Dimeji Onafuwa Literature Revie€¦ · 1. Understanding the commons The meaning of commons 2....
Transcript of Dimeji Onafuwa Literature Revie€¦ · 1. Understanding the commons The meaning of commons 2....
ONAFUWA LITERATURE REVIEW. SPRING 2015
RE-COMMONSING:
DESIGN-ENABLED COMMUNITIES
Dimeji Onafuwa
Literature Review
CONTENTS
Introduction
1. Understanding the commons
The meaning of commons
2. Initializing the commons
Theoretical & practical situation
3. Constructing the commons
Collaborative design & design scenarios
Negotiation and costs
From expert to collaborator
Crowd out effect and cognitive surplus
Adaptive muddling
Localization and cosmopolitan localism
Design principles
Social affordances
4. Maintaining the commons
Roles
Openness and reciprocity
5. Exiting the commons
Fairness
Copyright and patent laws
Influence of external regulation
Babelization & Balkanization
6. Articulating a research agenda
APPENDIX: Relationship to recommonsing
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RE-COMMONSING: DESIGN-ENABLED COMMUNITIES
Dimeji Onafuwa :: Carnegie Mellon School of Design
INTRODUCTION
The purpose of this paper is to review key literature on Design & Commoning by framing and scoping
the what, how, who, where and why of re-commonsing (a term I use to highlight different research
areas relevant to design and commoning). The key question considered is: What is design’s impact
on initializing, constructing, maintaining and contributing to a commons? Secondary questions
include: Are there benefits or costs to contributing to a commons or commons-based peer-to-peer
network? What are the implications of a participant leaving a commons? Where is recommonsing
situated theoretically and practically, and what is the agency of the designer/practitioner in situating the
commons? The research implication is for social designers, but it borrows from an array disciplines, and
exploring these questions leads us to ideas from Yochai Benkler, Elinor Ostrom, Clay Shirkey, Sherry
Turkle, Michel Bauwens and many others in the discourse.
My research focus is on common property as it affects community, from rental property (finding
pre-exisiting community in renters), to vacant lots in geographic communities (exploring how online
collaboration may begin to amplify community strength). In order to do that, we need take a brief look
at common-pool resources. Common-pool resources are those, naturally or artificially made, that may
stand the risk of being over-consumed or depleted. They may be improved with specified agreements for
management and use enforcement. The threat of over-consumption is what distinguishes common-pool
resources (CPRs) from public goods (products or services provided usually by the public sector to members
of a community/society). When a social enterprise partners with local government and community
residents to explore ways to reclaim publicly owned vacant lots, the value intent has to be realized from
this exploration. Overuse of these lots in ways that deplete their usefulness, such as using them as
dumping sites or walk-paths, eventually reduces the productive value of the communities within which
they exist. Hence, these vacant lots may be considered to be CPRs. The same agreements pertaining to
use and replenishing of CPRs also cover what are known as institutional commons. Institutional commons
ensure access and practice of use. Institutions can be seen as rules and conventions that control the
organization of human interaction. These rules and norms may even be property regimes and copyright
laws relating to open access that have emerged from the new online networked economy (Benkler,
133). In Making Commons, Anna Seravalli indicates other versions of commons that may regulate the
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practice of use (with the overarching rules and regulations that govern collective access, management
and ownership) to socio-technical infrastructuring (with human/non-human actors supporting ideas of
such use practice) and combine them to allow for meta-level interventions that may support grassroots
social innovations (Seravalli, 65).
The ecologist Garrett Hardin explores individual influence in a commons by arguing that individual
interests deplete resources and privatization or governmental oversight are always needed to maintain
such resources through access limitation (Hardin 1968). However, other researchers like Yochai Benkler
and Elinor Ostrom evidenced that the solution to the overconsumption problem is not access limitation
by some external regulatory force, but is instead the designing of the right conditions for use. My doctoral
research will explore what such designing means to a commons and how it may be collaborative and
participatory. My research will draw examples from current work with a Pittsburgh Pennsylvania based
social enterprise (GTECH Strategies) as well as an on-going joint research project with the Human-
Computer Interaction Institute & the School of Design at Carnegie Mellon University (which explores
online communities and information sharing around rental property). The review also draws examples
from real world cases like WikiLeaks, Waze, Wikipedia and Napster. The scope of the review however
excludes details from work on constitutional law, policy, and mass media studies.
1 UNDERSTANDING THE COMMONS
1.1 A QUESTION OF “WHAT?”
The Meaning of Commons (digital vs. physical; market vs. non-market)
Ostrom’s perspective views a commons as a physical resource (like a land resource) and the extent
of use and viability of that resource, while Benkler sees it in terms of the informational resources in a
networked economy and the underlying power dynamics relating to the hierarchy of use and exchange.
Physical commons thereby relate to physical property regimes (Seravalli) and digital commons relate
to certain aspects of the non-market networked information economy - one where social exchange
(negotiated social agreements) is the means of transaction. Collaboration and self-regulation are
considered to be very important to the formation of a commons. When commons are negotiated within
these two constraints, their meaning yields different interpretations that mirror our shifting technological
landscape. This collaboration and self-regulation is now evident in both online and physical communities.
Market based networked economies have physical property regimes that are financially transacted,
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economic considerations based on the levels of supply and demand and financial prices for goods set
by the markets. Non-market based economies are especially familiar to commons-based peer-to-peer
information networks (the term networks is used to specify systems of human interaction that imply both
individual agency and structural patterns) (Benkler, 725). However, according to Benkler, a collaborative
commons may not always be in opposition to a market economy and may not always be saturated with
valuable goods and economically viable outcomes. Karl Polanyi’s claims that market societies (a phrase
he uses interchangeably for capitalism) are dis-embedded economic relations. By this he believes that
land, labor, and money are not true commodities that can be sold on the market. As a result, he attributes
them as false, with the purported free market economy constructed partly on these commodities. He
believes that calculations of such commodities should instead be embedded in social relations (Polanyi,
76). However, Polanyi fails to acknowledge that there is indeed a transactional element to social relations
as well as most forms of social exchange. As a result of this unacknowledged transactional element,
there exists a continuum between market and non-market based transactions with the spaces between
not as crisp as Yochai Benkler purports when he claims that social sharing is merely a reallocation of
excess capacity of sharable goods (Benkler, 114). For example, if an individual contributes information to
Waze, a commons-based traffic navigation tool by alerting others of traffic jams or of real time occurrence
of police sightings, she is rewarded with points or what Waze calls “road goodies” as a top app user
in her area. These accumulated points may be transacted for benefits like the capability to contribute
to the editing and modification of local maps. The Waze example indicates how gamification and social
transaction may in fact be used to design the right conditions for a commons-based platform to flourish.
It is clear that the awards and incentives shared here may present as something of transactional value.
