Abstract
A project is a basic unit of digital humanities (DH) scholarship, which suggests
that DH as a discipline should pay more attention to project management, and
perhaps to develop the project management models, principles, and methods that
are more specific to the discipline. However, DH literature deals with this
issue merely by listing the basic principles, or offering specific
“tips and tricks,” which seriously simplifies management
of DH projects. DH projects involve building (or at least using) digital tools,
which brings the complex tensions between digital and humanistic aspects of
these projects. In order to address such a complexity, there is a need for a
model for managing DH projects that will learn from information studies and
methods in software development, while still being based on values of the
humanistic tradition and methods. This article combines a model of scholarly
information practices with some concepts of agile software development into a
hybrid model for managing DH projects.
Introduction
Digital Humanities (DH) is scholarship that is commonly practiced through
collaborative work, organised in projects. Burdick et al. claim that such
team-based approach challenges traditional humanities, which are still based on
individual authorship [
Burdick et al. 2012]. They point out that although
knowledge has always been produced and accessed in fundamentally distributed
ways, there is a myth presenting the humanities scholars as solitary genius,
working alone on a creative work. In a DH project, however, collaborative
knowledge production is more obvious, as a single person cannot possibly carry
out all aspects of the project. It is a common practice “for dozens of people to work on a Digital Humanities
project, each contributing domain-specific expertise that enables a
research question to be conceptualized, answered, and then
re-conceptualized and re-answered”
[
Burdick et al. 2012, 49]. For this reason, one would assume that project management is an
important focus of the discipline, and that there are already some project
management models, principles, and methods developed, which are more specific to
the discipline.
However, in spite of such significance of project-based work for DH, it seems
that complexity of managing DH projects is still not fully recognised within the
discipline. Reed notes that project management in DH is usually presented from a
beginner’s perspective, offering merely “basic principles,”
“tips and tricks,” or “top-ten lists”
[
Reed 2014]. Such an approach to project management is likely to
render a too simplistic trajectory of any research project, and in particular a
DH project since working at the interface between humanities research questions
and evolving digital methods makes the trajectories of DH work more difficult to
capture than those of traditional scholarship [
Brown et al. 2009]. A tip,
a trick, or an advice might address a specific issue, but managing a complex
interplay between digital and humanistic aspects of DH projects requires
consideration of insights and methods from different disciplines. This article
will combine the insights from the humanities and information studies with
methods in software development in order to develop a hybrid model for managing
DH project. The model will be based on an existing model of scholarly
information practices, and it will adopt its main elements from agile project
management methods.
The article will first discuss an argument of some DH scholars that project is a
basic unit of DH, suggesting a need for developing a model for managing DH
projects. As project-based scholarship of DH differs from traditional
scholarship in being experimental, modular and incremental, and involving many
dimensions of digital design and technology. The second section will introduce
agile project management methods as appropriate for managing such features of DH
projects. However, the agile methods, being primarily methods for managing
software development, put greater emphasis on digital rather than research
aspects of DH projects. A customer orientation of the agile methods
conceptualises their main target group as users, while the main target group in
DH are the humanities scholars, who are supposed to be not only users but also
co-creators in DH projects [
Svensson 2009]. In order to make a
balance between digital and the humanities sides of DH projects, the third
section will propose a model of scholarly information practices, based on
actor-network theory (ANT), to be combined with the agile
methods into a new model. Finally, the new hybrid model for managing DH projects
will be presented. The final section will describe the main elements of the
model, and discuss the proposed stages in the lifecycle of DH projects.
Project as a Basic Unit of DH
DH is project-oriented scholarship. DH scholars organise their undertakings in
terms of projects as collaborative research endeavours, which are, as the verb
'to project' suggests, future-oriented [
Brown et al. 2009]. Burdick et
al. consider project as the basic unit of digital humanities [
Burdick et al. 2012]. They argue that a DH project is an academic work,
which like any other project requires design, project management, negotiations,
and collaboration. However, a DH project is also projecting in a futurist sense
as something that still does not exist, and in which project team members
contribute complementary skills and interests in order to conceptualise research
questions and to design possible ways to answer these questions. DH projects are
thus “projective, involving iterative processes and many
dimensions of coordination, experimentation, and production”
[
Burdick et al. 2012, 124].
Burdick et al. point out that despite many difference between projects of digital
and traditional humanities, there are many similarities among them [
Burdick et al. 2012]. Both digital and traditional humanities involve
practices of analysis, critics, interpretations, editing, historical research,
relations between individual and society, etc. DH also deal with qualitative
features of human experience such as complexity, ambiguity, media specificity,
and subjectivity. Although DH extends beyond textual media, the aim of DH is to
be based on values of the humanistic tradition: tendency for analytical rigour
and clarity, building of effective arguments, rigourous use of evidence, and
communicative expression.
However, an issue on which DH differ from traditional humanities is an
understanding of contribution of digital media to the humanities in general. DH
does not try to neglect print culture, or to merely translate it into digital
media, but rather tries to develop “print-plus” or
“post-print” models of knowledge [
Burdick et al. 2012, 125]. Such a model involves much more than
simply adaptation to digital media, that is a cognitive and epistemological
modification of the humanities, and the increasing role of team work and
collaboration in the humanities research projects. On one side, print offers a
literary organisation and research results that are characterised as stable, and
a size of document (and consequently argument) that is confined by the physical
size of a book or other printed material. On the other side, digital technology
enables a rapid move of view from one to another angle. It enables a fluid
change through zooming from macro to micro, and vice versa, and mixing of
different kinds of data into research results. It enables flittering and
versioning of corpuses and multilinear forms of argument. DH projects are
considered more as process-based rather than product-based. Burdick et al. point
out that when a book goes to print, it stabilises research results, and if we
want to make change we will need to wait for the next edition [
Burdick et al. 2012]. Digital artefacts can be changed at any moment, and
they can have different lives in different platforms at the same time. Such
artefacts can be mixed with other media, they can be changed by others during
and after a project. Therefore, DH projects should have different design than
projects in traditional humanities.
DH projects frequently involve building (or at least using) digital tools, which
foregrounds the embedded tensions between digital and humanistic in DH
discipline itself. Svensson argues that DH is dominated by two basic trends: one
focusing on building digital technology tools, and another, focusing on using
digital technology as a communication tool in the humanities [
Svensson 2010]. McPherson defines these trends as the computing
humanities approach, concerned with digitising and preserving the human records,
so the focus is on building tools and infrastructure; and blogging humanities
approach, focusing on using new modes of peer-to-peer conversation to
disseminate the scholarship [
McPherson 2009]. She identifies
multimodal DH as an alternative approach, which is “about navigating new pathways through scholarly
materials that can transform the questions scholarship might ask”
[
McPherson 2009, 122]. The clash of assumptions between traditional and digital humanities is
marked by tensions between digital and humanistic, thus between different ways
of thinking and practice of computing and the humanities. Svensson claims that
these tensions have been created by different epistemic commitments which create
different modes of knowledge. These tensions have a great impact (implicitly or
explicitly) on managing DH projects [
Svensson 2012].
The definition of management itself adds another tension to the complexity of
management of DH projects. Brown et al. note that while management practices are
commonly defined as carefully planned practices to achieve a particular aim,
many successful DH projects have not been designed to achieve a very specific
aim [
Brown et al. 2009]. They claim that the success of these projects
are not in relation to particular aims but their success is measured in other
ways. The reason for this is the multi-faceted nature of much DH research, which
tries to balance between traditional humanities content and innovative
technological experimentations. Such an experimental nature of DH research makes
modularity and incrementalism the main features of DH project management. While
traditional humanities tend to disseminate at least partially complete arguments
through relatively stable print media, DH projects produce only provisional
stability of argument. So just as software products are marked by a release
number, “which provide the triumphant moment of celebration
while suggesting that more is yet to come, designing projects to
incorporate such incrementalism by way of staged releases that mark
phases of accomplishment or a number of discrete and in some way
publishable deliverables, seems a particularly useful way to structure
digital projects”
[
Brown et al. 2009]. These common features of software development and DH projects
(modularity and incrementalism) suggest that management of DH have something to
learn from methods in software development and
information system
(IS) design, while still being based on values of the humanistic tradition and
methods.
