Concluding remarks

We have, in this paper, highlighted the varying degrees to which IS/IT artifacts can be ‘designed’ and how these artifacts can be viewed as occupying a space along a continuum that exists between artificial, completely designed artifacts, and more natural, organic entities, which may yet also be partly designable.

Table 1: The mutability of IS/IT artifacts and the nature of change

Type of mutability

Nature of change

Changes in the IS structure/schema

Changes in the IS state

Nilpotent systems

No change.

Returns to the single rest (idle) state.

Homeostasis

No change.

Maintains the state within speci­fied limits.

Autopoiesis

Limited change.

Maintains its own organisational state.

Situated action

Possible change in IS structure/schema (e.g. new learned response).

Changes state to correspond to the context (situation) and responds depending on the context.

Learning

Structural and functional change, with gaining of new knowledge.

New states by accumulating new knowledge in the knowledge base.

Evolution

Competitive selection among new designs.

Competition between potential successive states.

Emergence

Emergent structure and functionality because of parallel, interdependent design decisions that shape the IS schema without any a priori design.

Emergent states as new data, knowledge and/or activity occur.

Redesign

Structural and functional change in the IS model, as determined by the external designer.

Dependent on changes to the schema

We introduced the term semizoa to refer to these organic-type IS/IT artifacts, which exhibit the property of mutability to some degree; that is they grow, change or are changed, and exhibit adaptive behaviour to some degree. The properties of mutability that IS/IT artifacts possess are identified as being a consequence of the essence of their nature, which is that of computer systems and living beings. Varying types of mutability have been explored, drawing on work in a number of disparate areas, including systems theory, systems dynamics, complexity theory, sociology, and IS/IT design theories. The mechanisms for providing for mutability examined included nilpotence, homeostasis, situated action, autopoiesis, learning, evolution, emergence and re-design. Our exploration shows that many meta­phors used in connection with IS/IT artifacts are bor­rowed from the study of living creatures. The dimensions of mutability are not mutually exclusive, and a single semizoic artifact could exhibit a number of these characteristics.

Implications of the paper

Our paper has significance in that, despite recent attention having been paid to the artifactual nature of IS and IT, the term ‘artifact’ has been used with little reflection and without differentiating among various types of artifacts. That is, there has been relatively little attention paid to the ontology of IS/IT artifacts. Our paper provides a unifying perspective on ideas that have originated in quite different paradigms, but can be recognised in different forms across many fields. The perspective that brings all these ideas together is the recognition that they all deal with different aspects of change, or mutability, which is a distinguishing characteristic of systems, living creatures and semizoic IS/IT artifacts, and all have parallels in ideas for design of IS/IT.

The paper has further significance in the implications for design theorising for semizoic artifacts. Our analysis suggests that:

  • An IS artifact should not be regarded as a static goal that is the end product of a search process. Our many examples show the mutability of these artifacts. Designers should consider establishing the basis for a design trajectory, rather than aiming at a completely designed finished artifact. The partially-designed nature of some semizoa, for example those that exhibit emergence, means that the final form and behaviour of the artifact can not be specified in advance. The challenge is to find design principles that allow ‘desirable’ forms and behaviours to develop.

  • Some of the characteristics of semizoa can be explicitly specified as design meta-requirements: for example, the ability to acquire new information (learning) or the requirement for systems to be easily modifiable, or extensible. The discussion in this paper shows some of the kernel theories that can inform designing for these requirements.

  • Other characteristics of semizoa, while they may not be explicitly thought of as first-order, primary design goals, can help a semizoic artifact accomplish a first-order goal. For example, in the case of a trading agent in a stock market, the main goal is to maximise gains from trading. Considering how living organisms cope in situations of extreme complexity suggests that situated action concepts can help design an effective agent (AI researchers have been using these same concepts successfully in robotics).

