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Philosophy of Technology

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Title: Philosophy of Technology


1
Philosophy of Technology
  • And Computing

2
What is Technology
  • As artifact, tool, physical thing
  • Hammer
  • Computer
  • Software?
  • Know how
  • Fire, Distilling, Steel making PROCESS
  • Intellectual property

3
Science vs. Technology
  • Technology is
  • the handmaiden of science
  • the child of the doing of science
  • science discovers the rules of nature
  • technology provides the payback (harnesses
    science)
  • Difference between
  • discovering / constructing theory
  • using the theory to produce a technology
  • steam engine, radio, TV, computer

4
Science (theory) vs. Technical (know how)
  • Theoretical vs. Technical Knowledge
  • Ancient Greeks - Today

Knowledge
5
Science vs. Technology
  • Science explains,
  • why things work
  • Technology is how things work,
  • how to do

6
Pragmatism
  • E.g. John Dewey
  • Inverts the pyramid
  • Theory is NOT Truth
  • Theory is not an end in itself, but a means
  • Theory is kind of technology

7
Heideggers view of technology
  • NOT simply a collection of artifacts
  • but an all encompassing world view
  • "the technological understanding of being."
  • A culture's tools and practices define a
    particular way of interacting with the world.
  • Epochs
  • model of wild nature
  • religious world view (middle ages)
  • modern world
  • technology was designed to stand against nature
    and satisfy desires of autonomous subjects
  • new age of technology

8
Examples of how technology in the new age
completely "enframes" the world, into a grand
unified system
  • Hydroelectric dams
  • energy is distributed across population
  • everyone reliant on distribution system
  • Networked Computers (better fit)
  • Information (the ultimate resource)
  • Endlessly disaggregated, and redistributed
  • The network enframes our entire world
  • information about anything can be sent over
    network
  • individuals are reduced to resources
  • "eyeballs" in the view of internet advertising
    agents.

9
technology seduces us to substitute material
objects for what makes the good life.
  • 2 types of technological artifacts
  • Focal Things the place for activities that
    define forms of life
  • a hearth provided a setting for family life
  • Devices hide activity associated with them
  • encourage us to think of the good they produce as
    a commodity.
  • central heating provides heat, but operation is
    hidden
  • we think of the heat merely as a commodity
  • not as the focus of a way of life

10
Critical Theory and Technology
  • Borgmann's antidote for losing our personality to
    hyper-reality is to return to focal activities.
  • Focal activities are practices which center our
    attention on the richness of life.
  • E.g., the preparation of a well cooked meal
  • calls on our skill,
  • focuses our attention on the necessities of life,
  • aesthtic or sacramental communal activity,
  • frozen dinners commodify the process of eating.
  • Technology can assist in focal activities
  • e.g. kitchen implements
  • as long as the technology does not become the
    focus

11
Marcuse
  • Technological thinking leads us to decontextulize
  • by measuring everything (quantifiable terms), we
    separate ethical from the true
  • values are relegated to the subjective
  • technological rationality
  • Technologies are value neutral
  • only uses are good or evil, despite fact that
    uses are shaped by the technologies.
  • technology leads to new forms of domination.

12
Technology changes thought
  • Nature of writing
  • fountain pen, typewritten, word processor,
  • interpersonal communications letters, telephone,
    e-mail IM.
  • Nature of work
  • crafts, factory production, new information
    economy.
  • relationship to information
  • library model of careful selection
  • classification, and permanent collections
  • information retrieval model of access to
    everything, diversification, and dynamic
    collections.
  • All of these changes are disruptive,
  • foreclose old practices and provide new
    opportunities.
  • Some people are always hurt by shifts, while
    others thrive.

13
Human-Computer Interaction
  • Bad Design
  • The computer becomes the focus rather than the
    focus being practice pursued
  • Good Design
  • useful, usable, easily learned
  • let people do what they want to do
  • does not crowd ones focus of attention
  • should fade into the background

14
Donald Norman (1990)"The Design of Everyday
Things" Good design
  • user can figure out what to do
  • user can tell what is going on
  • use the natural properties of people and the
    world to produce systems whose operation is
    obvious.
  • Different features offer different affordances,
  • operations that they suggest to the user.
  • e.g. ,buttons are for pushing, and knobs are for
    turning
  • If everything has obvious function, then little
    instruction is needed.

15
John Gould (1988) "How to Design Usable Systems"
  • focus on the needs of users from the very start
    of the project.
  • four simple principles
  • early and continuous focus on users
  • early and continual testing
  • iterative design as result of testing
  • integrated design, all elements develop
    constantly and in coordination

16
Pragmatism and design
  • Pragmatism knowledge and technology is socially
    situated.
  • Dewey scientific theories and logic are tools
    used in a certain social practice.
  • better philosophical basis for computer science
    education than the rationalism that underlies
    most training.
  • The rationalist attitudes concentrate on logic
    and theory rather than attention to the needs of
    computer users.
  • Interface I/O metaphors guide users
  • Desktop, folders, menus,
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