To appear in Floyd, C.; G. Kelkar; C. Kramarae; C. Limpangog & S. Klein-Franke (eds) (forthcoming 2002): Feminist Challenges in the Information Age , Verlag Leske + Budrich, Germany

To appear in:

Floyd, C.; Kelkar, G., Kramarae, C.; Limpangog, C.; & Klein-Franke, S. (eds) (forthcoming 2002): Feminist Challenges in the Information Age, Verlag Leske + Budrich, Germany

 

 .. AND HERE IS SOMETHING FOR THE LADIES …                    


Bringing Gender Issues to Technology Design
oOOn Gender Aand Design oOf Technology

 

Tone Bratteteig

Department of Informatics, University of Oslo

tel.: +47 2285 2427

fax: +47 2285 2401

tone@ifi.uio.no

 

Abstract

This article discusses gender issues in design of information technology: are there gender issues, and what could they be? It is relatively easy to apply a gender perspective on to the result of design: the artefact. Artefacts are designed to communicate with gender stereotypes in contemporary society (including stereotypes of work). Applying gender perspectives on to artefacts is not very different from other kinds of social analysis of use activities or artefacts in context. Applying a gender perspective on to the design process is more difficult. Some aspects of design can, however, benefit from such analysis: the ideas and visions that guide the design process comes from someone —that who has gender. I do not claim that femalewomen software designers always design different software than from their male colleagues. However, the design process will benefit from having different sets of experiences as a basis for ideas and visions.

 

1. Background: Issues in Technology Design

Design of technology is often presented and conceived as a mysterious process. Most people conceive technology as a black box: it works or it doesn’t—its inner workings remain unknown for all except the technicians. As a computer scientist I am trained in building technology and for me technology is not a black box..  I find it important to use my knowledge to reveal the inner workings of black boxes: the invisibility and inaccessibility of how technology works makes it difficult to question and criticise the problem definitions and basic assumptions underlying technical solutions. This article aims to point to ways to open up technology to enable a more open discussion of its role in human activity and society. Technology is not neutral: it is designed by someone, for someone. I find it particularly interesting to discuss the bias in technological solutions in relation to global and cultural heterogeneity. I specifically address gender aspects in the design of information technology (it). , however, As some of the readers of this article may not be technically skilled,  I will illustrate my points with everyday technologies.  even if my main objective is to discuss information technology. However, I also want to draw attention to the fact that the everyday technology is technology even if women seldom recognisze their washing machines, stoves, or cars as technology (cf.cf Mörtberg 1997).

The notion of design means to give form and meaning to some material: to create an artefact, as well as making plans and specifications for the production of the artefact (cf.cf, e.g.eg, (Cross et al 1997)). The concept of design is used to speak about the process of creating an artefact and about the artefact itself: the result or product of the design process. Literature about design often emphasiszes either process or product: I want to include both in my discussion. Discussions about gender and design normally address the product side only: the artefacts or the use of artefacts. I also want to discuss gender aspects of the design process.

The paper is organiszed as follows: this first section introduces some concepts for speaking about design as process and product. The next section briefly discusses some gender aspects of (the use of) artefacts. The following two sections address gender aspects of the design process, in a general way and with a particular focus on technology as design material, respectively. The last section concludes the paper.

Design as Pproduct: tThe Aartefact

[I noticed that the format in the first 6 lines is different from the rest of the article]We are surrounded by artefacts designed with the aim to support human activitiesyy (or rather the designers’ vision of the human activitiesyy). I find it useful to characterizse artefacts by their:

·        function: their usefulness (or toolness) with respect to human activity,

·        meaning: their symbolic value within a particular culture and society, and

·        communication: how function and meaning is are presented in form and structure.

We understand how a concrete, material artefact is part of human activities by analyzsing its function and meaning. The function of an artefact is related to the activities it is designed to be used in, they the activities carry with them an intention of what those objects will do and how they will be perceived and used. (Winograd 1996: p. xv). Their functions and the way thesey are communicated are often referred to as affordances of the artefact (cf Norman 1989 :[page? []): the reading of the an artefact (how to use it) should be easy for all—within the culture of a particular target group. For accidental users who are not members of the target group, the cultural codes may not communicate the functionality well: even if most technology aims to enable human beings and reduce disabilities by extending our muscular or memory powers, some artefacts contribute to further disablinge some social groups more.

