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Metadesign (or meta-design) is an emerging conceptual framework aimed at defining and creating social, economic and technical infrastructures in which new forms of collaborative design can take place. It consists of a series of practical design-related tools for achieving this.
As a methodology, its aim is to nurture emergence of the previously unthinkable as possibilities or prospects through the collaboration of designers within interdisciplinarity 'metadesign' teams. Inspired by the way living systems work, this new field aims to help improve the way we feed, clothe, shelter, assemble, communicate and live together.
Metadesign has been initially put forward as an industrial design approach to complexity theory and information systems by Dutch designer Andries Van Onck in 1963, while at Ulm School of Design (later at Politecnico di Milano and Rome and Florence ISIA). Since then, several different design, creative and research approaches have used the name "Metadesign", ranging from Humberto Maturana and Francisco Varela's biological approach, to Gerhard Fischer's and Elisa Giaccardi's [1] techno-social approach, and Paul Virilio's techno-policital approach.
Later on, a very active group was present at Politecnico di Milano, and several different universities and graduate programs began applying Metadesign in design teaching around the world generally based at Van Onck's approach, further developed at Politecnico di Milano. Nevertheless, there's a very active, but widely dispersed, group that base their activities at Maturana and Varela's approach.
More recently, some efforts have been made to systematize Metadesign as a structured creative process, such as (1) Fischer's and Giaccardi's and (2) Caio Vassão's academic works, [2] [3] among several others, based on a much wider reference frame, ranging from post-structuralist philosophy, Neil Postman's media ecology, Christopher Alexander's pattern languages and deep ecology.
This variety of approaches is justified by the myriad interpretations that can be derived from the etymological structure of the term.
The Greek word 'meta' originally meant 'beyond' or 'after' and is now sometimes used to imply a comprehensive, insightful self-awareness. Employed as a prefix, it explicitly denotes self-referentiality. Metadesign, therefore, alludes to a design practice that (re)designs itself (see Maturana and Varela's term autopoiesis). The idea of Metadesign acknowledges that future uses and problems cannot be completely anticipated at design time. Aristotle's influential theory of design defined it by saying that the 'cause' of design was its final state. This teleological perspective is similar to the orthodox idea of an economic payback at the point of sale, rather than successive stages when the product could be seen to achieve high levels of perceived value, throughout the whole design cycle. Some supporters of metadesign hope that it will extend the traditional notion of system design beyond the original development of a system by allowing users to become co-designers.
By harnessing creative teamwork within a suitable co-design framework, some metadesigners have sought to catalyse changes at a behavioural level. [4] However, as Albert Einstein said, "We can't solve problems by using the same kind of thinking we used when we created them". This points to a need for appropriate innovation at all levels, including the metaphorical language that serves to sustain a given paradigm. [5] In practical terms this adds considerable complexity to the task of managing actions and outcomes. What may be so neatly described as 'new knowledge', in practical terms, exists as an interpersonal and somatic web of tacit knowledge that needs to be interpreted and applied by many collaborators. [6] This tends to reduce the semantic certainty of roles, actions and descriptors within a given team, [7] making it necessary to rename particular shared experiences that seem inappropriately defined. In other instances it may be necessary to invent new words to describe perceived gaps in what can be discussed within a prevailing vernacular. Humberto Maturana's work on distributed language and the field of biosemiotics is germane to this task.[ citation needed ] Some researchers have used bisociation [8] in order to create an auspicious synergy of benign synergies. [9] In aspiring to this outcome, metadesign teams will cultivate auspicious 'diversities-of-diversities'. It suggests that metadesign would offer a manifold ethical space. In this respect, related approaches include what Arthur Koestler (1967) called holarchy, or what John Dewey and John Chris Jones have called 'creative democracy'.
Regarding a wide range of applications and contexts, Vassão has argued that Metadesign can be understood as a set of four "conceptual tools", utilizing Gilles Deleuze's understanding of the term "tool":
Vassão has argued that, in all different approaches to metadesign, the presence of these conceptual tools can be verified. [10]
Abstraction is a process where general rules and concepts are derived from the use and classifying of specific examples, literal signifiers, first principles, or other methods.
Systems theory is the transdisciplinary study of systems, i.e. cohesive groups of interrelated, interdependent components that can be natural or artificial. Every system has causal boundaries, is influenced by its context, defined by its structure, function and role, and expressed through its relations with other systems. A system is "more than the sum of its parts" when it expresses synergy or emergent behavior.
Francisco Javier Varela García was a Chilean biologist, philosopher, cybernetician, and neuroscientist who, together with his mentor Humberto Maturana, is best known for introducing the concept of autopoiesis to biology, and for co-founding the Mind and Life Institute to promote dialog between science and Buddhism.
Fritjof Capra is an Austrian-born American author, physicist, systems theorist and deep ecologist. In 1995, he became a founding director of the Center for Ecoliteracy in Berkeley, California. He is on the faculty of Schumacher College.
The term autopoiesis refers to a system capable of producing and maintaining itself by creating its own parts. The term was introduced in the 1972 publication Autopoiesis and Cognition: The Realization of the Living by Chilean biologists Humberto Maturana and Francisco Varela to define the self-maintaining chemistry of living cells.
Model-driven architecture (MDA) is a software design approach for the development of software systems. It provides a set of guidelines for the structuring of specifications, which are expressed as models. Model Driven Architecture is a kind of domain engineering, and supports model-driven engineering of software systems. It was launched by the Object Management Group (OMG) in 2001.
