Joint Cognitive Systems 131
One of the more powerful features of this description is that the activity,
i.e., hammering, is the result of a plan or an intention, rather than the
response to a stimulus. The person obviously can see that the head of the nail
sticks up, but there is no simple way of explaining how this ‘stimulus’ leads
to the response of hitting the nail with the hammer. From a contemporary
point of view the description of TOTE is simple and obvious and may seem
to be no more than a basic conditional statement. Yet it is important to
consider what the level of common sense knowledge was when it was
developed in the late 1950s. At that time few people had any experience with
programming or flow chart descriptions, or even of thinking in terms of
algorithms.
The value of TOTE is, of course, not just that it can be used to describe
how a nail can be hammered into a piece of wood, but that it provides a
general framework for describing any kind of activity or behaviour. The
TOTE unit is functionally homomorphic to the feedback control loop, which
in the 1960s was commonly known among control engineers and
neurophysiologists, but not among psychologists. TOTE represents a
recursive principle of description, which can be applied to analyse an activity
in further detail. (That Aristotle’s description of reasoning about means,
mentioned in Chapter 3, was also recursive shows how fundamental this
principle is.)
The goals-means decomposition for TOTE can, of course, be continued as
long as needed. In the case of plans there is, however, a practical stop rule.
Once a means describes an action that can be considered as elementary for
the system in question, the decomposition need go no further. As simple as
this rule may seem, it has important consequences for system design in
general, such as the expectations to what the user of an artefact is able to do,
the amount of training and instruction that is required, the ‘intuitiveness’ of
the interface, etc. The advantage of a recursive analysis principle is that it
forces designers to consider aspects such as stop rules explicitly; in
hierarchical analyses the stop rule is implied by the depth of the hierarchy
and therefore easily escapes attention.
Recursive Goals-Means Descriptions
A more complex version of the goals-means principle makes a distinction
between three aspects called goals, functions (or activities), and particulars
(or mechanisms). In the language of functional analysis this corresponds to
asking the questions ‘why’, ‘what’, and ‘how’, as illustrated by Figure 6.5.
The goals provide the answer to the question of ‘why’, i.e., the purpose of the
system. The functions describe the activity as it appears and provides the
answer to the question of ‘what’, i.e., the observable behaviour of the system.
Finally, the particulars provide the answer to the ‘how’, i.e., by giving a