2 INITIALIZING THE COMMONS
2.1 A QUESTION OF “WHERE?”
Theoretical & Practical Situation: The Swampy Lowlands of Problem Solving
Social complexity makes creating a commons a much more difficult proposition than designing tangible
interactions or enhancing user interface. The process bears no tested and true algorithm or step-by-
step guide (Kollock, 1996) but instead involves a combination of skill, social collaboration, reflection
and action. In Educating the Reflective Practitioner, Donald Schön unpacks the theoretical space
defining the messy and confusing problems that defy technical solution as the “swampy lowland of
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problem solving”(Schön, 3). These problems exemplify challenges for social designers who work within
communities and with socio-technical systems. Researchers believe that solving social problems
requires not just a mastery of skills but also a recognition of the contribution from fields ranging from
policy to business, design, anthropology and sociology. Schön distinguishes between this knowledge-
in-action (high-level expertise and spontaneous anticipation), reflection-in-action (felt-knowing,
or ability of the professional to think on their feet and on decisions and research experiments), and
reflection-on-action (practitioners’ analyses of the consequences of their design decisions). In essence,
reflection-in-action describes how the design researcher makes decisions in research experiments,
while reflection-on-action is a means of discussing how the program informs the overall experiment
and vice versa (Schön, 25-30). Exploring the design angle for investigating the recommonsing challenge
requires a combination of investigative speculation, a series of co-designed moves and reflections as
well as a practice-based, design research effort since “it is in the dialectic relationship between the
program and the engagements/experiments that the answers to research questions emerge” (Seravalli,
30). In essence the research question emerges at the intersections of reflection and action.
Fig. Shows the identified research space for exploring the recommonsing question: design-enabled communities. On the socio-technical side, Ezio Manzini believes that the penetration of society by
technical systems is leading to a deeper impact on the social systems within which they operate (16). On the social design side, designers must continue to readjust to changing times by focusing
less on project oriented goals that inevitably drive us toward delivering a specific product, but more on open-ended design processes that acknowledge the complexity of the problem and encourage
collaborative associations that allow groups of people make meaning of the places they collectively occupy.
SOCIAL DESIGN SOCIO-TECHNICAL AFFORDANCES
CO-DESIGN/PARTICIPATORY DESIGN
SKILL
REFLECTIONACTION
RESEARCH QUESTION SPACE
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Reclaiming Vacant Lots
Using the example of the GTECH Strategies ReClaim project, collaborative spaces find the proper
intervention points that ensure community engagement and critical mass around active campaigns to
transform vacant lots into community gardens or social spaces. Ezio Manzini refers to these types of
social associations as collaborative associations - groups of people (co producers) working together as to
solve problems or present new opportunities (Manzini, 88). In this specific scenario, agents involved in the
early initiation phase include residents of the respective neighborhoods, GTECH project managers and
administrative staff as well as designers (communication, interaction and landscape designers) and other
participants like neighborhood representatives. These assemblies were held to determine where and
when to intervene in a specific neighborhood with vacant lots. As those ideas come to the surface through
various co-designing efforts, a very useful sketch-a-thon was organized to bring together designers and
residents. One session involved ten designers (landscape architects and architectural designers) and ten
residents of Pittsburgh’s Northside communities so that each designer could be paired with a community
ambassador. Through this process, the designers were not only able to reflect on their work in process,
they also had access to direct feedback from the residents with whom they were paired. These sketches
and ideas were then taken online in the form of a community facing website, Lots2Love, which shared
the newly reclaimed lot projects with the Northside community along with different ways the residents
could remain engaged in the respective projects while providing ideas for further improvement.
Fig. An assembly of residents working with designers through collaborative designs sessions.
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3 CONSTRUCTING THE COMMONS
3.1 QUESTIONS OF “WHO AND HOW?”
Agency, Design Scenarios & Collaborative Contribution
Agency (the ability to act) and the agent (someone who acts to bring about change (Sen)) help frame
what autonomy means - for agency itself reflects a choice to act with autonomy (Ibrahim, 2007) as
well as potential future scenarios. Without agency, there is no power to act autonomously since agency
occupies the space between an individual’s autonomy as an ideal and actual freedom that person has
to act in his/her behalf. While Ostrom’s work never reflected online communities, many insights may
be drawn from her writing. A digital community is a relatively recent phenomenon since the Internet
itself has only been around for much less than a century. However, the same ideas of collaboration and
constraint may also be applied to the governance of a commons in this space. As we have affordances
in socio-material sense, we also have social affordances, or design mediated social interactions online
(Bradner 2001). A particularly interesting element of social design is in its reflective capabilities-- we see
ourselves as we peer through the lenses of social scripts/mediators. In essence there is no social design
without the ‘social.’ And that social can be extracted as the real within the ‘artificial’ through collaborative
contribution. As Paul Dourish denotes, “We participate, not live, in culture(s)” (Dourish, 2009). As we
participate, cultural innovation is derived from the convergence of the social and the technical (Manzini,
17). And as we gather both online and offline, we build relationships and form a set agreements that
constitute the basis of the new cultures we continue to create. We can, through design, know the more
acceptable conditions for this collective gathering, and through social affordances, interline the spaces
between online and offline versions of communities with the scripts that cause them to strengthen.
Schön’s ideas on the “swampy lowlands” reveals the agency of both the designer and the socio-material
assembly which inspires what he calls the design beyond design, i.e., exploring beyond the appearance
and interactions but into social systems and relationships. With this form of designing, the reconstituted
Fig 1. Hardin’s Game: Herders Dilemma Fig 2. Ostrom’s alternative solution (contract-enforced and self-run) - image credits: Governing the Commons, Ostrom
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balance of power within networks of relationships (which for common-based networks exhibit flattened
hierarchies) allows each individual to be a participant in the design. Manuel Castells’ accounts of a shifting
of networked societies from vertical hierarchies to much flatter, loosely affiliated, social models (Castells,
18) in what he calls the radical decentralization. Castells believes in the locality of the reemergence of
the community, and that people tend to cluster in communities that generate a sense of belonging and
in many instances cultural identity (Castells, 60).
Yochai Benkler’s exploration of the identities of these communities in the networked public sphere
considers social economies based on reputation and reciprocity between individuals and especially
within larger groups. Benkler argues for group multilevel selection theory, which claims that the survival
of species is perpetuated on the group level and not on the individual level. The agency to construct
and manage the commons however resides with the individual participants. Ostrom observed this and
noted that even with well-established governance rules, the individuals that make up a community need
to make sure that all the systems of enforcement and monitoring are carried out within the group itself.
A good example is the1980s Toyota NUMI plants found in Benkler’s book The Penguin and the Leviathan.
