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Chapter 11
Explaining Artefact Evolution
David Kirsh
Introduction: interpreting an artefacts
cognitive life
Chapter 11
Chapter 11
Figure 11.1. The speciation of chisels both within and across cultures in some ways resembles the speciation of beetles.
Both come in a variety of sizes, with differences in appearance and comparative advantage. Both honour the principle
that there be enough distance between species. All share a family resemblance.
it ought to be at helping users perform their tasks.
If true, archaeologists can use cultural prevalence to
help solve their simultaneous problem of inferring the
tasks, activities and practices of user groups. Popularity will be an indicator of optimality, thus making it
possible to break into the hermeneutic (ecological)
circle involved in interpretation.
It is not hard to see how an adaptationist
approach would work in practice. Every time archaeo
logists unearth an artefact they ask what tasks would
this be well designed for?, What practices might have
emerged to put this artefact to good use?. These questions cannot be asked in isolation of the record because
artefacts evolve from previous artefacts, in the context
of other artefacts, specific users and cultural practices,
including production techniques for making artefacts.
But presumably the evolutionary problem for artefacts is no different than it is for organisms that also
must reproduce in a pre-existing ecology. The niche
for an organism is the biological ecology it is part of,
and evolution has driven a sequence of incremental
improvements, speciation and hybridization, generation after generation. The niche for an artefact is the
socio-technical ecology of tasks, users, practices and
other artefacts it interacts with.
My inquiry is structured as follows. In Part B
I elaborate the nature of optimality arguments prevalent in modern ethology, using optimal-foraging theory
as an example. I then adapt that model to the artefactual
world and show how we might explain the evolution of
an artefact. I use as my case study a modern commodity,
televisions, but the theoretical account is representative
of the general adaptationist view applied to artefacts
more generally.
Table 11.1. The costs and benefits of different behaviours bi for the
Costa Rican chameleon. By meticulously observing the environment
the chameleon inhabits, ecologists build up a chart of the probability of
predation during different behaviours, the average metabolic costs of
different behaviours, the nutritional value of different bugs and so on. It
is then possible to model different behavioural strategies consisting of a
weighting of behaviours wibi to determine an optimal weight set where
the difference between expected benefits B and expected costs C
is maximal.
Optimal-foraging theory applied to the chameleon
i Behaviour/task Benefit
Cost
1 Foraging and
Food (metabolic
Predation (medium),
eating
value)
Metabolic (high)
2 Searching
Change in food
Predation (medium),
probability
Metabolic (high)
3 Sleeping
Regeneration
Predation (low),
Metabolic (low)
4 Running from
Lower probability Predation (very high),
predators
of predation
Metabolic (very high)
5 ThermoLower body
More sluggish
regulation
temperature
Determine weights (w1, w2, ... wn) to maximize
/w b = B - C .
i
i=1
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Table 11.2. In order to make a rational purchase consumers are assumed to evaluate the goodness of each
possible purchase by assigning a value to each of their value dimensions, weighting the importance of
each, and then computing the sum. For a given price they should always choose the television that has the
highest weighted value that is, the longest Euclidean distance from the origin. According to classical
economic theory their decision concerning how much to spend on an arbitrary good depends on what else
they could do with their money. Rational economic agents will spend their next dollar on whatever yields
the highest utility for that dollar. This is reflected in the overall value of a television at a given price.
Major value dimensions for television
i
Value dimension
Price
Size
Picture quality
Appearance/look/feel
Ease of use
Range of features
Brand appeal
Number of buttons
Weighting
n
i=1
Value
wi vi = overall_value
How might such an analysis of televisions proceed? The major determinants of consumer choice,
along with price, picture quality and appearance,
are interactive features such as turning the television
on and off, changing channels and changing volume
(see Table 11.3). These factors affect the experience of
watching television, which we assume is the ultimate
source of value. Other costs and determinants of
experience, such as those associated with discovering
the time and channel of programs, or with controlling
audio-video elements such as muting, or colour intensity, can be treated as being of secondary importance.
