Abstract
In this paper, I develop an online website that assists users in answering the
question, “What do you need to remove in order to erase [thing] from [your life or
society]?” through network visualization methods. This project subverts the typical data
visualization strategy of working with extant data by encouraging users to produce data,
demonstrating how data visualization techniques can constitute a way of thinking and
creating rather than just analyzing and representing. However, this tool and its
affordances are primarily a case study for a sociological approach to critical design in
the Digital Humanities: By critically examining the tool itself (as well as the process
that created it), I am able to pose the broader questions of (1) how does the creation
of digital tools and projects reflect a theoretical interpretation of the social world
and its processes, and (2) how can these interpretations constitute the data of
sociological studies? In resolving these questions, I suggest that critical design can
be viewed as theory, experiment, and data: designs constitute a social theory, data can
be experimentally produced within this social theory, and encouraging reflective design
can turn the social theories of design themselves into data.
We shape our tools and thereafter they shape us.
—John Culkin (1967, 70)
In reflecting on the fraught disciplinary boundaries of the digital humanities, Lauren
Klein and Matthew Gold write, “In what has been called ‘big tent’ DH, it can at times be
difficult to determine with any specificity what, precisely, digital humanities work
entails” [
2016, intro.]
[1]. As with any
definitional ambiguity, others have sought to demarcate such boundaries, suggesting
models, imperatives, and ontologies for DH work. Some researchers claim that DH is not
the “mere use of digital tools for the purpose of humanistic research” or the “study
of digital artifacts, new media, or contemporary culture” [
Burdick et al. 2012, 122].
Indeed, in positing a “generative humanities” [
Burdick et al. 2012, 5] or a “critical
digital humanities” [
Berry and Fagerford 2017, chap. 8] or any number of distinctions
and prerogatives within DH work (while maintaining that the work should be
interdisciplinary, collaborative, and exploratory), the field both narrows to fit framed
“purposes” and expands with the radical possibilities of productive practices and
processes. In their latest reflection on the discipline, Klein and Gold revise their
notion of DH as an “expanded field” — “a set of vectors of inquiry that are defined by
their tensions, alignments, and oppositions” — in order to argue for a DH “that
matters,” one which incorporates “socially oriented work” and translates the “subtleties
of our research to others within the expanded field” [
Gold and Klein 2019, intro]. My own experience,
coming from a background in sociology yet watching the confluence of DH techniques and
analyses with once-strictly anthropological or sociological research, is indicative of
how fraught any attempt to coherently standardize such work is. And so, without arguing
for any authoritative boundaries within DH, it is important to instead characterize the
“vector of inquiry” that I engage with, positioning my project within the field by way
of useful but ultimately unsustainable distinctions.
This project is rooted in the principles of “critical design;” that is, as a project in
which I am producing a digital tool, I am taking a critical, self-reflective approach to
my design process that interrogates the theoretical underpinnings of my design
decisions, an approach I am terming “reflexive critical design” [
Bardzell and Bardzell 2013]. This specific distinction is necessary, as born from this approach is what I
term “experimental critical design,” a mode of both sociological and DH research that
looks at the potential for interrogating digital tools as theories about the social
world. Experimental critical design recognizes the ability of digital tools to do more
than just analyze data but to produce data; moreover, it sees these digital tools (and
thus the theories underpinning them) to be data. After developing a framework for
critical design, firmly positioning this work within a specific vector of inquiry, I
will describe the digital project that I have made centered around network visualization
and then analyze it through the lens of this critical design framework.
In short, my digital project “Loss” examines how increasingly popular and accessible
network visualizations can be used to visualize networks of loss — that is, the networks
of things attached to a focal object removed from a system. Leveraging the fundamentals
of web design and the data analysis library D3 [
Bostock, Heer, and Ogievetsky 2019], I
developed an online web interface that asks users to meditate on what loss and removal
can mean for their personal lives, history, or society — and then visualize these
effects through a series of connected nodes. From the perspective of reflexive critical
design, I use this project to examine the question: how does the creation of a digital
tool reflect a theoretical interpretation of the social world and its processes? And in
developing experimental critical design, I seek to answer the question: how can the
interpretive social theories behind this digital tool themselves constitute the data of
sociological studies? Both questions call for a sociological analysis of the tools and
methods that DH is producing right now, but they also call for a pedagogical and ethical
approach to DH work: As the field grows — and interdisciplinary boundaries become even
more fraught — DH can provide valuable insight into how digital methods can be leveraged
to address social, cultural, and personal issues that extend far beyond the typical “big
data” approach to digital tools. DH can work towards an educative, public engagement to
collaborate with a general population increasingly engaged with digital media. Together,
the two critical design perspectives recognize critical design as theory, experiment,
and data: designs constitute a social theory, data can be experimentally produced within
this social theory, and encouraging reflective design can turn the social theories of
design themselves into data.
Reflexive and Experimental Critical Design: A Sociologically-Informed Approach
David Berry and Anders Fagerjord argue for a “critical reflexivity” [
Berry and Fagerford 2017, chap. 8] in
DH, one in which researchers treat their work as more than just functional but
theoretical as well. As digital methods proliferate, especially in terms of their
accessibility, the dangers of a lack of reflexivity are evident in projects — amateurish
or professional — that misinterpret the output, logic, or purpose of the digital tools
that they wield. Indeed, the fetishization of digital methods — many of which come from
or overlap with methods used in the social sciences and corporate sector — has allowed
for an overvaluation or misinterpretation of data- and computer-driven analyses
[
Cheney-Lippold 2017, 80–82]. In some of the most extreme cases, these digital methods
have reproduced a digital phrenology, or they have been leveraged by malicious actors
such as conspiracy theorists to allow for the “scientization” of misinformation and hate
towards harmful political ends [
CCT 2020] [
Uscinski 2018, 65–66]. This is not to say there has not been reflection on these risks: a recent
viral project from science and technologies studies researchers Kate Crawford and Trevor
Paglen [
2019] blended machine learning and facial recognition software in an attempt to
demonstrate the inherent racial biases in datasets, machine vision, and algorithms —
digital tools which power commercial products or even the work of police departments and
high school administrations [
Ferguson 2016] [
O’Neil 2016, intro]. Nevertheless, the
blind implementation of digital tools means that tools must be understood for their
potential consequences, perhaps even designed to prevent abuse by bad actors. DH as a
whole can look to engage with and produce work that reimagines digital tools as
something less-than-empirical and objective — the product of human impulses and
understandings of the world, rooted both in individuals’ biases, motivations, and
ideologies. Moreover, these reimagined tools can then be turned inwards, to examine the
self rather than the troves of ethically-dubious data now enrapturing researchers and
celebrating the eclectic categorization and algorithmic analysis of the “other”
[
Cheney-Lippold 2017, 80–82].
