Blog All Kindle-clipped Locations: Destruction and Creation

I finished my previous post on why designers should be interested in John Boyd with the recommendation to read his essay “Destruction and Creation”. I thought I’d share the bits I highlighted in my copy. It is part of Osinga’s Science, Strategy and War, to which the locations below refer.

Location 3176 – Boyd introduces a very simple but fundamental reason for why we should care about decision making:

… a basic aim or goal, as individuals, is to improve our capacity for independent action

Location 3183 – the same applies to design and designers. We do not want to be controlled by our circumstances. Boyd was talking to a military audience, but the description below is true of any social situation, including the design practice:

In a real world of limited resources and skills, individuals and groups form, dissolve and reform their cooperative or competitive postures in a continuous struggle to remove or overcome physical and social environmental obstacles.

Location 3190

Against such a background, actions and decisions become critically important.

Location 3192

To make these timely decisions implies that we must be able to form mental concepts of observed reality, as we perceive it, and be able to change these concepts as reality itself appears to change.

Location 3195 – designers are asked to do nothing but the above. The succes of our designs hinges on our understanding of reality and our skill at intervening in it. So the question below is of vital importance to us:

How do we generate or create the mental concepts to support this decision-making activity?

Location 3196 – in the next section of the essay Boyd starts to provide answers:

There are two ways in which we can develop and manipulate mental concepts to represent observed reality: We can start from a comprehensive whole and break it down to its particulars or we can start with the particulars and build towards a comprehensive whole.

Location 3207

… general-to-specific is related to deduction, analysis, and differentiation, while, specific-to-general is related to induction, synthesis, and integration.

Location 3216

… such an unstructuring or destruction of many domains – to break the correspondence of each with its respective constituents – is related to deduction, analysis, and differentiation. We call this kind of unstructuring a destructive deduction.

Location 3225

… creativity is related to induction, synthesis, and integration since we proceeded from unstructured bits and pieces to a new general pattern or concept. We call such action a creative or constructive induction.

Location 3227 – here Boyd starts to connect the two ways of creating concepts. I have always found it gratifying to immerse myself in a design’s domain and to start teasing apart its constituent elements, before moving on to acts of creation:

It is important to note that the crucial or key step that permits this creative induction is the separation of the particulars from their previous domains by the destructive deduction.

Location 3230

… the unstructuring and restructuring just shown reveals a way of changing our perception of reality.

Location 3237 – so far so fairly straight-forward. But Boyd gets increasingly more sophisticated about this cycle of destruction and creation. For example, he suggests we should check for internal consistency of a new concept by tracing back its elements to the original sources:

… we check for reversibility as well as check to see which ideas and interactions match-up with our observations of reality.

Location 3240 – so this is not a two-step linear act, but a cyclical one, where we keep tuning parts and wholes of a concept (or design) and test them against reality:

Over and over again this cycle of Destruction and Creation is repeated until we demonstrate internal consistency and match-up with reality.

Location 3249 – in the next section, Boyd problematises the process he has proposed by showing that once we have formed a concept, its matchup to reality immediately starts to deteriorate:

… at some point, ambiguities, uncertainties, anomalies, or apparent inconsistencies may emerge to stifle a more general and precise match-up of concept with observed reality.

Location 3257 – the point below is one I can’t help but iterate often enough to clients and coworkers. We must work under the assumption of mismatches occurring sooner or later. It is an essential state of mind:

… we should anticipate a mismatch between phenomena observation and concept description of that observation.

Location 3266 – he brings in Gödel, Heisenberg and the second law of thermodynamics to explain why this is so:

Gödel’s Proof indirectly shows that in order to determine the consistency of any new system we must construct or uncover another system beyond it.

Location 3274

Back and forth, over and over again, we use observations to sharpen a concept and a concept to sharpen observations. Under these circumstances, a concept must be incomplete since we depend upon an ever-changing array of observations to shape or formulate it. Likewise, our observations of reality must be incomplete since we depend upon a changing concept to shape or formulate the nature of new inquiries and observations.