Improvements that reduce the costs of these activities,
or which increase the benefits, should, accordingly,
translate into modest preferences for one model over
another. This is an idealization. Marketing and advertising can often manipulate consumer perceptions
of ease of use, and desirability, leading consumers
to choose televisions that are in fact less easy to use
or ones which deliver a less-desirable experience on
objective grounds than others present in the marketplace. But we shall bracket these concerns right now as
further cases of short-term perturbations, and in any
case, marketing would not be a factor driving preferences for artefacts in ancient civilizations.
To evaluate the ecology of televisions and television use in a quantitative way, an expert must put a
price on the experiences a user has when performing
the tasks listed in Table 11.3 (as well as other drivers
of experience such as picture quality). To determine
these values in a scientific manner requires going to
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Table 11.3. The major tasks involved in watching television and their cognitive and pragmatic costs. The goal of good design is to lower costs.
The more frequently a task is performed, the more it should be weighted when determining the overall value of a design. Here we see how adding
features such as picture in picture, and remote control, has an impact on cost structure. As with costbenefit models in optimal foraging, an expert or
archaeologist may determine the product that is best for users, and so should be most popular.
The major television tasks
Task
Cost pre-remote
On/Off
Change channels
Change volume
Surfing
- Bi-channel
- Multi-channel
Distance to TV
Distance to TV
Distance to TV
o Distance to TV
o Cost of occluding TV
o Discomfort of not sitting
Multi-watch
Click
Click
Click
o Click to other channel
o Recall of original channel
o Constant checking for end of
advertisement
Cost of sitting in front of TV (see above) Cost of clicking and recalling
the homes of television users and measuring environmental conditions, user goals and the frequency
of different behaviours.
The methodology for studying a televisions
adaptiveness is the same as that used to study a
chameleons. How far is the television from where
viewers sit? How fast can the average viewer move?
How many channels are there? How often do viewers
change channels? How often do they mute the sound,
change volume, and turn the television on and off?
The greater the physical distance, or slower the viewer,
or the more channels the viewer watches, the greater
the average cost of channel changing.
Unless things are terribly skewed the objective
of design should be to lower the cost of one or more
of these component activities in watching television.
This motivation for invention and improvement has
been well studied (see for instance, Petrovski 1992).
The more frequently a component activity or task
is performed, the more important it is to lower the
cost of that activity. Competing designs can then
be evaluated by how much they lower the sum of
weighted costs.
For example, a designer might consider moving
the couch closer to the television to lower the time
and effort of reaching the television, or add random
access to the channel dial in order to save having
to twist the dial through dozens of channels. Since
a design change must be effective in different settings, the solution must be one that works given the
variety of watching distances, viewer speeds, viewer
lethargy, and so on. On this basis, moving a couch is
not a good solution. It is too specific, and a feature
of the environment that is not reliably under the
control of the designer. A more universal and clearly
better solution is to provide a hand-sized controller
that allows a viewer to manage the television from
anywhere in the room. This clearly improves the
costbenefit profile across a variety of environments.
Figure 11.2. We can represent the cost structure of an activity space in a few
ways. The summary view, shown here, displays each task that a user might
want to perform on or with a television as a separate dimension. In principle
there could be n dimensions or tasks. Different televisions can then be plotted
in this n-dimensional space according to the cost of performing each task with
that television; that is, each television is represented by an n-dimensional cost
vector. To determine the cost of performing a task with a specific television,
however, it is necessary to derive the cost from a collection of dimensions, not
explicitly represented here, such as the speed accuracy for the task, the error-cost
vs frequency table, learnability and so on (see Fig. 11.3). Each of these taskevaluation dimensions must be assigned a relative weight and then projected
onto a single number, which represents a measure of the overall cost of that
television for that one task. This value must then be further weighted to reflect
how important that task is to a given user. The best overall television is the one
with the best cost given its weighted costs on all tasks.