Toyota’s market share and dominance increased over those of its competitors during the same period as
a result of design of collaborative environments (evidenced in smaller, more productive and autonomous
groups and leading to better problem solving and better products). He also shares the example of
collaborative structures on which the website Wikipedia was established. The platform allowed for the
multiplicative effect of group participation. Yochai Benkler touches on the designer/participant’s agency
but only from a high level perspective. He opposes the determinist argument that technology introduction
always results in an emergence of a social structure and considers the politics of such technology are
neutral at best. According to Benkler, positively networked economies are influenced by societal trends
and not so much by their underlying technology. He believes that when society itself changes because
of flattened hierarchy, it causes the human subject who is rarely influenced by the technology itself to act
with autonomy. In essence, technology is merely a tool for social networking and individual expression.
This Semi-Technodeterminism perspective gives little credence to agency of the technological object (or
interface), or even that of the designer or of the participants in the commons. According to Ezio Manzini,
as cultural identity continues to be remodeled from social and technological innovation, the role of the
designer must change and he/she must adapt to the changing landscape of collaborative designing.
The proliferation of Internet technology according to Benkler marks “neither a breakdown nor
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transcendence, but represents an improvement....” In contrasting with Benkler’s optimism, Sherry Turkle’s
perspective of the paradox of the networked information economy is that technology doesn’t always
enhance our social relations but it in effect replaces it to the point that it mediates our social behaviors
and personalities in ways that are significant and dangerous. Technology changes those behaviors and
personalities and how we relate to others. Turkle’s viewpoint highlights agency of technology in ways that
the technology we design continues to design us. According to Turkle, technology gives us “illusions of
companionship without the demands of friendship” (Turkle, 2011). This raises questions about commons-
based platforms, our espoused theories (those versions of our selves we may be projecting online) and
theories-in-use (those versions that actually represent who we truly are). For example, are the online
communities we encounter extensions of “real” communities we participate in as part of our everyday
life. Another important implication is the potential shifting costs between different personalities we
manage (actual, anonymous or semi- or pseudo- anonymous) as the platform of use changes.
3.2 Negotiation & Costs
There are several other costs to consider when constructing a commons and measuring the benefits or
ramifications of contributing/not contributing to the commons: Opportunity cost (the cost of a foregone
alternative in light of the decision at hand), social costs (costs derivable from private transactions),
economic, and other transactional costs. Using game theory and the prisoner’s dilemma in Hardin’s
Tragedy of the Commons, Elinor Ostrom presents a way to navigate the costs of securing collaborative
agreements within an increasingly complex group and without a formalized central authority (in this
specific case cattle herders). Ostrom shares the dilemma of the Tragedy of the Commons to set the
scene, and she presents the challenges stemming from forcing uncooperative, uncommunicative
herders to share a field. In her experiment, when herders (numbered 1 and 2) act with a “cooperate”
strategy - one in which both herders have the opportunity for their cattle to graze at capacity - they obtain
10 units of profit each (seen in the diagram). When either acts with a “defect” strategy, they both earn
0 units of profit. When one acts to corporate and the other defects, the defector gets 11 units and the
cooperator gets -1. Her solution was to introduce a new cost measurement - the cost of enforcing the
agreement, depicted in e, and suggests that the herders must negotiate before placing their cattle in
the field for grazing. During negotiation, they discuss the various capacities for sharing grazing rights as
well as oversight mechanisms in order to ensure mutual accountability. Ostrom (1990) presented design
principles that govern the collaborative efforts within these grazing rights.
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They are as follows:
Clearly defined group boundaries
Governance rules for collective goods should be matched to the local community’s needs
Members of the commons involved in setting the rules can participate in modifying them
The right of community members to establish their rules is respected by authority
Monitoring adherence to the rules is controlled by the participants themselves
A graduated system of sanctions is used
Members of the community have access to inexpensive conflict resolution mechanisms
Proposals that are not intended to benefit the whole may be refused
These rules allow all the herders to share in the benefits of grazing, as well as the distributed costs
of enforcement. Distributed costs may also be considered on a commons-based digital platform. The
Internet reduces transaction costs for corporations and distributes it over a large number of people. In
doing so, the structure invites many collaborators into a semi-regulated environment. Social exchange (as
opposed to economic transactional exchange) changes the calculations of these transaction costs since
the perceived benefits are not sharply delineated but rather involve more fluid obligations like goodwill
and continued membership in a social group. Social relations, according to Benkler are more important
than money in certain social interactions. Quoting Maurice Godelier, “The mark of the gift between close
friends and relatives… is not the absence of obligations but is the absence of calculation.”
The outcomes of social exchange are non-tangible goods such as information and culture. Benkler
doesn’t give account of what happens with excess non-tangible goods. He instead provides the formula
for calculating net value in a commons-based peer production economy as: net value of the information
produced by common-based social production and released freely to anyone = the total value of
information produced through property based system - dead-weight loss caused by the above-marginal-
cost pricing practices resultant from an intellectual property system.
NV = TV - (SP2-MC)
NV = Net value of information produced in common-based social production
TV = Total value of information produced through property based system
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SP2 = Above marginal cost pricing (per unit)
MC = Marginal cost (per unit)
When discussing transaction costs, Benkler begins with a presentation of the different transactional
frameworks that may influence the delivery of a particular good or service (market-based, company-
based, delivery-based, etc). He then uses various frameworks collectively as a basis of explaining one that
has not recently been discussed in economics - the social transactional framework. Social transactions
are those that are not monetary but are based on social relationship and exchange.
Michael Bauwens perceives peer-to-peer production as one that uses distributed capital use-value (or the
utility of the consumable product) as the product itself. In essence, the utility of a peer-to-peer economy
is spread out within the community. In contrast, the market-based models of crowdsourcing ideas are
company-driven and the use-value is retained by the company (Bauwens, 2005). Benkler distinguishes
market-based transactional frameworks as those that tend to have clear/distinct demarcations or ‘crisply
delineated currency’ (Benkler, 109). The crispness can be deciphered between the value produced
and the costs of the good or service and is seen in the medium of exchange. He believes that social
exchange alters transaction cost calculations since it doesn’t require the same crispness at the margins
of transaction. For example, generosity often creates a debt of obligation or need for reciprocity, but
nothing is clear in terms of precise measurements of exchange requirements, nature of repayment, or
even the date of required repayment. The assumption exists that a generous action or social exchange
ensures a certain membership into a social strata. There is no definition of transactional parameters
needed for such exchange.
Both market and social exchange require initial (fixed) costs, but contrary to social exchange, market
transactions require ongoing measurements of the transaction costs. In peer-to-peer networks, individual
creativity levels and productive activities require enough freedom and communication to get the best
versions of group production and lower distributed marginal costs. Benkler believes that highly regulated
production costs may totally be replaced through social exchange. However, he fails to acknowledge that
in order to participate in social exchange, or to be a part of a social group, there are social costs that may
seem transactional as well.
