Ready-to-hand Information and Computer-mediated Activity: Challenges, Opportunities, and Methods

Similar documents
Integrating Agents with an Open Source Learning Environment

Agent-Based Software Engineering

Higher education is becoming a major driver of economic competitiveness

AGENDA LEARNING THEORIES LEARNING THEORIES. Advanced Learning Theories 2/22/2016

Towards a Collaboration Framework for Selection of ICT Tools

Innovating Toward a Vibrant Learning Ecosystem:

PRODUCT COMPLEXITY: A NEW MODELLING COURSE IN THE INDUSTRIAL DESIGN PROGRAM AT THE UNIVERSITY OF TWENTE

BUILD-IT: Intuitive plant layout mediated by natural interaction

Guru: A Computer Tutor that Models Expert Human Tutors

LEt s GO! Workshop Creativity with Mockups of Locations

An Open Framework for Integrated Qualification Management Portals

P. Belsis, C. Sgouropoulou, K. Sfikas, G. Pantziou, C. Skourlas, J. Varnas

Using Virtual Manipulatives to Support Teaching and Learning Mathematics

What s in a Step? Toward General, Abstract Representations of Tutoring System Log Data

Full text of O L O W Science As Inquiry conference. Science as Inquiry

Educational Technology: The Influence of Theory

Activity Analysis and Development through Information Systems Development

Education for an Information Age

Three Strategies for Open Source Deployment: Substitution, Innovation, and Knowledge Reuse

EECS 571 PRINCIPLES OF REAL-TIME COMPUTING Fall 10. Instructor: Kang G. Shin, 4605 CSE, ;

On Human Computer Interaction, HCI. Dr. Saif al Zahir Electrical and Computer Engineering Department UBC

An Interactive Intelligent Language Tutor Over The Internet

CWIS 23,3. Nikolaos Avouris Human Computer Interaction Group, University of Patras, Patras, Greece

A Case-Based Approach To Imitation Learning in Robotic Agents

DIGITAL GAMING & INTERACTIVE MEDIA BACHELOR S DEGREE. Junior Year. Summer (Bridge Quarter) Fall Winter Spring GAME Credits.

InTraServ. Dissemination Plan INFORMATION SOCIETY TECHNOLOGIES (IST) PROGRAMME. Intelligent Training Service for Management Training in SMEs

Document number: 2013/ Programs Committee 6/2014 (July) Agenda Item 42.0 Bachelor of Engineering with Honours in Software Engineering

COMPUTER-AIDED DESIGN TOOLS THAT ADAPT

Human Computer Interaction

Practice Examination IREB

BUS 4040, Communication Skills for Leaders Course Syllabus. Course Description. Course Textbook. Course Learning Outcomes. Credits. Academic Integrity

ATENEA UPC AND THE NEW "Activity Stream" or "WALL" FEATURE Jesus Alcober 1, Oriol Sánchez 2, Javier Otero 3, Ramon Martí 4

Nottingham Trent University Course Specification

A GENERIC SPLIT PROCESS MODEL FOR ASSET MANAGEMENT DECISION-MAKING

Pair Programming: When and Why it Works

Approaches for analyzing tutor's role in a networked inquiry discourse

Implementing a tool to Support KAOS-Beta Process Model Using EPF

Blended E-learning in the Architectural Design Studio

What is PDE? Research Report. Paul Nichols

Development of an IT Curriculum. Dr. Jochen Koubek Humboldt-Universität zu Berlin Technische Universität Berlin 2008

UCEAS: User-centred Evaluations of Adaptive Systems

Utilizing a Web-based Geographic Virtual Environment Prototype for the Collaborative Analysis of a Fragile Urban Area

MULTIMEDIA Motion Graphics for Multimedia

A Note on Structuring Employability Skills for Accounting Students

Course Specification Executive MBA via e-learning (MBUSP)

The Virtual Design Studio: developing new tools for learning, practice and research in design

Evaluation of Hybrid Online Instruction in Sport Management

Quality in University Lifelong Learning (ULLL) and the Bologna process

Evaluating Collaboration and Core Competence in a Virtual Enterprise

Stephanie Ann Siler. PERSONAL INFORMATION Senior Research Scientist; Department of Psychology, Carnegie Mellon University

An Industrial Technologist s Core Knowledge: Web-based Strategy for Defining Our Discipline