V1 V2 V3 V4
Variance
Better
Time
Great Design
Acceptable
Time
Good Design
Average Design
Time
Unacceptable
Disastrous
Env 1
Env 2
Acceptable
Acceptable
Error
Acceptable
Time
Expertise
Probability of error
0
Acceptable
Variance
Complexity of Routines
1
Faster
recovery
Acceptable
Error
Acceptable
Recovery Time
V1
Error
No remote
Probability of error
Remote
Variance of Routine
Acceptable Time
Frequency
Cost
Time
Time to Learn
Figure 11.3. Several scales are useful in determining the cost structure of an activity. 1) Generic speed-accuracy curves.
2) Variance in output is the hallmark of quality control and shows us how reliable an artefact is. Viewed as a bulls eye
target the goal of an artefact is to reduce the size of errors to the point of being negligible. When this happens users may
still err but the consequences are trifling. 3) How long does it take a user to recover once they have made an error? This
is a key measure that is rarely considered in determining the costs of use. 4) Speed accuracy vs routine complexity: how
fast routines of different complexity can be performed (these are speed-accuracy curves). They show us in some sense how
effective an artefact is at facilitating a task. Only certain artefacts enable users to perform complex tasks fast enough to
be usable for them. 5) Learning curves tell us how easy it is to master a device. The most effective tools in the world may
be unusable for most people because they are too hard to learn. 6) Error frequency vs cost is complementary to variance
curves but also includes an explicit estimate of cost. Variance might be plotted in terms of seriousness of errors but it
does not tell us how bad it is if we commit those errors. An otherwise perfect car that blows up every once in a while is
not acceptable.
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Figure 11.6. There are two senses to artefact ecologies. In (a) and (b) we see the first type: collections of accessories or
related artefacts that can be used with a given artefact. In (a) we see accessories for a microwave that allow cooks to
brown, crisp, and poach all techniques not typically done in a microwave. In (b) we see a modern airplane cockpit
with its complement of dials, displays and control elements. For any given task a set of artefacts will be relied on. To
ask whether a given member of an artefact ecology is, in some sense optimal, we must know its place in its ecology. Add
more accessories or dials and this may change.
Figure 11.7. In (a) we see a turn-of-the-twentieth-century Welsh range with its many doors and compartments. Cooks
could rely on these different compartments to be at different temperatures. Many of our modern recipes rely on setting
an oven to a specific temperature. This could be simulated in an expensive range such as this. But most kitchens did not
contain such extravagantly expensive ranges. Moreover the temperature in most compartments was much lower than we
normally cook at today. Accordingly, recipes called for slow cooking. In (b) we see a Kamado oven, similar to the original
Japanese design 3000 years ago. Kamados are excellent for slow cooking BBQ style. In (c) Indian tandoors are shown.
They too are used to roast meat, though at a much faster rate than Kamados or ranges. Recipes and ovens co-evolved.
understood without understanding the stove-top, the
pans, the grill or the variety of related tools a spatula
might be used with? And how can the functions of
a larger device, such as a microwave be understood
unless it is known whether the user community is
university students living in dormitories or cooking
enthusiasts working in near-professional kitchens?
Every artefact occupies a place in an ecology of
artefacts. The niche of one artefact is defined in part
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French
e
Tim
American
Energy
Design Elements
Early Microwave
Designs
Figure 11.8. Consumers in France and USA seem to prefer different interfaces for their microwaves. French models
have far fewer buttons, relying instead on analogue-style dials in place of digital number pads. American models
strongly bias number pads and add as many as ten more buttons for specialized cooking, such as defrosting poultry or
fish, heating beverages or baking a potato. Since all microwave cooking ultimately depends on setting only the power
level and duration, the two systems are functionally equivalent (roughly speaking), though they set these parameters in
different ways. Why are there these cultural differences in preference? Do the French and American users have different
design sensibilities?
one community is not successful in another. If both
communities use their artefacts to perform the same
tasks why do they prefer different designs? According
to the optimality hypothesis the goodness of a design
is an objective matter. Prima facie, what is good in one
community ought to be good in the other; and what
is preferred in one ought to be preferred in the other.
The same design should dominate in both cultures.
Because this is empirically false, and there are clear
cultural differences in design values, more must be
at play in artefact choice than the objective notions of
efficiency and effectiveness. Perhaps factors that are
more subjective, such as style or aesthetics, also play
a central role in choice.
