Information Architecture

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At the IA Summit this year, there was a lot of talk about whether or not individuals organizing information was still relevant (which is an absurd question on one level, but I suppose it’s important to work through this identity crisis together as a community).

There are some things that a designer’s understanding of context can do with information that a hive mind or a universal standard simply cannot.

It hit me with a thud as I read this interview: A Monumental Discussion with Vincent Scully | Metropolis Magazine.

Scully explains one of the design features of the Vietnam Veterans Memorial in Washington, DC:

The other brilliant move was her determination that the names on the memorial reflect the chronology of their deaths. The authorities wanted very much to make it alphabetical. But I’ve heard people standing in front of that wall, pointing up to a cluster of names, and saying: ‘They were all killed by the same burst.’ The memorial is very close to the sequence of how people died. So it’s the whole story of the war. And in a way, symbolically, it starts out with the first casualty, and then it goes in the depths of the war, where the casualties were massive, and then it goes to the last.

There’s the human story. And there’s how stories get told and resonated with how we shape information. It happens every day, in many contexts much more mundane than this … but all of them are meaningful, all of them change us.

Jonkichi is Joi Ito’s blog about his dealings in World of Warcraft. How someone who does as much as he does still manages to be a guild leader in WoW is beyond me.

But he makes an interesting point in this blog post about the way WoW is designed. It points out that even at the hardware architecture level there is a profound effect on the shape of social interaction (and therefore collaboration, culture, and everything) in the game world. Much like in “real life.”

… this is one of the fatal design problems with World of Warcraft. In Second Life, each island has a server and they try to get people to scatter out across the world. In Second Life it is one world with each region connected. In Warcraft, we have over a hundred servers on various continents and “instances” in areas of each server making many many copies of the same game. This gives you a very very small chance of actually being able to meet people that you know in WoW even though you both play. I realize that it’s a fundamental difference, but from a social perspective the results of this “sharded” system that WoW uses are devastating.

IA Summit 2006 Presentation

I presented on the topic “Clues to the Future” at the 2006 IA Summit.

Here is the link to the presentation, in pdf format with notes. It’s 12.8 MB. https://www.inkblurt.com/media/hinton_iasummit06.pdf

It’s also available at the conference site.

If you download the presentation, could you leave me a comment HERE? Just to satisfy my curiosity. Thanks!

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And, here’s the messy list of stuff I’ve been reading from:

Working “Bibliography” Links:

These are most of the sources for research I did when getting thoughts and ideas together for the presentation. I’ll finalize and categorize the list once the Summit is over.

From here to the CD-ROM list are new links I’m possibly referring to as I work further.

Another blog on MMOGs (one post in Oct questions Castranova’s Norrath GDP calculations — but it’s still a pretty high $450 or so)
This is the original one, which continues to be his casual blog
http://www.walkering.com/walkerings/
This is the new “virtual worlds” focused one:
http://3pointd.com/

Can’t believe I missed this: Jane McGonigal’s AvantGame
http://www.avantgame.com/

A new-media wiki page with a great bibliography
http://wiki.media-culture.org.au/index.php?title=User:Paul_Fitzpatrick

Philip Bell Associate Professor of Cognition & Technology
“learning scientist” / teaching science in internet environments
http://faculty.washington.edu/pbell/
his syllabus on “everyday technologies in youth culture”

Playgrounds of the Self: Christine Rosen
excellent article on how people form identities and evolve/experiment with them over time — and how that now plays out online
http://www.thenewatlantis.com/archive/9/rosen.htm

Click to access EDCI505-Winter2005-syllabus.pdf

Radio Open Source entry on “Living in Game Space” and a lot of great links in a sidebar

Living in Game Space

Alternate Reality: The history of massively multiplayer online games.
http://archive.gamespy.com/amdmmog/week1/

First Monday article: The Impact of Digital Games in Education
http://www.firstmonday.org/issues/issue8_7/xyzgros/index.html

Constance Steinkuehler’s site
http://website.education.wisc.edu/steinkuehler/

Selection of presentations and papers given at the “Com Work” Conference
including one by Richard Bartle, the guy who invented MUD in ’78, as well as Julian Dibbel!
http://game.itu.dk/comwork/itu_program.html

Richard Bartle’s site
http://mud.co.uk/dvw/

A nice discussion of Alexander’s “A City is Not a Tree” and concepts of semi-lattice vs. hierarchy, etc.
http://ming.tv/flemming2.php/__show_day/_w2004-05-23
and Shirkey’s mention of it http://many.corante.com/archives/2004/04/26/a_city_is_not_a_tree.php

Article on the legal / tax implications of virtual bartering & “income”
http://www.legalaffairs.org/issues/January-February-2006/feature_dibbell_janfeb06.msp

Terra Nova — a blog on virtual worlds
http://terranova.blogs.com/

Mostly solid overview of Sherry Turkle’s work on identity (ends up a little judgmental and oversimplified)
http://www.transparencynow.com/turkle.htm
and an interview: http://www.priory.com/ital/turkleeng.htm
and an article: http://www.prospect.org/print/V7/24/turkle-s.html

A Testbed for Evaluating Human Interaction with Ubiquitous Computing
(looks at how Quake and other multiplayer environments tell us things about how people behave in ubiq. computing )
Environmentshttps://www.cs.tcd.ie/Dave.Lewis/files/05a.pdf

The Xerox PARC research landing page (esp embedded collab computing, community knowledge sharing, and game ethnography sections are of interest)
http://www.parc.xerox.com/research/csl/default.html