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3.2.1 Designer’s Role, Costs & Oversight: From Expert to Collaborator
According to Benkler, it may be difficult to dis-embed the “social” from market economies. Benkler’s
examination, however, doesn’t account for the problems arising from disparities between measurements
scarcity and abundance of contributed value. Clay Shirkey tackles this gap by introducing the theory
of Ronald Coase and the conclusion that when transaction costs hit a very low value (through social
exchange and other social mechanisms), managerial control is also drastically reduced and sellers can
seek out buyers directly without organizational intervention). Under this theory sellers will be able to
operate under what is called the Coasean floor with reduced managerial intervention and lowered
transactional costs (Shirkey, 248). Using the earlier example from Elinor Ostrom’s book Governing the
Commons, a drastic reduction in the cost of enforcing the binding agreements may be brought about
by better communication and shared information. And when information is shared, it reduces the gap
between such information and managerial cost - in essence, the more the information and the better it
is, the less the management needs to maintain the commons. The less the marginal cost (i.e. per unit) of
the managerial oversight of the commons, the greater the shared value is for the whole. The advantage
brought about by this method is a participatory one with “the participants themselves design(ing) their
own contracts in light of the information they have at hand” (Ostrom, 17).
In his book, Design, When Everybody Designs, Ezio Manzini discusses how managerial control relates to
design’s relevance to a commons. He references the shift of design from the product centered activity
as rooted in the industrial age when design was only an expert activity (the result of which is a ‘finished’
product) to a co-creation and co-production process that is more collaborative in nature, bears deeper
application, and is geared towards sense making. In both the industrial and post-modern eras, the sole
purpose of system efficiency led to ideas with the core purpose of arriving at the best possible finished
product. Consequently, the lower level worker was often reduced to a dispensable component in the
organizational quest for efficiency. This idea has historically separated designing from management.
However, as the prevalence of design coalitions (by introducing tighter networks whose members
collaborate to achieve shared results) increases, managerial control reduces and the designer’s role
changes to that of a collaborator, trigger (introducing ideas within the coalition) and facilitator (helping
other participants best identify and utilize their skills, as well as identifying the technological, social
and economic conditions favorable to such coalition). These initiatives are carried out at the nodes in
the designed network. Some examples of these interventions include social resource mapping and
ethnographic analysis (Manzini, 50). Benkler believes that a network with peer-to-peer production and
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less managerial oversight in effect decentralizes and continually disrupts conventional hierarchy as it
leaves individual participants with alternatives to the market production model that are centered around
active group participation instead of individual benefit (Benkler,148).
3.3 Crowd Out Effect and Cognitive Surplus
The reputation of the individual contributors within these decentralized networks, however, affects
their roles, responsibilities and power levels. Arazy et. al. (2013) conclude from empirical research on
Wikipedia’s access privileges and roles online, that trusted users are allowed to engage in more complex
and sensitive production related assignments, while novices or unregistered contributors merely able to
add content limited to subscription roles with little direct authority/ability to add new articles. Also, certain
roles are often assigned responsibilities that help to enforce Wikipedia’s policies on content sharing
through the curation of the content and the handling of disputes (Arazy et. al., 2013). In essence, people
in commons-based networked communities play different roles like editors, copywriters, subscribers,
gatekeepers (or watchdogs) based on the patterns and structures of activities within these communities
and networks.
The transaction costs to redistributing this capacity and spreading the marginal value derived by each
additional role in a market-based economy becomes significant when these costs become multiplicative
over several transactions. In collaborative environments however, value is distributed via a network effect.
Manzini defines a network effect as what happens in systems in which “an increase in (the) number of
participants leads to a direct increase in the value for other users.” (Manzini). A very useful example is the
Waze GPS navigation app recently purchased by Google. An increase in the number of users (or nodes)
for this tool leads to an increasingly better product that maximizes the benefit for everyone (the entire
network) involved. Expert design can facilitate these ideas by using tools that foster greater clarity and
visibility, and at the same time allow for greater collaboration while improving the general favorability of
the environment. Using the same Waze example, gamification tools and questions have been built into
the application to allow for greater ease of use and improved estimation. For example, users are rewarded
for contributing information about the presence of law enforcement officers, obstructive objects, as well
as stalled or stationary vehicles within a particular vicinity. The Edigs rental search app also incorporates
self-reporting interactions like an “improve utility estimate” tab into its design. These social and socio-
technical affordances potentially reduce costs for both tenants and landlords by closing the gap between
information and cost in ways that are further explained in later sections.
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Specifically, the effects of transaction costs in communities within more orthodox economic systems
with fewer social exchange mechanisms are further aggravated by what is called the motivation crowding
out effect/phenomenon, which implies that an individual’s autonomy is threatened by a perception of
manipulation (either via threat of punishment or promise of reward). This results in more extrinsic rewards
overwhelming intrinsic ones (such as the pleasure and personal satisfaction derived from participating
in peer-to-peer production), and this may have negative effects on motivation (Benkler, 94). Online
collaboration on open source software production is one exception because of the formulated industry
practices that have continued to maintain the autonomy of decision making for software developers
(even if and when they are paid for their work).
While cost reduction is important in commons-based peer-to-peer networks, social exchange and social
reciprocity make measurement of this cost minimization difficult, especially online. Not only do these
non-market forms of exchange exist in close-knit communities with tightly defined boundaries, they
sometimes occur between strangers. But the argument that social exchange changes transaction cost
calculations that doesn’t require the same crispness at the margins of market based transactions has
been challenged because they limit such calculations to the inputs and outputs of social transactions
only. Clay Shirkey believes that excess value, or cognitive surplus, is often used for the benefit of
others due to human generosity that causes people to give these excess brain cycles for the benefit
of others. Shirkey also distinguishes the difference between communal value (created by participants
for participants) and civic value (created by participants for the benefit of the greater whole) (Shirkey,
Ted Talk, 2010). In supporting the idea of civic collaboration, Ezio Manzini shares that people who opt
to participate implicitly agree to the rules of the community. While their efforts may be scaled for the
benefit of the whole (as with a community garden (collective) versus a small flower bed (individual),
this new era allows for a high degree of connectivity. However, this heightened connectivity doesn’t
always lead to useful and positive collaboration because such collaborations tend to foster some of the
preexisting insular and exclusionary behaviors prevalent within certain groups (for example, within gangs
and ideologically driven online forums and groups). According to Ostrom, commons may have good
or bad outcomes depending on how they are designed, created or managed. Their positive value isn’t
inherent. (Ostrom 2007). An interesting future research angle is understanding ways to design a better
application of cognitive surplus for positive collaboration within communities that will go beyond social
calculations and sense of obligation.