The meaning of the an artefact can be found if we interpret its form (or its very existence) as a sign within a particular culture. In Western societies consumers choose between a range of very similar products that do approximately the same thing, but give different cultural signals. The reason for choosing one brand for rather than another has more to do with the cultural meaning of the artefact than of with its functionality.

Neither the function nor the meaning of an artefact can be understood outside of the use context. Use happens as purposeful activity: in work, learning, everyday life, and the artefact contributes to—and receives—function and meaning from bythrough [can I use through instead? I don’t think by catches what I want to say] being made part of human activity. And the human activity takes place in a larger context, in a group, an organiszation, a society/culture, and as part of societal change and technology development. Social science analyseanalyzses of technology would include use

in at various societal levels: individual, group, organisationorganization, society / culture; and with various analytical perspectives: power (decisions), meaning (symbolic communication), activities (usefulness), change processes (use over time), etc.  A feminist perspective on (computer-based) artefacts would address many of the same dimensions and levels.  ,

with various analytical perspectives: power (decisions), meaning (symbolic communication), activities (usefulness), change processes (use over time), etc.

  A feminist perspective on (computer-based) artefacts would address many of the same dimensions and levels.

Design as creative Pprocess: Aa cCreative pProcess

Design can be seen as a process that works with the relation between ideas and materials (cf Bratteteig, forthcoming 2002 [not a quote]:[page?]). Design work is carried out by someone: a designer who has an idea and knows the material. Design work is carried out in a context: in a group, organiszation, society/culture, as part of global and local technology development. Both the design process and the design product are influenced by the situation and context.

The process of creating an artefact includes a series of stages on the road from an idea to a finished artefact. A common view is that design processes involve the making of visions, sketches, and specifications,: seen as levels of abstraction and detail worked on in parallel during the design process (cf Bratteteig & Stolterman 1997[not a quote]:[page?])—the vision may need re-vision [intended pun?: re-vision? Yes J]after some sketching work, the specification may need some extra sketching. The vision that guides the design is created by the individual designers involved in the process, on the basis of their knowledge and skills in design and of their professional and cultural values and ideas. Visions are created when ideas and materials is are set to meet (Bratteteig forthcoming2002). Visioning is a situated activity to a large extent determined by what the designers know about design materials and future use situations. Sketching aims to make visions more concrete; sketches are used as tools for thinking as well as for communication n(cf Henderson 1999[not a quote]:[page?]).

Design processes are decision processes. Decisions in design concern the resources for the design process and the design result. Visions of system usage—the new way of doing things, the change—are constructed in negotiations between people with various roles, responsibilities, and power, between people from different organiszations, i.e.ie, design and use organizsations. Existing power structures are normally strengthened in a new system (cf Wajkman 1991[not a quote]:[page?]). Design is a work process that can be analyszed in the same way as other social processes, as referring to various societal levels (individual, group, organisationorganization, society) and analytical perspectives (power, meaning, activities, change processes, etc.).

In this article I focus on the design process because it [that?] [if this is not good English I would rather prefer something like: because I want to discuss the material etc]makes it possible to question the material results of the design process;, the technical artefact as such. I want to open up the black box for the non-technical readers. In order to do this, I need to discuss the materiality [material nature? No, I will keep the word materiality as it resembles words like textuality…I don’t think that is an English word, even if you can form it, I don’t think you ought to (what does it mean, anyway?If you must keep it, can you put it in inverted commas, please!] of the process and product. I do this by discussing software as a design material. As a design material, software is characteriszed as a symbolic representations of parts of the world, and only technically skilled people are able to envision the model that the symbols refer to. Numbers in the bank's computer symboliszes money in [or out of!] my bank account. The symbolic representation is materializsed in a running computer, and the representation becomes a part of the world—it is really a difference that makes a difference (to use Bateson s famous phrase1972: [page]). We can shop with the money we have in the bank by using our credit cards—I may never see or touch a single cent of thisese money as coins or notesbills, I just get calculations performed on the numbers that represent my bank account.