Location 3301 – so Gödel shows we need to continuously create new concepts to maintain the usefulness of prior ones due to the relationship between observed reality and mental concepts. Good news for designers! Our work is never done. It is also an interesting way to think about culture evolving by the building of increasingly complex networks of prior concepts into new ones. Next, Boyd brings in Heisenberg to explain why there is uncertainty involved when making observations of reality:

… the magnitude of the uncertainty values represent the degree of intrusion by the observer upon the observed.

Location 3304

… uncertainty values not only represent the degree of intrusion by the observer upon the observed but also the degree of confusion and disorder perceived by that observer.

Location 3308 – Heisenberg shows that the more we become intwined with observed reality the more uncertainty increases. This is of note because as we design new things and we introduce them into the environment, unexpected things start to happen. But also, we as designers ourselves are part of the environment. The more we are part of the same context we are designing for, the less able we will be to see things as they truly are. Finally, for the third move by which Boyd problematises the creation of new concepts, we arrive at the second law of thermodynamics:

High entropy implies a low potential for doing work, a low capacity for taking action or a high degree of confusion and disorder. Low entropy implies just the opposite.

Location 3312 – closed systems are those that don’t communicate with their environment. A successful design practice should be an open system, lest it succumb to entropy:

From this law it follows that entropy must increase in any closed system

… whenever we attempt to do work or take action inside such a system – a concept and its match-up with reality – we should anticipate an increase in entropy hence an increase in confusion and disorder.

Location 3317 – it’s important to note that Boyd’s ideas are equally applicable to design plans, design practices, design outcomes, any system involved in design, really. Confused? Not to worry, Boyd boils it down in the next and final section:

According to Gödel we cannot – in general – determine the consistency, hence the character or nature, of an abstract system within itself. According to Heisenberg and the Second Law of Thermodynamics any attempt to do so in the real world will expose uncertainty and generate disorder.

Location 3320 – the bit below is a pretty good summary of why “big design up front” does not work:

any inward-oriented and continued effort to improve the match-up of concept with observed reality will only increase the degree of mismatch.

Location 3329 – whenever we encounter chaos the instinct is to stick to our guns, but it is probably wiser to take a step back and reconsider our assumptions:

we find that the uncertainty and disorder generated by an inward-oriented system talking to itself can be offset by going outside and creating a new system.

Location 3330 – creativity or explorative design under pressure can seem like a waste of time but once we have gone through the exercise in hind sight we always find it more useful than thought before:

Simply stated, uncertainty and related disorder can be diminished by the direct artifice of creating a higher and broader more general concept to represent reality.

Location 3340

I believe we have uncovered a Dialectic Engine that permits the construction of decision models needed by individuals and societies for determining and monitoring actions in an effort to improve their capacity for independent action.

Location 3341

the goal seeking effort itself appears to be the other side of a control mechanism that seems also to drive and regulate the alternating cycle of destruction and creation toward higher and broader levels of elaboration.

Location 3347 – chaos is a fact of life, and as such we should welcome it because it is as much a source of vitality as it is a threat:

Paradoxically, then, an entropy increase permits both the destruction or unstructuring of a closed system and the creation of a new system to nullify the march toward randomness and death.

Location 3350 – one of Boyd’s final lines is a fine description of what I think design should aspire to:

The result is a changing and expanding universe of mental concepts matched to a changing and expanding universe of observed reality.

Mashing up the real-time city and urban games

Yesterday evening I was at the Club of Amsterdam. They host events centred around preferred futures. I was invited to speak at an evening about the future of games.1 I thought I’d share what I talked about with you here.

I had ten minutes to get my point across. To be honest, I think I failed rather dismally. Some of the ideas I included were still quite fresh and unfinished, and I am afraid this did not work out well. I also relied too heavily on referencing other’s work, presuming people would be familiar with them. A miscalculation on my part.