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3.4 Adaptive Muddling (Young and Kaplan, 2012, 1988), Localization, and
Cosmopolitan Localism (Manzini)
In presenting the concept of adaptive muddling, Young and Kaplan (1988) believe that once people’s
levels of commitment and involvement are captured, the larger challenge to decipher is that of focusing
their efforts into solving the large problems we face. To them, the scale of the problem has little to
do with how people react to solve them. They believe that when faced with a large problem, the best
approach is to break the issue down into tangible and actionable small-scale activities. The idea behind
adaptive muddling is to create a series of solution options since the concept of one solution might be
a little too risky. Young and Kaplan also believe that adaptive muddling empowers people to localize
the solutions and apply them at a much smaller scale. The difference between the adaptive muddling
approach and Ezio Manzini’s SLOC (small, local, open and connected) scenarios is that a distributed
global network of local participants exemplified in a SLOC scenario presents community scaled ideas
with global relevance. In essence, Manzini’s cosmopolitan localism refers to entities that are small and
local, but that do command a place for themselves in the global environment.
Manzini believes that when economies are localized, connected, small and respectful of different cultural
perspectives while actively acknowledging the validity of socio-technical systems, they become ripe for
successful innovation. With the changing landscape of what is local to encompass diversity, globalization
and connectedness, collaborative communities are rediscovering and reconstituting their idea of place.
Manzini sees cosmopolitan localism as the balance between open and local, meaning that it occupies the
space of being rooted in established local community while simultaneously being open to the external
globalized environment.
3.5 Kollock Principles & Design Oriented Scenarios
Peter Kollock (1998) emphasizes the sociological component of online social interactions by presenting
social problems as being often ignored by the software and online industry. He argues that a lot of
interaction designers are preoccupied with building a virtualized “space” but tend to overlook/ignore
the social interactions that make that space a place. Kollock believes that community isn’t something
that can be designed with set irrelevant laws. He feels that “there is no algorithm for community. That
is, there is no step-by-step recipe that can be followed that will guarantee a specific outcome. Building
community is a fundamentally different activity than writing computer code: code does not write back
and code does not respond strategically to one’s action” (Kollock, 2).
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According to Kollock, “Common responses to the challenge of designing systems that support robust
social interaction include pretending this issue is not important, or that there is nothing one can do about
it, or that it is simply a user interface issue” (Kollock, 2). He references Axlerod’s (1984) ideas on selfless
behaviors by laying out both the conditions for cooperation as well as design principles for successful
communities. He starts by exploring continued interaction as useful in ensuring behaviors that are less
selfish. When people realize that they are bound to meet again, they act in favor of the group. Hence,
successful communities emphasize continued interaction. With this understanding, scripting behaviors
that ensure that participants stay engaged within the community in ways that allow non-calculated forms
of social obligation. Kollock’s second condition is that there should be a way for individuals to be able to
identify each other. This idea challenges the strain between participating in a commons and anonymity
and asks further questions about design’s role in ensuring that participants are identifiable. Applications
like Waze and Edigs allow options for semi or pseudo anonymity while Nextdoor prefers that participants
are fully identifiable to ensure feelings of mutual trust and reciprocity. A final condition Kollock presents
is that there should be a record of an individual’s past participation available to all other participants. In
essence, participation within the commons should be open and transparent. In discussing the principles
of governing commons, Kollock emphasizes the difference between online and physical communities.
He believes, however, that most of the governance principles could be translated into design principles
through slight modifications. Some of those modifications include ensuring that scarcity and risk are core
constrained designed into an online community through since according to him they are “an inevitable
part of the physical world”(Kollock 2). He further believes that an amount of risk is required for building
and developing of trust. This sentiment is also echoed by Paco Vinoly, the Vice President of Design at
Nextdoor during an interview I conducted with him. Vinoly believes that what distinguishes community
models of social exchange from crowdsourcing platforms is the element of trust. The proximity and the
identifiability available through Nextdoor builds a level of credibility that goes beyond online crowdsourcing
websites like Yelp, since conversations are based on mutual agreement. The scarcity drawn by Nextdoor
has to do with limits to access due to community boundaries. However, these boundaries should however
be continuously adjusted to ensure that the measurements are accurate.
In terms of design research, the importance is with understanding how design may influence community
and knowing when to flip the research inquiry by deriving useful knowledge from an exploration of
the creative process. This practice-based approach allows the researcher to explore tacit forms of
knowing through moves, counter-moves and improvisational decisions (Schön, 14). One of the ways to
ONAFUWA LITERATURE REVIEW. SPRING 2015 16
explore this form of research is by negotiating design-oriented scenarios. The idea of a scenario carries
different interpretations. With respect to my research, design-oriented scenarios represent designed
communication artifacts and interactive tools that allow the conveyance of visions of futures that may
present options for initiating, negotiating and designing a commons. These future scenarios may be
possible, plausible or even merely desirable. Manzini defines design oriented scenarios as “a set of
motivated, structured visions that aim to catalyze the energy of the various actors involved in the design
process, generate a common vision, and hopefully cause their actions to converge in the same direction”
(Manzini, 130). These scenarios ask what if... questions around collaborative contribution. Different
scenario approaches are based on different theories of change or visions.
3.6 Social Affordances
Ezio Manzini refers to location based digital services that are scripted in social networking platforms/
mobile devices to integrate virtual and physical spaces by creating location-based social bridges. This
innovation presents an intriguing overlap between what’s happening in digital and physical spaces
alike, which in turn presents interesting ways commons may be formed and a geographic community’s
interests may be advanced through online collaboration tools. The reverse may also be true with
virtualized communities (for example, an online gaming community) having physical manifestations in the
real world, like Meet-Ups (Manzini, 81). While online social affordances manifest similarly to those offline,
these social affordances tend towards scripting behavior to specifically shape engagement (Boyd, 2011).
And when the online behaviors are exhibited in certain ways, the object oriented programming (OOP)
used to create many of the platforms used for social media sites and collaborative tools works in ways
that delegate morality through cascading affordances. The developer is empowered to use OOP to script
user behavior with minimum user awareness. These sites that drive the new web 2.0 technologies should
be considered as mediators and not mere tools for social connectedness since most of the interaction is
Fig. Sketch showing social scripts that may begin to provide recommonsing strategies for Edigs Rental App
ONAFUWA LITERATURE REVIEW. SPRING 2015 17
with and through the interface. The platforms drive our behavior by filtering the types of information we
see and what layers of information structure are exposed to the public. Verbeek believes that a reduction
of technology to its non-technological elements like social organization has been very little or no value
to the discourse (Verbeek, 12). Technology goes beyond such a reduction. Interfaces, for example, are
curated reflections of our choices and narratives. These reflections are said to be curated because they
only present to us versions of alternatives from which to select. This raises a lot of questions about online
privacy versus anonymity. Privacy is the right for one to control one’s personal information whereas
anonymity reflects the inability to link a series of actions back to its originator. At the expense of ensuring
a commons-based online network economy, a lot of Internet privacy has been lost.