Software is different from other symbolic representations (e.g.eg, architects' drawings) by being the basis for program executions (processes in a machine): the architect makes drawings that the carpenter realizses in wood, stone, brick, glass, metal, but in information systems both the drawings and the realizsations are the same kind of symbolic representations. Computers are machines, and this fact implies that the artefact is not finished before until the program(s) can can [hasve been executed seems to be suggested by the second part of the sentence, i.e.ie until the end-product of the execution of the program is there]be executed;,. Before the program is executable it before until theis only [?] exists as static textual and graphical representationss of the program execution in the machine exists (i.e.ie, as representations of representations). Interpreting the representations means envisioning the running program execution, and requires knowledge about system description languages (including programming languages) and computers (that make program descriptions become automatic processes) (cf Bratteteig forthcoming2002[not a quote]:[page?]).

2. Do Artefacts hHave Gender?

Seemingly objective and factual things like metro railroad tracks, road tunnel sizes, or medical diagnostic categories can be interpreted as expressions of politics, power structures, cultural attitudes—and therefore not neutral at all (Bowker & Star 1999; cf Star 1991; Suchman 1994). By deciding that the tracks gauge of the Paris metro should be narrower than that of the surrounding railroad system, a union of the two systems were was prevented (cf Latour 1996). The decision to make a tunnel too small for public transport materializsed a political decision of to disableing public transport—and thus the people who relying in thaton it—on those roads (cf Winner 1985). Diagnostic categories change through time and space but are often presented as context-free and general (cf Bowker & Star 1999). Bowker & Star (19Bowker & Star (1999) use theillustrate with the—still presenttopical—discussions about the definition of life (when does life start—is it at the moment of conception, is it when a child is baptized and given a name?) to illustrate this.: when does life start—is it in the moment of conception, is it when a child is baptised and given a name?

In the following sections I argue that artefacts are not neutral, and that applying a feminist perspective would make help us understand this better.

Use in activities

Use is a relation between a human being—situated within a context, usually some activity—and an artefact (Bratteteig forthcoming2002). The relation is personal, but the personal is shaped by—and shapes—the environment: the group or community of people in of which the person is part. People behave with reference to socioal-cultural roles and economic-political reasons while using artefacts. Seen as a relations between a human being and an artefact, use activities can be discussed in a number of ways: in informatics the two most well best known are Human-Computer Interaction (hci) and Participatory Design (pd). Basically, hci looks at interface design in product development and thus focusses on general aspects of human beings (their bodies), while pd addresses the development of an information system within an organisationorganizational context, and emphasiszes the user as a worker.

A different perspective is found in social theories on human action in a context, where the context at the same time delimits and enables human action. One of these is Actor-Network Theory (Callon 1986; see Latour 1987; 1996), where human beings and artefacts mutually influence each other and are seen together in heterogeneous networks of human and non-human actants..” Non-human actants (like rules, procedures, technologies) have particular interests inscribed. [?].

if we are interested in technical objects ... we have to go back and forth continually between the designer and the user, between the designer’s projected user and the real user, between the world inscribed in the object and the world described by its displacement. For it is in this incessant variation that we obtain access to the crucial relationships: the user’s reaction that give body to the designers project, and the way in which the user’s real environment is in part specified by the introduction of a new piece of equipment. (Akrich 1992: pp. 208-209)

To move between the technical and the social,,” and the inside and the outside helps us see that the relation between human actants (users) and non-human actants (artefacts) is mutually constituting: it is in the use situation that use is enacted. It helps us de-scribe their [whose: the artefacts's? yes] meaning in use (cf Akrich 1992). The relation between actants influences—and is influenced by—the surrounding network.

Use can be understood and analyseanalyzed in a number of ways. An example from my Norwegian everyday experience is that a bag of flour comes in 1 or 2 ½ kilogramss, a bag of cement in 50 kilogramss. The flour bag looks clean and white; the cement bag does not have to seem clean in the same way. The bags are designed to fit different use contexts, different activities and use environments: the kitchen at home, where we make bread and cakes for our familiesy, or a building site where the cement can be used to build a wall or a fireplace. A similar discussion can be made comparing a kitchen mixer and a drill. A feminist perspective on product wrappings refers to assumptions about who are involved in which activities, i.e.ie, to the segregation of the work life (cf., Wajkman 1991; Cockburn & Ormrod 1994; Waldén 1994).