PlayOn — the PARC blog on game research
http://blogs.parc.com/playon/

The “Serious Games Summit”
http://www.seriousgamessummit.com/home.html

Ludology.org
http://www.ludology.org/

A Ludicrous Discipline?
“The information age has, under our noses, become the gaming age. It appears likely that gaming and its associated notion of play may become a master metaphor for a range of human social relations…”
http://gac.sagepub.com/cgi/content/abstract/1/1/29

Game Culture From the Bottom Up (“Productive Play”)
http://gac.sagepub.com/cgi/content/abstract/1/1/17

The Labor of Fun: How Video Games Blur the Boundaries of Work and Play / Nick Yee
“Using well-known behavior conditioning principles, video games are inherentlywork platforms that train us to become better gameworkers. And thework that is being performed in video games is increasingly similar to the work performed in business corporations. The microcosm of these online games may reveal larger social trends in the blurring boundaries between work and play.”
http://gac.sagepub.com/cgi/content/abstract/1/1/68

Social Impact Games
http://www.socialimpactgames.com/

Game Resources Links (a lot of them are already on this list)
http://www.aaim.org/game_resources.htm

From PlayStation to PC
http://www.technologyreview.com/InfoTech/wtr_12770,294,p1.html

Game Mechanic Wikipedia entry
http://en.wikipedia.org/wiki/Game_mechanic

Communication Technologies as Symbolic Form: Cognitive Transformations Generated by the Internet http://www.questia.com/PM.qst?a=o&se=gglsc&d=5001893777

Internet, Emerging Culture and Design
http://www.apa.udel.edu/apa/archive/newsletters/v97n2/computers/culture.asp

Kierkegaard on the Information Highway
http://www.ieor.berkeley.edu/~goldberg/lecs/kierkegaard.html

Ludicorp (creators of Flickr)
http://www.ludicorp.com/about.php

From Computing Machinery to Interaction Design
http://pcd.stanford.edu/winograd/acm97.html

Wikipedia entry on Ludology
http://en.wikipedia.org/wiki/Ludology

Eternal Gamer – weblog
http://www.eternalgamer.com/play/

Grand Text Auto: Georgia Tech’s blog on Game Studies
http://grandtextauto.gatech.edu/

Games * Design * Art * Culture (blog)
http://www.costik.com/weblog/

Below here, added on the CD-ROM file already

John Seely Brown (homepage and article trove)
http://www.johnseelybrown.com/

Gamasutra
http://www.gamasutra.com/

Nick Yee’s Research on Sociology, etc, of games
http://www.nickyee.com/

Nick Yee’s “Project Daedalus” on “The Psychology of MMPORGs”
http://www.nickyee.com/daedalus/

Institute of Computer Science of the Foundation for Research and Technology – Hellas (FORTH)
http://www.ics.forth.gr/hci/activities_outcomes.html

Jeff Dyck Homepage
http://hci.usask.ca/people/jeff/index.shtml

Interaction Lab: University of Saskatchewan: Publications
http://hci.usask.ca/publications/??.xml

Learning from Games: HCI Design Innovations in Entertainment Software (pdf)

Click to access games-gi03.pdf

Building and Experiencing Community in Internet-Based Multiplayer Computer Games (Whitepaper)
http://industries.bnet.com/whitepaper.aspx?scname=Software+and+Games&docid=128802

On Integrating First Person Shooter Games and Ubiquitous Environments (Paper)
Find it here

Game Research site
http://www.game-research.com/

Hybrid Worlds: Social Cyberspace, Imagination and Identity
http://www.dlese.org/cms/qdl/jcdl05/11_Shumar/document_view

Changing Technologies, Changing Literacy Communities?
http://llt.msu.edu/vol4num2/murray/

Digital Games Research Conference 2003 — Presentations
http://www.gamesconference.org/digra2003/2003/index.php

DiGRA Games Conference 2005 Papers
http://www.gamesconference.org/digra2005/papers.php

DiGRA Site

Home

Academic Gamers
http://www.academic-gamers.org/

Marketing to Teens (not complete article)
http://www.emarketer.com/eStatDatabase/ArticlePreview.aspx?1003750

Games & Culture: A Journal of Interactive Media (New journal — excellent resource)
http://gac.sagepub.com/content/vol1/issue1/

Pew Internet & American Life Project Report: Pew Internet: Teens and Technology
(See also all the work at pewinternet.org)
http://www.pewinternet.org/report_display.asp?r=162

Microsoft Research Gives Glimpse of the Future (article)
http://www.pcmag.com/article2/0,1895,1033970,00.asp

Microsoft Social Computing Group
http://research.microsoft.com/scg/

Wallop
http://mywallop.com/

The Coming Age of Calm Technology
http://www.ubiq.com/hypertext/weiser/acmfuture2endnote.htm

Mourning Asheron’s Call
http://crystaltips.typepad.com/wonderland/2005/08/asherons_call_2.html

Business Whitepapers, etc.
http://industries.bnet.com/ENTERTAINMENT+and+LEISURE/Video+Games/Software+and+Games/

Information Technology and the Institution of Identity (paper)
http://www.emeraldinsight.com/Insight/ViewContentServlet?Filename=Published/EmeraldFullTextArticle/Articles/1610110406.html

Here is the proposal final version.

Proposal/Description

Clues to the Future: What the users of tomorrow are teaching us today.

What might Wikipedia have in common with World of Warcraft? And how might that affect design and business strategy today?

According recent academic and business research, there is an enormous wave of people on its way to adulthood that may very well take us by surprise. And while many designers may be aware of this, we still face the challenge of making it clear to our clients and stake-holders.

Beyond the hype and more obvious implications of the “net generation” are key questions that affect how business and design plan for the future. For example: the shift from hierarchical to nodal paradigms; the rise of new kinds of literacy (and authority); the blurring boundaries between ‘virtual’ and ‘real’ economies; the splintering of identity; and users who, frankly, expect your web environment to be as well designed as the best games on their X-Boxes.