It is only with strict interrogation of digital tools and methodologies that DH can move
beyond producing “instrumental” tools that say something about inputted data and instead
produce tools that say something about the world itself as it is being transformed and
interpreted by technology — tools that are, in their own right, theories about the
social world [
Berry and Fagerford 2017, chap. 8]. Thus, I position myself in a critical
DH, one that investigates the theoretical underpinnings of the employed methods and
treats digital tools as theories themselves. In this work, the object of my criticism is
what digital humanists term “design”:
…design is a creative practice harnessing cultural, social, economic, and technological
constraints in order to bring systems and objects into the world. Design in dialogue
with research is simply a technique, but when used to pose and frame questions about
knowledge, design becomes an intellectual method. In the hundred-plus years during which
a self-conscious practice of design has existed, the field has successfully exploited
technology for cultural production, either as useful design technologies in and of
themselves, or by shaping the culture’s technological imaginary. As Digital Humanities
both shapes and interprets this imaginary, its engagement with design as a method of
thinking-through-practice is indispensable. Digital Humanities is a production-based
endeavor in which theoretical issues get tested in the design of implementations, and
implementations are loci of theoretical reflection and elaboration [Burdick et al. 2012, 13].
In short, in the world of DH, design is a technological approach to representations of
the world which necessarily implements (and tacitly argues for) a theory about the
world. My work here is thus “critical design,” a reflexive interrogation of the theories
underpinning the design I am attempting to implement in addition to the design itself as
it is used to argue for a particular representation of the world. This reflexive
critical design asks the designer to examine their own latent motivations, ideologies,
and biases; examine how these have been translated into the design; and examine design
itself as an act and as a principle. Reflexivity about research methods and approaches
is certainly nothing new in the humanities, especially as critical race theory and
gender theory have tasked readers with examining their implicit biases before engaging
with literary material [
Wernimont and Flanders 2010], or decolonial theories have
argued for an archaeology in which researchers examine their position more deeply within
field sites [
Stobiecka 2020]. Social science’s more explicit historical focus on
“methods” adds to this conversation by viewing approaches to research questions and data
— such as literary works or archaeological sites — as methods guided by a particular
point-of-view and sociological interpretation [
Weber 2017, chap. 2]. Further, with the
proliferation of media studies in the social sciences, critical voices have asked for a
deeper examination of our sudden reification of tools that many people assume to
function without the bias of the “old ways”
[2].
When working across academic registers, it’s important to establish a shared vocabulary:
in this instance, “design” is a capacious term, as it can refer to both the design of a
study — from the social scientific lexicon — or the design of a computational tool. In
both cases, design is united by its generative
procedures. That
is to say, when approaching a research question with a dataset, both the research design
and the computational design are guided by a procedural logic that makes arguments about
how the social world functions — but in DH work, research design often
is computational design, as the research methods are not distinct from the tool
itself. Thus, we can enlist “design” as the term capturing the procedural logic of
computational tools which themselves constitute the research design. Procedural
arguments, or procedural rhetoric, consist of “the art of persuasion through rule-based
representations and interactions, rather than the spoken word, writing, images, or
moving pictures” [
Bogost 2007, ix]. Therefore, to analyze the procedural rhetoric of DH
designs is to recognize that systems and processes function as a form of discursive
argumentation as much as traditionally understood argumentation in the form of writing
and imagery, with computational designs increasingly coming under scrutiny from the
“critical coding” perspective — what are the latent arguments built into software’s code
[
Burdick et al. 2012, 53]? Not only does software’s coded procedures make arguments
about the social world, they do so at the behest of programmers and with the illusion of
objectivity. In short, this paper views design as a set of theoretically-informed,
argumentative procedures built into digital tools. Moreover, because these digital procedures seek to generate, capture, or analyze data, their underlying theories shape
how data is generated, captured, or analyzed.
An example of how some social science researchers have critically studied their tools to
see their latent biases can help to elucidate the reflexive critical design perspective
I’ve outlined above: In the aforementioned facial recognition project by [
Crawford and Paglen 2019], the researchers began with a set of research questions, “What work do
images do in AI systems? What are computers meant to recognize in an image and what is
misrecognized or even completely invisible?” In their case: what biases are baked into a
software’s procedures for recognizing faces? Their next step required choosing a dataset
to train their AI system, and, when critiquing one dataset representing human emotions,
they were aware of the arguments implicitly made by the dataset’s taxonomical
procedures, writing, “First there’s the taxonomy itself: that ‘emotions’ is a valid set
of visual concepts. Then there’s a string of additional assumptions: that the concepts
within ‘emotions’ can be applied to photographs of people’s faces” [
Crawford and Paglen 2019]. When they chose a different dataset for their work, the data’s taxonomical
procedures allowed them to “see the outlines of a worldview” as it “classifie[d] people
into a huge range of types including race, nationality, profession, economic status,
behaviour, character, and even morality” [
Crawford and Paglen 2019]. That they would
create a machine vision tool intended to classify people based on their physical
appearances meant that their tool advocated for the worldview tacit to the data; it
posited a social theory of what the categories of “people” were, that these were
appropriate categories to use, and that a person’s categories were latent to their
physical appearance — what does it mean to look like a “kleptomaniac” or a “pervert”
[
Crawford and Paglen 2019]? Crawford and Paglen’s work demonstrated that both the
dataset and the facial recognition software could not function without tacitly making
arguments about how the social world functions — how human biases about physical
appearances were translated into computational procedures, argued for by those
procedures.
Reflexive critical design allows us to see the latent motivations, ideologies, and
biases inherent to the computational processes that constitute DH’s research tools.
These computational processes work in service of a “worldview,” social theory, or, to
use the language of computer science, a model of the social world. The procedures that
classify images make an argument about essential human traits whereas natural language
processing procedures might make an argument about prescriptive grammar or semantics,
and GIS procedures might make an argument about national territories or land ownership.
In any case, without critical examination, these digital tools simply perpetuate the
worldview that constructed them, and so long as they produce data that people find
worthwhile, their latent biases can go uninterrogated.
Further, reflexive critical design allows for experimentation that creates data. For
example, in Crawford and Paglen’s project, the researchers could leverage the outputs of
their facial recognition software, as it was used by people online, to make an argument
about racism in digital technology. They made their digital tool accessible, allowing
users to submit their own photos and put the machine’s social theories to the test. In
taking a critical approach to design that gave them an intimate knowledge of their
software — and the inherent racial biases it modeled — they were better equipped to
critique its output. Crucially, reflexive critical design’s capacity for experimentation
negotiates between historical modes of criticism and emergent forms of “critical making”
[
Jagoda 2017] [
Ratto 2011]. Crawford and Paglen began with a traditional critique but
then put this critique into productive action. This resulted in a project that allowed
users to experientially engage with the critique, affectively understanding how
technology discriminates when pictures of themselves were labelled with racist and
sexist slurs. It was an experiment in digital design which merged criticism with
critical making, a merger that is increasingly familiar to social scientists: in
sociologist Chris Bail’s work on political polarization, his team created a social media
app that put two politically-opposed members into a chatroom where they could discuss a
given political issue anonymously [
Bail 2021, 120–132]. In this case, a social theory
about anonymity, discursive identity, and political communication was proffered by the
very processes of the app, one that could be tested by the app’s output in the form of
textual exchanges. Social media apps are infrequently designed with such a sensitivity
to social theory — as anthropologist Nick Seaver [
2017] discusses, the logic of these
platforms often reproduce taken-for-granted cultural norms or are uncritical about the
ways their social engineering might affect people’s lives.