Use of computers does not normally not refer this openly to the gendered division of labour. However, when the use situation is seen in a larger, political and cultural context, gender can play a significant role in understanding the reasons for designing an artefact in a particular way. A well-known example is the introduction of the QWERTY keyboard to graphical [?] work when typesetting replaced lead with electronic [mechanical typewriters also had the QUERTY keyboard] equipment (cf Cockburn 1985). The typesetting keyboard was replaced by a typewriter-oriented keyboard: the QWERTY keyboard, hence favouring female, unorganised, cheap labour instead of the graphical workers, which who were male, unionised, and skilled craftsmen. [I think the keyboard layout, which is different in different countries (languages), is something to do with the relative frequency of the letters in the respective languages: the most frequent are in the middle, to be struck with the strongest and most mobile fingers (index fingers), and vice versa, which is of no great importance any longer with the computer keyboards but was of great significance with mechanical typewriters, which you really had to strike hard to get a result; this is surely the same for men and women.] [I know that the QUERTY is designed for mechanical typewriters and maybe should be redesigned as we all use electronic keyboards. But here my point was different: I refer to Cockburn’s analysis of  the development of equipment for graphical work where she argue that there were economic arguments for replacing the traditional lead typesetting keyboard instead of making it the standard keyboard for electronic typesetting. The distribution and division of labour seen over time can very well be analysed with a gender perspective]

 

Cultural Meaning

The meaning of an artefact relates to its symbolic value within a particular culture: the meaning of an artefact is always interpreted within a culture and thus has to speak the language of the culture in an easily recognizsable way. In order to speak to women, artefacts must communicate with through symbols related to the contemporary cultural identity of women. The neat and white bags of flour and the white and clean kitchen mixers both refer to clean kitchens and kitchen activities [Have you noticed how you can hardly find any white kitchen equipment any more, at least not of the more expensive makes? (At least in Germany and in England) ― yes and the trend in Norway where men are invited into the kitchen with steel equipment …]. The pink and the black & steel razors are made for the same kind of activity but designed with different appearances to referring to gender stereotypes. Product wrappings are often designed with reference to cultural stereotypes and images of their target groups (which by this get reconstituted).

Cultural identity is a key to understanding how we design our environment by choosing among artefacts (cf Silverstone & Haddon 1996). We prefer the artefact that fits with or signals how we see or want to see ourselves—or rather want to be seen by others! In the same way language is used to signal social belonging to both insiders and outsiders (c.f., professional languages and socio-lects). We design our identity. Artefacts visually signal social and cultural values: the Le Corbussier’s chair LC4 is not just a beautiful and comfortable chair,; it is also a cultural signal.

The famous kitchen equipment designer & and manufacturer Alessi speaks talks about his vision to of makinge beautiful products for the home that everybody could afford: he brings poetry to the kitchen”..” It is the aspects of art and poetry of an artefact that makes us prefer one product to another: when deciding to buy a car, its horsepower or safety program or costs plays a role—but its form, its colours, the feeling, or the trust in the brand are just as important (especially when most cars have quite similar characteristics).

Artefacts are cultural expressions that contribute to defining gender. Pink has become the symbol for girls—and every time we use pink in order to speak to girls, we strengthen this meaning of pink. When artefacts are made for a large market, clichés are used to reach as many as possible of the target group. This obviously reinforces cultural stereotypes.

Gendered Design?

Design is an individual process but carried out in the context of a group in an organisationorganization—it is a social process as well. Design processes are influenced both by the individual designers and by the design group and group process. Design processes are also influenced by external factors such as external agendas, goals, time limits, available people, resources, and power games outside beyond of the control of the group.