As DH projects include building or using digital tools, it seems reasonable the
claims that the user studies should be utilised in their management. Warwick
notes that it was not a common practice to study users in DH, as there was an
assumption that the traditional humanists were not competent about digital
technology [
Warwick 2012]. A common strategy was to provide users
with a digital tool, train them to use it, and hopefully they would adopt it.
However in the last two decades, there was a number of studies to investigate
information practices of scholars in the humanities. The general findings of
these studies suggest that scholars from the humanities have different
information behaviour than scholars from natural and physical sciences, and that
it is more difficult to design digital tools for the humanities scholars. Kemman
and Kleppe show the benefits of involving user research in managing DH projects.
They argue that the identification of “the out-of-scope user
requirements” can inform us about the digital tool’s compatibility
with existing research practices, while “the user requirements that were within-scope led to
usable features that were sufficiently generic for the tool to be
adopted, also for purposes for which it was not specifically
intended”
[
Kemman and Kleppe 2015, 71]. In an earlier study [
Tabak 2008], I have illustrated how
awareness of users' non-purposive information practices can contribute to the
successful development of an organisational intranet. This article will argue
that management of DH projects could benefit from insights of the
information behaviour (IB) studies.
The significance of projects for DH and their specific features in relation to
traditional humanities projects suggest that DH as a discipline should pay more
attention to project management, and perhaps to develop the project management
models, principles, and methods that are more specific to the discipline.
However, Reed points out that managing DH projects is often in practice
considered as a “soft” skill and it is positioned in
opposition, or even as competition for funding, with “hard”
skills such as programming and software development [
Reed 2014].
She claims that such a distinction on soft and hard skills is a result of
difficulties in evaluation of project roles for which a distinction between
implicit and explicit skills could be more adequate. The most typical roles in
DH projects are technical expertise (we could identify it as D in DH) and
subject matter expertise (H in DH). Both roles present much more explicit modes
of knowledge than the implicit skills of project management, which as such often
go unexamined and under-appreciated from both D-side and H-side of a DH project.
Reed notes that even when project management principles are made explicit to DH
practitioners, they are usually presented from a beginner’s perspective,
offering merely “basic principles,”
“tips and tricks,” or “top-ten lists,”
seriously simplifying management of DH projects [
Reed 2014]. In
order to make management of DH projects explicit, this paper will offer a model
for managing DH projects, based on insights from information studies and agile
project management methods.
Agile Project Management
There is something similar in the trajectory of the introduction of the Agile
methods in software development and IS design with the trajectory that led to
renaming the field of humanities computing to digital humanities at the
beginning of this century. A major driver for both trajectories was a
dissatisfaction of practitioners from these fields with the treatment of their
main target groups: the humanities scholars in DH, and customers in the case of
software development. This similarity could be explained by the focus of both
areas on development of computing tools. Svensson argues that such an
instrumental orientation led the humanities computing to neglect its main target
group - the humanities scholars [
Svensson 2009]. Renaming
humanities computing to digital humanities has shifted the focus from the
computing to the humanities, which became the central noun rather than merely an
adjective. Almost at the same time, agile methods have been defined by the
Agile Manifesto
[
Beck et al. 2001]. According to Abbas et al., only 2 of 12 principles of
the Agile Manifesto were relatively new ideas as the “Agile
ideas” have been around since at least 1970’s [
Abbas et al. 2008]. Both principles are related to the main target group
of software development - the customers. One of these principles proposes that
developers should welcome changing requirements for the customer's competitive
advantage, while another requires that developers and customers must work
together daily throughout the project. This suggests that a major intention of
both renaming humanities computing to DH and the Agile Manifesto was to involve
users and other stakeholders more explicitly in the project activities.
The Agile Manifesto have been proposed as a reaction
to the traditional methods in software development, such as the waterfall
methodology, which is a sequential design process consisting of several stages:
conception, initiation, analysis, design, construction, testing, implementation,
and maintenance. Such a sequential process requires that developers can move to
the next stage only when a current stage is completed. During 1990s, many
practitioners found this linear process frustrating and difficult to implement
in the new context of rapid technological change where “customers have become increasingly unable to
definitively state their needs up front while, at the same time,
expecting more from their software”
[
Cohen et al. 2004, 3]. In such a context, the practitioners tried to develop methods that will
respond to this change. In 2001, the representatives of these methodologies
defined their common values and principles in the Agile Manifesto,
differentiating themselves from traditional methods.
The manifesto proposes four core values for such methodologies. The Agile Methods
value individuals and interactions over processes and tools, working software
over comprehensive documentation, customer collaboration over contract
negotiation, and responding to change over following a plan. This does not mean
that there is no value in tools, documentation, contract negotiation, and
planning, but that the focus of these methods are on individuals and
interactions, working software, customer collaboration, and response to change.
There are 12 core principles of Agile Methods: The highest priority is on the
satisfaction of the customer achieved through early and continuous delivery of
valuable software. The Agile Methods welcome changing requirements, even late in
development, as they harness change for the customer's competitive advantage.
The working software should be frequently delivered, preferably in the shorter
timescale. Customers and developers must work together daily throughout the
project. Projects should be built around motivated individuals, who should be
empowered. The best communication within a development team is face-to-face
conversation. Working software is the primary measure of progress. Agile
processes promote sustainable development. Agility is enhanced by technical
excellence and good design. Simplicity is essential. For these methods, the best
projects emerge from self-organising teams. The team should regularly reflect on
how to become more effective, then tune and adjust its behaviour
accordingly.
The Agile Methods are iterative, modular, and incremental. The product is
delivered through multiple software increments. The work is usually organised
into a “backlog” of existing requirements. The agile methods
are adaptive rather than predictive. They harness changes in requirements, and
realise that plans are usually short-lived. They rather focus on customers'
scenarios of process, so they rely on use cases and use stories. The most
preferred communication is face-to-face meetings, commonly short and frequent.
In any case, the active user involvement, feedback and learning are crucial for
the agile methods. They all recommend some forms of regular retrospective
meetings both within the team and between the team, customers, and other
stakeholders. An underlying intention is thus to involve the stakeholders more
directly in development.
The agile methods are organised in stages or phases, similar to the processes in
other software development methodologies, such as planning, management,
evaluation, and control of iterative and incremental processes. However, these
processes are designed specifically to cope with rapid change, team empowerment,
and active stakeholder involvement. The teams are small and self-organised, so
that decisions can be made faster. Most of the agile methods use time-boxing, a
planning technique, where the schedule is divided into a number of separate time
periods so that each period can have its own deliverables, deadline, and budget.
In Scrum method, for example, the work occurs in a “sprint”
(a time-box between 2 and 6 weeks). The focus is on frequent delivery of
products or features of the final products. In the Feature Driven Development, a
feature is conceptualised as a client-valued function that can be implemented in
two weeks or so. Such a modular and incremental approach is a most common
characteristic of the life-cycle of different agile methods. While all agile
methods are based on the common values and principles, each of them has its own
software development life cycle [
Bhalerao et al. 2009]. Table 1
represents some of the agile methods with the proposed iterative stages in the
life-cycle of an agile project, and the main features of each method.
Method |
Stages |
Main Features |
XP [Beck 1999] |
Exploration, Planning, Iterations to Release, Production,
Maintenance. |
Customer-oriented; small team size; frequent deliverables; reflective
improvements. |
Feature Driven Development [Coad et al. 1999] |
Develop overall model, Develop feature list, Plan by feature, Design
by feature, Develop by feature. |
Object development model; system implementation in features; short
iteration (max 14 days); feature teams; regular inspections. |
Adaptive Software Development [Highsmith 2000] |
Speculate, Collaborate, Learn. |
Continuous learning; feature-based and iterative; self-organising
team; mission-driven development; speculative planning. |
Scrum [Schwaber 2004] |
Sprint Planning, Sprint (Development), Daily Scrum, Sprint Review,
Sprint Retrospective. |
Backlog; process management; daily stand-up meeting, retrospective
meetings; a month long iterations (sprint). |
Flexible Project Management [DeCarlo 2004] |
Visionate, Speculate, Innovate, Reevaluate, Disseminate. |
Real-time communication; change-tolerant culture; virtual meetings;
focus on collaboration and scoping. |
Agile Project Management [Highsmith 2004] |
Envision, Speculate, Explore, Launch, Close. |
Iterative delivery; overlapping development phases; strategic plans
and capability analysis. |
Table 1.
