Digital
Ground: Architecture, Pervasive Computing,
and Environmental Knowing
by Malcolm McCullough
The MIT Press, Cambridge, MA, 2004
296 pp., illus. 42 b/w. Trade, $37.95
ISBN: 0-262-13435-7.
Reviewed by Rob Harle
Australia
recluse@lis.net.au
This is an important book. Not so much
for what it achieves for architecture
specifically, but for its detailed scholarly
critique of the present level of ubiquitous,
embedded computing devices generally.
The investigation is far reaching and
includes not only such obvious digital
devices such as personal computers, but
chips and electronic controllers that
are embedded in almost everything we encounter
in our modern Western lives.
McCulloughs main thesis, simply
stated, is that we must move our design
focus from "things to experiences" (p.158).
That is, designers must get out in the
field and find out what humans want to
do with their devices, how they work (interact
with them) and concentrate on improving
the interactive experience for the human
being not the machine/designer! There
is no space here to discuss the various
methods McCullough suggests to achieve
this goal. However, one important aspect
of the new interaction design theory worth
mentioning is that the function and maintenance
of digital devices should be peripheral,
accessible if necessary, but normally
out of site and out of mind. Try to imagine
a personal computer (home or office) that
worked as seamlessly as the thermostat
in your refrigerator.
The book is arranged in four parts: Part
OneExpectationslooks
at how past technologies have given rise
to expected interactive futures and the
nature of embodiment, especially regarding
space and place. Part TwoTechnologiesdiscusses
the various types of Embedded Gear, Situated
Types, and Location Models we have been
inundated with. Part ThreePracticeslooks
in detail at how we use technology, how
we should use it, and the interactive
experience concept, especially from a
cultural and social perspective. Part
FourEpilogueis
very brief section that argues that technology
is as natural to humans as the naturally
occurring physical world (p.211). Further,
that we should learn from complex natural
systems and design technologies that enhance
our human-ness not degrade us by enslavement.
Finally, there is an extensive and informative
Endnote and Reference section together
with a hopelessly inadequate Index.
The content of the book is not especially
technical, though it is not a breezy
read either. McCullough tackles many of
the perennial philosophical problems associated
with being human. Especially the nature
of embodiment, methods of social control,
how our inventions bring about cultural
change, and how our adaptation to these
changes effects survival. Capitalism and
economic theory are discussed as these
are directly related to the manufacture
and design of all the devices under consideration;
many are designed (or non-designed) because
profit, not human wellbeing, is the only
motive of production.
Much of McCulloughs discussion concerns
sense of place. Embedded digital
technologies, globalisation, the Internet
(cyberspace), satellite positioning systems,
video surveillance systems, and mobile
communication devices have all altered
the traditional concept of belonging to
a specific place. This High-Tech nomadism
has particular consequences for architecture
and the design of the physical spaces
humans occupy. McCullough uses the term
"Digital Ground" to refer to the complex
proposition that: "Interaction design
must serve the basic human need for getting
into place. Like architecture, and increasingly
as a part of architecture, interaction
design affects how each of us inhabits
the physical world" (p.172).
Recent surveys suggest that the "phenomenology
of engagement" is at the root of interactivity,
this results in a shift of design values
from, "objects to experiences, from performances
to appropriateness, from procedure to
situation, and from behaviour to intent"
(p.50).
Unfortunately the enthusiasm of corporations
and their designers for pervasive embedded
computing, with little or no consideration
for human social and cultural design parameters,
still constitutes the status quo and as
McCullough suggests, we are heading for
huge design failures, "Expect Wrecks!"
(p.118). This should alert the reader
to the fact that McCulloughs thesis
is highly controversial, not yet the dominant
or accepted design paradigm and will take
some time before it does become accepted
as such. Just as the " Y2K Millennium
Bug" could have caused a global disaster
if its underlying causes had not been
addressed early enough, perhaps other,
as yet unrecognised problems resulting
from unrestrained, badly designed embedded
computing devices may cause serious large
scale problems. Hopefully, we will realise
the sense in McCulloughs argument
for human centred design before any of
these occur.