Designers do have gender—but is gender an issue in software design? Some femalewomen systems development researchers claim that women make different choices in design and take on different roles in systems development processes than from many of their male colleagues (cf Thoresen 1989; Bødker & Greenbaum 1989). Do female systems developers think more on about the solution as a whole solution than on about technical details? Do they show more responsibility for finishing the a project on time? Some of these characteristics fit very well with gender stereotypes (always having an overview, tidying up and being responsible) and I think it may very well be that many femalewomen developers have developed such skills as part of being female citizens. Taking such roles at work may be a way of combining being female and a professional systems developer (Mörtberg 1997). I have myself been part of a research project where we made a deliberate decision to make come up with a simple and down-to-earth technical solution and experienced our choice as conflicting with computing culture, which emphasizes sing novel and fancy technology (cf Bjerknes & Bratteteig 1988a; 1988b). The experience also demonstrated that technical expertise can be challenged just as much by working to implement user requirements made by users who do not feel committed to think about how to realisze the solution, and do not let well- known or easy design possibilities guide their needs (Bjerknes & Bratteteig 1987b).*

I find it more useful to discuss if whether gender influences the work processes in the design process. I argue that it is possible to apply a gender perspective in design because designers have gender, their experiences in life has gender aspects to themit, and they act as part of a gendered society.

Visions and Ideas

Design is oriented towards use: design it is based on a vision about of how the artefact will be used (cf., e.g., (Schön 1987; Winograd 1996)). The functionality of the artefact is designed with respect to a set of tasks and, consequently, assumptions of about the needs of a user performing these tasks—both as imagined by the designer(s). In order to make the artefact useful, the designer takes care to communicate the functionality in ways that are easy to understand for the intended user group. Intentions of use are built into the artefact: some use activities are encouraged, while some are made difficult or impossible. Most information systems include procedures that do not exactly fit every user’s work perfectly, thus many users have to include system work-arounds as part of their everyday work routines (Gasser 1986).

Some information systems are based on visions about the work-and-use activity that are very far from the users’ experience of their everyday activities. A number of sStudies of the introduction of groupware hasve concluded that groupware which is based on the idea that people like to share information with other people in an organization by making all documents available to all people, do not work in organizations where there are good reasons for not sharing all information—e.g.eg, individual career patterns (Orlikowski 1992). In a global network of biology researchers, Ph.D. students who were conducting lab tests as a part of their Ph.D.. did not want to make the results available to the project network before their theseis wasere published—or else the basis for their Ph.D. might disappear (Star & Ruhleder 1994). They did not use the system as intended.

VDesign visions are both a product of the ideas that we have—from our lived livesfe, from our usage the use we make of artefacts—and the knowledge about the material that we gain through education and work, theory and practice, and as users of artefacts. The ideas we have are based on our experiences—to a certain extent we reproduce existing artefacts and existing routines. It is very difficult to not make technology that does not mimic current technology―see for example the way many computer systems mimic paper technology (Yates 1989). A simple example to illustrate this point is sewing machines: designing a needle with its hole in the end and not rather than in the head made a revolutionized for the sewing machines as they stopped mimicking sewing by hand and started utilizsing what machines can do (cf Waldén 1994).

In aAn experiment that engaged software designers to build educational software for boys, girls, and students, respectively, showed that gender stereotypes in designers’ and programmers’ minds madke them design different software for the three categories: boys, girls, and students (cf Huff & Cooper 1987). Interestingly, the design for boys and students were very similar, while the design for the girls category used girlish activities as a basis (dolls and the like). The visions about usage guides the design all the way through.

Design Context

The context of design usually sets limits as to what can be made. Limited resources: (time and people), isare the most obvious way to of controlling the design process. In addition, more subtle ways of power can be exercised in the decision process: control of the agenda, the problem definition and the range of possible solutions (cf Bachrach & Baratz 1962; March & Olsen 1976; Wajkman 1991). In modern software development, which includes Internet and intranet solutions, time is very limited. When time is too limited, the designer to a greater extent needs to reuse earlier solutions to a greater extent, adjusting them just enough to appear tailored to the current customer (cf Greenbaum & Stuedahl 2000).