A disciplinary anxiety emerges: the artistry and accessibility of Crawford and Paglen’s
work feels different than the social experimentation of Bail’s work — indeed, both are
framed differently — but at the crux of their digital methods is a recognition that they
are perpetuating a model of reality through procedural arguments that will result in
some form of data that puts their model to the test, allowing for a deeper reflection on
the software itself. These design procedures simultaneously function as research
procedures, with designers acting as researchers inviting users (or subjects) to be
subject to the digital design’s processes. Reflexive critical design is in direct
opposition to the work of the corporate sector, where digital processes are deployed
without reflecting on how those processes will affect human behavior, as the software’s
functionality and profitability are the primary motivators, forcing the software’s
underlying design logic to remain a trade secret [
O’Neil 2016, chap. 8]. What many
researchers of media are doing now is seeing the resulting data of the mass social
experiment that is the internet: the experimental critical design perspective challenges
researchers to directly engage and design the methods that have created that data.
Finally, reflexive critical design itself constitutes data. There are a number of ways
of thinking about how design can be used as data: First, the design’s procedures
themselves, through a close-reading of the software’s code and processes [
Burdick et al. 2012, 53], allows for an examination that can reveal the researcher or developer’s
intentions and theoretical framing when they designed the software. This is similar to
the work that Crawford and Paglen [
2019] did when they critiqued the “emotions” dataset:
they drew out the social theories from
others’ procedural
arguments. Now with countless computational models available online, systematic critical
design is desperately needed to hold other researchers accountable [
CCT 2020]. Second,
when researchers such as Crawford, Paglen, or Bail make their theoretical framing
explicit — a much more common practice in the social sciences, where these authors come
from — such justifications can be put in conversation with the software itself to
examine how different researchers have theorized and employed models of the social
world, as might be done in review papers. This is a challenge, considering how
frequently digital tools are distributed with documentation focused solely on how to use
the digital tool rather than how to understand the implications of its procedural
arguments.
The final way that reflexive critical design can be seen as data is one that has rarely
seen use in DH or the social sciences broadly. Researchers can task people with
developing their own designs. Researchers can pose design challenges to participants in
an attempt to see how they might conceptualize and procedurally argue for a model of the
social world, and their procedural arguments constitute data to be analyzed. This sort
of thinking has gained popularity in the world of urban planning, where “design
challenges” centered around tackling a central problem can be revealing of how
participants in the design challenge think through social issues [
Münster et al. 2017].
It has also been employed in relation to game design, with researchers and educators
collaborating to assist youth in designing games that address salient social problems
[
Gilliam, Hill, and Jagoda 2016]. These designed games reflect both how the students
think about systems functioning in their lives and how the medium — in this case, analog
board games — constrain and shape their thinking in procedural ways. How people think
about issues through software and digital processes, then, can be investigated, even if
their designs are only manifest on paper or in interviews. The goal is not to design
software but to understand how people
would design software — how
they procedurally argue for a particular representation of the world. Although, with the
increased accessibility of digital tools and increasing digital literacy, some
populations might be able to design simple games or programs articulating the dynamics
of the social world through limited procedural techniques.
Critical, pedagogical, and generative approaches to game design bring the principles of
reflexive and experimental critical design into greater relief. As seen in Gilliam et
al.’s [
2016] board game design workshops, games have long been theorized to have the
capacity to critique extant systems, teach new ways of thinking and acting, and produce
information, data, and action [
Gee 2003] [
McGonigal 2011] [
Schrier 2016]. Games are
particularly in line with the move towards a DH “that matters,” as Karen Schrier
advocates for games that are “not just
for change, they
are change.” [
Schrier 2016, 7]. Theorists and researchers tout recurring
examples of games that were critically designed and then produced researchable behaviors
through their procedures [
Schrier 2016]. For example, a non-profit encouraged people to
donate to those in financial straits by proceduralizing its worldview in a game: The
game forced players into difficult financial decisions where sacrifice was necessary,
attempting to demonstrate that poverty was not a fault of character but of oppressive
systems [
McKinney and Urban Ministries of Durham 2011]. Researchers then studied the
emotions and ideas evoked by the game, which showed mixed success [
Roussos and Dovidio 2016] [
Smith et al. 2016]. The game was reflexively designed — intended to be
pedagogical and influence thought under a particular ideology — with experimental
capabilities such that people could measure changes in sentiment or money donated. And
it is a data point as one of many social change games or games about poverty, one way a
theory of poverty has been turned into a digital procedure. It is a game as a theory, an
experiment, and as data.
Many of those who advocate for games for social change place a great deal of emphasis on
those procedural arguments — fixating on how
processes and
mechanics in games can bring people closer to one another, spark
emotions that motivate, and literally perform research in the case of citizen scientist
projects [
Schrier 2016]. However, we know that faith in processes alone is dangerous,
as the same processes that produce prosocial multiplayer environments in online games
also allow for cultish groupthink and potential political radicalization, or fail to
inspire empathy for the impoverished [
Robinson and Whittaker 2020] [
Roussos and Dovidio 2016]. Ultimately, games represent one end of the design spectrum: As highly
interactive, often immersive tools that make arguments about the social world through a
battery of argumentative strategies such as narratives or gameplay mechanics, they often
unintentionally produce ways for researchers to better understand human social dynamics
in games that were designed for play and enjoyment. On the other end of the spectrum
might be electronic medical records (EMR) software: while no one would be “playing” on
an EMR system, these interfaces have procedures that make arguments about their
patients, medical hierarchies, and privacy — the push for health information exchange
(HIE) software which allows for the sharing of relevant data across health and
non-health entities such as food banks is reflective of a critical approach to health
care software design that implicitly argues for health systems which address social
determinants of health and gives patients more agency over their data [
Kaelber and Bates 2007] [
Rudin et al. 2014]. Between the engaging world of games and the
bureaucratic world of management software, there are any number of digital tools which
can be critically examined and designed to more intentionally engage with the world we
live in.
While design has always been focused on how best to analyze and represent data,
critical design brings latent social and political questions to the forefront of the
digital humanities, homing in on a DH “that matters” [
Gold and Klein 2019]. Social
scientists have long recognized the ways that worldviews and social theories are
codified into research methods, and work in the social sciences (like that of Seaver or
Bail) demonstrates how recent studies have had to contend with the socio-political
implications of technology’s designs and procedures. Reflexive critical design tasks DH
researchers and designers to think about how the tools they produce and the tools they
use assist in the production of a political reality. Just as Google search indexes
perpetuate racist worldviews through their treatment of racial and gender minorities
[
Noble 2018], DH researchers run the risk of creating tools — for academic or public use
— that actively aid in the reification of a particular (and potentially dangerous)
social theory. Reflexive critical design also opens up the pathway for experimental
critical design: once a social theory has been established in a digital tool, how do the
users of that tool engage with it to reproduce or subvert that worldview? Users — be
they DH researchers or the public — create data under the framework provided by these
tools, so their output enables the interrogation of the kinds of data the tool allows.
This also allows reflexive critical design to understand technology
in
its use rather than just in concept. Moreover, by examining others’
computational models addressing shared research questions or by asking users how they
would design a computational model to approach a research question, the social theories
baked into procedures can themselves become data for comparative analysis. This final
form of experimentation rests on the notion that people are innately theoretical beings,
and they will try to translate their understanding of the world into procedures, as
people do when designing systems in video games [
Jagoda 2020, 227–233] or HIEs.