4 MAINTAINING THE COMMONS
4.1 QUESTION 4: HOW?
Designing for Collaborative Roles
Based on what he calls An Ecology of Collaborative Encounters, Ezio Manzini’s work with Carla Cipolla for
her doctoral thesis researched social innovation and the service economy by mapping out the different
levels of participation and engagement in a community. Considering cognitive surplus, in which everyone
has resources available and through collaborative organizations, designers must find ways in which
Fig. Showing some social affordances design scenarios including tips for potential patients, neighbor check-in logs and verifiable listings e.t.c.
ONAFUWA LITERATURE REVIEW. SPRING 2015 18
these resources may be shared. In this way, producers and users can both be referred to as service
co-producers. Collaborative encounters are at different levels. They may be higher-level collaboration
between managers who are also service providers or at the opposite end of the spectrum the dialogists
who are co-designers and co-producers.
To map out participant involvement, a collaborative encounters table is divided into four quadrants with
vertical (the zone of active involvement) and horizontal (the zone of collaborative involvement) lines.
Quadrant A signifies low involvement for both zones. An example of this is a purely service transaction
such as purchasers at a farmers market. Quadrant B signifies low involvement in regards to practical
activities but collaboration needed in the designing and management of the co-designing assembly. An
example of this refers to a small-scale co-managed effort like a small apartment garden, or nursery in a
Fig. PI and IQ maps that present options for collaborative encounters. Credit: Ezio Manzini, 2015
QAFarmers Market
QBNursery in co-housing unit
QDSelf-driving car sharing
EDIGS
Self-serving food coop
QCCommunity Garden
GTECH Reclaim Projects
+
+
-
-
PI
QAFarmers Market
QBNursery in co-housing unit
QDSelf-driving car sharing
EDIGS
Self-serving food coop
QCCommunity Garden
GTECH Reclaim Projects
+
+
-
-
IQ
Research Interest
ONAFUWA LITERATURE REVIEW. SPRING 2015 19
cohousing unit. Quadrant C refers to an engaged effort in practical activities to allow for collaboration with
other participants. This example maintains the benefits of emergent creative communities. An example
of this is one of GTECH strategies ambassador-driven reclaimed lot programs in the Pittsburgh Northside
neighborhoods. The final quadrant D is one that embodies collaboration that requires self-guided activities
such as do-it-yourself car sharing mechanisms. Quadrants C and D are the quadrants relevant to my
research. In order to better understand the lasting commitment to the collaborative encounter as well
as affective involvement, a second map is used to represent those two variables between the poles of
relational intensity which refers to the deepness of the interactions (horizontal) and social tie strength
which refers to the ties between individual participants (vertical). In terms of the quality of interactions
(or IQ for interaction quality), Manzini and Cipolla were able to identify four types of encounters in four
separate quadrants. Quadrant A refers to low relational intensity and weak ties. From an interaction
quality perspective, the zone will represent formalized service encounters such as checkout in a grocery
store. Quadrant B refers to high relational intensity and weak ties. While it requires more affective terms,
it has much less future commitment. An example is the encounter between a salesman and purchaser
at a farmers’ market. Quadrant C refers to high relational intensity and strong ties. This characterizes
traditional communities and grassroots collaborative organizations like the Fineview Citizens Council in
one of Pittsburgh’s Northside neighborhoods. Quadrant D refers to the area of low relational intensity and
strong ties. This mode refers as an example to the collaboration levels in larger organizations.
4.2 Openness, Collaboration, Sharing, Reciprocity
Ezio Manzini perceives co-designing as a process that helps formalize multi-modal narratives among
individuals and groups (designers and non-designers alike). Co-designing is a dynamic (complex) process,
with interconnected and sometimes contradictory distributed networks, highly creative and involving
complex design activities. The efforts to improve the understanding of designing by the non-expert are
increasingly changing the role of the expert designer to that of a moderator or facilitator. He calls these
networks designing networks, and contrasts them with designing coalitions, tighter and strategically
designed arrangements that cause different actors within broader socio-technical spectrums to achieve
specific, clearly stated results (Manzini, 49). In The Penguin and the Leviathan, Benkler shares examples
of what he calls cooperative systems such as found within companies like CouchSurfing and Kiva.
Couchsurfing is a community of people with a shared interests like traveling and learning about other
cultures but being framed as a sharing community because of the community agreements like trust and
reciprocity (Benkler, 117).
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5 EXITING THE COMMONS
5.1 QUESTION 5: WHEN?
A Question of Fairness
There is a challenge with what to do with free riders in attempting to maintain a commons and prevent
exiting. Using the example of Usenet (one of the Internet’s oldest network communication systems still
being used today), Peter Kollock presents Ostrom’s ideas on how to deal with fairness, and that groups
that are able to self-govern are held together by the previously mentioned design principles. Ruben van
Wendel de Joode, in discussing commons in open source communities, addressed Ostrom and Kollock’s
design principles by detailing the implications of breaking any one of the rules and the impact on fairness
and how that may lead to the Tragedy of the Commons.
Clearly defined boundaries ensure the exclusion of outsiders from reaping benefits of the commons
and preventing free riding. When the boundary is clearly defined, participants tend to communicate
more.
Governing rules matched to local needs. More complex communities find it increasingly difficult to
enforce the congruence between the rules and the need. A lack of adequate participation and collaborative
involvement leads to exiting.
Members are involved in setting the rules and in control of modifying them. A lack of adequate and
appropriate decision making mechanisms may lead to misfit and quicker exit.
Rule monitoring is controlled by participants. Rule monitoring is respected by authority. When
participants control the monitoring of the rules within a commons, the number of violations is reduced.
Also, the members of the commons are able to adjust unsustainable rules to better fit the needs of the
commons.
Proposals that do not benefit the whole are refused. There must be the presence of conflict
resolution mechanisms. Commons that do not have the right mechanisms for the airing of grievances
tend to lose participants. Without conflict resolution, the development and improvement of the resource
may be affected and it may eventually lead to the demise of the commons. When external authority
challenges the commons, this also indicates a lack of acceptance of the rules and might lead to failure of
the commons (van Wendel de Joode, 5).
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5.2 Issues with Copyright and Patent Laws
Copyright and patent laws are examples of external forces that may affect peer-to-peer network
economies because they restrict not only the quantity, but also the quality of an innovation. Freedom
allows individuals to change the boundaries of a commons for problem solving through human action.