In a larger context, technical solutions are not necessarily decided upon by technical arguments. Abbate (1994) analyseanalyzes the process leading that led to TCP/IP becoming the standard Internet protocol instead of the competing X.25. Her telling of the complex process shows that technical arguments were used to legitimate political and social positions. Development of software products aimed at a mass market is decided upon by market analyseanalyzes  analyses of possible potential users’ needs. Development of software tailored to a particular organisationorganization differs by the fact that the designers can get to know their users and even collaborate with them and discuss their needs for computer support (Bjerknes & Bratteteig 1987a). Also iIn theise cases there will also be limits to what can be made, and these limitations that may influence what the users experience and present as their needs. [I find this sentence too complicated – can you make it simpler?]

A feminist perspective on the design context aims to identify actors and their interests, their resources and strategies for exercising power with gender as a particular focus on gender. It will therefore be relevant to discuss the lack of women in computing: do women design differently? Do female decision makers decide differently? Whether or not women behave differently—and for whatever reasons—is perhaps less interesting than the fact that many women are not included in these processes. The lack of balance and privilege, the different possibilities opportunities [?] for access to technological resources in society, the injustice of not including women, makes a basis for making an argument based on justice an argument for changing the current state of affairs based on fairness and principles of equal rightsencouraging changinges in the present situation [?](cf Verne 2000; Robertson et al 2001).

4. Software as Aa Design Material

How far into the material of design it is it useful to apply a gender perspective?

I start with a set of examples that I find particularly interesting: games and web sites designed for girls and boys. We can easily interpret the very pink web pages of Barbie dolls.[1].  The Barbie web pages also include games for girls where they can design clothes for their Barbie doll or dress her up in different costumes (but not at all as innovative as girls’ play with real dolls can be!). An appealing introduction to the Internet for girls—or does this just contribute to reinforcing gender stereotypes (cf Bratteteig & Verne 1997)? A different approach has been used by Brenda Laurel in making the game site Purple Moon[2] for girls aged between 12 and 15. Laurel and her colleagues interviewed 2000 girls about games and hobbies before they designed Purple Moon (Laurel 2001). The idea of Purple Moon is different: a young girl (Rockett) comes to a new school, and the game is about her introduction and interaction with the her social environment. As tools you get to read other girls’ diaries or listen to their secrets, to assist Rockett in handling difficult social difficult situations. The game awards utiliszing and practising social and emotional competencies rather than training manual dexterity skills like speed and precision, it is about understanding human beings and choosing making choices in ambiguous situations rather than killing dragons or monsters. Purple Moon utilizses game and Internet technology to offer a game to girls about things they are interested in, and in ways that they are interested in doing them in a more profound way than dressing pink Barbie dolls. The things girls do also constitutes what girls do: what girls should do and should be interested in, and encourage seeing girls as a homogeneous target group. Nevertheless, I think Purple Moon realizses a new genre of games, and through this makes gender valid as an analytical perspective of games. Games as such are not altered by introducing a gender dimension.

Technology as Material

Software can be characterizsed as symbolic representations of parts of the world (cf.e.g.eg, money in the bank) that become part of the world (cf.e.g.eg, we shop with the money we have stored in the bank by using our credit cards). Software is different from other symbolic representations (like e.g.eg, architects' drawings) by being executable programs: processes in a machine—computers are machines. This also impliesy that the artefact, the product, is not finished until the programs can be executed—before that, only static, textual and graphical representations of the process in the machine can be represented. A “Ccorrect interpretation of the representations thus requires knowledge about computers and system description languages (among them programming languages) (Bratteteig 2002forthcoming).

A program is a prescription, [description/set of commands?no, keep prescription but you may do it like pre-scription if this is better], a structure, of a generalized process in a computer system. To build structures in computers (data structures, program structures, programs) includes abstracting and simplifying. The common way to abstract in computing is aimed at to constructing patterns that cover more than one instance of a phenomenon: general patterns.―wWe want to make computer programs for more than once instance of a process, and we want to automate routine processes. We simplify in order to find, or create properties common to several processes or properties that vary in predictable, limited ways.

The basic process of building computer systems is abstraction. We abstract from details and concrete materials, and construct levels of abstraction and detail as a way of handling complexity. The command print hides the inner workings of the computer, it hides the complexity of making the computer actually send the text and format information of a document to a printer and get it printed. The act of systems design is the creation and manipulation of abstractions.” (Dourish & Button 1998:PAGE p. 414). Abstractions are means to manage complexity and act as black boxes. . Abstractions can be used to hide complexity and to work with different levels of detail and complexity.

