Model Version 1.0 |
Model Version 2.0 |
Much like information ecologies, the concept of lifeworld allows us to understand the impact of lifeworld on individuals and can be further operationalized into the existing material and symbolic aspects of the human condition. Drawing on this model, the interaction between person-lifeworld-technology can impact one’s use of material technology (as a tool) and the intention and symbolic meaning embedded in these interactions (as text) and represents the magnitude and scale of the role of technology in our lives (as a system). Nardi and O'Day presented a good overview of the complexities involved in the idea of systems, but I found it undefined and problematic since it did not seem as if the ideas were synthesized usefully. I have chosen here to define system as the replicated relations between actors which are in turn structured as social practices (Giddens, 1984).
To illustrate this model, I have selected the gaming ecology in a World of Warcraft raid instance. The raid instance represents the technological world of an online gaming environment, complete with various tools and interactions with others which are necessary for the success of any given encounter. Players must not only know how to use the material aspects of the technology, but must also pay attention to the interpretation and meaning of symbols embedded in the local environment, which functions as an enclosed system. Simply put, a person's interaction with the designed game environment (which represents technology) is informed by her lifeworld, which in turn affects her gameplay and the uptake of the technology. This lifeworld can consist of the norms associated with what it means to play a certain class, the practices associated with the group that one belongs, but can also be affected by the lifeworld of others. On the other hand, the existence of the designed game environment presents constraints and affordances and thus changes how people interact with one another.
As I ponder on this model however, it seems to mimic Marx’s conceptualization of human society as consisting of the base (technological and social forces of production) and superstructure (beliefs systems/practices). This is not necessarily a surprise, given Marx's influence in dialectical materialism, but certainly leaves more room to explore the model currently represented.
Going with your Warcraft based model, would it make more sense to have the person go through the technology to interact in the lifeworld(s)? Adding in the effect that the interaction with the technology has on the person themselves. You could also apply Nardi and O'Day's article to the reflection from the lifeworld to the player in terms of the costs and benefits associated with engaging in the lifeworld.
ReplyDeleteI mean Burbules instead of Nardi.
ReplyDeleteIf I'm understanding you correctly, you are arguing that the technology is mediating one's experiences in the world? I agree, and I think the brief explanation includes the notion of mediation.
ReplyDeleteHowever, I'm pondering this more at the moment, since technology is very much part of one's lifeworlds. We experience technology as part of subject-object interaction, therefore pulling information from the foreground/background of our lifeworld. I need to be inundated with more phenomenological work maybe?