Ostrom and Dietz et. al., view this as the fundamental problem of Garrett Hardin’s Tragedy of the
Commons. According to them, while Hardin was correct about concerns for overexploitation of common
resources by a few, Hardin erroneously believed that only centralized government and private property
can properly regulate the commons. On addressing the challenges of freedom to act amidst resource
limitation in the commons, he states, “Therein is the tragedy. Each man is locked into a system that
compels him to increase his herd without limit - in a world that is limited. Ruin is the destination toward
which all men rush, each pursuing his own best interest in a society that believes in the freedom of
the commons” (Hardin, 1244). Mascular Olson also supported Hardin’s assertion by challenging the
possibility of individuals in a group with common interest acting to benefit the group (Olson, 1). Both
Olson and Hardin are believed to have inconclusive evidence on what happens when resources are held
within a commons, that “resource users themselves were trapped in a commons dilemma and could
never change the structure of the situation they faced by creating or modifying institutions.” They failed to
notice that many successful attempts to regulate commons are self-governed by the participants for the
participants (Dietz & Ostrom, 2003). Even areas of healthcare and pharmaceuticals are experiencing peer
production of drug research and development by commons-based producers who work in a non-market
environment to be able to discover new drugs that may be useful to individuals and companies that may
not be able to afford research. These new peer-based approaches help to bypass drug patents that can
monopolize in an effort to find alternative paths to innovation that will save lives. However with Federal
control of the healthcare legislation, it is difficult for these drugs to reach those that need them the most.
5.3 Influence of External Regulation
Commons sometimes encounter heavy legal and regulatory challenges. Information, knowledge, and
culture are being stymied by economic returns through the claims of ‘intellectual property’ rights by the
business class. The low initial capital costs as well as decentralized intelligence (with access to knowledge,
information an ideas readily available) of a networked information economy have combined to reduce the
barriers to entry for individual contributors. Yochai Benkler believes that individual contributors enter this
information economy for both evolutionary and cultural reasons. He considers humans as emotional and
rational beings, and we care about what is fair, right and normal, especially when it comes to intellectual
ONAFUWA LITERATURE REVIEW. SPRING 2015 22
property. He argues that the human potential for cooperation is greater than originally believed by
many. A good example of this is Napster, an online community that was built around music sharing.
The Napster software created an Internet community virtually overnight with millions of subscribers
and contributors in a span of just three years. Napster not only distributed music access, the structure
of the technology itself is based on a distributed file sharing system which is an idea that implies flatter
hierarchies than traditional operating system in terms of file management. Napster’s meteoric growth led
to vigorous debates about issues of Internet piracy and copyright laws. Before Napster, collaboration was
one-way - information was sent, received, and stored only. Napster created the platform for peer-to-peer
information exchange (and sharing in particular) and disrupted the system by empowering the consumers
and bypassing the record labels and music distribution companies. The effects of Napster have directly
influenced the emergence of social media sites like Facebook, Twitter and LinkedIn. Napster’s demise
began as evidence surfaced that it was significantly disrupting hegemony, and that spurred a series of
lawsuits from which the company was unable to fully recover after the plaintiffs were able to successfully
frame Napster’s efforts as Internet piracy. The company has since then restructured into a regulated
corporate entity with a main goal of maximizing shareholder value.
Regulative environments many times are the sources of constraint on the autonomy of individuals in the
non-market networked economy. Patents and copyrights are examples of laws that may be counter-intuitive
to freedom and choice, and may actually affect the quality of products being delivered to the market.
Contrary to general perception, companies are less inclined to want to control copyrights and patents
than they are about finding other important advantages that they may secure for their organizations - like
first mover advantage, or strong marketing, or vendor relationships. Many times, intellectual property
issues are usually secondary concerns except in industries with unique circumstances (Benkler, 41).
Property (rules that govern the resources one has when one comes in relation to another person) also
provides constraints to autonomy.
Property has historically been thought to enhance an individual’s freedom. The current intellectual
property, copyright and patent laws, while they are in place to provide material security and help protect
the needs of the owner for later (future) use, raise concerns about monopolization and divulgation.
Properties are meant to be the background structures and rules that govern the allocation of resources
within societies. These rules apply asymmetrical constraints to behavior and choice. In contrast, the
constraints experienced in a commons many times aren’t in fact market driven. Nonetheless, commons
do have constraints as well; social, physical or regulatory ones.
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One determining factor of a commons property is that an individual actor doesn’t have the direct authority
to impose their will on another. In other terms, the broader the commons, the more improved the
individual autonomy is. The reverse is true for market based property rights control mechanisms. The
controls placed in environments to affect communication may affect autonomy by stemming information
flow. With fewer options, individual choices are controlled by the amount of knowledge they are exposed
to. Their decisions based on this knowledge can thereby be seen as autonomous. According to Benkler,
the freedom to choose a networked information provider as autonomous as well (especially when there
are several quantitatively adequate options available to the individual i.e. those options represent a set
of meaningfully different decision paths). Questions still remain about how autonomy is defined in this
context, and when an individual or group can be seen to be truly autonomous in making a decision.
Constraints with the flow of knowledge in effect restrict autonomy and individuals cannot be said to
be truly autonomous if knowledge is restricted. When for example, there is an attempt by government
to limit Freedom of the Press, through inadequate/lack of information or by controlling the flow of that
information, the members of the press cannot be said to be truly and intrinsically autonomous even if
there might be a certain level of autonomy in the ability to decide what forms of news to share with
the public. Other examples are laws that allow an individual to assert control over another, or those that
systematically limit the options available to individuals participating in the economy by either reducing
the numbers or variety.
The 1990s deregulation and privatization in the U.S. push led to the strengthening of the laws that guided
intellectual property use. Ostrom indicates in her text that this idea isn’t new. Many policy analysts
have for long believed that the only way to “solve the tragedy of the commons problem” is to create a
system of “private property rights,” and that private ownership is the solution for many common-pool
problems (Ostrom, 12). Policies like these have however led to oligopolistic market structures controlling
industries such as telecommunications – with only few players (cable providers as well as telephone
companies) providing access to the respective services. The effort to continue to privatize and control
networked information production, changed it from a government-supported initiative to an increasingly
private undertaking. Nowadays, the onset of WIFI is making it possible to change the structure of
telecommunications into to allow individual users to enter in at a lower cost. These opportunities allow
individual owners to access the information commons at cheaper rate.
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5.4 Cultural Commons, Babelization and Balkanization
The four types of commons (in two categories) are: Open Commons (such as oceans, air, highway
system), Limited Access Commons (such as pasture agreements for farmers), Regulated Commons and
Unregulated Commons. There are many examples of limited access, regulated commons both on the
Internet and offline. The effects commoning on the Internet were initially criticized via the Babel Objection
which argued that like with the Tower of Babel, individuals will act in a more dispersive manner than in a
collaborative or congealing fashion, and that this phenomenon will lead to more confusion and less civic
discourse. This confusion is one in which “everyone speaks and no one is heard” with money reemerging
as the distinguishing factor between who gets to be heard and whose words get pushed into oblivion.
Benkler (pg. 10) refutes this argument by pointing to new evidence on what he calls the liberating effects
of “non-market peer produced alternative forms of filtration.” Open-sourced efforts are being combined
with collaborative efforts through private, public, and non-profit partnerships and recommonsing strategies
to design at innovative solutions to systemic problems and not just to serve individual selfish interests.
The degrees of freedom within a society determine how freedom is used. It also determines what
views are considered important (and which ones are to be ignored or dismissed) in a collective action.