In Figure 11.8 the design landscape of a microwave is shown graphically to emphasize how microwave designs in Europe and the USA have evolved
differently. Although American-style microwaves are
found in the European market and European-style
microwaves are sold in the American market the central tendency of design found in the two populations
of microwaves is quite different. If this is not the consequence of different practices, needs, or uses then the
two communities must either be optimizing along more
dimensions than function alone or microwave design
is a counter example to the principle of optimization.
In evolutionary theory there are several mechanisms for explaining why sub-populations might
society may evolve with its own traditions and its own
sense of what is good. In drift the society slowly moves
toward the opinions of a few; in the founders effect,
a splinter group with idiosyncratic and authoritarian
views prevails leading to artefacts being valued for
reasons other than their task optimality.
Drift and founders bias are mechanisms that lose
their power as a population increases or if new blood
enters the population. This ought to hold for artefacts
as well. When there are more people to invent and
choose artefacts, people who may buck tradition, there
is a greater chance of artefact variation, and greater
chance for consumers to choose designs based on
their effectiveness. The power of diversity and choice
should lead to change and the best winning out. In the
long run, a large population ought to generate enough
candidates and non-affiliated consumers that opinion
cliques or an authoritarian tradition would be eventually overwhelmed and the design that comes out on
top should be the best. If there remains a cultural bias
in large, enduring populations its explanation must
lie elsewhere.
The prime candidate for cultural bias in large
mixed populations is the selection mechanism itself,
which by its nature is a local maximizing process. In
classical evolutionary theory only small mutations or
changes tend to take (Fisher 1930). Although major
design revisions might lead to significant performance
improvements, these usually require the design to be
modified or fine-tuned so that it works effectively with
the pre-existing ecology of other artefacts, practices
and supporting elements. Until that point organisms
based on the status quo design are more likely to be
successful despite the long run potential of the new
design, assuming it were successfully integrated and
fine-tuned. Consequently, there is a bias for small, lowrisk improvements. Artefacts will evolve along design
lineages based on incremental change. This explains
why two populations might evolve along different
lines if they began with different seed designs. These
seeds might have been comparably effective at their
outset but have different effectiveness horizons. The
lesser design would be incrementally changed until it
reached a limit point where only a change in its basic
principle could take it higher.
This effect is well known. Status quo designs will
often continue to proliferate despite innovations available that would outperform them. Innovative design
languor despite their longer-term potential because
these benefits would emerge only after appropriate
changes had been made in the supporting ecology.
Accordingly, anyone who tries producing an innovative design faces an initial period where production
costs are not recouped. Without the capacity to take a
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loss, however, the innovation will die and the population will be forced to accept worse products. If culture
is a local optimizer the new artefact will never live long
enough to be fine-tuned and fully integrated into surrounding practices and production methods.
Do cultures actually get trapped in local minima
in this way? Do designs follow something akin to an
evolutionary path that locks them in?
Paul David (2000) and Scott Page (2006) in their
discussions of path dependence have offered a convincing explanation of why artefacts get trapped in
sub-optimal designs. In discussing why QWERTY
keyboards continue to dominate the keyboard market
despite their being provably sub-optimal from an efficiency standpoint, Page offered the following:
those associated with fine-tuning, if they expect longterm gains to more than compensate them for their
short-term losses. Someone who passionately believes
that he has a better-designed sword may decide to continue making his new design despite his loss of income
in the short run, as long as he remains confident that
people will eventually discover the potential of his
new technology. Natural selection is incapable of this
sort of investment. Hence more innovative artefacts
may hang around long enough to be tinkered with
until consumers recognize their intrinsic effectiveness.
Second, intelligent design is more powerful than
the blind watchmaker (Dawkins 1986). As mentioned,
designers can tinker with an invention in their workshop until it is better designed than the competition.
Fine-tuning can be done offline in the case of artefacts
but not in biological creatures. And because inventors can choose features from other designs that have
already been proven to work well, invention is not
a random process and need not be incremental. The
result again is that major innovations can break on the
scene in a ready to be accepted manner. The designer
paid an offline cost for fine-tuning and refinement.