Ultimately, this interdisciplinary approach recognizes that digital procedures
increasingly govern the way that we interface with reality, and thus we need to
critically design digital procedures — in DH tools, social science experiments, social
media, games, and even health management software — that are honest about their
procedures, allow their procedures to be tested, and look toward others to build better
digital systems.
Network Analysis and Data Visualization: Networks of Loss
Recent trends in employment, education, and technology have made the promise of large
scale data analysis a reality in a variety of industries and research areas, motivated
in part by the profit to be had from data mining (with the oft-repeated assertion that
data is the new oil), a budding career-oriented student body well-versed in technical
skills, and the proliferation of open-source software that has made mathematically
complex and technologically taxing data analysis accessible [
Provost and Fawcett 2013].
These innovations have come at a cost: setting aside the perennial fear that data
analysis will strip more qualitatively-oriented humanities and social scientist
researchers of job security, the acquisition of data for analysis raises ethical
questions regarding individual privacy and rule by technology [
Cheney-Lippold 2017, chap. 2]. However, while the social harms of data harvesting are not to be downplayed,
equally important is how that data is used. There are obvious cases of data abuse — such
as city police departments that deploy racist policing algorithms or search algorithms
that reiterate racist stereotypes about Black women — and then there are questions of
manipulation, disinformation, and epistemology [
Ferguson 2016] [
Gottlieb and Dyer 2020] [
Noble 2018].
Due to data science’s proliferation, open-access tools are more and more being
leveraged by actors who don’t have a deep knowledge of the technology’s operations, let
alone the statistical or social sciences background to put their results in context. In
a time that has been labelled the “post-truth era” or “the Misinformation Age,” the
threats posed by the — sometimes malicious, sometimes innocent — dissemination of false
or misleading information can have damaging effects on public discourse, political
organization, and national crises, a fact that became exceptionally clear throughout the
course of the COVID-19 pandemic [
Ågerfalk,, Conboy, and Myers 2020] [
O’Connor and Weatherall 2019]. Considering how easily convinced people are by blatantly false and
easily refutable “science” or news, any additional credibility granted to amateurish
data engineers is in itself a heightened risk [
Moravec, Minas, and Dennis 2018]. This
project embraces and reimagines this criticism: on the one hand, it accepts that the
overabundance of amateur data analysis seeking to answer fraught global topics is
dangerous and that such tools need to be augmented to prevent faux-empiricist
manipulation; on the other hand, it develops a uniquely accessible tool that encourages
experimentation with data science techniques from a purely personal perspective,
prompting users to recognize the false objectivity that belies data visualization and
instead use data visualization as a tool for personal reflection.
I chose to engage with network analysis tools because they are among some of the most
vague and inscrutable data visualizations, often difficult to program and used for
hyper-specific datasets. However, they are increasing in popularity, particularly with
analyses of social media, so they are not entirely unfamiliar to a general audience. In
the sections that follow, I will first describe the project’s digital technology, laying
out what this tool is. Then, I will approach the tool from a reflexive critical design
perspective, thinking through network theories, design principles, and design purposes
to exhume the logic of this tool. Finally, I will engage with the concept of
experimental critical design and demonstrate how this digital tool could be used to
facilitate experimentation in a mode that is both sociologically-informed and germane to
the digital humanities.
The Project: “Loss”
Nothing is something where something is meant to be.
—Nick Cave and the Bad Seeds (2019)
“Loss” is a data visualization website
[3] that encourages users to think through the question, “What do you need to remove
in order to erase [thing] from [your life or society]?” The website allows users to
develop their own network visualization through a hierarchical visualization of HTML
elements. By naming, arranging, and adding “nodes” in the HTML document, users are able
to seamlessly generate a visualization using the JavaScript library D3 (Data Driven
Documents) [
Bostock, Heer, and Ogievetsky 2019]. The website subverts the typical
employment of D3 as primarily a way of visualizing extant data by inviting users to
create their own networks, a task which, while increasingly accessible, is still mostly
limited to those who have some knowledge of computer programming and who have access to
datasets. By allowing users to create their own visualization — and their own datasets —
“Loss” encourages users of the website not to just think with data or to think about
data, but to think
through data, using data visualization
strategies not just as a way of representing the world but of actively engaging with it.
The fact that network visualization is being used, with its veneer of empiricism, also
necessarily interrogates the idea that datasets are always perfect reflections of
reality. Moreover, it points to the larger question of what a network visualization even
represents, interrogating the taken-for-granted visuals we are increasingly exposed
to.
From a user experience standpoint, the design interface is rather simplistic. At this
point, it may be helpful to navigate to the
website and access the page labelled “tutorial,” as I’ll be walking through
the site’s functionality. The tutorial begins with an interactive statement seen in
Figure 1: “Today, I want to remove a thing from society.” In the tool, the terms “thing”
and “society” are actually dropdown menus which allow the user to produce different
statements, such as “Today I want to remove a person from my life” or “a concept from
history.” Based on the user’s selections, the program asks follow-up questions which lay
the foundation for their network. Thus, someone who decides to remove another person
from their life will be asked about what the two people share together, which will later
be turned into a node. Once the questions have been answered, the user is presented with
the full tool and a preliminary version of their network of loss. An example of what
this looks like is seen in Figure 2: On the left-hand side, there is a hierarchical
interface akin to an ontology or file management system where users can add nodes to the
network and give them names, sizes, and colors. This hierarchical structure can be
manipulated, with nodes rearranged or deleted. On the right-hand side, we see the
results of this hierarchy: when the “generate” button is pressed, the network is
constructed and visualized for the user as a series of connected nodes which can then be
dragged around. If the user wanted to save their network to be used in a different
visualization software, that option is made available to them with the “export”
button.
The example shown in the Figure 2 is taken from prototyping the tool with colleagues and
friends who eat meat. They were prompted with the statement, “Today, I want to remove
meat from my life.” The networks developed by users in response included everything from
restaurants to holiday traditions. This use case resonated differently for different
people: for some the tool provided a visualization of just how much they would lose by
going vegetarian, while for others it enabled the construction of a thorough and
strategic plan for going meatless. In testing, people were asked to design networks that
touched upon deeply personal systems — such as removing a loved one from one’s life — or
systems that, while personally resonant, aren’t always easy to fully imagine — such as
removing the institution of policing from society. Even in these use cases, the tool
doesn’t make any assertion about whether loss is a good thing or a bad thing, nor does
it set parameters for what should or should not be included in the network. It simply
allows for these networks to be built and visualized. This is a decision that I made as
the administrator of these use cases: it would be entirely possible for the tool to be
used to ask the same questions, with different framing, in order to produce networks
that were critical of meat consumption or policing and posed questions to guide network
construction and interrogate people’s relationships to these systems. Such uses are
discussed more in the later section “Critical Design as Experiment.”