In cognitive linguistics and artificial intelligence, conceptual blending, also called conceptual integration or view application, is a theory of cognition developed by Gilles Fauconnier and Mark Turner. According to this theory, elements and vital relations from diverse scenarios are "blended" in a subconscious process, which is assumed to be ubiquitous to everyday thought and language. Much like memetics, it is an attempt to create a unitary account of the cultural transmission of ideas.
Second-order cybernetics, also known as the cybernetics of cybernetics, is the recursive application of cybernetics to itself and the reflexive practice of cybernetics according to such a critique. It is cybernetics where "the role of the observer is appreciated and acknowledged rather than disguised, as had become traditional in western science". Second-order cybernetics was developed between the late 1960s and mid 1970s by Heinz von Foerster and others, with key inspiration coming from Margaret Mead. Foerster referred to it as "the control of control and the communication of communication" and differentiated first-order cybernetics as "the cybernetics of observed systems" and second-order cybernetics as "the cybernetics of observing systems".
Model-driven engineering (MDE) is a software development methodology that focuses on creating and exploiting domain models, which are conceptual models of all the topics related to a specific problem. Hence, it highlights and aims at abstract representations of the knowledge and activities that govern a particular application domain, rather than the computing concepts.
End-user development (EUD) or end-user programming (EUP) refers to activities and tools that allow end-users – people who are not professional software developers – to program computers. People who are not professional developers can use EUD tools to create or modify software artifacts and complex data objects without significant knowledge of a programming language. In 2005 it was estimated that by 2012 there would be more than 55 million end-user developers in the United States, compared with fewer than 3 million professional programmers. Various EUD approaches exist, and it is an active research topic within the field of computer science and human-computer interaction. Examples include natural language programming, spreadsheets, scripting languages, visual programming, trigger-action programming and programming by example.
Enactivism is a position in cognitive science that argues that cognition arises through a dynamic interaction between an acting organism and its environment. It claims that the environment of an organism is brought about, or enacted, by the active exercise of that organism's sensorimotor processes. "The key point, then, is that the species brings forth and specifies its own domain of problems ...this domain does not exist "out there" in an environment that acts as a landing pad for organisms that somehow drop or parachute into the world. Instead, living beings and their environments stand in relation to each other through mutual specification or codetermination" (p. 198). "Organisms do not passively receive information from their environments, which they then translate into internal representations. Natural cognitive systems...participate in the generation of meaning ...engaging in transformational and not merely informational interactions: they enact a world." These authors suggest that the increasing emphasis upon enactive terminology presages a new era in thinking about cognitive science. How the actions involved in enactivism relate to age-old questions about free will remains a topic of active debate.
The following outline is provided as an overview of and topical guide to thought (thinking):
Spatial design is a relatively new conceptual design discipline that crosses the boundaries of traditional design specialisms such as architecture, landscape architecture, landscape design, interior design, urban design and service design as well as certain areas of public art.
Gerhard Werner (1921–2012) was a medical doctor and scholar active in research covering areas of pharmacology, psychiatry, cognitive neuroscience, especially neurodynamics, artificial intelligence, and complexity theory. During his career, and continuing after his retirement in 1989, he published just over a hundred scientific papers and held administrative posts in government, academic and corporate institutions.
Cybernetics is the transdisciplinary study of circular processes such as feedback systems where outputs are also inputs. It is concerned with general principles that are relevant across multiple contexts, including in ecological, technological, biological, cognitive and social systems and also in practical activities such as designing, learning, and managing.
Systems theory in anthropology is an interdisciplinary, non-representative, non-referential, and non-Cartesian approach that brings together natural and social sciences to understand society in its complexity. The basic idea of a system theory in social science is to solve the classical problem of duality; mind-body, subject-object, form-content, signifier-signified, and structure-agency. Systems theory suggests that instead of creating closed categories into binaries (subject-object), the system should stay open so as to allow free flow of process and interactions. In this way the binaries are dissolved.
Systems-oriented design (SOD) uses system thinking in order to capture the complexity of systems addressed in design practice. The main mission of SOD is to build the designers' own interpretation and implementation of systems thinking. SOD aims at enabling systems thinking to fully benefit from design thinking and practice and design thinking and practice to fully benefit from systems thinking. SOD addresses design for human activity systems and can be applied to any kind of design problem ranging from product design and interaction design through architecture to decision-making processes and policy design.
Integrated modification methodology (IMM) is a procedure encompassing an open set of scientific techniques for morphologically analyzing the built environment in a multiscale manner and evaluating its performance in actual states or under specific design scenarios.
Viable system theory (VST) concerns cybernetic processes in relation to the development/evolution of dynamical systems: it can be used to explain living systems, which are considered to be complex and adaptive, can learn, and are capable of maintaining an autonomous existence, at least within the confines of their constraints. These attributes involve the maintenance of internal stability through adaptation to changing environments. One can distinguish between two strands such theory: formal systems and principally non-formal system. Formal viable system theory is normally referred to as viability theory, and provides a mathematical approach to explore the dynamics of complex systems set within the context of control theory. In contrast, principally non-formal viable system theory is concerned with descriptive approaches to the study of viability through the processes of control and communication, though these theories may have mathematical descriptions associated with them.
Autonomous agency theory (AAT) is a viable system theory (VST) which models autonomous social complex adaptive systems. It can be used to model the relationship between an agency and its environment(s), and these may include other interactive agencies. The nature of that interaction is determined by both the agency's external and internal attributes and constraints. Internal attributes may include immanent dynamic "self" processes that drive agency change.