep abreast of current thought, even in restricted fields,
by close and continuous reading might well shy away from an examination
to show how much of the previous month’s efforts could be
produced on call…truly significant attainments become lost
in the mass of the inconsequential.” (Bush, 1945:3).
What science needed, according to Bush, was not more research
but rather an effective means of organisation and retrieval. In
other words what was needed was a system capable of assisting, not
replacing, the human effort. Bush’s article is often seen
as introducing augmentation research, the systematic focus on “applications
that extend people’s capacities to create, think, and communicate.”
(Mayer, 1999:11). More specifically, Bush’s idea of an association
machine, the Memex, looks remarkably like a theoretical forerunner
of today’s Internet.
Such thinking conceptually joins the computer to a human user. Whereas
the machines of Babbage and Turing were built (and sometimes programmed)
and then left to do their superhuman calculations, a device such
as the Memex is more like a mental infrastructure. It does very
little on its own. Hence the need to focus systematically on the
interaction between user and machine, a field known as Human Computer
Interaction (HCI).
HCI is a theoretical counterpoint to AI research. Although philosophical
approaches to AI do take human psychology and perception into account,
AI may be thought of as dealing primarily with the inner workings
of machines. HCI, on the other hand, focuses on hardware-external
processes, specifically on those of representation, communication,
human psychology, and design. In MIT psychologist J.C.R. Licklider’s
original vision of the ‘symbiosis’ of man and machine
(see also Hafner & Lyon, 1996:27-39) he stated the hope that
“…human brains and computing
machines will be coupled together very tightly, and that the resulting
partnership will think as no human brain has ever thought and process
data in a way not approachable by the information-handling machines
we know today.” (Licklider, 1960/1999:60).
Slightly more modest statements tend to characterise modern day
HCI, but the focus on enhancing human capabilities by thoughtful
interaction design remains central.
To computer scientists of the 1960s it may have appeared that
a wide range of professions was taking a keen interest in the machines.
What had until recently been a highly technical endeavour was now
being transformed into an interdisciplinary field. However, another
conceptual challenge was under way and found expression in a 1968
article by Licklider and Robert Taylor (Licklider & Taylor,
1968/1999). The article began immodestly: “In a few years,
men will be able to communicate more effectively through a machine
than face to face.” (Licklider & Taylor, 1968/1999:97).
The emphasis was no longer on the inner workings of machines, nor
the interaction of machine and user but rather on the interaction
between people through computers. This marks the start of research
into Computer Mediated Communication (CMC), which is the research
tradition most clearly associated with this thesis. The history
and present state of CMC will be addressed in the following chapter.
At this point, it is sufficient to note that within the modern conceptual
history of the computer, the technical sciences (AI) were supplemented
by the humanists (HCI) who were soon followed by the social scientists
(CMC). From an academic viewpoint, then, the computer exists in
an interdisciplinary field and while this has obvious advantages,
it also means that there is some disagreement as to how the computer
is best described. This thesis presents only one approach to CMC
and on many important aspects of the discipline it has very little
to say. On the subjects of AI and HCI, of course, it makes almost
no comments at all. But an effort is made to point to bridges between
academic categories.
Focus and demarcation
As has been implied, this thesis centers on the necessary design
conditions for computer-supported cooperation. Social issues pertaining
to online interaction are analysed on the basis of existing sociological
theory with the specific aim of determining if there are analytically
important differences between interaction in offline and online
settings. This leads to a description of how knowledge of online
dynamics may be used to further cooperation and trust in collaborative
computing.
This, however, is no manual for software designers. It is not a
list of do’s and don’ts for the aspiring
online community developer. Still, much effort will be put into
phrasing the analysis in as accessible and concrete terms as possible.
It is my goal to enhance our theoretical understanding of online
dynamics, but if the analysis can be put to actual use as well,
so much the better.
Theoretically, I draw upon sociology and most specifically the field
of “social game theory”. In this vein, I also rely upon
sociologically inspired elements of media studies, such as “medium
theory” and on both interpersonal and mass communication theory.
From computer-specific research, the analysis draws inspiration
from Computer Supported Cooperative Work (CSCW), general CMC, and
studies of “adaptive structuration”, that is, the relation
between software design and software use (Preece, 2000:172).
Compared to what is perhaps the better part of research into “virtual
communities” this thesis touches only sporadically upon issues
from social psychology and only in a critical context in Chapter
three and in the final chapter will I touch slightly upon the much-discussed
wider implications of computer-supported interaction.