While “Loss” doesn’t take a stand on whether any given loss is good or bad, it is still
explicit about its pedagogical design and how the project is intended to be used. The
landing page text reads, “…there is no amount of ‘big data’ that can be visualized to
explain the very personal, individual experiences we have with systems and ideas. So
instead of using data visualizations for rigorous science, we’ll leverage these tools to
think through how we are implicated in systems.” The aforementioned guided tutorial
facilitates the “thinking through” that the landing page requests. The tutorial is not
an explanation of the tool itself but a line of questioning that is supposed to be
evocative of different forms of thinking. These questions ask users to think more deeply
about their engagement with systems and contingencies, and in this way, the website
continues to make clear the designer’s motivations for its creation and the worldview it
seeks to present. Should users skip the tutorial, the main tool still contains a
rotating series of prompts that reiterate systems-level thinking, with pointed questions
that provide pathways for expanding the network they’re creating to include things like
historical structures or emotions. There is also a brief explanation of the tool’s
features, but once again, users aren’t instructed to visualize certain topics or assume
certain political positions. All of this is done to intentionally be content-neutral:
the tool prepares them for how to think about any topic of their
choosing, not what to think about it.
On the technical side, the program’s functionality is fairly straightforward: users are
essentially adding, deleting, and rearranging HTML elements using the hierarchy. These
div — or content division — elements are comprised of two main components: their
location and their customization. Each div — which we can understand as a node in the
network — is placed within an HTML hierarchy, wrapped within other divs. A child div is
located inside of a parent div. The child div knows the name of its parent based on its
location, and this HTML information is converted into network data — the links between
nodes — using JavaScript. The parent div knows how many children it has, which is only
used to make sure users do not accidentally delete the entire graph. Each div also has
customizable features — name, size, and color — that make it unique. These features are
also translated into network data using JavaScript and used to style the nodes in the
graph. It might be helpful to imagine the computational logic as akin to a giant
matryoshka doll: each interior doll knows which doll it is inside, and each doll has
unique features. Each div knows which div it is inside, and each div has unique
features. Because the network is generated on the basis of unique names for divs, users
can enter the same name multiple times to give a div multiple connections. D3, a data
analysis library for JavaScript that can turn JavaScript data into charts and graphs, is
used to convert the network data produced by the collaborating HTML and JavaScript in
order to visualize the nodes.
[4]
Before moving to the theoretical reasons for the project’s design, I want to explain why
the tool’s UI and code are the way they are. First, the user interface was designed to
be simplistic and approachable, with only a few variables (size, color, name, and
position) that allowed for maximum creativity. In the design phase, there were other
ideas for how the UI could look: for example, it was considered that the tool could
begin with a monochrome screen, and as objects were removed (by being added to the
network), the color, too, would be removed. This prototype would have more closely
mirrored the actual process of loss, of things being taken away, but it wouldn’t have
produced network visualizations that are familiar and easily introduced into other
contexts. The design process included toying with other interfaces and features through
an iterative engagement (initial designs were shared with colleagues and friends for
feedback), but it ultimately settled on the one here for its ease of use, resemblance to
other network visualization software, and technical simplicity — some features, like
adding nodes via interaction with the generated network, were technically resource consumptive or
difficult to use.
It should be noted that the code itself is not well-optimized, nor does it leverage
advanced JavaScript libraries (aside from D3) to perform computations. There are a
number of reasons for this: First, the goal was to program something with few
dependences so that people with only an intermediate knowledge of the main web languages
would be able to read its code. Second, as a fairly lightweight application, there was
no need to optimize performance as ultimately, the code works. Finally, aspects of the
code that are repetitive or mathematically simple better articulate the theory behind
the code. For example, there are plenty of other ways to create a web app in which the
hierarchy which generates the network leverages math to build out the network, but in
this version, what happens computationally is what is envisioned theoretically: a parent
node is known to be a parent because it quite literally contains its child node. They
have a direct, computational relationship such that the computer “thinks” about the
relationship the way we think about the relationship. Moreover, the computer “thinks”
about the relationship the way network data represents those relationships, which is why
the user can export the graph to a network data format. There’s a one-to-one
relationship between computational representation, network theoretical representation,
and the actual network relationships being represented. Thus, this software privileges
simple, theoretically-driven computation to assist users in thinking through data, so
the theory driving its design is what I’ll discuss next.
Critical Design as Theory
The data visualizations that led to the creation of this project are largely rooted in
the theories of network analysis. Network analysis has enjoyed widespread adoption in
the social sciences as a way of structurally examining the relationships between
different entities [
Wasserman and Faust 1994, 4]. In contemporary uses of network
analysis, it can be employed to better understand patterns of viral spread, social
networks of support, or online networks of political actors
[5]. Beyond statistical and theoretical
implementations, network analysis has been translated into a robust form of data
visualization that — for all of its popular uses — remains less employed if only because
the data for network visualization is not always easy to attain and is rarely bundled
together with other data. Due to the diversity of network visualization’s applications,
it is at times difficult to know what precisely is being represented with a given
network. The “nodes” of the network are often straightforward — representing human
agents, organizations, or creatures — but the links between each of these nodes can
represent a variety of relationships. Some links are clearly defined: they might show
the transmission of diseases or check to see if two nodes are “friends” on a social
media platform. Other network visualizations strategies actively delineate the changing
definitions of links and nodes in the visualization, such as in the project “Anatomy of
an AI System” which sketches out the various international relationships required for
the production of an Amazon Echo [
Crawford and Joler 2018]. This non-computational
network visualization ambivalently defines the relationships between a variety of types
of nodes which range from actors such as “companies” to concepts such as “geological
processes.” These two drastically different approaches to network visualization — one
with very clearly defined sets of nodes and links, computationally generated, and one
with ambiguous categories of nodes and links, qualitatively designed — demonstrate the
potential for network visualizations to be used for projects that go beyond limited
datasets and ask us more broadly to interpret the relationships presented in
visualizations. Indeed, many visualizations fall somewhere in the middle, simply showing
“relationships” between nodes, a term which can take on a multiplicity of meanings.
While network theory and network analysis remain useful backdrops to network
visualization, they are intimately focused on
structure and
regularity, embracing an empiricism that might distinguish itself from the Amazon Echo
approach, which engages with networks in all of their shifting complexity. “Loss”
embraces this ambiguity of links, nodes, and networks to take a figurational sociology
approach to network visualization which recognizes that attempts at structured analysis
might fall short of capturing the complexities of networks by focusing on a more limited
notion of what belongs in the network. Figurational sociology, developed by Norbert
Elias, recognizes the risks of empiricism in representing complex human behaviors: In
response, the figurational approach criticizes the move towards social scientific essentialism that “…blurs the procedural character of social
phenomena by presupposing the existence of permanent structures subjacent to change”
[
Quintaneiro 2006, 55]. Adopting a perspective that recognizes historical contexts,
power, and the need for multi-level analysis, figurational sociology benefits from its
focus, “…on the understanding of the structures that mutually dependent human beings
establish, and the transformations they suffer, both individually and in groups, due to
the increase or reduction of their interdependencies and gradients of power” [
Quintaneiro 2006, 56]. Elias’s framework was mostly concerned with how to negotiate the
chasm between analysis of individuals as people subordinate to a large social system and
as the very agents who worked to construct those social systems, superordinate to their
forces. While it too has a penchant for structuralism, in modern applications,
figurational sociology wraps in a constellatory logic that attempts to capture a more
robust picture of systems by drawing out the idiosyncrasies of social dynamics that pure
structuralism would flaunt. This negotiation between structure and adaptation, between
individual experiences and social systems, between history and anachronism, makes
figurational sociology a more appealing approach. At its core, it is about the
configuration of individuals and structures as they collectively produce the social
world in dialogue rather than as one determines the other.