Some of the agile methods
While these stages of different agile methods could be easily conceptualised into
a general framework with typical stages in any project (such as planning,
development, evaluation, and deployment), the terminology of a particular agile
method is not a trivial issue. The naming of stages as visioning, speculating,
innovating, collaborating, or learning stresses the significance of specific
features of agile projects such as adaptive planning, extensive collaboration,
constant learning, incremental development, and modularity. These features are
also common to DH research projects. Project-based scholarship of DH differs
from traditional scholarship in being experimental, team-based, iterative and
ongoing, rather than fixed or final, in its outcome, involving “many dimensions of conception, design, coordination,
and resource use that build extra layers of complexity onto the
traditional approach to humanities research”
[
Burdick et al. 2012, 130]. Dyba et al. claim that agile project management is particularly
appropriate for managing such complexity and uncertainty [
Dyba et al. 2014].
This suggests that we could easily adapt iterative cycles of an agile method, for
example Flexible Project Management framework [
DeCarlo 2004], to
define the cycles of a typical DH project. The framework starts with the
Visionate cycle, which identifies the project objectives, benefits and risks, as
well as possible future scenarios, producing a collective vision of the project
and its deliverables. The Speculate cycle defines a plan for interim
deliverables and milestones, however tentative these may be. The focus of
Innovate cycle is on rapid development and real-time feedback loops. The work
during this cycle takes place within a series of time boxes, usually one to six
weeks. The Reevaluate cycle is a series of "learning" iteration, in which a
decision is made about the future course of the project. Since in an agile
project management, the goal is not to produce the planned but rather the
desired result, what we are “seeing here is a continuous cycle of planning,
deplanning, and replanning”
[
DeCarlo 2004, 220]. Finally, the Disseminate stage is about publishing the project
deliverables, but it includes also maintenance, so it is important to “review how the deliverable will be supported and
maintained”
[
DeCarlo 2004, 398].
We can identify these stages in many DH projects. A DH project starts with a
vision that identifies the project objectives, benefits and risks. DH projects
are iterative, modular, and incremental, in the same way as agile projects. For
this reason, it is important to speculate in order to define a plan for interim
deliverables and milestones of a DH project. The naming of the next cycle as
“innovate” rather than “develop” cycle
is also appropriate for a DH project as a scholarly project. The process of
reevaluation, defined as a series of learning iteration, is even more crucial
for a DH project. Both innovation and evaluation cycles require constant
learning and real-time feedback loops. While both in agile and DH projects, the
goal is not to produce the planned but rather the desired result, the outcomes
of a DH research project are more unpredictable. The continuous cycles of
planning, de-planning, and re-planning are thus even more frequent in DH
projects. Finally, the name of the dissemination stage could not be more
appropriate for the final stage of a DH project. Moreover, this stage in the
Flexible Project Management framework refers not only to publishing of the
project deliverables, but it also include maintenance, which addresses an
important issue in DH practices that “tend to focus heavily on project planning rather than
project management”
[
Reed 2014].
However, there are several issues, which prevent some aspects of agile project
management to be easily translated into DH research projects. The agile methods
assume that there is a customer on the other side waiting for a product to be
used, while in a DH project, there is a researcher constantly creating research
questions rather than a list of features to be implemented [
Bezerra et al. 2014]. To be used in a DH project, agile methods should be
adapted to such an exploratory innovative research environment, in which each
single iteration leads to new insights, and thus to changing not only users'
requirements but also perspectives and aims of the project [
van Zundert 2012]. Way et al. argue that the customer orientation
of most agile methodologies requires the most adaptation [
Way et al. 2009]. They claim that the most significant factors that contrast an academic
research project that involves software development (which is a typical DH
project) with an industry software development project are variability of
schedule and unpredictability of progress in academic settings. In addition, the
customer orientation of the agile methods conceptualises their main target group
as users, while the main target group in DH are the humanities scholars, who
were supposed to be not only users but also co-creators of DH tools [
Svensson 2009]. This suggests that an adoption of an agile project
management to DH projects should also address some limitations of user-centred
approach of the agile methods.
The issue of the variability of schedule in academic settings could be easily
addressed by simply modifying some concept from agile project management to be
compatible with a research environment. For instance, Bezerra et al. propose
ARDev (Agile Research Development), a methodology to support
research management, based on Scrum principles [
Bezerra et al. 2014]. The
methodology provides a valuable modification of the Scrum roles and work
products in a context of research project management, which, to some extent,
addresses the issues of variability of schedule in academic settings. The four
roles in ARDev are Research Starter, ARDev Master, Research Team, and
Stakeholders, corresponding to the main roles in Scrum: Project Owner, Scrum
Master, Scrum Team, and Stakeholders. Work products are defined as results of
the research activities, and include: technical report of the research project,
list of research tasks per iteration, research block list, research iteration
planning meeting, research iteration review, research iteration retrospective,
and regular meeting. Another methodology that adapted Scrum to research
management also addresses the issue of the academic schedule. Hicks and Foster
propose the SCORE (Scrum for Research) methodology, in which the Scrum meeting
structure has been adopted to academic settings, resulting in improved research
group identity and productivity [
Hicks and Foster 2010]. The model, described
in the last section of this paper, will propose similar modifications of roles
and work products in DH projects.
The second issue in adopting agile project management to DH projects is
unpredictability of progress in DH research projects. Way et al. point our that
research projects involve a constant redefinition of requirements as new
research findings often lead to new definitions of the original goals [
Way et al. 2009]. Such unpredictability of the progress of a project
makes the research process inherently unsuitable for an agile project management
methodology. However, they claim that despite this unpredictability, the core
values and principles of agile methods can be adapted and applied to research
projects, and propose the “Agile Research Penultimatum,” an
attempt to adopt these values and principles to a research settings. The most
notable is the adoption of the agile principle stating that the simplicity is
essential. They suggest that while simplicity is still essential in a research
project, a recognition that complex problems often require complex solution is
even more essential. The false simplicity should not be a shortcut for avoiding
perplexity, which is often a departure point for any research, in particular for
the humanities research. Therefore, a model for managing DH projects should
harness both change and perplexity. This could be achieved by making
retrospective evaluation as a constant process within each cycle of DH project
instead of treating it as a separate cycle, which will be discussed in the final
section of the paper.
However, a greater issue for adopting agile project management to a DH project is
a suggested higher degree of involvement of the stakeholders as co–creators in
DH project than in a typical software development project. The humanities
scholars as the main stakeholders of DH projects are considered not only as
users but also as co–creators [
Svensson 2012]. Although the aim of
agile methods is to involve the stakeholders in development of the product, the
customers are rather conceptualised as users than co–creators of the product.
The main techniques for involving the customers in development include modelling
user requirements, use cases, and user stories. While such a user–centred
approach may offer a more effective framework for a typical DH project than
traditional project management methods, it still brings technological
instrumentality, which is more appropriate for humanities computing than DH
projects. Gasson argues that the most user–centred approaches in IS design,
including the agile methods, focus on “closing down” a
technology–centred and goal–directed IS problem, rather than on
“opening up” the social and organisational context to
examination [
Gasson 2003]. She claims that even in an agile
approach, which is a worthwhile attempt to deal with misunderstandings between
technical designers and users, the design problems usually remain unexamined
after they are determined early in the project. Although an agile approach
provides techniques that may generate new system requirements and goals during
the life of the project, “it does not question the essential form and social role
of the technical system, as even this approach focuses on an individual
‘user’ of technology”
[
Gasson 2003, 39]. For this reason, she proposes a human-centred approach, and offers a
model with two cycles of the design process in order to to deal
“separately but interactively” with system inquiry and
implementation. During the first cycle — the cycle of inquiry – the stakeholders
develop a shared understanding, as a result of the negotiation and development
of a common worldview, which allows them to move to the second cycle–the
implementation cycle–driven by the goals defined in the first cycle. The model
emphases such a dialectical process, which should achieve a balance between the
common worldview of stakeholders and the closure of predetermined, technical
problems.
