
The thing of it is, it is true! Whenever I'm shopping, I imagine
better environments for ourselves, in terms of the material
resilience and convivial relationships we could experience, versus
the throw-away and the anonymous.
One core of this problem is an information asymmetry: while the supply
cycle was optimized through information technology, everything within
the sphere of the shopper is quite opaque by comparison. Due to the
lack of information within the shopper's sphere, there's little value
coming from the shopper's end of the supply cycle, and therefore it is
often truncated into a supply chain, leading to very expensive
recovery conditions for shorter term gains. Similarly, due to a lack
of information about the specific product and the conditions of the
people that produced it, the consumer is often forced to rely upon
brand, possibly supporting economic and environmental changes
elsewhere that may also be hard to recover from. As we don't know the
people we're interacting with in commercial relationship, we can't
draw from social ties to make our interactions mutually rewarding.
And as bad as the shopping experience can be, the post-consumer
experience is trash!

This information asymmetry is not a necessity. The design futurist
Bruce Sterling has put forward a compelling alternative in his design
manifesto Shaping Things: by completely tracking of the
product's lifetime and allowing for public displays of identity, the
role of the shopper changes form being a consumer (or, if they are
particularly active, an end-user) into a wrangler: someone who finds
their interactions fully legible and easy to affect. We now interpret
commercial objects as spimes: the sequential history of each
individual object, and its assessment, is fully included, ready to
continue in the supply cycle after use.

I find this very compelling, because it corresponds to every best
intuition of my education and experience. My background is in
studying sets of sequential histories in the context of manufacturing,
transportation, information processing systems, customer relationship
management, and computer architecture, and then implementing systems
for describing, learning, visualizing, simulating, and assessing these
processes, as well as instruments for planning, inferfacing, and
influencing how they unfold.
This is not merely a technical study: I've been paying close attention
to other field that watches sequences carefully. Futures studies
looks at processes and trends over a longer timescale across many
disciplines to offer advice to more focused experts. Network-oriented
architects simulate people's activities in order to configure
structures to personal and public needs. Critical design posits new
object relationships that reflect changes in interaction.
Technological artifacts are not interesting, but techno-social
assemblages are: ultimately, cycles of technical activity must include
assessment.
Given these studies, I'm here to say that there aren't any
foundational technical obstacles when it comes to the information
technology of spimes. Using today's social informatics, we could tag,
search, sort, score, discuss, revise, deliberate, and assess with the
very best of them. Therefore, I don't work on fundamental science,
but instead I work on the social, cultural, and technical
implementation of the social informatics that we need to evaluate our
social infrastructure.