It’s important not to focus on the surface gadgetry, but to understand what is different about how these users think, how they solve problems and manage resources, how they socialize and organize, and how vastly different it may be from the assumed conventions of most business and design decision-makers (i.e. people born before 1985).

This presentation will:

1. Survey some of the current research and insights on the issue;
2. Explore some of the more challenging theoretical questions raised;
3. Discuss the practical business and design implications of those questions; and
4. Suggest how those implications might help make stronger cases for innovative design.

Ok, I finally got all the notes fixed up in the Clues to the Future presentation. It’s downloadable from here:

https://www.inkblurt.com/media/hinton_iasummit06.pdf (12.8 MB)

If you download it, please leave a “hello” here in the comments? I’m just curious!

And as always, tons of links and references are on the main page about the presentation, here.

Technorati Tags: ; ;

In the age-old struggle to define Information Architecture, many have insisted that it’s important to separate the role from the tasks, or even the role from the “title” of “Information Architect.” I strongly agree.

But as I thought about it more, I realized there was more definition necessary. We need to figure out how these things like methodologies, responsibilities, roles, titles and disciplines all actually relate to one another, so we’re all walking around on the same cognitive map.

So, in the interest of clarity, I’m proposing a model of sorts for the “what we do” part of Information Architecture.

I’ll describe the model, then discuss how it may illustrate what is really going on in our collective yearning to define (or not) IA.

Here’s a figure — please see the description below.

ialayers448

Here I am separating out “Activity” and “Practice” and “Discipline” in the same way that it’s broken down in the “25 Theses“:

23. Information architecture acknowledges that this practice is bigger than any single methodology, tool or perspective.
24. Information architecture is first an act, then a practice, then a discipline.
25. Sharing the practice grows the discipline, and makes it stronger.

Activities

By “act” I refer to the methodologies, tools, whatever. These are all acts, or in this model, they are “activities.”

Activities are agnostic. They aren’t necessarily related to any particular discipline or even any particular practice. Just as a hand saw isn’t only for housebuilding — it can be used for all kinds of other woodwork.

Let’s take a common task used by IAs: Card Sorting. Card sorting was invented at some point by someone so that they could better understand how people organized categories and labels. It’s not an inherently “Information Architecture” activity any more than the screwdriver is an “auto repair” tool.

“But surely,” you may say, “a saw is always a tool for cutting wood! It’s not useful for, say, nailing things.” Absolutely. There is always some boundary around the usefulness of any tool (i.e. activity). Let’s say, then, that in this analogy, the saw is like card sorting, and all of woodwork is equivalent to “design.” Saws get used in all sorts of places within woodwork. It’s very important both to the housebuilder and the shipbuilder, for instance. Someone who does both relates it to whichever one happens to be the current context of need.

Keep this in mind: “Context of Need.” The tool was certainly invented for some context, but it’s often useful in many other contexts. The context of need becomes important for what we mean by “Practice.”

An important point: just because a particular discipline or practice (we’ll define them shortly) happened to *invent* a particular activity, that doesn’t mean that the activity is forever and always inherently defined by that discipline or practice.

Caveat: I’m going to keep running with this saw, carpentry metaphor, and I’m going to do it in a very simplistic parable-like sort of way. Just know that I’m aware I’m probably getting the anthropological history or whatnot completely wrong, and go along with the fun ok?
[Edited to add: I’m not trying to draw an exact analogy between housebuilding and IA — I realize now that it may sound that way. It’s just a simplified example of how tool use and practice and discipline relate to one another. I *do* think that IA and traditional architecture are very similar in abstract … but that’s not the point I was trying to make with this analogy.] Thanks!

Practice

A Practice is essentially a pattern of use. As people coalesce around a shared context of need — shared goals and situational problems to solve — they share ideas and methods and tools.

Long ago when someone wanted to stop living in caves, she decided “hey, that tree over there might make a nice shelter, if I could cut it down and make it into one!” So she figured out a way to do that, and started cutting down trees and shaping the wood, figuring it out as she went. Others who were making their own shelters figured out newer or better tools and methods for cutting the tree down, removing bark, tying them together. They shared these tools and methods, improved them, taught them.

A practice is emerges bottom-up: individuals working as a collective group discover that they have similar contexts of need (a shelter) and, being social organisms, share their expertise and labor.

Community of Practice (CoP) was coined and seminally described by Jean Lave and Etienne Wenger (see Wikipedia article; see historical description). These aren’t created explicitly by any governing body or expert or guru. They just happen, because people want to learn and socially connect based on their particular context of need — their work or hobby or whatever. There is a great deal to learn about the “communities of practice” as an idea in knowledge management, learning studies, etc, but I’m not going to get into that here (but if you haven’t read about it, you should … it’s terrific stuff and I think essential for any IA).

To bring us back to our saw, then … eventually people who were making stuff with wood developed even more sophisticated tools. They relied, in fact, on whole other communities of practice — such as metal workers. It took a blacksmith to create a workable saw (Hopefully the first carpenter to use a saw for carpentry didn’t suddenly declare blacksmithing “dead.” Because that would have been, of course, absurd.)

At any rate, the saw was a pretty sophisticated tool. But it still wasn’t exclusively a “house building” tool, it was used for ship building and other stuff too. However, the community of practice around house building enabled house builders to teach one another the best ways of using the tool — what sorts of wood could take what sorts of saws, what sort of tooth pattern was best for what grain, etc. Many of these issues are peculiar to house building and required tacit and explicit knowledge to be shared about the nuances of saw use for those very particular contexts — different nuances than are required in making ships and other wooden things. The expertise became important enough that people were willing to pay those who were really good at making houses to make houses for them as customers!