Problem statement
What is cooperation and how does it come about? Is online interaction
different enough from traditional interaction to warrant a distinctive
description of cooperation?
How will answering these questions enable us to understand and affect
the dynamics of interaction in computer-supported social settings?
Structure of the argument
Chapter one concerns the characteristics and historical development
of computer-supported communities. The goal is an adequate description
of the phenomenon.
Chapter two describes the logic of cooperation from a sociological
perspective. Classical theories of the state are introduced and
then described in the language of game theory. The goal is a description
of cooperation and of the preconditions for stable communities.
Chapter three provides a theoretical framework for computer-supported
communities. It explains empirical results from computer-supported
communities in the framework of sociological game theory as described
in chapter two and goes on to describe the intense theoretical debate
that CMC has provoked. Research from CSCW is used to pinpoint important
differences between online and offline interaction. The goal is
to determine if and how prerequisites for social stability in online
interaction differ from those known from offline communities.
Chapter four describes findings from a survey establishing actual
user preferences. 300 online gamers answered questions of trust,
and evaluated proposed design principles. Respondents displayed
a clear predilection for communication and expressed attitudes toward
trust that are noteworthy when analysed in the light of previous
chapters. The survey serves to test whether real CMC users would
find the design principles distilled from previous chapters appealing.
Chapter five sums up the argument. This leads to suggestions for
further research and to a brief discussion of the claims that have
been made as to the general implications of CMC.
Terminology
Pronounced interdisciplinarity coupled with novelty and huge financial
interests has turned cyberstudies into a terminological minefield.
Rather acute disagreement surrounds even the most fundamental terms
such as virtual, and community, not to mention the constant problem
of CMC dictionaries: interactivity. Other troublesome words include
cyberspace, information superhighway, information society, and knowledge
sharing. Fortunately, clarity is enhanced by the emergence of textbooks,
influential conferences, and reviews. Until something resembling
a general consensus is reached, however, it seems prudent to define
the terms rather carefully. I use the following specialised terms:
CMC: Refers to actual computer-mediated communication
as well as to the study of this phenomenon. The meaning should in
each case be clear from the text.
Community: Refers to a group of people characterised
by stable cooperation and frequent interaction. The term is used
liberally to include ‘gatherings of convenience’ that
would fall outside visions of gemeinschaft and natural local harmony.
(Will be further described in The issue of community, page 4).
Game theory: Used as a label for sociologically
oriented theories about the success rates of various strategies
in game-like settings and the theoretical implications hereof. Though
traditionally an economic discipline, it is used here in its relevance
for individual and collective action more generally. (Will be further
described in Chapter two).
Interactivity: Used in a broad sense as a measure
of user control over form and contents of a medium product.
Sociability: Used here as a measure of how well
a software product supports (favourable) social interaction (following
Preece, 2000).
Usability: A measure of the user-friendliness of
a software product. The discipline of usability testing may be seen
as a practical application of HCI.
Virtuality: The term (as well as the adjective
‘virtual’) is generally avoided as it makes unwarranted
ontological assumptions. When used it should be understood as synonymous
to computer-supported or online. (Will be further described in Beyond
alienation, page 4).
Since CMC is not a unified field and many details may not be generally
known, I make extensive use of explicatory footnotes and illustrations
where appropriate.
Theoretical assumptions
Metatheory, I believe, is mainly interesting in action. Siding explicitly
with an ‘–ism’ is less valuable than clarifying
each step taken in an argument, making sure that the relationship
between premises, evidence and conclusion is as obvious as possible.
In other words: The following argument may be wrong, but if so,
I hope it to be obviously wrong (to those who know better).
Nevertheless, I do not wish to be seen as representing the (mistaken)
idea that there can be science, philosophy, or communication without
a priori assumptions. The ‘–ism’ that may be distilled
from this thesis, then, is a modest reductionism. It is not the
assumption that everything can be explained at lower levels but
it is the idea that irreducibility is a very unfortunate axiom.
If something can be explained by fewer, simpler premises it would
be a shame not to – if nothing else such parsimony would spare
us great deals of confusion. This leads to an important distinction,
since the term ‘explain’ is perhaps too broad. A low-level
explanation of a given phenomenon can yield insights even if it
does not account for every aspect of the phenomenon. Take human
consciousness. This most complex phenomenon is a result of less
complex processes. Whether natural selection alone is accountable,
or we need various sorts of mindless help (random drift, non-random
mutation, embryological constraints etc.) is beside the point. Understanding
whatever simple, mindless processes has led to the development of
consciousness (disregarding only magic and divine intervention)
would be tremendously important to artificial intelligence and,
of course, any theory of mind. But it would be important without
explaining, in details, how human consciousness works, or how it
feels to be conscious. Similarly, an analysis of cooperation and
trust based on simple models can be important without accounting
for the complex cognitive details of how actual people evaluate
the trustworthiness of each other.