Balancing between the digital (technical problems) and the humanities
(stakeholders) is a significant issue in DH discipline, and perhaps a major
reason for renaming humanities computing into digital humanities. This renaming
aimed to invite traditional humanities scholars to embrace digital technology,
as DH was defined as “a part of the humanities not so much in the sense of
being a distinct and separate discipline, but in the sense of
interrelating deeply and multifariously with the humanities
disciplines”
[
Svensson 2012]. It was not unusual for the humanities scholars to consider linking the
humanities and computing as a paradox, trying to combine two incompatible
worlds, which may feel “like chopping up a Picasso into a million pieces and
feeding those pieces one by one into a machine that promises to put it
all back together, cleaner and prettier than it looked before”
[
Barron 2010]. Gasson's model is based on a similar assumption of incompatibility
between social and technological. She proposes that two incommensurable worlds
of socio-cultural work and technology-interaction cannot be analysed with common
methods, but we “should focus on separating problem investigation from
solution design, using approaches and methods that permit us to operate
in different modes of inquiry in each world”
[
Gasson 2003, 42].
However, separating solution design (technological innovation) from problem
investigation (research questions) would only further separate D–side from
H–side of DH, making them two incommensurable worlds. Instead, this paper takes
an Actor–Network Theory (ANT) approach that argues for methodological symmetry,
advocating the use of the same type of analysis for all elements of network
whether they are natural, technological, or social. A single explanatory
framework should be used for interpretation of actors, both humans and
non–humans [
Callon 1986a]. By eliminating the human/non–human
binaries, ANT enables technological artefacts to act, move and speak [
Kim and Kaplan 2005, 169]. An actor is not just a point object or a
placeholder [
Latour 2005], but it is an association of
heterogeneous elements, so that each actor is also a simplified network [
Law 1992]. The concept of actor–network should be seen as a term
that is intentionally oxymoronic, embedding a tension between the centred actor
and the decentred network–it “is thus a way of performing both an elision and a
difference between what Anglophones distinguish by calling agency and
structure”
[
Law 1999, 5]. While the hyphenated term made it difficult to see, the intention of ANT
is not “to occupy a position in the agency/structure debate,
not even to overcome this contradiction”
[
Latour 1999a, 16]. Instead, ANT's strategy is to ignore it, and focus on relations between
the entities rather than their essences.
ANT approach offers an alternative to the user–centred approach in information
studies by extending agency to non–humans, but also by focusing on relations
between entities rather than on entities themselves. A constant shifting and
positioning between two main tenets of the user–centred approach in IB
field–centrality of the user and the essential role of context in information
practices–has become a differentiation point for contemporary IB theories, but
also the main difficulty in tracing information practices [
Tabak 2014]. On the other hand, ANT ignores both human/technology
and cognitive/social divide: the information practices are conceptualised as
simultaneous and continuous circulation of exchanging properties between
heterogenous entities. Such a conceptualisation offers a relational approach to
information practices, in which information and users, individual and
collective, humans and non-humans, cosmos and politics, constantly exchange
properties. Information Cosmopolitics model [
Tabak 2015] has been
proposed to describe information practices as the circulation of hybrid entities
continuously exchanging properties in the process of composing a collective,
which is constantly redefined by the circulation.
A model for managing DH projects, proposed in the final section of this paper,
will combine Information Cosmopolitics model with the iterative stages of
Flexible Project Management [
DeCarlo 2004], an agile project
management framework. The model will provide the means for dealing with the
issues that prevent some aspects of agile project management to be easily
translated into DH research projects. In order to address issue of variability
of schedule in academic environments, the model will modify definition of roles
and work products of agile methods to be specific to DH research projects. The
second issue in adopting agile methods to DH projects–unpredictability of
progress–will be addressed by using evaluation as a constant process within the
all iterative cycles of the model. This will enable a progressive and
incremental cycle of creative uncertainties and their provisional closures,
presented through the modular deliverables. Finally, in order to avoid
technological instrumentalism and to balance the D–side and H–side of DH
projects, Information Cosmopolitics, an ANT approach to information practices,
will be employed to describe the processes in DH projects as a continuous
circulation in which digital technology and the humanities constantly exchange
properties.
Information Cosmopolitics
Information Cosmopolitics
[
Tabak 2015] is a model of information practices, based on
actor-network theory [
Latour 2005], and findings from a field
study investigating information sharing practices in academic communities. The
concept of cosmopolitics was borrowed from Isabelle Stengers [
Stengers 2005] to describe a continuous circulation in which
information and users, individual and collective, humans and non-humans, cosmos
and politics, constantly exchange properties. A single cycle of the circulation
consists of several consequential moments, necessary to perform the circulation
(Figure 1). Each cycle starts with the perplexity brought by in-scription of
collective propositions into information objects, which are then translated to
individual propositions through the process of de-scription. The next moment of
contextualisation provides an interface between individual and collective
propositions. Finally, standardisation enables transformation of local
de-scriptions into collectively accepted propositions, providing a closure to
the initial perplexity. However, the closure is always provisional as each
proposition is another invitation to perplexity.
In-scription
The circulation of information cosmopolitics starts with users’ perplexity
while encountering new information objects, which can be any object (human
or nonhuman) that can carry information. Information objects are frequently
placed in institutions such as libraries, archives, museums, and distributed
through different media such as print, videos, and the Internet. But we
often deal with them in our everyday life. For example, a speed bump on a
street is an information object with an inscribed message from a police
department which asks drivers to slow down [
Latour 1987].
In-scription is a process when an entity “becomes materialized into a sign, an archive, a
document, a piece of paper, a trace”
[
Latour 1999b, 306]. An information object is thus anything that leaves a trace, which
could be retraced, translated, de-scribed. Such a trace often leaves an
actor in a state of perplexity: Where has the trace come from? How can it be
retraced? Can I translate it to my language? Is it relevant to me? How can I
de-scribe this in-scription? This kind of perplexity is the starting point
of information cosmopolitics. While information objects are in-scribed with
implicit propositions for a generic individual, a specific individual has to
translate the implicit propositions into explicitly relevant information in
order to navigate the situation. Therefore, for a generic body to become a
fully individualised actor dealing with a specific situation, a proposition
in-scribed into an information object has to be de-scribed.
De-scription
Information is always transformation, a de-scription of information object.
In order for inscription to be informing, actors need to translate
information objects in their own terms. Actors approve or reject
propositions in-scribed into information objects. They individualise
collective propositions according to their own methodology, making them
relevant or not. This individualisation transforms a user from a generic
body to an actor. This is why the existence of a collective, an institution,
or a cosmos is in the hand of local users [
Latour 1987] – in
the hand of local representations, as there is no reality without
representation [
Latour 2004b, 127]. In order to
illustrate that individuals are neither in control, nor out of control,
Latour uses the web term plug-in as a conceptual tool. He intentionally uses
a web metaphor to illustrate that individuals can download a plug-in from an
institution, which will provide them with a temporary competence for a
specific situation [
Latour 2005]. By downloading some cultural
clichés, individuals are provided with competencies to create an opinion of
a book, to have a political stance, or to know to which group they pertain.
Someone is an individual only if she or he has been individualised by
downloading these “individualizers” from the outside.
However, the outside is not a global context which determines the inside,
but it is another local place to which an actor can be plugged-in. Plug-ins
do not have the power to determine, they can simply make someone do
something, and making do is not the same as causing, dominating, or
limiting. De-scription is thus a process of "trans-forming" rather than
“in-forming” an actor [
Latour and Hermant 1998].