At this point, it became a Profession.

Note that in this situation the Profession did not require a Discipline. Professions can be just as loosey-goosey and bottom-up as communities of practice. They don’t necessarily have to have any authority to define them outside of the collective understanding of a given society that a bunch of people make money for working in a generally similar Context of Need.

Another interesting thing about a Community of Practice is that there is no necessary or completely authoritative role or structure. That isn’t to say that there is *no* authority and *no* structure! Usually some structure is necessary just so people can meet (“Let’s meet at the pub on Tuesdays and talk about housebuilding!” or even “Hey when we meet at the pub what you say we focus on building decks this week?”) In terms of authority, there is typically an informal pecking order, a meritocracy of sorts, where people tend to acknowledge who is an expert in what. Certain people have been at it longer, or have more charisma, or are simply louder. These things may even be written down and talked about explicitly. But at heart, they’re tacit and fluid within the community.

Before I get to the “Discipline” portion, let me go ahead and say: I think that we — meaning those who call themselves “people who do a lot of stuff we collectively refer to as information architecture” –are (as a whole) hovering in the blue “Practice” area, or even just below it. That is, we have found one another, and we’re sharing tools and methods for very similar purposes and contexts of need. Some of us are more focused on the Activities (seeing IA as “expert saw usage” as opposed to housebuilding) than on the larger Practice, but most of our leadership seems to understand that there is *some* common and shared Context of Need which drives us, making the sum of all our Activities larger than its the parts.

And for us, it’s especially tricky, partly due to the nature of digital information and the incredible rapidity of change, our contexts are shifting and evolving quickly under our feet. Whereas the carpenters of old had solid wood to deal with that didn’t change from one generation to the next, we’re dealing with stuff that isn’t physical, that’s full of semantic quirkiness, in a technological context that has new inventions and innovations every day. It’s making it especially hard for us to even *describe* where the boundaries are for our community of practice, much less *define* any boundaries. (This distinction between description and definition is important for the next layer — the Discipline.)

Discipline

A Discipline is not bottom-up but top-down. Whereas a community of practice is very horizontal and peer-to-peer, with some informally acknowledged variations in authority and structure, a discipline’s very purpose is to create centralized authority of some kind.

Why make a discipline? I’d say it’s mainly for things like legitimacy and authority in the larger world.

Eventually our housebuilders (saws and other tools in hand!) realized that some housebuilders were competing with them who weren’t qualified, and were making their profession look bad. Or for that matter, when they’d try to collaborate on projects, they were making things so differently that they couldn’t fit walls and joists together well. To keep their profession from losing its integrity, they decided they should figure out who the responsible and capable housebuilders were and tell everybody “here’s the list of housebuilders whom you can trust.” That’s licensing. They also figured out some standards for how to make stuff so it would work together better.

But to do this, they had to agree to a top-down structure of explicit rules and regulations. The trade-off was significant, though. It helped business, and it helped their community of practice by establishing norms and standards, which developed into best practices and “standard stuff you should know,” i.e. curricula for training.

Therefore, the Discipline does not merely *describe* what the Practice is doing. It *defines* what the Practice *should* be doing. (As denoted in the visual model by the brackets around the Practice.)

So, does that mean that once you have a Discipline, the Practice isn’t necessary? Does one destroy the other? Absolutely not. While they may have different, even opposite, qualities, they can often work to be very complementary to one another. In fact, disciplines that really thrive and grow are highly responsive to their communities of practice.

Medicine was a Practice before it was a Discipline. But it was a Discipline for a very long time — its standards have been defined for long stretches of time without being fundamentally changed. It was a Discipline even before germ theory hit the scene, and it resisted germ theory at first! But that discovery changed everything in medical science, and radically shifted what medicine was about. Some say genetic science may do the same thing again.

There is certainly tension. Even the healthiest Discipline/Practice relationships have friction, because by definition a standard is static and resists change long enough to be useful, and agreed upon over time. Communities of practice thrive on the fluidity and collective tacit intelligence of their members, while Disciplines refer to explicit, documented “known truths.” This is an oversimplification, but it describes where they are on the continuum.

This part is important: The Activities are agnostic — they don’t care about context as long as they’re useful in whatever context they’re employed in.

The Practice, however, is *very* concerned with context. It doesn’t exist because of the Activities (the tools and methods), but because of the Context of Need.

Therefore, to describe any Practice, one must articulate the Context of Need that brought it into being, that made it necessary enough for people to coalesce and share their expertise.

For housebuilders, they can point to shelters and say “we needed shelters, so we made these things called houses, and we started getting really good at it by working together and sharing our expertise.”

The Discipline is another layer that doesn’t merely *describe* what has already come into shape — it *defines* what is authoritative, what is standard, what is legitimate.

So what does this mean for Information Architecture?

I think we’re currently in the awkward growing pains of a Community of Practice that yearns for more legitimacy, more resources, more authority and definition. As individuals, we want these things in widely varying degrees. But collectively, it’s impossible to deny that this Community of Practice wants more.

At the same time, we’re a prickly bunch. We didn’t get into what we do because we like other people to label things *for us!* We like to do it ourselves, and make lots of tidy semantic sense out of it.

We aren’t going to get anywhere further unless we can separate the Activities from the Practice. That means coming to some agreed description of our Practice. And that means *agreeing on a shared Context of Need.*

Here’s another very important point: We cannot agree on a DEFINITION until we at least have some agreement on a DESCRIPTION.

And we cannot have a Discipline unless we can agree on definition (which, as just stated, depends on having a description to begin with.)

In addition: We need to stop getting confused between Profession, Discipline, Practice and Activity. Just because we’re getting paid to do something doesn’t mean that defines the Practice or a Discipline. For that matter, just because there are some University majors and courses with “Information Architecture” listed in their titles, it doesn’t mean that we’re any closer to having a real, defined Discipline. It just means that our Community of Practice is becoming more “professional.”