The communication that surrounds the dissemination of such information is helpful in creating common
parameters for mutually constitutive understandings of the possible and most desirable collective paths
forward for individuals constituting the group. Organizations and societies that ingrain non-market
production in their framework are bound to improve the levels of freedom across such organizations
because the networked information economy allows people the autonomy and power to be able to make
individualized decisions that is not easily influenced by media. It also allows for ease of participation in
public discourse, instead of a dependence on information from talking heads.
A second criticism of the move towards an on-line commons is that the Internet is not in fact as equitable
as is assumed by many, but it gives an overwhelming advantage to only few participants since a huge
majority of Internet users actually prefer a small percentage of sites. The core argument of this claim
is that Internet mimics the current mass media structure. Other criticisms included the importance and
centrality of mass media to the press, the ability of authoritarian regimes to muzzle autonomous speech
by filtering and monitoring information that passes through, and the disparity of access of the Internet
to certain citizens (which has skewed information production to benefit the social and financial elites.
ONAFUWA LITERATURE REVIEW. SPRING 2015 00
Others like Benkler believe that the Internet is making citizens more civic-minded and the readily available
information is bound to increase participation within communities. In an effort to further clarify his
positions, he reflect on Noam’s prediction that given the new environment where everybody is speaking
but also wants to be heard, the main determinant of being heard is money and how it is distributed in a
new market economy. He also referenced Nicholas Negroponte’s statements that people will increasingly
have individually framed experiences to their interactions online. In essence, instead of having one large
fractured discourse, there would be many small individually customized “self-referential” discussion
groups, and these will form the larger whole. Benkler believes that observation of the networked public
sphere indicates that online networks aren’t too centralized or too complicated and chaotic but it just
right, or at the very least more effective that mass media controlled versions.
Peter Levine suggests however that convenience or ready access to the Internet does not always equate
to participation. In referring to the balkanization of the Internet, he believes that while people may be
exposed to a wealth of information, but if people want to find relevant materials that fit their values and
interests, they will naturally “balkanize,” and create a cocoon of like minded contributors (Levine, 126-
128). Ezio Manzini references John Baeck’s studies on social networks and social ties, and he concluded
that in high-tech networks built “on the possibility of digital networks” are more successful when the
social ties are looser than in low-tech collaborative organizations since it is the weaker ties that make the
network more open to other perspectives and communicative (Manzini 101).
6 ARTICULATING A RESEARCH AGENDA
There are five research areas for the exploration of the problem of recommonsing specifically relating
to design’s impact on a commons: initializing, constructing, maintaining/governing, contributing to and
exiting a commons. This review analyzed the costs and the opportunities relating to these categories by
exploring issues such as theoretical and practical situation spaces, hegemony, agency, design scenarios,
collaborative contribution, affordances and negotiation. This review also explores the role of boundaries in
thinning out the degrees of freedom, anonymity and autonomy in the non-market networked information
economy versus rules of scarcity and exclusivity in geographical locations.
In the concluding pages of his book, The Wealth of Networks, Yochai Benkler acknowledges some early
arguments that an increase in online connectivity translates into weaker social connections and poorer
offline social circles, family communication and networks. He references Robert Kraut’s studies The
ONAFUWA LITERATURE REVIEW. SPRING 2015 00
Internet Paradox as well as the Stanford Institute for Quantitative Study of Society’s Preliminary Report
on Internet and Society, which claimed that the amount of time spent on the Internet was directly
proportional to the time spent with real people. He challenges both studies by referencing Amitai’s
Etzioni’s criticism of the studies with the finding that those that spent more time on the Internet, spent
less time on shopping and watching television (360). Benkler claims that the advent of the “networked
society” (Castells) does not destroy one’s sense of community but instead reflects the changing human
needs (with a mixture of strong and weak ties) over time. Further exploration of the initial studies indicated
that the negative effects of continued Internet usage dissipated over time, and the Internet allowed for
weak ties to be strengthened into stronger ones.
According to Ezio Manzini in Design, When Everybody Designs, the strength and weakness of these
social ties is a meaningful causation for collaboration levels. In 1973, Granovetter suggested a theory
of the strength and weakness of social ties, and claimed “the strength of a social tie can be measured
by observing the considerable amount of time, affective intensity and the intimacy (mutual confiding)
as well as the supportive services characteristic of that tie. Strong ties take a long time to build while
weak ties (which make for more collaborative and open social systems that make organizations more
reachable) may be approached more rapidly (Manzini, 101).
My primary objective has been to summarize my inquiries into recommonsing, or design enabled
communities, and while I believe there are more ideas to explore in this space, I summarize some of the
core themes explored.
On the meaning of the commons
I explored collaboration and self-regulation as important tenets for the formation of a commons. I was
also able to distinguish the similarities with and differences between the two vantage points from which
I will be conducting my research: physical commons (relating to physical property regimes) and digital
commons (relating to different parts of the online commons-based information network).
On reflective practice
Donald Schön’s work distinguishes between felt knowing, reflection-on-action and reflection-in-action. He
also situates the theoretical space of designing within social complexity in what he called the swampy
lowland of problem solving. Not only do these forms of problem solving require individual action, they
also require the mastery of a combination of skills in other disciplines like sociology and anthropology.
ONAFUWA LITERATURE REVIEW. SPRING 2015 00
On collaborative contribution, cost and agency
Design beyond design allows for the exploration beyond product appearance and interactions to socio-
technical systems and relationships. This form of design is not project oriented but engages socio-material
assemblies. Manuel Castells believes that community reemerges locally when online commons-based
networks are radically decentralized. Elinor Ostrom shares the costs of constructing and contributing
to a commons. These costs may be economic, transactional or even social. When design principles
that govern commons are adhered to, it sustains the commons. Also, as the community increases its
autonomy, the costs of managing participation greatly reduce.
On Cosmopolitan Localism
According to Ezio Manzini, place building is a “new idea of wellbeing” (Manzini 202). He believes that
social networks should be loose around the edges so good ideas can permeate on a global scale. He
sees cosmopolitan localism as a metaculture that is formed by a multiplicity of cultures that have been
held local and but also open to share ideas. These communities are not self-serving but are nodes of a
successful network. These communities are diverse and flourishing.
Therefore, instead of situating altruism at the center of the discourse on recommonsing (or redesigning
commons) I would like to explore the design angle by exploring the agency of the designer/design
researcher, the participant as well as that of the socio-technical platform on which the assembly stands.
In conclusion, the way culture is produced affects ideas of autonomy and levels of collaboration. In
contrast to the 20th century, the networked information economy can shape culture in ways that were not
possible several years ago. It changes the way we gather and the networks we use to build community
and commons, discover new cultures and new ways of communicating with each other that makes the
process of culturalization more participative. The network information economy also allows newly formed
cultures to emerge around shared goals that advance the needs of the community.
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RE
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