Rather than seeing actors as limited to their own description, their social
or cognitive representation of the external world, information cosmopolitics
approaches de-scription of an in-scription as rebuilding the cosmos. Through
this transformation, an actor attributes to another actor “identity, interests, a role to play, a course of
action to follow, and projects to carry out”
[
Callon 1986b, 24]. Such an approach enables us to see information processes as a result
of complex negotiations, since “transfers of information never occur except through
subtle and multiple transformations”
[
Latour 1999b, 298]. Actors change the role from intermediaries, simply transporting
information, to mediators, that is “actors endowed with the capacity to translate what
they transport, to redefine it, redeploy it, and also to betray
it”
[
Latour 1993, 81]. They change from intermediaries that are shaped by heavy layers of
context to mediators that shape the context, and “information changes from brick to clay, moved and
shaped in unique ways by each perceiver”
[
Dervin 1983, 169]. However, meaning needs to be legitimised by others, so de-scriptions
have to be put in a “big picture” to become comparable
with the existing standards. Individual propositions have to be
contextualised to become relevant for others.
Contextualisation
Contextualisation provides a common language for heterogeneous entities.
Nothing links humans, non-humans, different domains of interests, different
times and spaces, like a context. Linked by a common context, each of these
entities depends on each other. They become combinable and commensurable.
However, actors are not placed into this context, but attached to it. The
context and its significance is created by actors. Individual
interpretations are put in “big picture” in attempt to
become significant for others. This frequently creates new information needs
or changes priority of existing information needs, effecting circulation in
consequent cycles. As the configuration of plug-ins is slightly changed by
this prioritising, the individual identity is slightly changing too; thus
the information is not de-scribed by the exactly the same individual, nor it
is contextualised into exactly the same context, in every subsequent cycle.
Therefore, the moment of contextualisation could be a departure point for
all kinds of “serendipity”
[
Pettigrew 1999], and as such it is perhaps the most creative
moment in the circulation providing the maximum possible combinations of
propositions. Contextualisation allows “the maximisation of disputability”
[
Latour 2004a] so that a cosmos is not prematurely simplified into an agreement.
Information cosmopolitics is not an attempt to put miraculously everyone in
agreement [
Stengers 2005]. It is neither about equality of
actors, but it is about making them all “to be present in the mode that makes the decision
as difficult as possible, that preludes any shortcut or
simplification, any differentiation a priori between that which
counts and that which does not”
[
Stengers 2005, 1003]. Contextualisation thus provides a space for a due process before
decision of inclusion and exclusion. It provides actors to be commensurable
by attaching them to the same context, before some information is excluded
and other standardised.
Standardisation
Standardisation is a process through which information is articulated into a
collective proposition. Provisional closure to the initial perplexity is
provided by assigning an essence to the information through negotiations.
What was an object of perplexity becomes the object of an agreement. Some
information are standardised, some are excluded during these processes that
produce the inside and the outside of the circulation through which a
collective – a cosmos – is provided with a shape, size, and collective
identity, represented through collective propositions. Once the propositions
are standardised, the actors “no longer question their legitimate presence at the
heart of collective life”
[
Latour 2004b, 109]. This move from context to standards is a move from a generic to a
specific collective, a move from flexibility to certainty. While
contextualisation provides diversity that enables commensurability,
standardisation enables a hierarchy that provides unity. However, collective
propositions can only gain stability in a constant circulation. In fact,
they are recreated and translated in every single cycle of information
cosmopolitics. While a dramatic change is always possible with a sudden
introduction of an external in-scription, most changes are subtle but
regular. Each cycle of the circulation is a new trial of credibility of a
collective proposition. It is important to note that such circulation of
negotiation does not produce statements but propositions. To paraphrase
Latour, there is a great difference between talking about information
practices “if one uses propositions (which are articulate or
inarticulate) instead of statements (which are true or
false)”
[
Latour 2004b, 206]. The difference could not be sharper as statements refer to accuracy,
and propositions are the result of articulation. While a quest for accuracy
ignores negotiations, and as such paralyses circulation of information
cosmopolitics, articulation is almost a synonym for cosmopolitics in which
heterogeneous entities exchange properties in a constant negotiation. As
such, collective propositions provide a local, thus manageable, totality,
which in turn provides a closure for initial perplexity.
Invitation to Perplexity
However, such a closure is always provisional as through a new inscription
new perplexity is invited. Figure 1 of the model does not illustrate the
full integration of information into collective proposition, but rather only
one cycle of this slow transformation. Each new piece of information goes
through this process. If it is excluded before it is articulated into a
proposition, it can still be in-scribed later when a new configuration of
circulation is more favourable. Any excluded information is a new
possibility in a new cycle, and every accepted proposition is regularly
re-inscribed in a new information object in order to be as durable as
possible. What was insignificant information in one cycle can be crucial
information in another one. Information is not itself significant or
insignificant, but it gains significant position in the circulation. It is
translated in every moment of the circulation of information cosmopolitics.
However, these transformations are not abrupt modifications but rather
subtle changes, limited by the boundaries of the network. Actors could
de-scribe an in-scription only within the limits of the in-scription and
availability of plug-ins used for de-scription. Contextualisation is limited
by already established standards in the network, and durability of
propositions is dependent on the immutability and mobility of in-scriptions.
As subtle as they are, these transformations still slightly modify the
configuration of associations within the circulation. As a result, a new
cycle brings a need for new plug-ins, which slightly changes individual
identities, new priorities are created that slightly change context, and
standards are slightly changed creating a need for new in-scriptions. All
this creates new information needs and new perplexity, which feed the
constant circulation of information cosmopolitics.
Diversity and Unity
By shifting the focus from individual mind and social context to this
circulation, Information Cosmopolitics provides an alternative to the
existing IB models. Knowledge is not seen as cognitive or social, but as
distributed. The model suggests that individual and social are provisional
effects of individualisation and collectivisation, and as such they cannot
be used to explain information practices. Both individual and collective are
merely moments of information cosmopolitics, connected by scripts that
circulate between them. In one moment, the collective is scripted by the
individual, only to script the individual next moment. These sequential
events of exchanging properties between individual and collective is what
keeps the circulation of information cosmopolitics, and what enables both
diversity of individual associations and their unification into a common
world — a cosmos, constantly redefined by the circulation. Following these
events may illuminate how users translate information to be relevant to
their interests, how they contextualise their individual propositions to
evaluate them in order to be accepted by a collective, how the collective
propositions are re-inscribed into information objects, and how the new
digital inscription creates a new perplexity that triggers a new cycle of
information practices.
A Hybrid Model for Managing DH Projects
The proposed hybrid model for managing DH projects is presented as a constant
circulation of information cosmopolitics through the progressive stages of a DH
project, borrowed from the Flexible Project Management framework. This section
first describes the main elements of the model, adopted from agile management
methods, which include roles of actors involved in the lifecycle of a DH
project, the types of outcomes of these processes, and communication procedures.
Then, the lifecycle of the proposed model is discussed.
The Main Elements of the Model
Project roles
An agile project is organised around self-managing, cross-functional
teams, working on a functional increment, a feature, or a product in a
short iteration time-box. In Scrum, major roles in projects are defined
as Product Owner, Scrum Master, and team members. A Product Owner is an
intermediary between customers and the team, who define and prioritise
the backlog of tasks, help elaborate those tasks with the team, and
accept the completed tasks. The product backlog is the list of all the
tasks that need to be done in the project. The tasks are ranked and
organised in smaller groups of tasks to be accomplished within a
time-box, which is in Scrum defined as a sprint. The Product Owner is
responsible for both product backlog and sprint backlog. Another role in
Scrum is a Scrum Master, who is responsible for providing the team
members with all the resources necessary to accomplish their tasks, to
facilitate the team interactions and meetings, and to ensure regular
progress. Finally, the team members are specialists working on the
tasks.
In order to develop an agile methodology to support research management,
Bezerra et al. introduce the ARDev model, in which they modify the Scrum
roles into Research Starter, ARDev Master, and Research Team [
Bezerra et al. 2014]. Research Starter, corresponding to the
Product Owner in Scrum, is responsible for directing and monitoring
research progress. While the Product Owner defines sprint backlog and
prioritises user stories in a product backlog, Research Starter defines
research items (research stories) into list of the research tasks per
iteration and prioritises them in a research block list. ARDev Master
manages the research process, keeps the team focused on the current
task, and remove obstacle of research. Research Team is responsible for
delivering research artefacts at the end of each research iteration.