So why can’t we just do that?

Several reasons I can think of (and there are certainly more):

1. We can’t seem to agree on our Context of Need. (I’ll get to this one in a bit.)

2. Unlike our friendly housebuilders, we can’t point at a shelter and say “we make that!” We don’t make things with walls, we make things with relevance. If we do our job well, it’s invisible. It’s very hard to prove a negative, or describe a Discipline with one. This is a serious challenge that we have to tackle. We have to figure out how to point at what we’ve done and say “We made that” — because right now when we do that, interaction designers and usability folks say “um, hey, you’re pointing at an interface.”

3. There are tensions, mostly healthy ones I think, between the bottom-upness of our Practice and the top-downness of the Definition/Discipline that we’re collectively looking for. These should improve with time … conventions and shared understanding will eventually happen. These things cannot be rushed or forced artificially. They can be helped along, though, I would imagine.

As I said, there are probably other reasons.

I’m not saying that all Communities of Practice *have* to eventually become Disciplines. Hip Hop artists are doing quite well, thank you, without getting an MFA in hip-hop. Though I’m sure that’s not far off.

But I am saying that it will be hard for our Community of Practice to evolve further without being able to agree on our description — which hinges on our Context of Need.

And it will be *impossible* to have a Discipline without it.

So what is our Context of Need then?

It may seem obvious, but evidently there’s a lot of disagreement.

Until this point, the model I’ve proposed is pretty neutral. The model, I think, works pretty well regardless of the Practice referenced.

But for Information Architecture, there’s talk that our Context of Need is “wherever some information needs to be organized” and I think that’s dangerous, if we want to have a Discipline, and earn consistent legitimacy and authority in the wider world.

My Contention on the IA Context of Need

Information Architecture happened because of something extraordinary — the Web. I know lots of people say “oh we’ve been doing IA for a long time before the Web,” but my contention is NO. We have not.

What people were doing before the Web was a set of Activities that were applied in other Contexts of Need, as represented by Disciplines and Practices that were already around: Library Science, Architecture, Interior Design, Anthropology, HCI, Graphic Design, Brand Management, Copywriting, etc.

But then the Web happened. Hyperlinks became no longer a specialized concept in computer labs and musty research networks. They became available to everyone who had access to the Web, and access exploded.* Soon after, anybody on the Web was able to not only find and read things there, they were able to create things there themselves. (see Sidebar below on the importance of write-access)

The Web is the ultimate “shared information environment” — and I don’t mean a shared environment *of* information. I mean a shared environment *made of* information — the bricks and mortar are semantics and relevance. This is a key distinction.

Why weren’t people getting together for the stuff we now call IA before the Web? Yeah there were LIS people and the rest, but they already had organizations and practices and context of need of their own.

Something about the Web created a Context of Need that was new. Designers, scientists, writers … bunches of them realized there was something *else* going on that their previous activities and contexts hadn’t quite prepared them for. They realized they would have to adapt their expertise to meet this new context. Probably most people who now call themselves IAs (or their work IA-related work) had this epiphany at some point — they started out doing other things, but felt a need to adapt and evolve their work to meet a new context. That’s why they sought each other out and came up with mailing lists and discussion boards to begin with.

It just so happens that the book that appropriated the term Information Architecture for this new Practice (to deal with the new Context of Need) was written by LIS folks. And so, of course, it is written from that perspective. If the first major book to attend to the new Context of Need had been written by programmers or graphic designers, it would’ve been heavily slanted toward *their* tools and activities.

Over time, though, we’ve realized that, partly because the Web is so all-encompassing and mashes up so many parts of human experience, many other Disciplines and Practices have elements that can be appropriated and adapted for the Web Context of Need as well as LIS.

In fact, we need all those Disciplines and Practices to keep right on being experts in what they do, because their innovations are often helpful for us.

But guess what? It turns out they need the IA Practice to do the same thing.

At some point I want to write further about why I think it’s important that we not confuse Information Architecture with non-digital environment design, but I won’t belabor it right now.

I just want to make this clear: we need to focus our description of what we do, and the value we bring. We need to come to some shared understanding on what Context of Need we *primarily* address. Without that focus, we allow Information Architecture to continue to be viewed by many people as just a fancy name for stuff that other Disciplines and Practices already do. We don’t do ourselves any favors by trying to define ourselves with contexts of need that other practices and disciplines already cover quite nicely on their own (even if they don’t always do it well). Just because another Context of Need can be helped by some excellent taxonomy and card sorting work, it doesn’t necessarily mean IA is the best Practice for the job.

I hope this model, and my ruminations, can maybe help build toward a little more clarity. Or at least a language we can use to move things along a little more.

* Sidebar: The importance of write-access: All Web 2.0 really is, in my opinion, is the rise of write-access. For the first chunk of time, even though the Web was growing fast, it was mainly useful as a place for information retrieval because most people couldn’t *write* to it, only read from it. And even where they could write to it, most people hadn’t had it around long enough to mentally switch from a broadcast mindset to a peer-to-peer mindset… we were all trained to be broadcast to, or to find and read and use things other people made.

While information retrieval is still exceedingly important, the infrastructure has blown the doors off of write-access, turning the Web into the Peer to Peer network that it was invented to be. The scientists who wanted to use it to begin with all had write access. It just took a number of years for the infrastructure to mature enough that non-experts could write to it as well, and a few years more for it to sink in that “holy crap I can make stuff here too!”

Web 2.0 is just a rediscovery of what the Web was about to begin with: social, peer to peer communication. Whether it’s about science or comic books or sex or buying stuff — it’s all conversation. It’s all social interaction. Information retrieval and search are just tools we use as part of the whole.