In any case, thanks to Felix Bopp and Carla Hoekendijk for inviting me. I had a good time and enjoyed the other presenter’s talks. The discussion afterwards too was a lot of things, but dull certainly isn’t among them.

What follows is a write-up of what I more or less said during the presentation, plus references to the sources I used, which will hopefully make things clearer than they were during the evening itself.2

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(This is where I did the usual introduction of who I am and what I do. I won’t bore you with it here. In case you are wondering, the title of this talk is slightly tongue-in cheek. I had to come up with it for the abstract before writing the actual talk. Had I been able to choose a title afterwards, it would’ve been something like “Growth” or “A New Biology of Urban Play”…)

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This gentleman is Jean-Baptiste Lamarck. He is said to be the first to formulate a coherent theory of evolution. His ideas centred around inheritance of acquired traits. So for instance, a blacksmiths who works hard his whole life will probably get really strong arms. In the Lamarckist view, his offspring will inherit these strong arms from him. Darwinism rules supreme in evolutionary biology, so it is no surprise that this theory is out of favour nowadays. What I find interesting is the fact that outside of the natural domain, Lamarckism is still applicable, most notably in culture. Cultural organisms can pass on traits they acquired in their lifetime to their offspring. Furthermore, there is a codependency between culture and humans. The two have co-evolved. You could say culture is a trick humans use to get around the limits of Darwinism (slow, trial-and-error based incremental improvements) in order to achieve Lamarckism.3

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You can think of cities as cultural meta-organisms. They’re a great example of natural-cultural co-evolution. We use cities as huge information storage and retrieval machines. What you see here is a map of the city of Hamburg circa 1800. In his book Emergence, Steven Berlin Johnson compares the shape of this map to that of the human brain, to illustrate this idea of the city being alive, in a sense. Cities are self-organizing cities that emerge from the bottom up. They grow, patterns are created from low-level interactions, things like neighbourhoods.4

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Games are this other thing nature has come up with to speed up evolution. I’m not going to go into why I think we play (you could do worse than have a look at The Ambiguity of Play by Brian Sutton-Smith to get a sense of all the different viewpoints on the matter). Let’s just say I think one thing games are good at is conveying viewpoints of the world in a procedural way (a.k.a. ‘procedural rhetoric’ as described in Ian Bogost’s book Persuasive Games). They provide people with a way to explore a system from the inside out. They give rise to ‘systemic literacy’.5 The image is from Animal Crossing: Wild World, a game that, as Bogost argues, tries to point out certain issues that exist with consumerism and private home ownership.

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Moving on, I’d like to discuss two trends that I see happening right now. I’ll build on those to formulate my future vision.

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So trend number one: the real-time city. In cities around the globe, we are continuously pumping up the amount of sensors, actuators and processors. The behaviour of people is being sensed, processed and fed back to them in an ever tightening feedback loop. This will inevitably change the behaviour of humans as well as the city. So cities are headed to a phase transition, where they’ll move (if not in whole then at least in neighbourhood-sized chunks) to a new level of evolvability. Adam Greenfield calls it network weather. Dan Hill talks about how these new soft infrastructures can help us change the user experience of the city without needing to change the hard stuff. The problem is, though, that the majority of this stuff is next-to invisible, and therefore hard to “read”.6 The image, by the way, is from Stamen Design’s awesome project Cabspotting, which (amongst other things) consists of real-time tracking and visualization of the trajectories of taxis in the Bay Area.

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Trend number two. In the past decade or so, there’s a renewed interest in playing in public spaces. Urban games are being used to re-imagine and repurpose the city in new ways (such as the parkour player pictured here). Consciously or subconsciously, urban games designers are flirting with the notions of the Situationist International, most notably the idea of inner space shaping our experience of outer space (psycho-geography) and the use of playful acts to subvert those spaces. Parkour and free running can’t really be called games, but things like SFZero, The Soho Project and Cruel 2 B Kind all fit these ideas in some way.