Having said this, I have already hinted at an underlying ideal of
this thesis. I believe that interdisciplinarity is not just important,
but in fact almost essential for two reasons. Firstly, at least
on the subject of human beings, there are obvious advantages in
drawing upon a variety of fields. Surely, perception and interpretation
can be studied as if the human mind was some sort of black box (just
like the heavens could be studied without knowing the nature of
stars) but such studies would be strengthened by an understanding
of why the results emerged. Secondly, the alternative to cooperation
may very well be conflict. Like it or not, scientific fields overlap.
Humanists are making claims about the natural sciences (or about
their foundations) and natural scientists are making claims about
very concrete aspects of human behaviour. Wasting time and effort
on fighting this development is rather futile and occurs to the
detriment of all combatants.
Avoiding interdisciplinarity, of course, can also be defended on
more sober grounds. It is not without danger to venture outside
one’s field of expertise (as has been aptly documented by
Sokal & Bricmont, 1998). But this is partially a question of
mindset. A sober – and above all: modest – approach
to adjacent fields is different from an arrogant excursion into
foreign territory.
The architectures of trust
The idea that human action is a function of structure, systems,
or architecture would be a controversial one in some sub-domains
of sociology (Ritzer, 526pp). Nevertheless, such a notion lies behind
most legislation and is certainly central to any theory that would
justify the existence of a state. The issue may be split up into
several segments, taking literately the metaphor of architecture.
Imagine a hypothetical building equipped, among other things, with
a staircase and a kitchen. Is the individual forced to use the staircase?
Surely not, he or she can jump out the windows or climb down the
wall. Is he forced to cook his food in the kitchen? No, but it would
be practical since that’s where the oven is. However, over
time and all things being equal, a majority of people are likely
to take the stairs, sleep in the bedroom, and cook in the kitchen.
All things, of course, are not always equal. Disaster may strike
in the kitchen forcing people to find alternative places to cook.
But if unexpected things happen at random then, over time, things
are equal.
Similarly, the relation between architecture and cooperation that
is proposed here is not one of absolute regularity – it is
not a deterministic theory. It cannot (necessarily) be applied to
any existing computer-supported community to explain its present
condition. Specific conditions may override the ‘pull’
of the system architecture. But retrospectively the theory may contribute
to an explanation of the fate of the community and if we made an
analysis of all such communities it would be able to statistically
predict the odds that a new system would be visited by social strife
(by whatever measure we set).
I should stress that this approach may come close to what Nancy
Baym calls “the mistake to view patterns in CMC as direct
effects of the medium.” (Baym, 1996:149). However, although
Baym makes her point well, I believe her conclusion is partly rhetorical.
Through her analysis, she merely defines anything, which looks like
determinism or reductionism as false by default (or she makes the
rather obvious point that complete context-independent determinism
is wrong, in which case one can only agree). Those who would argue
that technologies or media do not have effects are either stating
the obvious or facing the challenge of refuting works within medium
theory such as Meyrowitz (1985) (see also McQuail, 1996:107-118).
This, then, is how ‘architecture’ is used in the framework
of thesis. It is the structure that at any given time influences
action, and which over time, given certain minimal assumptions,
can predict the fate of a system (at least in terms of probability).
I assume that the actions that we wish to induce are those that
require trust . Trust itself comes with many definitions, but one
of the simplest will suffice: “Trust is anticipated cooperation”
(Burt & Knez, 1996:70). Cooperation itself is the topic of chapter
two.
While, to some extent, she subscribes to what I will later describe
as the Myth of Liberation, the clear vision of how architecture
shapes online behaviour was first expressed by Judith Donath (Donath,
1996). She says it well:
“…the future success of virtual
communities depends on how well the tools for social interaction
are designed. If they are poorly designed, the on-line world may
feel like a vast concrete corporate plaza, with a few sterile benches…
If the tools are well designed, the on-line world will not only
be inhabited, but will be able to support a wide range of interactions
and relationships, from close collaboration to casual people watching.”
(Donath, 1996:2).
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