While such a modification of work roles in a research project is more
appropriate for DH projects than the proposed Scrum work roles, DH
projects are more complex than a traditional humanities research
project. Burdick et al. point out that DH projects involve multiple
strata of personnel from a principal investigator to project advisors,
IT staff, the humanities scholars, and students. As such, they all “have technical, administrative, and
intellectual aspects to their production”
[
Burdick et al. 2012, 132]. The hybrid model proposes that any DH project must include three
basic roles: a role that corresponds to the digital aspects of DH,
another one related to the humanities aspects of DH, and a role that
combine both digital and humanistic aspects of a DH project. For the
purpose of the model, these core roles in DH projects are defined as:
- D-role,
- H-role, and
- DH-role.
The roles are based on the core competencies in processes and methods
required by DH projects [
Burdick et al. 2012]. The D-role deals
with the technical aspects of DH projects, which include specific
competencies for doing DH work such as web development, infrastructure,
server environment, interface design, choices about tools, platforms,
software, and hardware. The H-role provides the content, the most
visible intellectual aspect of DH projects. This role enables the
fundamental humanistic values and perspectives to take a central part of
a DH project. Without the D-role, a DH project might not fully benefit
from digital technology; without the H-role, there is a danger to
neglect the main target group of DH project — the humanities scholars. The
major responsibility of the DH-role is to provide the balance between
digital (technical) and humanistic (intellectual) aspects of DH
projects. While H-role provides the content for a project, Burdick et
al. point out that DH projects “present arguments and knowledge experiments in
many different ways, often contributing to the creation of new
knowledge through complex interactions, visualizations, data and
data structures, and even code”
[
Burdick et al. 2012, 133]. They propose that core intellectual competencies for a DH
projects are cross-cultural communication, generative imagination, and
iterative and lateral thinking. The DH-role should be able to align
these competencies with both digital and humanistic aspects of DH
projects.
The focus of different DH projects can vary from designing a simple
digital repository to a complex modes of distance reading and cultural
analytics. Different projects will require different competencies. The
projects also come in different sizes. They can be as large as
international and multidisciplinary projects involving a number of
institutions, but they can be as small as a project involving a single
researcher, working on a specific issue. However, they all need to
involve the three core roles of DH projects. A project member can play
more than a single role, and in the smallest projects, a single member
will be required to play all three roles. The name of these roles is not
important as long as they refer to digital, humanistic, and DH aspects
of DH projects. Similarly, while it is possible to use the terms
Research Starter or Product Owner, depending of the project focus, this
model will rather use the term Principal Investigator (PI) as it
includes other than merely intellectual (research) or merely
technological (digital) aspects of a DH project. This also implies that
a DH-role is the most appropriate to take the role of PI because the PI
role deals not only with administrative but also with technical and
intellectual aspects of the project. The responsibility of the PI in a
DH project is “to organize the project team, establish
timelines for deliverables, and assess the project at each stage
of development”
[
Burdick et al. 2012, 124].
Communication procedures
In order to organise the project team and assess the project progress,
the PI needs to establish appropriate communication procedures. This
model proposes the following ceremonies and tools for communication
between the actors in DH projects, adapted from Scrum:
- Project backlog,
- Milestone backlog,
- Regular meeting,
- Milestone planning meeting, and
- Milestone retrospective meeting.
In Scrum, the role of the Product Owner is to collate the stakeholders'
inputs into a “backlog” of requirements. The backlog
consists of all the project tasks, ranked in priority order. A sub-set
of the product backlog is taken by the team to be completed within a
short duration milestone, called a sprint. This sub-set of the product
backlog that the team commits to complete within a sprint is called the
Sprint backlog. This model will use the terms project backlog and
milestone backlog to refer to similar project management tools because
it will not use a sprint for time-boxing nor a DH project is not
necessary a product-oriented project. The project backlog consists of
all the project milestones, while the milestone backlog refers to the
tasks to which the team is committed while working on a milestone.
In order to facilitate team communication, Scrum employs a series of
meetings, known as ceremonies, including sprint planning, daily scrum,
sprint review, and sprint retrospective. Sprint planning refers to a
comprehensive meeting that defines what needs to be done by the end of
the sprint. The daily scrum is a short meeting of no more than 15
minutes, in which each member of the team provides a very short answers
to the questions: What I did yesterday? What I plan to do today? What is
in my way (or what is blocking my progress)? The Sprint review provides
a feedback on a demo of the working software that the team has built,
which helps the team validate that they are on the right track. The
sprint retrospective enable the team to reflect upon the previous sprint
in order to learn some lessons and then adjusts their work or the
environment so that they improve their work. This model uses the regular
meetings instead of daily scrum meetings in order to accommodate to
different work schedules of team members in a DH project, while the
milestone planning and milestone retrospective correspond to the sprint
planning and sprint retrospective. The milestones are defined in the
project plan, and they are related to the project outcomes.
Project outcomes
The model defines four types of project outcomes:
- vision,
- plan,
- prototype, and
- deliverable.
They corresponds to four phases in the proposed lifecycle of a project
(visionate, speculate, innovate, and disseminate), which are discussed
in the next section. A vision type of project outcome is a departure
point for a DH project. The main outcome of this stage is the project
vision document, which defines aims, objectives, the main stakeholders,
and expected benefits of the project. The vision document may also
(although roughly) estimate timing, human resources and budget. The main
outcome of the speculate-stage is the project plan, which defines the
project milestones, estimates required resources to accomplish each
milestone, identifies project risks, and present the contingency plan.
In this stage, the project plan does not include the tasks necessary to
accomplish a milestone, which will be added during milestone planning
meetings within the innovate-stage. The main outcome of the
innovate-stage is a prototype. The term prototype is used here rather in
an engineering sense that refers to a first instance of a product to be
tested (and refined if necessary) just before the final product is
launched. In this model, a prototype refers to an instance of a project
deliverable that needs to be tested (and refined if necessary) before it
is disseminated. This might be a fully functional prototype of a digital
tool or a draft of an academic manuscript that needs some editing. After
testing and evaluation, a prototype is translated into a deliverable,
which is a major outcome of the disseminate stage.
Project Lifecycle
An adopted cycle of Information Cosmopolitics model and stages of the
Flexible Project Management framework are combined into a hybrid model for
managing DH projects. The model proposes that the lifecycle of a DH project
consists of a constant circulation of information cosmopolitics, in which an
iteration starts with a perplexity and ends with a provisional closure,
in-scribed into a work outcome. A progressive flow of a DH project is
adopted from the Flexible Project Management framework, which identifies
five steps in an agile project: Visionate, Speculate, Innovate, Reevaluate,
and Disseminate. As the processes of evaluation are already incorporated
within the circulation of information cosmopolitics, the proposed model
defines the lifecycle of a DH project to be a progressive flow in four
stages:
- Visionate,
- Speculate,
- Innovate, and
- Disseminate.
The process of evaluation is considered as a constant activity rather than a
stage in the project lifecycle. The individual evaluation refers to
de-scription process in information cosmopolitics cycle, while a collective
evaluation is related to the standardisation process. The four progressive
stages are defined by progressive work outcomes, conducted in four
progressive work contexts: visionate-context, speculate-context,
innovate-context, and disseminate-context. The visionate-stage results in
the project vision; the speculate-stage in the project plan; the
innovate-stage results in a prototype; while a deliverable is a work outcome
of disseminate-stage. Figure 2 illustrates the lifecycle of a DH project,
according to the hybrid model.
Each cycle starts with encountering a work outcome by a team member. First,
the team members de-scribe an existing work outcome (vision, plan,
prototype, or deliverable), according to their own interests and relevance
criteria, which results in their individual propositions. In order to make
an individual proposition relevant to other actors in the project, a team
member has to place this proposition in a work context, corresponding to the
four work stages of the project. Work contexts include the work on
visioning, speculating, innovating, and disseminating. Once the individual
proposition is in a particular context, it becomes commensurable with other
propositions within the project. As such, the individual proposition is a
subject to standardisation, that is a collective evaluation. Some
propositions are accepted and some are rejected during this process. The
accepted propositions are transformed into collective propositions, and they
are finally in-scribed into a work outcome, normally into a work outcome
corresponding to the context to which the proposition has been attached in
the current cycle.