The language of figurational sociology is suited for network visualizations — often
referring to “webs,” “linkages,” “dependencies,” and “networks” — and a revival of
figurational sociology has come about in conversation with network analysis, which means
that there are visualizations that describe the relationships between actors in social
configurations [
Baur and Ernst 2011]. Adding to figurational sociology’s lexicon, it is
important to imagine both individual and social experiences and structures as being
“encounters,” “assemblages,” and “precarious” [
Tsing 2015]. Anthropologist Anna Tsing’s
wide-ranging work on the global networks of the
matsutake
mushroom trade develops in language what this project would aim to develop in
network visualizations, as she discusses “encounters” — sometimes fleeting but still
important — between unexpected actors, “assemblages” of perhaps apparently unrelated
systems and events, and the general precarity of the social world in a changing economy
and ecology. She, too, employs a constellatory logic that lets disparate subjects
converge to create something in their relationships to one another — in their
configurations.
The figurational approach, especially as it recognizes the strength of phenomenology,
tries to unpack these assemblages, encounters, and systems for what they are, revealing
their role in our daily lives and applying structure and systematic analysis where there
once was story, but Tsing’s work is evidence for how we tend to mask these analyses with
a deeply individual narrativization of complex systems. Reflexive critical design,
especially for a DH “that matters,” tasks designers with self-reflection not just
because reflexivity helps explain the analytical framing of their work, but also because
it elucidates the political procedures of their work — as evidenced by the ways that
authors have demonstrated their desire to alter social behavior or critique racist
technology. Certainly, this project’s procedures are grounded in assisting users to
unpack their tendency towards individual narratives and think in terms of configurations
and systems, networks of related and contingent subjects who might sometimes be
invisible to individuals. The theoretical framing of figurational sociology is employed
procedurally, in the design of the website, to accomplish a goal that has political
implications. Imagine that this tool was employed not in its currently content-neutral
format but instead in a format that asked users to imagine a world without policing,
Amazon, or sexism: what would we need to remove to take down these institutions,
corporations, and prejudices? A simple alteration of the website’s language, with a
little more background provided on each subject, can quickly turn “Loss” into an
explicitly political project. Indeed, the project was designed to be employed in such a
way, so this is no stretch of the imagination.
The procedures of a digital tool, especially when used to educate and allow users to
produce more content, thus become an ethical and pedagogical practice. Historian Joan
Wallach Scott characterizes ethical practices as those in which people strive to reduce
the gap between reality as it is and reality as it ought to be [
Scott 2019, 15–20]. “Loss”
asks people to imagine a world of social consequences and contingencies, thinking
through the responsibilities of an interconnected world in which the loss of something —
such as a person, institution, or idea — has effects that ripple out. In other words, it
aims to instill an ethical practice, asking users to think about the world
as it is and then how it
might or ought to
be following a change in its configuration. This is inherently pedagogical,
especially considering the way that the tutorial and guiding questions are framed. Not
all digital tools take a pedagogical or ethical approach: they present the world as it
is, or they experiment on people without revealing the purpose for the experimentation,
but in order to establish a DH that matters, we need to recognize that procedures, in
representing a worldview, can also represent an imaginary that is to be resolved with a
new way of thinking — one that the tools can hope to instill. If John Culkin’s summation
of Marshall McLuhan’s work is correct — “We shape our tools and thereafter they shape
us” [
Culkin 1967, 70] — then we need to recognize how these tools can be used to educate for
social change.
Critical Design as Experiment
In the current design of the website, a small “About” page invites users who have made
a network that they enjoy to submit it. One can imagine how a tool like this can be used
to produce data that can be recirculated and analyzed, recognizing the data for how it
was produced. If the tool was to be introduced in a classroom environment with a
specific prompt, such as “What does it take to remove policing from society?”, then
students could think through the various ways that policing is implicated in their
lives, and each student’s developed network would represent a valuable data point in a
larger narrative about policing. Computationally, the tool is simple enough to edit that
one could port it to their own website and alter the tutorial such that the tutorial
prompts become a research question: one could code the prompt to state “Today, I want to
remove social media from my life,” edit the follow-up questions, and distribute the
website to people as part of a research study on social media use. As experiment — and
perhaps as experimental pedagogy — “Loss” allows for the production of more data that
can be used to interrogate such questions across different topics. This speaks directly
to the fact that network data is often difficult to come by — but that is a
fundamentally different type of network data. The data used in large scale analysis
seeks statistical rigor through uniform structure. This data would reflect very
different types of networks that can be leveraged in different ways, analyzed
qualitatively in addition to quantitatively: why did people choose to include certain
items in their network, why were certain items connected, what do these connections
represent, has the use of this tool changed the way that they were thinking about a
given issue? Each of these questions becomes another entry point for data analysis when
examined through this lens.
This pathway might seem circuitous — arriving at qualitative data analysis through the
techniques of quantitative, “big data” approaches — and that’s because it is. Approaches
designed for large scale analysis can be applied to other settings, and the development
of these quantitative techniques can make qualitative analysis more robust. If a large
enough group of people use this tool to respond to the same prompt, then it is entirely
possible that that data could be collected and analyzed. Through data cleaning and
natural language processing techniques, the various individual networks could be
concatenated to make one larger network, and it would be possible to ask new questions:
what nodes appear across participants, what nodes receive the largest size, are nodes
consistently connected to the same central node across participants, and were most
participants thinking more about their own lives or about wider society? Of course, such
analysis needs perpetually to return to the data’s source and thus the theoretical
framework of the tool: it was a tool designed to produce data under a specific framing,
and so all data should be treated in relation to that framing. Here, a convergence of
research techniques seeks to break interdisciplinary boundaries: with qualitatively
generated data designed in such a way as to be able to be analyzed quantitatively, we
can further dismantle the distinction between these techniques and see the possibilities
for arguments that leverage multiple forms of analysis to demonstrate their claims.
Further, by anticipating “big data” through a qualitative design, this skirts the
ethical dilemmas that accompany “data-mining.” If data is to become more restricted to
protect privacy, then now is the time to start imagining alternative — perhaps more
traditionally experimental — ways to ethically source data. As an experiment, “Loss”
allows for the customizable generation of network data that can be employed in research
settings to produce quantitative and qualitative analyses that speak to one another.
Critical Design as Data
Finally, the reflexive, critical interrogation of the design of “Loss” allows for three
different types of data. First, “Loss” itself is data. As a freely available, publicly
hosted platform accessible on GitHub and with annotated code, researchers who are
reviewing network visualization strategies can do critical readings of the code that
comprises “Loss.” In the same way that mathematicians have scrutinized digital tools to
see how they run statistical analyses or computer scientists have critiqued different
programs to see which ones most effectively complete a given task, DH researchers can
critically compare the code of a program like “Loss” to see how it posits and
procedurally argues for a social theory [
Burdick et al. 2012, 53]. Comparative critical
coding is not only valuable to researchers seeking to understand the social
ramifications of code, but it can assist designers in producing better coded tools. And
analysis of “Loss” as a digital tool doesn’t have to be confined to its code: a vital
component of software is its other aesthetics, such as data visualization’s visual
repertoires, which work in tandem with procedural arguments to facilitate argumentation
through multiple rhetorical vectors [
Burdick et al. 2012, 42–43].
