Who, how and where people are invited to discuss (and influence) technological design rests ultimately on varying and competing assumptions about value and values. These assumed values, always-loosely justified leaps to what is valued, prompt various leaps to processes and procedures that will achieve these values, and to human participation. In any case, these values and procedural means also make always-incomplete reference to other ends when asked “why”, through necessarily-thinner elaborations and justifications. In all case, they are both the product of and produce the various semi-material realities of the changing technologies themselves. {need to elaborate – but I think there is a matrix of possibilities here}
We consider these necessarily loose connections across the values of human participation in technological design, in order to consider a range of nascent possibilities toward the future. We also consider these connections across a number of broad differences to the underlying nature of information technologies {list them out? enterprise systems; software apps; artificial intelligence}.
This forging of revised rationales for human participation in technological design also raises the more general argument for the future for participation in technological design.
We begin with 2 broad approaches to the rationale of participation: participation as of value, and participation as a value.
Broadly speaking, “participation as of value” considers participation in technological design as a means to desired ends - e.g. efficient product-service delivery; product-service customization for customers; and harm reduction, to name a few. The desirability of these ends are necessarily associated with other ends to justify their pursuit, for example: efficiency in order to compete with other organizations in order to avoid organizational decline and death; product-service customization as a different means to the same competitive ends through differentiation (not cost); and the reduction of harm in order to steer within legal constraints and to avoid legal sanctions. In every case, the desirability of an end depends on a number of leaps across a set of “why” answers to justify their pursuit.
In term of the “how” to achieve these ends through technological design, a number of possible and never-purely derived methods and means are possible. Within those means, a number of possible rationales and methods for human participation are also possible, but not always. These possibilities revolve around how answers to the who, what, where, when and why of participation are justified in supporting its value to the desired ends.
For example, if improved organizational efficiency is the goal, there is a possible leap to assumptions that technology and business-process experts should in-charge of selecting and implementing new technologies into the organization. Employees would participate in order to learn how to use and adapt these technologies to achieve these organizational-efficient ends.
Very different means to organizational efficiency have also been proposed and evaluated; for example, socio-technical design and the efficiency produced by letting to coal miners figure out the most efficient practices and technologies. Similar conjectures were considered during the so-called end user computing movement in the 1980s, which radiates through in revised form in today's user-lead technology selection and use of software apps.
In both cases, the values and ends of the project typically drive the processes and means to achieve them. For example, the use of technology for organizational efficiency can prompt efficient design processes; for example, the use of technology experts to select “best of breed software; the “involvement” of people early in design to introduce the project and to get “buy-in”; the selection of representatives from identified groups to simplify deliberation; the categorization of individuals into stakeholder groups with more-or-less well defined interests; a focus on early design and requirements “sign-off”; and the identification of users and desirable use (and “resistance” if some oppose this use). Once infected with the end for design, that end can typically drive the procedures to achieve them.
In contrast, a company involved in the generation of new and novel electronic games could emanate from very different ends to technological design and participation: e.g. the freedom of individuals to explore and find generic software applications to select and customize for individual, group and collective needs. In this case, a marketplace of numerous app providers with numerous products serves as a ready source of supply for users to find and shape their digital space. Whether this generative context is an entirely new form of human participation in technological design, or whether it is sits on top of or beside the efficiency goals of production (e.g. the need for github and other software design systems to manage coding teams), it provides an alternative means-end reason for particular forms of participation in technology design, and its ends.
In any of these “participation as of value” cases, despite the broad range of ends and processes, people's participation in design is towards the production of value.
In contrast, and still depending on a loose but different set of relationships to means, is participation “as a value”. Participation as a value considers participation as end in itself, irrespective of any external ends. Participation is itself “good”, in whatever form it takes.
To be clear, there are possible cross-overs into the “participation as of value”, both to support and critique it. But participation as a value is good for itself, without focusing or pushing it as a means to other ends.
Despite this assumed independence from other ends, its justification depends on other higher ends to answer “why” for “its own sake”: e.g. individual rights to shape the technologies that they use and are affected by; the joy of humans shaping their own tools and work environment; seeing each and every person as offering a unique and important vantage point from individual experiences; seeking diverse perspectives on work and individual experiences in shaping technological design and use (but as a secondary end); the striving for limited or zero harm to people's quality-of-working life. {some of these are still ends driven, and so will need further work}.
Broader values about participation as a value may support a view that all organizations and technology should be driven by all humans interests, and not by the goals of other non-human things/means; markets, organizations (survival), technology for technology sake, artificial intelligence to see if we can replicate human intelligence, shareholders (a subset of human interests), or any other goals.
Participation as a value can also provide a critique of the assumed relationships across means and ends in participation as of value, for example the restriction of participation to “buy in” in order to efficiently produce efficient systems that address only shareholder value; the possibility of shrinking consumer demand if work is lost to automation; the loss of the natural environment making life unlivable.
In addition to participation of value and a value, various loose connections are made to the handling of the semi-material realities of new and changing information technologies. We use the term “loose” because they are neither the inductively-proven results of experiment, nor deductively-derived proofs from theoretical concepts, so must always remain more-or-less, conjectures about the processes and possibilities for realizing values.
In terms of information technology, we consider 3 broad social and material natures of it over time, all now operating in the present in 3 semi-independent spheres.
Large and cross-department technologies, custom-built initially in the 1970s and and 80s, and now evident in enterprise systems requiring more or less customization to achieve enterprise-wide results, are our first or three social and material natures to IT.
It is typically in this particular social and material sphere that we encounter some of the earliest discussions of employee participation, at work. As such, the who, what, where, when and why questions of participation were typically answered in the 70s and 80s, as a means to particular ends:
In contrast and at the same time, other configurations of the questions were organized through socio-technical logic:
An enterprise systems emerged in the 1990s to dominate enterprise-wide systems development, we find a switch back to the first chain-of-reasoning, with alternative logics and new participants:
Beginning with end-user computing and the rise of personal computing in the 1980s, extending into the internet era, we see another social and material ensemble emerge, which we call participant-lead computing, in an effort to explain in a phrase, the form of participation it encouraged. Whether through spreadsheets and word processor in the 1980s, internet browsers and e-mail in the 90s, social-computing in the 00s, or personalized productively apps in the 10s, the plethora of software available for download and use encourages a very different set of answers to our questions about participation:
In many respects, the participant-lead computing looks like the dominant answer to the production of useful software, the diversity of human needs, and the inclusion of diverse perspectives into technological design. However, its ideal rests on a number of important assumptions that are not immediately closed to critical questions:
Our third social and material setting, while more recent but sitting beside and often drawing upon the second setting, is another social and material ensemble which we call data-revealed computing. Whether through spreadsheets and word processor in the 1980s, internet browsers and e-mail in the 90s, social-computing in the 00s, or personalized productively apps in the 10s, the plethora of software available for download and use encourages a very different set of answers to our questions about participation: