tech and society midterm 2025

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Last updated 7:00 PM on 10/10/26
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35 Terms

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The Marxist tradition

  • around 1850, its focus on inequality spurred interest in understanding how machines affect labour

  • ex: textile industry introduced machines to simplify/speed up processes, resulting in employment of non-skilled workers at lower wages


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The Technological Society (Ellul)

  • believes that modern society is fundamentally shaped and governed by the pervasive influence of technology

  • tech is autonomous - operates independently of human control, shapes world and society

  • prioritizes efficiency at cost of critical thinking and creativity

  • the impact: alienation and less freedom/autonomy in humans


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technology as material substance

  • until 19th century: research on tech was conducted primarily by those in technical/applied science fields

  • passive object → tools created by humans and used under our control

  • problem: Marx → doesn’t lead us to think about tech’s implications on social change/society


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technology as knowledge (Layton)

  • technological knowledge - understanding how to create, use, or transform objects

  • Layton’s Model of Technology:

    • tech isn’t a single entity, embodies 3 main entities:

      • ideas → thought processes

      • design → bridging gaps

      • techniques → actual artifacts (objects that have been produced according to a set of humanly imposed attributes (ex: weapons, utensils, tools))

  • limit: disregards sociotechnical context


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technology as practice (Ursula Franklin)

  • tech is both artifact and complex practices embedded in everyday life

  • emphasizes how it was normalized within society and how it structures/isolates people

    • determines how we relate/connect

    • creates power structures (benefits creators of tech in expense of the users)

    • tech was made to liberate us and increase efficiency, but it’s ended up enslaving us to it

  • limitation: pessimistic and deterministic


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technology as technique (Heidegger)

  • distinguishes tech from technique

  • technique:

    • 1) goal - what humans want to achieve (ex: building a house)

    • 2) mechanism - means to realize the goal (ex: materials, procedures like wood and blueprints)

  • Habermas - tech is a strategic action meant to provide a means for the realization of human goals


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technology as society

  • technology encompasses knowledge, mechanisms, skills, and apparatus that are geared toward controlling and transforming society

  • tech is an agent of change that can control and alter humanity


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new definition of technology

tech is a collection of material objects, embodying and reflecting societal elements, such as knowledge, norms, and attitudes that have been shaped and structured to serve social, political, cultural, and existential purposes

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technological singularity

a hypothetical point in the future where AI and tech grow so fast and become so smart that they surpass human intelligence

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simulation

  • the attempt to recreate human intelligence, cognitive processes, and emotionality in non-human activities

  • Alan Turing (1950) proposed that AI could be achieved through computation rather than building physical, human-like machines

  • although, computers excel at algorithmic tasks but they lack basic human cognitive flexibility


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augmentation

  • merges humans and tech to intensify or enhance human abilities through connection

  • wearable computing (ex: smartphones act as extensions of ourselves), cyborgs (ex: modern prosthetics)

  • transhumanism: uses tech to upgrade body/mind beyond natural biological limits


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automation

  • involves designing machinery/software to execute processes with minimal human intervention

  • shifts workflows

  • the management vs labour conflict: sees automation as consistent and cost-effective (no sick days, vacations, union demands)

  • disruptive tech (ex: driverless cars → when an autonomous system fails/causes an accident, determining liability is difficult)


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tech is evolutionary, not revolutionary

  • new inventions build on existing knowledge

  • ex: Windows 95 combined earlier ideas such as the mouse, icons, and graphical interfaces into a more accessible system


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Hero’s engine (the aeolipile)

  • first engine ever made, it represents the initial invention that, through technological evolution, led to the development of the automobile


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The Stone Age (2.6 million years ago)

  • developed primitive tools aiding in hunting, gathering, and basic survival

  • shows early human problem-solving and the beginning of material culture

  • hunter-gatherer societies began to form nomadic communities

  • Neolithic revolution (agricultural revolution):

    • cultivate crops and domesticate animals (farm animals but also human beings)

    • social turning point → humans began to establish settlement → society is more orderly

    • new roles (merchants, craftsmen, political leaders) and power dynamics (gender inequality)


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Ancient Technology (500 BCE to 195 CE)

  • iron smelting, screws, levers, construction techniques, and the beginnings of systematic scientific inquiry

  • Ancient Greeks and Romans demonstrated that ideas and scientific knowledge can lead to practical technological innovations

  • Pont du Gard aqueduct - ancient Romans used it to move water 19 km to homes in Nimes


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Renaissance (14th to 17th century)

  • Gutenberg’s printing press increased the production and spread of information and helped society shift from oral to print culture

    • commodified info and its preservation

    • accelerated levels of literacy

  • influence depended on the cultural and social conditions of different regions


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Enlightenment and French Revolution (1715-1789)

  • characterized by phrase “systematic knowledge in action”

  • the Encyclopedia valued practical and technological knowledge alongside academic knowledge and encouraged tech transfer

  • military tech advanced (ex: armed drones)


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Industrial Revolution (1760-1840)

  • machinery, steam power, textiles, and steel transformed production, work, wages, and worker-employer relationships

  • machine breaking - workers destroy machines they believed threatened their livelihoods


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Electronic Times (1880-1970)

  • radio, cinema, and TV created mass media and new forms of communication, entertainment, and social connection

  • McLuhan - “the medium is the message”: the form of communication itself influences how people think and interact