Second, this paper is in itself a datapoint in a larger conversation about network
analysis and another conversation about the use of digital tools for ethical and
pedagogical practices. Most network analysis tools are developed from purely
mathematical perspectives, and theory is then applied to the results of that math by
outside researchers who had no hand in shaping how the tool functions. This paper is
different in that the data — “Loss” itself — comes from a theoretical interpretation of
what networks mean. As a case study in the design of digital tools, this is something of
an auto-ethnographic understanding of how it is that I, as a designer of network
software, translated my social theories into a tool designed for network analysis. This
is different from saying that this is a theory paper: this is a design paper, a design
document the likes of which are rarely circulated because most digital tools are not
developed under specific, self-critical theoretical frameworks. Perhaps it is reductive
to call this “data,” but in the under-utilized world of critical design, researchers are
often looking for interlocutors whose work they can examine for its handling of biases
and latent assumptions [
Bardzell and Bardzell 2013]. Quite literally, the process of
design becomes data for investigation.
Finally, “Loss” offers one way of employing data visualization techniques to grapple
with the questions of loss, removal, and figurational thinking. It is a specific
strategy for both analyzing and communicating people’s experiences of loss and removal,
but it is certainly one of many ways to procedurally address systems. The website
recognizes this, writing, “We are increasingly able to recognize systems for what they
are, but they remain difficult to capture in their entirety. Moreover, each person
experiences these systems differently. This is an open question: how would you think
through loss and removal? How would you visualize it, communicate it to others?” It then
gives users the space to express their strategies for visualizing loss, though this
information is not collected, merely used as a primer for the tool to come. Under the
framework of experimental critical design, one could imagine asking participants to
design an online tool that imagines loss — while I was building this tool, people who I
shared my prototypes with had their own ideas for how one could go about visualizing and
playing with the concept of removal. The divergent perspectives on how to procedurally
represent loss are a final way in which critical design can constitute data; the process
of design, opened up to many interlocutors, becomes a way of getting at people’s social
theories of the world.
It’s important to reiterate that under the “critical design as data” perspective, it is
the design itself that is data: the design of “Loss,” the design-document and theory
behind “Loss,” and the ways that “Loss” could be leveraged to access other people’s
design ideas, which then become data. In recognizing that designs are social theories,
we can use “designs” to access theoretical dialogues — among designers or any group of
people. This is inherently sociological: by using the design frameworks offered by
digital humanities, researchers can obtain data about people’s understanding of the
social world.
Conclusion
This paper has precariously moved across an assortment of disciplines, leveraging
theory, methods, and designs from anthropology, sociology, digital humanities, science
and technology studies, history, and data science to evaluate a tool designed with no
definitive disciplinary home. One could imagine going to the website and posing the
question, “What would it take to remove critical design from academia?” The resulting
network would likely reveal the disciplinary anxieties that the turn to the digital has
allowed to foment. As digital tools become ubiquitous across fields of study, it is not
the job of the DH researcher or the sociologist or the computer scientist alone to
critically examine the tools that they use and produce (though they should), but it is
the job of the entire academic community to have a critical eye for the social
ramifications of technology that is found in classrooms, corporations, and people’s
personal devices.
“Loss” is an articulation of how a sociological theory can be implemented in a digital
tool. The joint resources of digital humanities’ emphasis on design and the social
science’s emphasis on theoretical frameworks allowed for a self-critical examination of
how “Loss” attempts to implement its social theory through procedural argumentation. And
as a tool for experimentation, “Loss” could be leveraged to produce new data that would
challenge the theory presented in its original design. Critical design allows for a
deeper interrogation of the theories that structure our digital designs, the data they
produce, and how both the designs and their theories become data for investigation as we
strive to develop better tools — in viewing “Loss” through this lens, its design must
become defensible so as to justify the arguments it procedurally makes and the data it
procedurally produces. Where this paper diverges from other perspectives is in its
leveraging of digital humanities design ideas — like procedural rhetoric — to approach
sociological questions. As a sociologist, I’ve often compared the work of interviewing
and content analysis to the work of a critical close-reader — in each case, the
sociologist extracts social meaning by examining the rhetorical strategies of language
or visualization found in interview transcripts or online posts. Now, it is the same —
social meaning is extracted from a close-reading of procedure and procedural rhetoric to
understand how social understandings are systematized.
While there are prominent examples of digital tools that are designed with a critical
reflexivity, standard practice in the digital humanities, as well as data science and
the social sciences, is to employ tools that go uninterrogated. Further, DH has stayed
closer to “critique” than to design, typically employing tools designed for other fields
or general use. This has limited how DH is able to be productive: both how it is able to
produce theoretically-rigorous, content-specific tools and how it is able to produce its
own data for investigation. “Loss” is certainly not pathbreaking in its design nor its
theory, but it is a proposition for both DH and sociology, a proposition for
productively designing tools that are made to generate data not available elsewhere,
data that springs from a robust design intentions.
Corporate tools face the scrutiny of the market to establish themselves, but academia
is not gifted with a talent for creating viral, widely-used digital platforms. Tools are
used for hyper-specific purposes, they become obsolete or unsupported, or they’re
designed without a strong enough team from different fields. For a DH that matters,
academia must recognize the necessity of interdisciplinary collaboration as opposed to
market competition, the collective power of designing socially-empowering and productive
digital tools. And academia shouldn’t forget its place in education: As the digital
divide in businesses and schools grow, DH can more concretely position itself as public
discipline engaged in digital pedagogy and committed to digital literacy that can
overcome the tendency of technology to further segregate people based on class, race,
and education [
Henderson 2011]. DH can seek a mutually-beneficial relationship with the
public: designing tools for public use that can be leveraged by researchers to collect
ethical and unique data while also remaining engaging and educative, tools that people
would enjoy using and might even find useful and instructive.
Design as a whole needs to rethink its approaches to data, ethics, and education. If
digital tools are reshaping society, we need to be critical in our design of tools. If
data is the new oil, then we shouldn’t become the new oil barons, chasing data at any
cost. This is not to limit the work of researchers but to suggest that there are
productive affordances of digital design that can open up new methods and strategies for
analyzing and producing data while effecting social change.
Works Cited
Bail 2021 Bail, C. Breaking the Social Media Prism: How to Make Our Platforms Less Polarizing. Princeton University Press (2021).
Bardzell and Bardzell 2013 Bardzell, J. and Bardzell, S. “What Is ‘Critical’ About
Critical Design?”, in Proceedings of The SIGCHI Conference on Human Factors in Computing Systems,
Pp. 3297–3306 (2013).
Baur and Ernst 2011 Baur, N. And Ernst, S. “Towards A Process-Oriented Methodology: Modern Social Science Research Methods and Norbert Elias’s Figurational Sociology”, The
Sociological Review, 59, Pp. 117–139 (2011).
Berry and Fagerford 2017 Berry, D.M. And Fagerjord, A. Digital Humanities: Knowledge
And Critique In A Digital Age. John Wiley & Sons (2017).
Bogost 2007 Bogost, I. Persuasive Games. Cambridge, MA: MIT Press (2007).
Bostock, Heer, and Ogievetsky 2019 Bostock, M., Heer, J. And Ogievetsky, V. “D3. Js”,
Data Driven Documents, 3(5) (2019).
