Agile Software Development
Автор: Alistair Cockburn /
INTRODUCTION The Impossibility of Communication
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Часть 5
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The next step is for methodologists to partner with ethnographers, sociologists, and anthropologists to see if they have words to capture other parts of the experience. Through such a partnership on one project, I learned that system architects act as storytellers. They keep alive the promise and vision of the future system, which is particularly valuable during the confusing early periods of a project. Partnering with social specialists is something I strongly recommend to both researchers and contract software companies who are learning how to work more effectively.
Thinking Inexact Thoughts
We don't notice what is in front of us, and we don't have adequate names for what we do notice. But it gets worse: When we go to communicate, we don't even know exactly what it is we mean to communicate.
In an ideal world, we would have in mind an exact idea of what we want to communicate, and our job would be merely to locate the words necessary to communicate that idea. Usually, however, what we want to express sits in a crack between all the words we possess. We use various words, shifting them around, trying to make them convey what we think we intend to say.
On some occasions, the idea we want to communicate is not even available to our conscious thought. The idea is just a sense that some such idea ought to be there. As we speak, we fish around inside ourselves, hoping that some set of sentences we utter will pull forth the thought we would like to have, to express to our conversation partners.
See how many words it takes you to express a thought, and then pay attention to the fact that what you expressed wasn't what you meant, and that quite possibly, what you had in mind wasn't even what you felt.
This has implications for both designing and communicating.
In the book Sketches of Thought, Vinod Goel (1995) investigates the idea that significant useful mental processing happens in a realm of imprecise thought, proto-thoughts of ideas whose boundaries have not yet been demarcated by the mind.
The study participants commented on the damage done to the developing ideas when the undemarcated thoughts are forced into a precise expression too early. Some processing works best while the proto-thoughts are still undemarcated.
Two of the participants complained about working with precise images: "You almost get committed to something before you know whether you like it or not" and "I have to decide beforehand what I want before I can draw it. " (p. 200) One person said:
"One gets the feeling that all the work is being done internally with a different type of symbol system and recorded after the fact, presumably because the external symbol system cannot support such operations. " (p. 200)
Pelle Ehn describes software design similarly. Recognizing that neither the users nor the designers could adequately identify, parse and name their experiences, he asked them to design by doing. In the article reproduced in Appendix B he writes: "The language-games played in design-by-doing can be viewed both from the point of view of the users and of the designers. This kind of design becomes a language-game in which the users learn about possibilities and constraints of new computer tools that may become part of their ordinary language-games. The designers become the teachers that teach the users how to participate in this particular language-game of design. However, to set up these kinds of language-games, the designers have to learn from the users. However, paradoxical as it sounds, users and designers do not have to understand each other fully in playing language-games of design-by-doing together. Participation in a language-game of design and the use of design artifacts can make constructive but different sense to users and designers. "
That takes us pretty well to the boundary of ignorance: We don't notice what is in front of us, we don't have adequate names for what we do notice, and when we go to communicate we don't know exactly what it is we mean to communicate. The only thing that might be worse is if we couldn't actually communicate our message.
That little grimace
you just made across the dinner table
speaks volumes to me,
though it says nothing to the others around us.
You twisted your lips like that yesterday
to show how you felt about that fellow
who had behaved so awfully, when
you were trying to be nice.
I quite agree.
Actually, he rather reminds me of the man
on your left.
I raise my eyebrows a hair
and glance lightly in his direction.
From the stiffening of your top lip as you
continue to chew, it is clear you think so too.
Oh, oh. We've been spotted.
No matter.
Our conversation, although discovered,
will have no meaning to anyone else.
And the poor man on your left will always suffer
from the label we gave him
in this short conversation.
(Alistair Cockburn, 1986)
What is the information content of a raised eyebrow?
Don't look for the answer in Claude Shannon's seminal papers about information theory (Shannon 1963). He analyzed constrained channels, those in which the communication vocabulary is known in advance. In real-world communication, the channel is unconstrained. When or whether you raise your eyebrow is not prearranged. The "stiffening of your top lip" is the invention of a moment, referencing a shared experience with your conversation partner. In the poem above, the partner had that shared experience but the spotter did not. And so the spotter did not derive the same information content as the partner.
Biologists Maturana and Varela have investigated this in the context of biological system. The following wording from The Tree of Life, (Maturana 1998, p. 196) describes their results:
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