Back from the IA Summit, and my brain is full… brimming and spilling over.

One thing that I came away with was a newly energized zeal to preach the wisdom of Information Architecture as a practice of creating digital spaces for people to collaborate, live, work and play in. The focus being not on the individual-to-interface interaction (or individual-to-retrieved-information interaction), but between the individual and other individuals or groups.

Focusing on tags or taxonomies or even “organization” itself is focusing on the particular raw materials we use to get the social-engineering result. A city planner’s job isn’t defined by “deciding where to put streets and sewers.” But knowing where those go is central to their job of making urban spaces conducive to particular kinds of living — commerce, residence, play, etc.

That is, an urban planner’s real focus is human systems. But the materials used to affect human systems are concrete, steel, electricity, signage, roads and the rest. Lots of specialties are required, and knowledge of many of them is necessary.

Anyway, I ran across this today: Here’s an Idea: Let Everyone Have Ideas – New York Times

The concept is maybe a little cheesy, but evidently it works. This software is essentially “an internal market where any employee can propose [an idea]. These proposals become stocks, complete with ticker symbols, discussion lists and e-mail alerts. Employees buy or sell the stocks, and prices change to reflect the sentiments of the company’s engineers, computer scientists and project managers — as well as its marketers, accountants and even the receptionist.”

It seems to me an excellent example of information architecture — creating this application to enable, encourage and refine the collective idea-making wisdom of a whole organization. Getting the labeling right in such an application isn’t the focus of “IA” anymore to me. That’s taxonomy or c.v. or interaction design work that is essential to the success of the architecture, of course.

But the Information Architecture is the larger issue of understanding what structures are made out of those materials (vocabularies, search tools, labels) to enable and encourage the human system inhabiting that structured environment.

Speakers – ASIS&T 2006 Information Architecture Summit

Here are my notes from David Weinberger’s opening plenary.

What’s Up With Knowledge??

David Weinberger, March 2006 IA Summit

Everything is Miscellaneous

bizarre artifact of publishing on paper that you have to be *done* with something

we’ve been org’ing ideas using same principles we use for physical stuff
a limitation we don’t need due to digitizing, so we now need new ways of organizing.

imporant changes to knowledge

Data -> Info -> Knowledge -> Wisdom … to my mind, you have to ask why is this an appealing formulation

looks too much like the old formulation of evolution, apa up to man…Jay Gould saying this is a fallacy.

we generated all this information and it wasn’t helping us, still a lack

stripped out context to get stuff to fit into databases (!!!)

how do we get to knowledge if we stripped out the context???

this idea that we can go from info to knowledge is very new in our culture … for 2500 years our culture has thought knowledge had to do with a lot else.

Hume: Impressions, sense data/perceptions, then three relationships we order them through, resemblence, contiguity, cause, then the filter of reason…then *maybe* we get knowledge

Facts, experience and wisdom — what we need to make it work

Wisdom is what guides knowledge, not a product of it. (traditonally)

This has the causality backwards, this new formulation.

You need knowledge to figure out what info you want.

They very prototype of wisdom in our culture was socrates who was wise because he said I know I don’t know anything.

“informationalization” — the reduction of all experience, knowledge, feelings and awareness to information. It’s permeated what DNA is — everyone seems to know it’s information. We depict DNA as a nice clean info view — the double helix

DNA is actually clumps of atoms … twisty and irregular. Not information. Important we can address it as info…but we don’t usually confuse the magical landscape.

Seven properties of knowledge:

1 Knowledge … started as connection between knower and known.
2 Same for everyone — only one knowledge. world is very confusing in its appearance, but knowledge is the ‘true’ view. it’s simpler than the world. because of that, most things aren’t knowledge.
Doesn’t matter who says it if it’s true.
Bigger than we are. Francis Miksa — we believed “there ixists a realm of knowledge that grows through individual contributions and is transmitted from generation to generation such that its existence is thought to be continuous and is capable of being exasmined.” like gardeners and garden
same descrip works for physical libraries
7 Orderly: a system. Hierarchy/tree is the main way of ordering. We don’t have to think explicitly but we can if we need to by going through the tree…compresses a lot of info and highly valuable knowledge artifcat.

(Same for all, one, independent of knower, outlasts us, orderly)

These are formal properties.

We’ve had to collect and save knowledge in physical objects. Can’t be in 2 places at once. have to have primary categories. Paper — have to explain things in 2-D. Our knowledge largely has been shaped by the nature of books, paper, and econ of publishing.

Traditional knowledge view under attack:

Postmodernism, Wittgenstein, etc.

(in some ways tagging an absolute fulfillment of posmodern ideas — readers and taggers are better at saying what the b ooks are about, like what postmoderns say)

Rush (?) showed it’s not how we think … a robin is a much better example of a bird than a penguin. Not an ostrich. Your parents pointed at robins and said “birdie!”

don’t argue about what is tagging: point at it! delicious, flickr. some other things are close, but delicious etc are the prototypes.

Digitizing everything:

Three orders of order — gross simpl.

First Order: Organize things themselves

Second Order: metadata — organize that (huge reduction of knowledge to come up with that second order — lots of utility, and we’re used to it)
(what constitutes metadata is simply the thing you use to find the other stuff — including the thing itself — line between metadata and data ends up being an artificial construct necessitated by limitations of paper)

Third Order:
What can you do easily digitally that the real workld makes really hard?
1. leaf on many branches
– photographic equipment –put it in as many categories as possible to sell it to lots of people, makes it messier traditionally having a clean order was 2. ? sign of virtue, crossing over said your work needed to be redone. digital world: messy is better — lots of associations.