  • Designers should note that some of the dimensions of mutability may be mutually antagonistic. For example, the maintenance of self-stabilisation, or an autopoietic condition, is opposed to a condition where a semizoan is open to externally-originated modification or change, which could destroy or irrevocably alter its essential nature.

  • IS designers and IS design theories should explicitly reflect on the dimensions of mutability that have been considered when they specify their theories, both for system structure and for system states. In this way what the theory encompasses is specified more fully, and stronger and more practical theory should ultimately result.

  • The range in forms of mutability provides a fertile source of ideas, a ‘menu’, for new designs and new design theories.

Many of the ideas in this paper are not new. A number of existing approaches recognise that information systems are dynamic and can exhibit emergent behaviour (eg. Orlikowski and Gash, 1994). This prior work, however, tends to stop at the stage of analysing and describing some aspects of the behaviour of these systems: it does not go on to show how designers can explicitly confront and manage mutability through a variety of means, as we have tried to do here.

Further research: semizoa as actors

The above analysis is the first attempt to analyse information systems and information technology as semizoic artifacts. Obviously it can be deepened in many details. One aspect, not addressed in this paper is that semizoic IS/IT artifacts have the potential to modify, transform, or constrain their sur­rounding environment. They can also be thought of as actors that cause or bring about change, and their success may depend on the extent to which they are able to serve in this role. To illustrate, the success of a Knowledge Repository System for a certain domain (topic) may depend on to the extent to which the system is able to stimulate the domain experts to contribute to the knowledge repository. If an expert finds the existing knowledge in the domain and the debate related to its validity is stimulating and rewarding, he or she may be more motivated to contribute (as with scientific debate and progress). Relevant here is actor-network the­ory, which is a high-level meta-theory that views non-human entities as actors (Law, 1992). Another high-level meta-theory that deals with the interaction between actions, whether or not of human origin, and structure (environment) is structuration theory (Giddens, 1984).

Further, Heidegger (1993) was concerned that modern technology, as opposed to previous technolo­gies, modifies and challenges the natural order. It controls and reorders the natural order rather than simply using it. Heidegger uses the comparison between a windmill, which harnesses the wind but doesn’t change it, and a hydro-electric dam, which captures and changes the river. The objects within the natural order are modified to become a standing reserve for technology. The water of the river becomes the power source for hydro-electric power generation. The way in which these objects are perceived is framed with a different perspective provided by modern technology. Heidegger saw the ‘enframing’ (ge-stell) offered by modern technology and its capacity to overwhelm and restrict all other ways of re­vealing as the essence and danger of modern technology. Heidegger’s concerns were expressed before computer technology was much in evidence but they could be expected to hold with even more force given the increasing pervasiveness of IS/IT artifacts. Heidegger offers some possibility of a counterbal­ance to the pessimistic outlook of enframing through poiesis. However, different meanings are given to this concept in Heidegger’s own writing and it is almost impossible to represent it clearly, especially in a limited space as here. Nevertheless, a simplistic attempt to do so might run along the lines that humankind can perhaps escape from the technical order through thinking and poetry (poiesis), which provide a different manner of revealing from that of technology.

A further challenge is to consider how we design for emergence. The coupling of ideas between what can be observed with existing emergent systems such as the Web, and ideas from the field of complex and dy­namic systems may be worthwhile.

To conclude, we present the idea that regarding IS/IT artifacts as semizoa and dealing with their forms of mutability provides real prospects for the development of ‘grand theories’ of information systems that we would like to achieve. Some existing design theories that consider aspects of mutability have been influential, in­cluding Codd’s relational database design theory, structured systems analysis and design theories, concepts of situated action, and object-oriented approaches. However, unlike prior work we have brought together a range of different forms of mutability, showing how they differ and how they can all be used in design work. We believe that building design theories that explicitly deal with the mutability of de­signed semizoic artifacts provides a means of differentiating IS and allied fields from other design disciplines and can give our discipline a more readily identifiable theoretical base.