In a linear progressive flow, this circulation through a context and its
corresponding work outcome is repeated as long as a milestone is not
reached. A milestone refers to in-scription of the final collective
proposition within a context, which allows the project to move to the next
context. It means that when the final collective proposition within the
visionate-context is in-scribed into the project vision document, a
milestone is reached, which enables the project to move to the
speculate-context. Reaching the milestone within the speculate-context will
move the project to innovate-context, while a milestone within
innovate-context will enable dissemination of a deliverable. However, the
progress of a project is not necessary a linear process. For example,
collective evaluation of an individual proposition attached to the
innovate-context can result in reconsidering the project plan, or even the
project vision, which may require a complex negotiation within the project.
The more a proposition deviates from the linear flow of the project, the
more difficult is to in-scribe it into a project outcome. And a deviation
from a linear progressive flow of a DH project can occur at any moment, as
we will see in the following discussion of stages in the project
lifecycle.
A project idea
The very first iteration of the project lifecycle can start with an idea
occurring merely in an individual mind. The relevance of this idea is
evaluated by the individual, and then attached to any context
(visionate, speculate, innovate, or disseminate). In this stage,
anything can be a trigger for developing a project, from a general aim
to make a knowledge contribution to a wish to deliver an outcome for
personal benefits. However, in order to translate an idea into a project
vision, the idea has to be collectively evaluated, even if it means
virtually in an individual mind. At this stage, this
“virtual” collective can be anything from an
academic specialty to the general public. Through the process of
standardisation, an individual compares the idea with standards of this
collective to evaluate its possible value for others before the idea is
in-scribed into a rough draft of a project vision. This first instance
of a project vision, which may be as short as a sentence, is a starting
point for a number of iterations through visionate-context, leading to a
formal vision document.
A project vision
The initial idea for a DH project commonly comes from an individual who
can take a DH-role in a project, or someone who may play the role of PI
in the project. However, this idea may come from an H-role, proposing a
traditional humanistic topic, or a D-role, offering a simple computer
code for text manipulation without a clear vision of possible benefits
for the humanities. In any case, for a research project to become a DH
project, it is crucial to involve both digital and humanistic aspects of
a DH project from its very inception. The idea in-scribed into the first
instance of a project vision is presented to at least the three main
roles in a DH project (D-role, H-role, and DH-role) through a set of
iterations. Each iteration starts with de-scription of the initial
in-scription of the project vision. An individual proposition is then
placed in the visionate-context, to be collectively evaluated and
translated into a collective proposition. Finally, this collective
proposition is in-scribed into a vision document. The formal vision
document will define at least its most important elements: the aim of
the project, its objectives, the expected deliverables and benefits, the
main stakeholders, technical and human requirements, and estimated
timing and budgets. Definition of each element requires a minimum of
three iterations, each iteration addressing one of the three main roles
in a DH project.
For instance, an idea can come from a D-role, proposing a computer code
manipulating Google maps. In the first iteration, a DH-role may
de-scribe this idea into a possible delivery of the project in the form
of “deep maps.” The vision of this deliverable may be
de-scribed by a H-role in the next iteration into an objective of the
project to map spreading a cultural concept through time and space. In
the third iteration, a D-role may de-scribe deep mapping of a cultural
concept as a possibility to use specific media in the project, which
will be in-scribed into a new objective, deliverable, or into new
estimation of requirements and budget in the project vision document.
There is an infinite number of possible outcomes of such iterations,
which is not possible to anticipate by a model. It is up to a PI and
other project stakeholders to make a decision when it is time to scope
the project and to draft the formal project vision document. When such a
decision is made, the PI starts a new set of iterations to define the
scope of project. This process also requires the minimum three
iterations for each main role, so that both digital and humanistic
aspects of a DH project are considered. The final outcome of this
process — the project vision document — is the first milestone in the
project. As a milestone is defined as a final collective proposition
within a context, the final agreement about the project vision document
within this stage enables the project to move to the
speculate-stage.
Speculating a project plan
The main outcome of the speculate stage is the project plan. While the
name of the main outcome of this stage suggests an order in this
process, the naming of the process as speculation suggests flexibility
and adaptability of the process. Failure to plan and schedule an agile
project can send the project into chaos, while over-planning can make
team members prisoners of the plan, disabling the project “from initiating or effectively responding to
change”
[
DeCarlo 2004, 296]. The aim of the speculate stage in this model is to identify the
project milestones rather than planning the detailed tasks. While in
traditional approaches, planning is seen as a distinct project stage
with a large up-front effort, the speculate stage in this hybrid model
is defined as “a moderate up-front effort followed by lower
level but constant updates”
[
Chin 2004, 107] in a continuous process of planning throughout the entire
project. The detailed planning will occurs at the very beginning of the
work on each milestone during the innovate-stage.
The speculate stage is comprised of several sets of iterations that
define the main elements of the project plan. Each iteration involves
de-scription of the element by individual team members. They attach
their individual propositions to the speculate-context, which enables
their comparison with the standards defined in the vision document. An
individual proposition is then translated into a collective proposition
through the process of standardisation, or it is rejected as a result of
this collective evaluation. When an element of the project plan is
defined, the speculation moves to another set of iterations, defining
another element. The project plan should define at minimum the following
elements:
- the project milestones,
- the milestone owners,
- required resources,
- the project risks, and
- a contingency plan.
The first set of iterations identifies the milestones of the projects.
The next step is to assign ownership to the milestones. In other sets of
iterations, PI and milestone owners estimate the human, technical, and
financial recourses required to accomplish a milestone, identify the
project risks, and make a contingency plan. The contingency plan should
focus on high-level anticipation of possible project pathways since
contingency planning in agile approach looks on alternative paths of the
project, while in the traditional approach it looks “for the shortest path around an
obstacle”
[
Chin 2004, 129]. At the end of this stage, the project plan is completed, and the
project moves to the innovate-stage.
Innovating
The innovate-stage involves the work on each milestone of the project.
During the speculate-stage, the milestones are prioritised in the
project backlog, and each milestone is assigned to a milestone
owner — with the resources necessary to accomplish it. However, this is
all done on high level speculation, without detailed planning. During
the innovate-stage, each milestone is defined in detail. The work on a
milestone starts with a milestone planning meeting, which identifies the
tasks necessary to accomplish the milestone. The tasks are in-scribed
into the milestone backlog, which will be continuously prioritised by
the milestone owner. The next step is the actual work on a task,
involving intense collaboration and feedback. Each iteration is based on
“trial and error” practices that eventually
result in a form of a prototype. Such experimental approach provides the
innovation process with possibility to generate early values or fast
failures. This prevents the project to be stacked at a dead end.
Accepting a failure as something other than defeat “is part of the life cycle of innovation”
[
Burdick et al. 2012, 22]. The final step in this process is a milestone retrospective
meeting, which confirms that a prototype is ready for dissemination.
A milestone planning meeting is initiated by a milestone owner, who will
give an overview of the milestone, and its relations to the other
project milestones and to the project as a whole. The first step is to
identify the tasks required to complete the milestone. Each task will be
assigned with the task owner, required resources, and time to accomplish
the task. However, this is not done by estimating resource allocation
and duration along a single sequence of activities. Unlike in
traditional project management, an agile approach to planning is based
on commitment. Chin points out that planning is tricky in technical and
creative environments, such as those of DH projects [
Chin 2004]. The actors in such environments need room to
experiment with different ideas, so asking them for commitment rather
than allocating the tasks with top-down estimate of resources and timing
can create a win-win situation. In such situations, the team members
will see a planning process as something that encourages creativity and
collaboration. As commitments depend on each other, “the whole team needs to work together and
become engaged for this process to work”
[
Chin 2004, 104]. When milestone owners are committed to their milestone, and task
owners are committed to their task, the work on specific tasks can
start.