3. Unowned order:
you see UNC’s faceted classification system… allwos users to dynamically select trees that suit them, always leap from a branch.

tagging also allows users to control org of info

Amazon: tagging system that nobody uses.

Tree designed by experts for use by others.

Excludes what we don’t need to know.

Pile of leaves: each highly imbued with metadata of all sorts, including tagging but not just that. The old value of exclusing the noise gets turned on its head, has more value the more it includes. Excluding stuff from the pile has negative value. You can afford to include everything because storage is cheap and users can filter on the way out, post-filtering.

Knowledge’s properties:
one and the same, siple, impersonal, bigger than we, filtered, orderly, has a know-er

Possibly most authoritative journalist is a comedian, john stewart — because of his point of view and how he says things.

Editors at a newspaper: filtering — old version — editorial function has already moved to the web. Digg, etc.

Everybody here reads the newspaper through the web, i guess. You may get the paper paper, but it all happened yesterday, I read it for other reasons…i’m online most of the day, but maybe more importantly i learn news from blogs and things. Socially filtered sites, mailing lists, this web is a huge recommendation engine. Also a huge distraction engine.

Authority: beyond its utility, it gives you social standing, aggregates power for institutions, can control conversations, personal virtue (we’ve been told in our culture) a fulfillment of species destiny–disastrous idea, but it’s there. And money.

Britannica:
wikipedia doesn’t have authority! not the way britannica does — they have a board of advisors, etc. that’s how they earn their credibility and authority… so why do we believe the article on the JFK assassination. We will believe it if it’s a major article more than if it’s a minor one. In part because if it’s a major article we’re more likely to know something about it already.
Trust it more if lots of edits and discussion.
Another thing that give sit reliability — also posts these metadata notices saying we should question the article. The fact wikipedia is willing to tell us where it’s weak increases our trust in it!!

A list of ways encyclopedia articles can go wrong. Neutrality disputed, e.g. Trust article because the conditions are understood. That notice will NEVER show up in the NYT or Britannica.

Traditional sources for all their value, for truth vs. authority, opt for Authority!!!

One reason: printed on paper.

Publicly Negotiated Knowledge:

Tomato page — how to pronounce! Publicly Negotiated Knowledge.

The greatest expert in the world, if she’s unwilling or unable to engage this public negotiation, is OUT of wikipedia.

Knowledge WITHOUT a Knower!

Individual authorities don’t count unless can negotiate position in public.

One thing about wikipedia makes me nervous: imagine 10 years from now, most of the major and minor topics have settled down. Used to their being fact boxes. Knowldge is a commodity as well, wikipedia representing the knowldge we agree on (some of we…nature of we problematic, of course)

Wikipedia not a single thing, more of them in other languages, and others who do their own. Lots of wikipedias all based around it.

Does this mean we have separate knowledge? Baseline from which controversy emerges? Re-calcification of knowledge? Knowledge alliances? Fragmentation or reflection?

[my note: don’t we have this now, and always have?]

Point 2: new infrastructure (“getting vaguer and vaguer and speaking faster and faster”)

leaves/links

Heidegger: Being & Time

hammer — to understsand the hammer you have to understand other things like nails, and wood, and thus lumber yardsa nd trees and forests and economy and sun and earth, etc. Everything. It’s referential context. Which is what Heidegger called “The World” — this is “MEANING”

relationships among things … we cannot make it explicity, it’s the unspoken that allows us to speak.

we have a tendency to externalize parts of our consciousness — libraries meaning, calculators arithmetic — are we in fact seeing the externalization of meaning??

Big problem with this — if we were to TAG a real jar of jam. we’d put a lable on it, seeing strawberry in context on jar on a stand, if we saw a picture at the same jar art flickr, cann’t rebuild the context of the real jar. Too rich in the world. We’d have to rebuild the world. Can’t happen.

Can’t make things explicit.

My kids: if i could make everything explicit about them, it would mean we have a very shallow relationship.

Start button: not raised so nobody could see it was a button, looked like a label. had to add a sign, “press start b utton” (on gas pump)

Quotes morville: the inability of folksonomies to “handle equivalence, hierarchy , and other semantic relationships cause them to fail miserably at any significant scale”

if the task is to rebuild the world, certainly it’s true… scaling is part of the solution though, won’t rebuild the stuff entirely, but scale a way of getting there. Over a hundred million photos tagged at flickr, can ccluster cat noses vs. dog noses, work sbetter with bigger set.

will never get to perfect hierarchies — not with tagging, like we did by hand… i don’t want aircraft control or much of science to be handled with tagging.

I’m happy with good enough — beer on a hot day example.

We just need good enough info.

“cool, local and refreshing”

We’re going to keep going with plalists, tags, etc. we’re going to do our own front pages, get really godo at them, and have social groups based on what we’re making … at a pace like we cannot imagine. we’ll draw from ti what we want. It is not the case that the king is dead: no more hierarchy…of course not. But something is going on… the king isn’t dead but has fallen in love.
In love with this rich context of meaning, to have knowledge and hierarchies.

The splendiferous David Weinberger made it to my IA Summit talk and gave me a generous writeup… thanks Dave!!
Joho the Blog: [ia summit] Andrew Hinton: The future according to kids

(side note: this is actually pretty freaky for me, even as used to this technology as I am, that within an hour of it there’s a blog post and I’m blogging back… I may need a 12 step program)

I just presented at the IA Summit, and it seemed to go ok.

I’m keeping a page about the presentation here.

It’ll take me a few days to get the presentation shaped up with notes to upload it if anyone wants to see it. For now, if you want to contact me about the topic, I made a handy topical email address: gamelayer at inkblurt dot com.

For those who made it, thanks for coming and listening!