But not even abstractions are neutral: there are always different ways of representing what you have in mind (Dijkstra 1978). Choosingces between the ways are partly can be due to personal likings preferences (e.g.eg, do you prefer computational speed or minimal code) or due to external requirements (e.g.eg, particular hardware or environmental constraints: speed or minimal code can be a constraint and not subject to personal likingpreference)—or due to (limited) knowledge. Design is decisions—all the way down to the program code:

A study survey study of computer science students revealed that there are different ways to of thinking about computer programs: the abstract, mathematical way that emphasizes sing the abstract logic, or a very concrete way, envisioning the program execution (Turkle & Papert 1990). According to the students, only the first way of thinking wasere  accepted in their environment, thus the students originally thinking in the concrete way, had to learn how to explain their programs in the acceptable, abstract way.  Turkle and Papert [where? In the same article] The authors claim that most of the concrete thinkersing  among the students were femalewomen. I find the study interesting not because of the claim that one sex thinks differently about computer programs than the other (which I find hard to believe), but rather that the study because it demonstrates that there are different ways to understand computers but thatyet the established culture only allows one of them. Not accepting heterogeneous ways of knowing may encourage an impression of neutrality and thus make it very difficult to articulate and accept differences.

Design of Software

Software design means making abstract models that have an internal logic, and that relates to activities in the real world in a formal, specified way. Real world activities are both starting  and end point of the abstract model. Modelling thus departs from some real world problems, and modelling is about finding ways to identify and formally describe the relevant aspects so that the wanted desired routines are automated. The notion of   ''relevant is worthwhile discussing because the relevance is decided upon [defined?ok with me] with respect to a particular definition of problems. In object-oriented modelling, the basic idea is to decide on which objects to include, which characteristics are relevant and what procedures the objects should carry out. The model is supposed to 1) portray all important and relevant characteristics of some part of the world, and 2) to be a basis for constructing a computer system whoseich  internal logic is without errors and works in a predictable, controllable way. This double aim may not be easy to achieve, as the two goals may have different priorities and different logics (Gregory 2000): the logic of the real world, the work, may differ from the logic of the computer. Formal systems development methodologies tend to encourage extending the logic of the computer as a perspective on the real world: describing the world in concepts that makes easy facilitate the kind of abstractions needed to build a computer makes systems analysis easier but does not ensure that the logic of the world is taken into consideration.

Models are described in ways that supports communication between people performing different parts of systems development: systems analysts`` communicates with systems designers,, interface designers, programmers, usability people etc. Systems description languages at all levels (i.e.ie, programming, overall design etc.) are made for communication between people about the production of the artefact, and represent different levels of abstraction in the making of the system.

5. Gender Aspects in Technology Design

Concluding the discussion, I would claim that: yes, there are interesting insights to be gained from looking for gender in design of technology. Easiest to see—and do—and best documented are gender perspectives on the communicative or presentation aspects of design of artefacts: the wrapping of artefacts to fit with gender stereotypes in society. I include here stereotypes in society that make some artefacts designed to be used by women and some by men. Applying gender perspectives onto artefacts—design products—is not very different from other kinds of social analysis of use activities or artefacts in context.

A more difficult task is to apply gender perspectives toon the design process. Some aspects of design benefit from such an analysis: 1) the idea that guides the design process: the idea comes from somebody: a designer, an employer, a customer. The idea is the basis for comes develops [?]into a vision of the artefact in use—and 2) the vision is made by someone: the vision guides the design by suggesting the roles of the artefact in some activity, how the artefact can be shaped to fit the envisioned situation, how the design material (be it software or clay) can be pushed so that the needs of the user isare better taken care of. Software design is about 3) making formal representations of parts of the world: even if (!) the internal logic of the representation is gender- neutral, the act of representing, of choosing what to describe and how, expresses a particular understanding of the world—held by someone. The "someone"—the designer or designers—should always be analyseanalyzed with respect to gender; gender may be significant in characterizsing how we understand and envision the world.

