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The Consequences of Things The Semiotics and the Pragmatistic Route to Designing Salvatore Zingale Felipe Domingues Politecnico di Milano, Dipartimento di Design

The consequences of things (EAD, PAris 2015)

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Page 1: The consequences of things (EAD, PAris 2015)

The Consequences of ThingsThe Semiotics and the Pragmatistic Route to Designing

Salvatore ZingaleFelipe DominguesPolitecnico di Milano, Dipartimento di Design

Page 2: The consequences of things (EAD, PAris 2015)

How to conceive a semiotics capable of conceiving itself as part of the design process?

Page 3: The consequences of things (EAD, PAris 2015)

How to conceive a semiotics capable of conceiving itself as part of the design process?

What kind of routes should be followed?

Page 4: The consequences of things (EAD, PAris 2015)

How to conceive a semiotics capable of conceiving itself as part of the design process?

What kind of routes should be followed?

How is it possible to construct a semiotics that is not only of design, but also inside design, a semiotics of the design activity?

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1 The pragmatic maxim

Consider what effects, that might conceivably have practical bearings, we conceive the object of our conception to have. Then, our conception of these effects is the whole of our conception of the object.

— Peirce (1878), CP 5.402

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the whole of our conception of the object

4

1

2

3

object of our conception

effects and practical bearingsof the object

effects and consequences

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2 From doubt to belief

Thus, both doubt and belief have positive effects upon us, though very different ones. Belief does not make us act at once, but puts us into such a condition that we shall behave in some certain way, when the occasion arises. Doubt has not the least such active effect, but stimulates us to inquiry until it is destroyed.

— Peirce (1877), CP 5.373

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The design-triangle

Inventive activity Representamen

DoubtProblematic state

Dynamical Object

Belief Interpretant artifact Interpretant

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3 A pragmatistic design method

Now the only way to discover the principles upon which anything ought to be constructed is to consider what is to be done with the constructed thing after it is constructed.

That which is to be done with the hypothesis is to trace out its conse-quences by deduction, to compare them with results of experiment by induction, and to discard the hypothesis, and try another, as soon as the first has been refuted; as it presumably will be.

— Peirce (1901), CP 7.220

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Inventive activity Representamen

DoubtProblematic state

Dynamical Object

Belief Interpretant artifact Interpretant

3. Trial and verification (induction)

2. Drawing consequences (deduction)

1. Prefiguring effects (abduction)

The macroargument and the semiotic triangle

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The way of the macroargument /1An open-ended process, a potentially unlimited semiosic cycle. A recursive inferential cycle destined to start and restart all over again, until at least one design hypothesis “shall resist all tests”.

Abduction 1

Deduction 1

Induction 1

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The way of the macroargument /2An open-ended process, a potentially unlimited semiosic cycle. A recursive inferential cycle destined to start and restart all over again, until at least one design hypothesis “shall resist all tests”.

Abduction 1 Abduction 2

Deduction 1 Deduction 2

Induction 1 Induction 2

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The way of the macroargument /3An open-ended process, a potentially unlimited semiosic cycle. A recursive inferential cycle destined to start and restart all over again, until at least one design hypothesis “shall resist all tests”.

Abduction 1 Abduction 2 Abduction 3

Deduction 1 Deduction 2 Deduction 3

Induction 1 Induction 2 Induction 3

Page 14: The consequences of things (EAD, PAris 2015)

The way of the macroargument /…An open-ended process, a potentially unlimited semiosic cycle. A recursive inferential cycle destined to start and restart all over again, until at least one design hypothesis “shall resist all tests”.

Abduction 1 Abduction 2 Abduction 3 and so on…

Deduction 1 Deduction 2 Deduction 3

Induction 1 Induction 2 Induction 3

Page 15: The consequences of things (EAD, PAris 2015)

The way of the macroargument /resultAn open-ended process, a potentially unlimited semiosic cycle. A recursive inferential cycle destined to start and restart all over again, until at least one design hypothesis “shall resist all tests”.

Abduction 1 Abduction 2 Abduction 3 and so on …

… all testsDeduction 1 Deduction 2 Deduction 3

Induction 1 Induction 2 Induction 3 Artifact

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Logic design and user logic

Design is a dialogic relation.

The dialogic process is a game that involves in the first instance the designer, and secondly the user.

Page 17: The consequences of things (EAD, PAris 2015)

Logic design and user logic

It is at the intersection, at the center of the mediation between design and user, that the artifact is found.

The artifact plays a mediation role in the threefold process of design semiosis.

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The three phases of design logic

It is at the intersection, at the center of the mediation between design and user, that the artifact is found.

The artifact plays a mediation role in the threefold process of design semiosis.

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A

B

1 Abduction phase

Deduction phase

Induction phase

2

3C

u

444

g

gg

Design logicArtifact

Starting the design process

User logic

Deductive interpretation of use

Inductive interpretation of use

Abductive interpretation of use

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The three phases of design logic

(A) will stand for the antecedent of the abductive reasoning, the artifact come out of a design.