    • hot media (books, radio, photographs): engage a single sense, requiring less sensory effort to interpret meaning; high-definition (lots of data → requires little active completion from audience)

    • cool media (TV, comics): engages multiple senses, requires greater effort to understand meaning; low-definition (less data)

  • global village: electronic media compresses space and time, connecting people globally


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Information Society

  • computers, phones, internet, big data, AI, and predictive analytics create a highly connected, data driven society

  • phones demonstrate key features of modern tech (mobility, speed, customization, interactivity, multiple functions)

  • created field of data science


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big data

  • characterized by:

    • volume - huge quantities of data

    • variety

    • velocity - data is produced rapidly and continuously

    • veracity - accuracy and reliability

    • virtue - ethical use

    • value - useful insights from data

  • example: Google, Netflix, Spotify, Amazon

  • helps with real-time analysis, evidence-based policy, and predictive analytics but also creates concerns about privacy, bias, accountability, and regulations


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time acceleration

  • tech development is happening faster than ever

  • humans took millions of years to develop increasingly sophisticted stone tools → modern tech such as Internet and data storage have advanced significantly within decades

  • faster innovation creates difficulties to keep up with its variety of consequences


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why study theoretical perspectives on tech?

  • theories help us assess:

    • impact of tech on society

    • how tech and society shape one another

    • tech progress through a critical lens

    • ethical use/development

  • no single approach does this adequately


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utopian views

  • embracing tech as new means to achieving progress/efficiency → creates better society

  • advances produce new societal achievements (improved communication) and societal goals (better security)


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dystopian views

  • tech causes harm to society (environmental damage, social isolation, distractions)

  • can make inequality worse

    • those who don’t have access to tech are at a disadvantage


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Feenberg’s categorization of theories

  • neutrality: tech is separate from human activity, no effect on natural ends (such as ethics and morality)

  • value-laden: tech inherently embodies values, believes, and priorities of society/individuals who design/use it

  • autonomous: humans have little choice in deciding how tech will evolve and diffuse in society

  • human-controlled: tech is controlled by humans and is a socially constructed entity whose meaning/use are determined by human action


<ul><li><p>neutrality: tech is separate from human activity, no effect on natural ends (such as ethics and morality) </p></li><li><p>value-laden: tech inherently embodies values, believes, and priorities of society/individuals who design/use it </p></li><li><p>autonomous: humans have little choice in deciding how tech will evolve and diffuse in society </p></li><li><p>human-controlled: tech is controlled by humans and is a socially constructed entity whose meaning/use are determined by human action</p></li></ul><p></p>
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determinism

  • technological determinism: tech drives social change

    • develop autonomously, independent of human control (ex: TV shaping family life)

  • social determinism: society shapes how innovations are used

    • humans adapt tech for their specific needs based on culture (ex: Amish society shunning cellphones - the individual lacks the choice)

  • neutral and autonomous


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instrumentalism

  • tech is a neutral tool that fulfils users’ specific tasks

  • used for positive or negative reasons depending on moral intentions of human agents using them

  • up to individual actors, not the whole society

  • neutral and human-controlled


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substantivism

  • tech works under its own inherent logic and reshapes society

  • tech has goals and impacts that go beyond human control

  • the nature (either liberating or destructive) of the tech predetermines how it will be utilized and its subsequent impacts on society

  • autonomous and value-laden


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critical theory

  • tech isn’t neutral → reflects values and interests of elites

  • in a technocracy (system comprising individuals from scientific and technological fields, whose knowledge influences decisions regarding technical/scientific development), hegemonic elites (a dominant group that exerts power/influence over members of society) use tech to maintain power


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Science and Technology Studies (STS)

  • STS is an interdisciplinary field that studies how scientific and technological changes intersect with society

  • confronts 2 major challenges:

    • conducting meaningful research at the micro and macro levels

    • embraces neither utopian or dystopian perspectives

  • characteristic:

    • rejects technological and social determinism → they work together

    • holistic approach

    • qualitative methods → case studies, ethnography, observational studies

  • SCOT and ANT are within this field


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Social Construction of Technology (SCOT)

  • human action shapes tech → meaning is socially constructed

    • tech gathers meaning through social norms

  • perspective employed to understand:

    • technical change

    • the design of tools

    • the technological-societal relationship

  • concepts:

    • relevant social groups: (developers, engineers, investors) shape meaning of tech through their visions and values

    • interpretive flexibility: wide range of applications of tech

    • closure and stablization: through negotiation among key groups/users, overtime an artifact is given a specific meaning and use

    • wider context

  • example: the Commodore 64 was a popular home computer, it became a toy for hobbyists, a productivity device for businesspeople, and an educational tool for students


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Actor Network Theory (ANT)

  • the social and natural worlds consist of constantly shifting networks where human and nonhuman entities hold equal importance

  • actors or actants can emerge in a variety of forms ranging from human begins to concept or ideas, technologies, institutions, etc

    • actor/agent: a person or entity with the capacity to (inter)act independently within society

    • actant: a non-human actor who engages in relationships with human and non-human actors

  • humans and objects play roles in shaping society

  • speed bump example: anything that causes an action or makes a difference in the network - both humans (drivers) and non-humans (the speed bump)


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technological affordances

  • the action possibilities provided by a tech based on its design → shaped by interaction between user and environment

  • digital affordances, such as the like button, encourage certain types of user interactions