intended audience (logos).
Technology sets the stage for many arguments and debates to take place and there are two primary ways rhetoric surfaces in that field.
The first being the disagreements, opinions and articles circulated by social media, and the second through the process of designing technology. Screens give us the freedom to say what we truly feel without some of the repercussions found in the real world. On Facebook, Twitter, and other social media outlets, a constant war of opinions rages on. Whether it’s politics, gender rights, marriage equality, or abortion—to name a few, users around the globe seem to have their own opinions to give. They use whatever means necessary to persuade anyone who will stop and listen that they’re right. Quotes, statistics, and majority opinions are all drawn upon to craft a convincing argument. As someone who often uses social media, it is important that I understand the way people craft arguments. I can use it to my advantage to prove how the claim I’m making is correct, or to see through another person’s
argument.
In rhetoric, there exists a relationship between the speaker, the audience, and the topic being communicated. Similarly, in technology, there is a relationship between the designer, the user, and the end product. By using rhetoric as a model, designers can gain a better understanding of how to reach the user and fulfill their needs. Unlike the standard triangle relationship, however, the best way to design a system or product is to allow for more interaction between the user and the designed object. This user-centered approach keeps the user, the designer, and the product all interacting together. Johnson describes it as a model where “…users are active participants in the design development, implementation and maintenance of the technology.” Because I am both a designer and a user, it is important to acknowledge this relationship. It is easy at times to just design something with no feedback from the end-user. However, this can lead to dissatisfaction, miscommunication, and an overall poor outcome. If I draw information from both experiences and listen to whom I am designing for, I can create a better design.