(C) will stand for the consequent of the abductive reasoning: the set of consequences derived from the use of an artifact.

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Phase 1 Prefiguring effects (abduction)

A given effect or outcome may be thought of – in a possible world – as a consequent (C) caused by an antecedent (A).

The abductive move takes the following form:

(1.1) I have a certain effect or consequence (C) I would like my design to produce.

(1.2) I have to understand how the artifact (A) must be done in order to produce that consequence (C).

(1.3) It is possible that the artifact (A) I have conceived is able to produce the consequence (C).

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A

B

1 Abduction phase

Deduction phase

Induction phase

2

3C

u

444

g

gg

Design logicArtifact

Starting the design process

User logic

Deductive interpretation of use

Inductive interpretation of use

Abductive interpretation of use

Phase 1 Prefiguring effects (abduction)

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Phase 2 Drawing conclusions (deduction)

We now try to imagine and calculate – in the real world – what would happen if the situation occurred whereby, given A, you obtain the consequence C.

The deductive move takes the following form:

(2.1) If I design the artifact (A), some consequences can derive from it (C).

(2.2) I design the artifact (A).

(2.3) The artifact (A) will certainly have the following consequences (C).

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A

B

C

u

444

g

gg

Design logicArtifact

Starting the design process

User logic

Deductive interpretation of use

Inductive interpretation of use

Abductive interpretation of use

1 Abduction phase

Deduction phase

Induction phase

2

3

Phase 2 Drawing conclusions (deduction)

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Phase 3 Trial and verification (induction)

If that mental and deduttive calculation leads to a positive response, then we attempt to discover, by testing, if A truly has C as a consequence.

The inductive move takes the following form:

(3.1) I designed the artifact (A).

(3.2) I can see that the artifact (A) produces the consequences (C).

(3.3) It may be that the artifact (A) always produces these consequences (C).

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A

B

C

u

444

g

gg

Design logicArtifact

Starting the design process

User logic

Deductive interpretation of use

Inductive interpretation of use

Abductive interpretation of use

1 Abduction phase

Deduction phase

Induction phase

2

3

Phase 3 Trial and verification (induction)

Page 27: The consequences of things (EAD, PAris 2015)

A

B

C

u

444

g

gg

Design logicArtifact

Starting the design process

User logic

Deductive interpretation of use

Inductive interpretation of use

Abductive interpretation of use

1 Abduction phase

Deduction phase

Induction phase

2

3

Artifact is designed

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Mode A Deductive interpretation of use

The interpretation of use comes through a deduttive process when the user’s knowledge takes the form of a rule to be followed.

This rule may take the form of

(i) a law,

(ii) an imparted instruction,

(iii) a habit or custom deriving from tradition.

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Mode A Deductive interpretation of use

A

B

C

u

444

g

gg

Design logicArtifact

Starting the design process

User logic

Deductive interpretation of use

Inductive interpretation of use

Abductive interpretation of use

1 Abduction phase

Deduction phase

Induction phase

2

3

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Mode B Inductive interpretation of use

The interpretation of use depends on inductive reasoning when, in the absence of a clear rule, the user’s knowledge of a product derives:

(i) in the first instance via observation,

(ii) then by trials and experimentation,

(iii) by tests and verification.

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Mode B Inductive interpretation of use

A

B

C

u

444

g

gg

Design logicArtifact

Starting the design process

User logic

Deductive interpretation of use

Inductive interpretation of use

Abductive interpretation of use

1 Abduction phase

Deduction phase

Induction phase

2

3

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Mode C1 Abductive interpretation of use: hazard

When the rule is lacking and the possibility of experimentation is denied or costly, the interpretation of use necessarily depends on abduction.

In these cases, one wagers on one’s ability to understand. Again in this case, what is at work in the background are Peirce’s habits, that is, the abduction by selection, the one by which we hypothesize a rule of implication by searching within our knowledge base.

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Mode C1 Abductive interpretation of use: hazard

A

B

C

u

444

g

gg

Design logicArtifact

Starting the design process

User logic

Deductiveinterpretation of use

Inductive interpretation of use

Abductive interpretation of use

1 Abduction phase

Deduction phase

Induction phase

2

3

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Mode C2 Abductive interpretation of use: reinvention

Abduction – not coincidentally also termed retroduction – is for the most part a return backwards in time: from effect to cause.

But abduction is always invention and thus projective gaze.

There are thus cases where the design process passes into the hands of the user-agent, and consists in reformulating, partially or wholly, an artifact’s program of use.

Just like in a metaphor, seen as a stratagem for getting beyond the limits of language so that we can say what the language as it is does not allow us to say.

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When design get wrong, the process starts again…

ADeductive interpretation of use

BInductive interpretation of use

CAbductive interpretation of use

u

444

g

gg

Design logicArtifact

Starting the design process

User logic

1 Abduction phase

Deduction phase

Induction phase

2

3

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Design activity is a continuous research of invention.

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ThanksMerciGrazieObrigado

Salvatore Zingale | [email protected] Domingues | [email protected]

Politecnico di Milano, Dipartimento di Design