The work on a specific task is the most basic element of the innovate
stage. The task is de-scribed by a task owner, who develops a feature of
a prototype within the innovate-context. This is then evaluated and
tested according to the standards defined in the milestone meeting and
presented in the milestone backlog. If the feature does not meet those
standards, the next iteration is performed. If it meets the standards,
the feature is accepted by the milestone owner, who updates the task as
completed in the milestone backlog. In a case when something goes wrong
with the execution of this particular task, the milestone owner and the
task owner consider whether there is a need for a different path in
completing the task, or whether there is a need to modify a standard in
the milestone backlog.
This can lead to downgrading the standards of the project, but also to an
“opportunistic translation,” defined as “a form of information behaviour that occurs
when people use information, information systems or parts of
information systems for other, often unexpected, purposes than
their original purpose”
[
Tabak 2010, 47]. An opportunistic translation can also occur in a normal flow of
an innovate iteration when it results in a feature of the milestone that
completely changes the perspective on a proposed prototype, a
deliverable, or the project as whole. Such an opportunistic translation
should be attached back into the speculate-context or the
visionate-context as it has a potential to change the project plan and
even the project vision.
The final step of the work on a milestone is a milestone retrospective
meeting, which is conducted when all tasks from the milestone backlog
are completed, and when the milestone owner decides that a prototype is
ready for dissemination. The milestone retrospective meeting is used not
only to confirm the milestone accomplishments, but also for generating
creative ideas for further work on the project. The first part of the
meeting is dedicated to confirmation that all tasks have been completed
and that a prototype is ready for dissemination. The significance of the
completed milestone is discussed in relations to the other project
milestones and to the project as a whole. This discussion also addresses
possible archiving needs. Brown et al. argue that archiving in DH
project is not only a requirement of many funding bodies, but it is also “a marker of some kind of doneness”
[
Brown et al. 2009], a provisional closure for initial perplexity. The next step is
to discuss the lessons learned during the process. Finally, the new
ideas, generated during the work on the milestone, are discussed. The
particular attention is paid to possible opportunistic translations,
identified during the work on this milestone. If necessary, a
visionate-iteration and/or a speculate-iteration will be performed, and
the project plan and vision will be updated by PI. While traditional
project management focuses on conformance to the original plan, an agile
project management “benchmarks against future possibilities based
on the latest results and events”
[
DeCarlo 2004, 367].
Disseminating deliverables
The final stage of the project lifecycle is dissemination of the project
deliverables. For a prototype to become a deliverable, it needs to be
tested, refined, and evaluated. Finally, the procedures for maintaining
deliverables should be drafted. A prototype is first tested against
technical requirements and refined according to the test. It is then
evaluated by each core role in a DH project. This process is thus
composed of the minimum three iterations, in which at least a D-role, a
H-role, and a DH-role de-scribes the prototype, places it to the
disseminate-context in order to be evaluated by the dissemination
standards. If it conforms to the standard, it is in-scribed into a
deliverable; otherwise, it is moved back to the innovate-stage. It is
possible that, even in this stage, a proposition for modification of the
project plan or the project vision is generated. While it is not likely
to modify the project vision at this stage, such a proposition should be
seriously considered. It may be used for defining further studies in the
final project report, or as an idea for a new project. However, when a
prototype is translated into a deliverable ready for dissemination, the
most important decision to be made is to identify the future life of the
deliverable.
A fluidity of digital media and text in DH projects stands in contrast to
stabilising practices of printing media, which “enables iterative work to hitherto
unprecedented degrees, introducing the software term 'version'
into units of scholarly production”
[
Burdick et al. 2012, 21]. This makes maintenance of deliverables in DH projects
significantly more challenging than in traditional projects in the
humanities. Deliverables in DH projects are often expected to grow into
incremental versions, as they are “both multiple and modular”
[
Brown et al. 2009]. Such a modular design facilitates lateral project development,
which enables “building new and more robust projects on the
shoulders of previously completed work”
[
Slumkoski 2012]. Moreover, the future use of deliverables is likely to produce
different opportunistic translations, which may provide the most
creative ideas for improvement of a deliverable, or even for new
projects. The maintenance procedures should consider all features of
deliverables in DH projects. They are modular and incremental, they can
be used concurrently and laterally in other projects, and they may be
opportunistically translated by their users. Therefore, a maintenance
plan, which is the final step of dissemination stage, in a DH project
should answer not only questions regarding preservation strategies (e.g.
Where will the project outcomes be hosted and maintained? How will the
deliverables be sustained?), but also questions regarding generative
features of DH projects, such as: What are the incremental possibilities
of a project deliverable? How can it be used concurrently and laterally
in other projects? Can a completed deliverable be used as a departure
point for another project? How will use of a deliverable be monitored?
What will be a procedure to capture and utilise an opportunistic
translation of a deliverable?
Closing a project
The final step of the project is to close the project. When all
deliverables have been disseminated, PI will prepare the final report of
the project. The form of this report will depend of the context in which
project has been conducted, but it is most likely to include the
following sections: an executive summary, a description of the project
trajectory in relation to the project objectives, a presentation of
deliverables, a discussion on implications of the project, and a
maintenance/sustainability plan. An executive summary will summarise the
aim, results, and implication of the project, and identify the main
stakeholders. The next section will provide the trajectory of the
project in relation to each objective of the project, and it will note
any change to the original objectives. A presentation of deliverables
will provide description of each deliverable, and discuss their impact,
while discussion of implications of the project will present the
significance of the project, and its practical and theoretical
implications. The project maintenance/sustainability plan will define
the project preservation strategy and identify possible generative and
incremental features that can be used in other projects, or to be a
trigger for a new project. The report will be evaluated on the project
closing meeting. If there is any proposition for modifications, the
report will be modified during the meeting. In a case of a proposition
that requires significant modifications of the final report, a new
meeting will be arranged. Otherwise, at the end of the project closing
meeting, PI will close the project.
Conclusions
Managing complex interplay between digital and humanistic aspects of DH projects
requires consideration of insights and methods from different disciplines. This
article combined the insights from the humanities and information studies with
methods in software development in order to develop a hybrid model for managing
DH project. The hybrid model is based on an existing model of scholarly
information practices, and adopts its main elements from agile project
management methods. According to the model, the main roles involved in the
lifecycle of a DH project are D-role, H-role, and DH-role. D-role corresponds to
the digital aspects of DH, H-role is related to the humanities aspects of DH,
and DH-role combines both digital and humanistic aspects of a DH project. A
project member can play more than a single role, and in the smallest projects, a
single member will be required to play all three roles. The model employs
regular meetings, milestone planning meetings, and milestone retrospective
meetings as its main communication ceremonies. The four types of the project
outcomes are: vision, plan, prototype, and deliverable. They corresponds to four
stages in the proposed lifecycle of a project (visionate, speculate, innovate,
and disseminate). The lifecycle of DH projects consists of a constant
circulation of information cosmopolitics, in which each iteration transforms an
initial perplexity into a provisional closure. However, such a closure is always
provisional as through a new inscription new perplexity is invited, which feeds
the circulation of information cosmopolitics.
The proposed model is flexible. The name of work roles, work outcomes,
communication ceremonies, or the lifecycle stages are easy to be modified to
adopt to different situations. However, it is crucial to keep the features and
requirements of the model that address the complexity of DH projects. For
instance, it is important to involve the work roles related to both digital and
humanistic aspects of a DH project. The communication procedures have to
generate feedback and include some retrospective ceremonies. The aim of these
procedures is constant learning. The work outcomes in DH projects are modular,
incremental, and lateral. The stages in the lifecycle of the project should
correspond to these features of the work outcomes. The evaluation is not a
separate stage in the lifecycle of a DH project, but it is rather a part of
constant circulation of the project iterations. It includes both individual and
collective evaluation in order to provide a DH project with both diversity of
individual associations and their unification into a collective agreement. The
model should thus enable a progressive and incremental lifecycle of creative
uncertainties and their provisional closures, presented as a continuous
circulation in which the digital and the humanities constantly exchange
properties.
Acknowledgement
The research leading to this publication has received funding from the European
Union Seventh Framework Programme (FP7) under grant agreement n°
PCIG14-GA-2013-630732.
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