Summit fun

So, here I am. Vancouver. It’s raining. But the city looks pretty interesting. I doubt I’ll have time to actually experience the city much, but at least I can see a lot of it from my hotel window.

I’m in MIG‘s seminar today, and it’s been chock full of strategic/business goodness. If it were a cereal, it’d be one of those Kashi variations, with cranberries and walnuts and soy milk. Which to me is pretty yummy, but others may prefer Golden Grahams.

I am convinced I’ll be brutally jetlagged when I return to PA next week.

It’s terrific hooking back up with IA buddies I haven’t seen in a long time.

Ok, it’s starting up again, time to pay attention.

Ok, it could be that my current obsessions are just warping my otherwise good sense (cough), but I couldn’t help but comment on Lou Rosenfeld’s recent post (Developing a Participation Economy) that the participation economy among IAI volunteers he envisions sounds an awful lot like game-thinking.

That is, motivating people to create innovative stuff and work on it to completion — the two places where that seems to happen naturally are in Open Source Development communities and Massively Multiplayer Online Roleplaying Games. (MMORPGs) Otherwise known as MMOs or MMOGs.

In the Open Source movement, the incentive seems to be building one’s reputation and authority in a distributed meritocracy of developers. Being a part of that community is very powerful, and so is knowing that you created a tool that thousands of others use every day and think you’re amazing for making and maintaining it… or even being just one of thousands of people contributing to something so big (FireFox, etc) that being part of a combined effort on something that affects millions of users is, again, a huge incentive.

Lou brings up the point that for the IAI, the above incentives don’t seem to be quite enough. I suspect they could be if IAs were making things like software, but it’s much harder with the sorts of things we make. Curricula, methodologies, etc.

Still, the bottom-up mechanisms for allowing collective intelligence to more freely make things would be helpful. IAI doesn’t currently have anything as sophisticated as Source Forge, for example.

But anyway, Lou mentions another way to do this (which is actually not incompatible with the open source approach), a “participation economy” where people actually get a sort of currency for doing things in the community — currency they can then cash in for things they may need later on.

This sounds very much like what happens in MMORPGs like EverQuest and SecondLife.

So it made me wonder if we could learn anything by looking at communities like those and applying the lessons to making a sort of economy-driven community of practice?

Not that I have time to really dig into that right now… but it’s something to think about.

ADDED NOTE: I have a more recent post than this where I finally manage to sort some of it out. See it here: A Layer Model for the IA Profession.

I’ve been letting these thoughts roll around in my head for a while, but haven’t jotted them down. I figure I’ll jot them here. Lacking the energy to explain them much, this really is just a jot … but hey, it’s my blog.

There’s been an ongoing issue among “information architects” (or at least those who call stuff they do information architecture) regarding “defining the d**n thing.” It rears its convoluted head nearly in sync with phases of the moon, especially on the IA-related mailing lists.

This is in no way an argument for any particular definition. Just thoughts on why we can’t seem to get there.

Let me start by saying that I do think Information Architecture is an appropriate term — that what we do is much like traditional architecture, at least conceptually. We design shared environments; they just happen to be made of bits, not atoms. Frankly, for me, that’s enough … but if you want to start making official curricula, licensing, job descriptions, etc, it of course gets stickier. So …

1. Distinguishing between the “title,” the practice, and activities within and related to the practice is essential before we can even discuss the issue. In one frame of reference, one definition makes some sense, whereas in another it just doesn’t. (Saying that card sorting is an IA-related activity is clearly true, but saying that IA as a practice or discipline is defined by card sorting just going the wrong way up the hill.)

2. Unlike traditional, physical architecture, which is essentially about walls, information architecture is essentially about links. IA is an essentially interstitial concern. Whereas physical architecture’s final form can be noticed because you end up with a visible container, the “spaces” we make are defined by stuff that, when we do it well, is invisible. (Yes this is a simplification, but I warrant it may have merit.) True the best architecture concerns how a building is used, not just what its walls look like. But even the most usable buildings are discussed in architecture criticism (and noticed by people as something with identity and value) as physical objects with shape. If the inside is made so they don’t have to think about how it’s made, excellent … but that’s not the part people talk about. Information architects, however, don’t get to skin their buildings with post-ironic waves of aluminum, or in sheets of shimmering glass. (I’m not criticizing all architecture here, ok? Much of it’s quite beautiful and/or usable.) So, whenever we try pointing to something concrete as “that’s IA” some other discipline can easily say “hey, um, no, that’s what *we* do.” Why? Because they probably have a point. IA done well makes sure that A and B are designed in a way that makes semantic relevance live on their surfaces, and that getting from A to B and back again (or to whatever else) is also relevant, functional and valuable. This of course influences the visible design, but I think we mainly act as consultants to the craft of interface design here — not as the primary actors (at least as concerns the role of practice of IA itself — of course any individual may be doing both the interface design and the info-architecture, but that’s more a question or roles and responsibilities, not the definition of one practice in contrast to another).

3. Information architecture is also basically about making things out of language — but not only language as a concrete (if it can be said to ever be concrete) but out of the relationships between bits of language. That is, we make things out of semantic relevance. It’s inherently ethereal, and places us in a weird tautological relationship to our raw material — how does one define it, if it is made of the very stuff we use to define things? (Unlike, say, linguistics, which is a discipline *about* language. Ok, this distinction doesn’t hold up written down, but it does in my head, so I need to figure out the diff.) We end up in a strange Heisenbergian conundrum: every time we try manipulating a bit of this semantic goo in order to shape a definition, we change its relationship to us for that moment, and the relevance seems to sort of slip through our fingers.

I’m not sure if any of that made sense, but it’s been itching at my frontal lobe. And my frontal lobe has enough trouble keeping up with regular daily life.

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