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So I see an opportunity here: To alleviate some of the illegibility of the real-time city’s new soft infrastructures, we can deploy games that tap into them. Thus we employ the capacity of games to provide insight into complex systems. With urban games, this ‘grokking’ can happen in situ.

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Through playing these games, people will be better able to “read” the real-time city, and to move towards a more decentralized mindset. The image is from a project by Dan Hill, where the shape of public Wi-Fi in the State Library of Queensland was visualized and overlaid on the building’s floor-plan.

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Ultimately though, I would love to enable people to not only “read” but also “write” possible processes for the real-time city. I see many advantages here. Fore one this could lead to situated procedural arguments: people could be enabled to propose alternative ways of interacting with urban space. But even without this, just by making stuff, another way of learning is activated, known as ‘analysis by synthesis’. This was the aim of Mitchel Resnick when he made StarLogo (of which you see a screenshot here). And it works. StarLogo enables children to make sense of complex systems. A real-time urban game design toolkit could to the same, with the added benefit of the games being juxtaposed with the cities they are about.

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This juxtaposition might result in dynamics similar to what we find in nature. Processes from these new games might be spontaneously transferred over to the city, and vice versa. The image is of roots with outgrowths on them which are caused by a bacteria called Agrobacterium. This bacteria is well known for its ability to transfer DNA between itself and plants. An example of nature circumventing natural selection.7 A new symbiosis between urban games and the real-time city might lead to similar acceleration of their evolutions.

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(I finished a little over time and had time for one question. Adriaan Wormgoor of FourceLabs asked whether I thought games would sooner or later become self-evolving themselves. My answer was “absolutely”. to get to ever higher levels of complexity we’ll be forced to start growing or rearing our games more than assembling them from parts. Games want to be free, you could say, so they are inevitably heading towards ever higher levels of evolvability.)

  1. Iskander Smit has posted a report of the evening over at his blog. []
  2. If you’re interested, the slide deck as a whole is also available on SlideShare. []
  3. I first came across Lamarck, and the idea of nature and culture co-evolving in Kevin Kelly’s book Out of Control. The blacksmith example is his too. []
  4. All this flies in the face of large-scale top-down planning and zoning, as Jane Jacobs makes painfully clear in her book The Death and Life of Great American Cities. []
  5. Eric Zimmerman talked at length about the need for systemic literacy at Playful 2008. []
  6. For more on this have a look at another blog post by Adam Greenfield titled Reading, writing, texts, literacy, cities. []
  7. As Kevin Kelly writes in Out of Control, evolution with symbiosis included is less like a tree and more like a thicket. []

Cities, systems, literacy, games

If you were asked to improve your own neighbourhood, what would you change? And how would you go about communicating those changes?

Cities are systems, or rather, many systems that interconnect. Like buildings, they can be thought of as having layers, each changing at its own pace. If those layers are loosely coupled, the city — like the building — can adapt.

Recently, new urban layers/systems have started to emerge. They are made up of rapidly proliferating computing power, carried by people and embedded in the environment, used to access vast amounts of data.

At the same time, games have given rise to a new form of literacysystemic literacy. However, to date, players have mostly inhabited the systems that make up games. They can read them. Writing, on the other hand, is another matter. True systemic literacy means being able to change the systems you inhabit.

True read/write systemic literacy can be used to craft games, yes. But it can also be used to see that many other problems and challenges in daily life are systemic ones.

To be sure, the real-time city will confront its inhabitants with many new problems. It is of the essence that the people shaping these new systems have a deep concern for their fellow humans. But it is also at least as important that people are taught the knowledge and skills — and given the tools — to change stuff about their surroundings as they see fit.

The wonderful thing is, we can shape systems, using the ‘new’ streets as a platform that transfer this knowledge and these skills to people. We can create ‘seriousurban games that facilitate speculative modelling, so that people can improve their living environment, or at least express what they would change about it, in a playful way.