Burdick et al. 2012 Burdick, A. et al. Digital_Humanities. MIT Press (2012).
CCT 2020 Coalition for Critical Technology. “Abolish The #Techtoprisonpipeline.” Medium (2020).
Cheney-Lippold 2017 Cheney-Lippold, J. We Are Data. New York University Press.
Crawford and Joler 2018 Crawford, K. and Joler, V. 2018. “Anatomy of an AI System: The Amazon Echo as an Anatomical Map Of Human Labor, Data and Planetary Resources,” AI Now Institute And Share Lab (2018).
Crawford and Paglen 2019 Crawford, Kate and Trevor Paglen. “Excavating AI: The
Politics of Training Sets for Machine Learning.” The AI Now Institute,
NYU (2019).
Culkin 1967 Culkin, J.M. “A Schoolman’s Guide To Marshall McLuhan.” Saturday Review, Incorporated (1967).
Ferguson 2016 Ferguson, A.G. “Policing Predictive Policing”, Wash. UL Rev., 94, P.
1109 (2016).
Gee 2003 Gee, J.P., 2003. “What Video Games Have to Teach Us About Learning and Literacy.” Computers in Entertainment (CIE), 1(1), Pp.20-20 (2003).
Gilliam, Hill, and Jagoda 2016 Gilliam, M., Hill, B. And Jagoda, P. “Hexacago Health Academy (HHA): An Innovative Game-Based Science And Health Curriculum Intervention For
Underrepresented Youth”, Journal Of Adolescent Health, 58(2), P. S43 (2016).
Gold and Klein 2016 Gold, M.K. And Klein, L.F. Debates in the Digital Humanities 2016.
U Of Minnesota Press (2016).
Gold and Klein 2019 Gold, M.K. And Klein, L.F. Debates in
the Digital Humanities 2019. U Of Minnesota Press (2019).
Gottlieb and Dyer 2020 Gottlieb, M. And Dyer, S. “Information and Disinformation:
Social Media in the COVID-19 Crisis”, Academic Emergency Medicine, 27(7), Pp. 640–641 (2020).
Henderson 2011 Henderson, R. “Classroom pedagogies, digital literacies and the home-school digital divide.” International Journal of Pedagogies and Learning, 6(2), 152-161 (2011).
Jagoda 2017 Jagoda, P. “Critique and Critical Making.” PMLA, 132(2), Pp.356-363 (2017).
Jagoda 2020 Jagoda, P. Experimental Games: Critique, Play, and Design in the Age of Gamification. University Of Chicago Press (2020).
Kaelber and Bates 2007 Kaelber, D.C. and Bates, D.W. “Health Information Exchange and Patient Safety.” Journal Of Biomedical Informatics, 40(6), Pp.S40-S45 (2007).
Luke and Harris 2007 Luke, D.A. And Harris, J.K. “Network Analysis in Public Health: History, Methods, and Applications”, Annu. Rev. Public Health, 28, Pp. 69–93 (2007).
McGonigal 2011 McGonigal, J. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin (2011).
McKinney and Urban Ministries of Durham 2011 Spent. McKinney
and Urban Ministries of Durham, playspent.org (2011).
Moravec, Minas, and Dennis 2018 Moravec, P., Minas, R. And Dennis, A.R. “Fake News on Social Media: People Believe What They Want to Believe When It Makes No Sense at All”,
Kelley School Of Business Research Paper [Preprint], (18–87) (2018).
Münster et al. 2017 Münster, S. et al. “How to Involve Inhabitants in Urban Design
Planning by Using Digital Tools? An Overview on a State of the Art, Key Challenges and Promising
Approaches”, Procedia Computer Science, 112, Pp. 2391–2405 (2017).
Nick Cave and the Bad Seeds 2019 Nick Cave and the Bad Seeds. “Ghosteen Speaks” From Ghosteeen, Bad Seed Ltd (2019).
Noble 2018 Noble, S.U. Algorithms Of Oppression: How Search Engines Reinforce Racism. NYU Press (2018).
O’Connor and Weatherall 2019 O’Connor, C. And Weatherall, J.O. The Misinformation Age: How False Beliefs Spread. Yale University Press (2019).
O’Neil 2016 O’Neil, C. Weapons of Math Destruction: How Big Data Increases Inequality
and Threatens Democracy. Crown (2016).
Provost and Fawcett 2013 Provost, F. And Fawcett, T. “Data Science and Its
Relationship to Big Data And Data-Driven Decision Making”, Big Data, 1(1), Pp. 51–59 (2013).
Quintaneiro 2006 Quintaneiro, T. “The Concept of Figuration or Configuration in
Norbert Elias’ Sociological Theory”, Teoria & Sociedade, 2(SE), Pp. 0–0 (2006).
Ratto 2011 Ratto, M. “Critical Making: Conceptual and Material Studies in Technology
and Social Life.” The Information Society, 27(4), 252-260 (2011).
Robinson and Whittaker 2020 Robinson, N. and Whittaker, J., 2020. “Playing For Hate? Extremism, Terrorism, and Videogames.” Studies in Conflict & Terrorism, Pp.1-36 (2020).
Roussos and Dovidio 2016 Roussos, G. and Dovidio, F. “Playing Below the Poverty Line: Investigating an Online Game as a Way to Reduce Prejudice Toward the Poor.”
Cyberpsychology: Journal of Psychosocial Research On Cyberspace 10.2 (2016).
Rudin et al. 2014 Rudin, R.S. et al. “Usage and Effect of Health Information Exchange:
A Systematic Review.” Annals of Internal Medicine, 161(11), Pp.803-811 (2014).
Schrier 2016 Schrier, K. Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change. JHU Press (2016).
Scott 2019 Scott, J.W. Knowledge, Power, And Academic Freedom. Columbia University Press (2019).
Seaver 2017 Seaver, N. “Algorithms as Culture: Some Tactics for the Ethnography of Algorithmic Systems”, Big Data & Society, 4(2), P. 2053951717738104 (2017).
Smith et al. 2016 Smith, C. E. R. et al. “Use of an Online Game to Evaluate Health
Professions Students Attitudes Toward People in Poverty.” American Journal of Pharmaceutical
Education 80.8 (2016).
Stobiecka 2020 Stobiecka, M. “Archaeological Heritage In The Age Of Digital
Colonialism”, Archaeological Dialogues, 27(2), Pp. 113–125 (2020).
Tsing 2015 Tsing, A.L. The Mushroom at the End Of The World: On the Possibility of
Life in Capitalist Ruins. Princeton University Press (2015).
Uscinski 2018 Uscinski, J.E. Conspiracy Theories and The People Who Believe Them.
Oxford University Press, USA (2018).
Wasserman and Faust 1994 Wasserman, S., Faust, K., Social Network Analysis: Methods
and Applications (1994).
Weber 2017 Weber, M. Methodology of Social Sciences. Routledge (2017).
Wernimont and Flanders 2010 Wernimont, J. and Flanders, J. “Feminism in the Age of
Digital Archives: The Women Writers Project”, Tulsa Studies in Women’s Literature, 29(2), Pp.
425–435 (2010).
Ågerfalk,, Conboy, and Myers 2020 Ågerfalk, P.J., Conboy, K. And Myers, M.D.
“Information Systems in the Age of Pandemics: COVID-19 and Beyond.” Taylor & Francis (2020).