Ambiguity seems too ambiguous a term to understand immediately. What is ambiguity actually? What does it have to do with designing? These thoughts were nurtured by a constant reference to ambiguity in design discussions here in CDR (Center for Design Research) and were triggered by a conversation with Bill. Bill talking about his recent trip to India mentioned that Indians are used to ambiguity and he gave the example of the totally ambiguous traffic conditions in the country. I wasn’t so sure and I mentioned that maybe it’s more like uncertainty. No replied Bill with a certainty and a kind of sharpness that really hit me and set me upon writing this article. Enough was enough. I had to dissect ambiguity and lay all ambiguity regarding the meaning of ambiguity to rest.
Let’s see what others have said regarding ambiguity. Bill mentioned that ‘ambiguity is uncertainty that cannot be quantified’. If you want to travel from A to B in India, there is no knowing what you are going to encounter on the road …it can be anything from a lazy bullock to a disgruntled teacher’s union. What it means is that there are an infinite number of possibilities for an action and they cannot be quantified. Micah gives an example of distinguishing between ambiguity and uncertainty. What’s in my pocket? Well, there can be anything in Micah’s pocket! That’s ambiguity he says. Then he jingles something in his pocket and asks again …now what’s in my pocket? The jingling sound has reduced the set of possibilities from infinite to finite …maybe keys, coins, poker chips or silverware from the faculty club. That’s uncertainty. This seems to mesh well with Bill’s definition. But what does this difference between the ability to quantify and the inability to do so imply? One implication is that we cannot use mathematical models of probability or decision making to reduce ambiguity. That restricts the tools we can use to deal with ambiguity.
Another characteristic of ambiguity that comes out through organizational studies literature is that ambiguous situations are situations open to various interpretations. There is no one right interpretation; each one could be equally valid. This means that for an ambiguous problem, there is no one right solution …there could be infinite solutions that could all be valid. This goes against the example mentioned above. Though there could be infinite possibilities as to what we could find in Micah’s pocket, there is only one right answer. The ambiguity then is in our not knowing what’s in the pocket. Whatever alternatives we provide in our not knowing are equally valid until we actually come to know what’s in the pocket. Similarly in the case of interpretations the ambiguity is in our not knowing which interpretation of a situation is in sync with a particular actor’s intentions. Ambiguity then is essentially a factor of ignorance that actually enables us the space to generate infinite interpretations and alternatives each of which could be equally valid. If the alternatives to be generated were finite and known, ambiguity would turn into uncertainty about which of the alternatives is certain or true.
Ok, so far from our thinking, we can define ambiguity as the affordance of our ignorance that allows us the freedom to generate infinite equally valid alternatives. When the number of alternatives becomes finite, ambiguity crystallizes into uncertainty. In designing, we deal with ambiguity because at the beginning we are ignorant of what we are creating. If I am designing a device to help senior citizens lead better lives, I am ignorant of what kind of device it will be. I do needfinding which allows me to define the design space further, but I am still ignorant of what I’ll be designing. This ignorance gives me the affordance to generate ideas. Ambiguity is the enabler for idea generation. Once I have my ideas I might go ahead and prototype a few which I am excited about. Now I am gradually moving in the realm of uncertainty. Once I test each of the concepts I’ll replace the uncertainty with certainty, with knowledge of whether of not this concept is suitable. However at the same time, I have left the details of the concept ambiguous, there is still scope for generating alternatives based on what I learn from my first cycle of prototyping. At each cycle of prototyping, I move gradually from ignorance into knowledge and finally I have a concept fully detailed and prototyped.
Designers must preserve ambiguity is one of Larry’s three axioms of design. What it implies is that at every step in the process of designing, there is a potential for generating alternatives. We start with ignorance and we take advantage of the ambiguity it affords, we prolong it and gradually convert it into knowledge and produce an artifact. If we rush too soon towards a product, we lose opportunities to generate alternatives because we kill ambiguity. Without the possibility to generate alternatives, designing becomes a chore to meet the client’s requirements. The end product and the knowledge generated through such a process are weak.
Tamaso Mam Jyotir Gamaya.
Lead me from darkness to light.
Designing is as much about generating knowledge as it is about generating an artifact. We go from ignorance to knowledge through making use of ambiguity, prolonging it, exploring it and at the same time converting it into knowledge that manifests into an artifact.