I do not by this claim that femalewomen software designers necessarily design different software than from their male colleagues. This might may be the case. But it might is also possible be that the professional culture sometimes overrules other cultural characteristics such as gender. I do not want femalewomen computer scientists not to be given responsibility for being a different kind of computer scientists. I claim that the design process itself would benefit from having different sets of experiences as baseis for ideas and visions. (e.g.eg, as user representatives or reference groups (Bratteteig & Stolterman 1997))—and that they should be present in design as references and discussants.

In a gendered society, gender would be a significant characteristic of how we experience and act in the world. Gender aspects of technology are particularly visible when we study the relations between design and use (cf.,see, e.g.eg,  (Haraway 1991)). Design of gendered technology reinforces the a gendered culture, which is again the basis for designing gendered technology. Bringing gender issues to design may contribute to a more open attitude within technical cultures towards different ways of thinking about computers and software (Bratteteig & Verne 1997), as well as towards different evaluation criteria for what makes a system successful.

Acknowledgements

[Different format in this text]For many years I have had the great pleasure of discussing many of the issues in the article with Guri Verne, Christina Mörtberg, Judith Gregory, and Joan Greenbaum. All have contributed to the arguments presented here: thank you! I also want to thank Heidi Schelhowe and Mona Dahms ion the ifu[3] faculty staff and the editors for helpful comments.

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The number of references has been reduced from 46 (I agree that this is too much), but I cannot do 15: This article is based on arguments from about four different disciplines and I need to refer to some literature in each to be seen as reliable in each of them. I have cut down as many as possible while preserving the reliability of my arguments.

Please put the remaining references in line with publishers’ requirements (see attachment to e-mail and the examples I have done). Please supply missing information.

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Henderson, K. (1999): On Line and On Paper MIT Press, Cambridge

Huff, C.W. & Cooper, J. (1987): Sex Bias in Educational Software: The Effect of Designers’ Stereotypes on the Software They Design, Journal of Applied Social Psychology, 17:6, pp. 519-532

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Star, S. Leigh.(1991): Power, technology and the phenomenology of conventions: on being allergic to onions, Law, J. (ed.) A Sociology of Monsters: Essays on Power, Technology and Domination, Sociological Review Monograph 38, Routledge

Star, S.Leigh. & Ruhleder, Karen. (1994): Steps Towards an Ecology of Infrastructure: Complex Problems in Design and Access for Large-Scale Collaborative Systems, in Proceedings of the CSCW'94, ACM, pp. 253-264

Suchman, Lucy.A. (1994): Do Categories Have Politics? The Language/Action Perspective Reconsidered, Computer Supported Cooperative Work: The Journal of Collaborative Computing, vol. 2 no 3, pp. 177-190

Thoresen, Kari. (1989): Systems development—Alternative design strategies, in Tijdens et al. (eds): Women, Work and Computerization: Forming New Alliances (Proceedings of IFIP TC 9.1 International Conference, Amsterdam 27-29 April 1988), pp. 123-130

Turkle, Sherry. & Papert, Seymour. (1990): Epistemological Pluralism: Styles and Voices within the Computer Culture, Sign, Autumn 1990

Verne, G. (2000): Affirmative action strategies: Equal rights or more?, talk: ITTDG workshop Oslo, October 27-29 2000 on Citizenship and identity in emerging Information Societies, ITTDG (Information Technology, Transnational Democracy and Gender)  http://www.luth.se/depts/arb/genus_tekn/ITTDG.htm

Wajkman, J. (1991): Feminism confronts technology Polity Press, Cambridge UK

Waldén, L. (1994): “Those living sewing machines …” or Is Male to Female as Technology to Humanism, pp. 32-42 in Gunnarson, E. & Trojer, Lena. (eds): Feminist Voices on Gender, Technology and Ethics, Centre of Women’s Studies, Luleå University of Technology, Sweden

Winner, L. (1985): Do Artifacts Have Politics?, in MacKenzie, D. & Wajkman, J. (eds): The Social Shaping of Technology, Milton Keynes

Winograd, Terry. (ed.) (1996): Bringing Design to Software, Addison-Wesley

Yates, J. (1989): Control through Communication, The John Hopkins University Press, Baltimore



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[3] ifu: International Women's University, here: ifu's Project Area Information