Both of these arguments suggest that human
design can proceed at a faster pace than biological
design. Human designers can create interesting variation in design faster and with less immediate reward
than biological processes. But consumers are assumed
to come around in the end. The arguments from path
dependence, learning inertia and incomplete and
unstable preference all challenge this last assumption.
There are institutional and psychological reasons why
members of a population may have entrenched biases.
Indeed, the hallmark of culture, it has been said, is
that it causes sub-optimal choice (Bednar & Page
2007). Because there are many ways for a design to be
sub-optimal there is little reason to suppose different
cultures will converge on the same designs.
These arguments are, to my mind, hard to overcome. Because optimality means there are no technologically accessible artefacts that are functionally more
effective given a set of tasks, workflows, skills and
ecological contexts, then any successful innovations
lurking in a culture prove that the status quo artefact
is not optimal. At best a culture needs time to reach
a new equilibrium where innovative products dominate. At worst the inherently conservative forces of
preference and institutional entrenchment will keep a
culture from reliably adopting the best innovations.
I think these arguments establish that we cannot
assume the artefacts present in a culture are optimally designed for the functions they were meant to
serve. All these arguments point to one conclusion:
preference is history dependent and to understand
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Another challenge comes from the interdependence of artefacts. Rarely do we use an artefact in
isolation. Artefacts have their own mini ecology. Pots
and pans are used on stoves or fires, and their users
count on having spatulas, bowls, plates, knives and
cutting surfaces, running water and so on. No artefact
is good or bad by itself as the supporting elements of
an artefact ecology can compensate for the limitations
of any one artefact in isolation. The result is that it is
hard, if not impossible, to build a cost structure for a
single artefact.
These objections, taken as a whole, threaten the
very idea of seeing artefact evolution as an optimizing or near-optimizing process. I argued against most
of these objections being insurmountable if adaptation is seen as a semi-optimization process. But even
then solutions are hard to reach and uncertain. And
moreover, in many cultures there are institutional and
psychological reasons why the users of artefacts do not
quickly gravitate to the best artefacts. Functionality,
it turns out, is only one of many attributes driving
rational choice.
Even if the hard problems of holism, culture,
rapid change, extension of preference to non-functional attributes and other concerns were resolvable
there remains limits on the applicability of an optimization methodology. It does not apply to cultures
where innovation is sparse. When there are too few
artisans creating new artefacts, or when there are
too few users clamouring for improvement there is
not enough diversity or selective force to ensure that
artefacts are well designed. The tools and objects that
predominate will be worse than a culture is capable
of producing. This outcome more or less rules out
using an optimization approach on small, technologically quiet cultures a disappointing outcome.
Evidently, there are profound limitations on the usefulness of optimization as a methodological directive
in anthropology.
A second theme, implicit throughout, is that
things have a certain cognitive life because they mediate how people engage their environment. Without
artefacts most of the tasks we perform, and most of
the tasks earlier peoples performed, could not exist.
Artefacts partially constitute human tasks. They shape
how humans encounter the world. Without a flute or
a musical instrument there would be no instrumental
music or instrumental practices. Musicians and their
audiences would be denied a major form of musical
experience and activity. Life would be cognitively
less rich.
By itself, this does not establish that artefacts
have a cognitive life. First, life implies that the living
thing tries to maintain itself. Artefacts are not inde-
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Acknowledgements
Many thanks to Russell Stebbings and the University
Museum of Zoology Cambridge (U.M.Z.C.) for permission
to photograph their insect collection (Fig. 11.1) and Mackays
in Cambridge, UK for permission to photograph the chisels
(Fig. 11.1) and hammers (Fig. 11.4). Our gratitude to Richard
Johnson of Kamado for allowing the author to reproduce
Figure 11.7b from their website (www.kamado.com). Thanks
also to John Weiss International for the photographs of
ophthalmic surgical instruments (Fig. 11.5) and stock.xchng
for the images of the airplane cockpit (Fig. 11.6b) and the
European-style microwave oven (Fig. 11.8).
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