DICTE PLATFORM: AN INPUT TO COLLABORATION AND KNOWLEDGE SHARING

Educational Psychology

DESIGN-BASED LEARNING IN INFORMATION SYSTEMS: THE ROLE OF KNOWLEDGE AND MOTIVATION ON LEARNING AND DESIGN OUTCOMES

ECE-492 SENIOR ADVANCED DESIGN PROJECT

Key concepts for the insider-researcher

WikiAtoms: Contributions to Wikis as Atomic Units

On-Line Data Analytics

A Coding System for Dynamic Topic Analysis: A Computer-Mediated Discourse Analysis Technique

Automating the E-learning Personalization

Curriculum Policy. November Independent Boarding and Day School for Boys and Girls. Royal Hospital School. ISI reference.

Feature-oriented vs. Needs-oriented Product Access for Non-Expert Online Shoppers

Modeling user preferences and norms in context-aware systems

Learning Optimal Dialogue Strategies: A Case Study of a Spoken Dialogue Agent for

Preliminary Report Initiative for Investigation of Race Matters and Underrepresented Minority Faculty at MIT Revised Version Submitted July 12, 2007

PROCESS USE CASES: USE CASES IDENTIFICATION

Designing a Rubric to Assess the Modelling Phase of Student Design Projects in Upper Year Engineering Courses

ICT + PBL = Holistic Learning solution:utem s Experience

Department of Geography Bachelor of Arts in Geography Plan for Assessment of Student Learning Outcomes The University of New Mexico

MSW POLICY, PLANNING & ADMINISTRATION (PP&A) CONCENTRATION

ZACHARY J. OSTER CURRICULUM VITAE

Web-based Learning Systems From HTML To MOODLE A Case Study

SAM - Sensors, Actuators and Microcontrollers in Mobile Robots

Efficient Use of Space Over Time Deployment of the MoreSpace Tool

new research in learning and working

Thesis-Proposal Outline/Template

Evaluation of Learning Management System software. Part II of LMS Evaluation

Different Requirements Gathering Techniques and Issues. Javaria Mushtaq

A cognitive perspective on pair programming

Supporting flexible collaborative distance learning in the CURE platform

MBA6941, Managing Project Teams Course Syllabus. Course Description. Prerequisites. Course Textbook. Course Learning Objectives.

Simulated Architecture and Programming Model for Social Proxy in Second Life

Unit purpose and aim. Level: 3 Sub-level: Unit 315 Credit value: 6 Guided learning hours: 50

"On-board training tools for long term missions" Experiment Overview. 1. Abstract:

A MULTI-AGENT SYSTEM FOR A DISTANCE SUPPORT IN EDUCATIONAL ROBOTICS

Rule discovery in Web-based educational systems using Grammar-Based Genetic Programming

New Venture Financing

Research as Design-Design as Research

DICE - Final Report. Project Information Project Acronym DICE Project Title

Memorandum. COMPNET memo. Introduction. References.

Self Study Report Computer Science

Texas Woman s University Libraries

From Virtual University to Mobile Learning on the Digital Campus: Experiences from Implementing a Notebook-University

Usability Design Strategies for Children: Developing Children Learning and Knowledge in Decreasing Children Dental Anxiety

THE DEPARTMENT OF DEFENSE HIGH LEVEL ARCHITECTURE. Richard M. Fujimoto

Ph.D. in Behavior Analysis Ph.d. i atferdsanalyse

BSM 2801, Sport Marketing Course Syllabus. Course Description. Course Textbook. Course Learning Outcomes. Credits.

M55205-Mastering Microsoft Project 2016

UCLA Issues in Applied Linguistics

Case study Norway case 1

Transcription:

Ready-to-hand Information and Computer-mediated Activity: Challenges, Opportunities, and Methods Anders I. Mørch Department of Education, University of Oslo, Norway a.i.morch@iped.uio.no Abstract: The theme of the workshop, coping with information, participation and collaboration overload assumes that access to information, participation, and collaboration is somehow problematic and probably more for older than younger people. In this position paper I will explore and discuss the problem along one line of research I have been involved in, addressing one problem (information overload) and generating another (participation overload). Then, I will describe a case study in co-creation in the domain of customer engagement and discuss the methods we used for understanding participation and collaboration, using a mixed methods approach. Implications for design (i.e. technology; human organization) to address the problems will be suggested as points for discussion in the workshop. Keywords: co-creation, collaborative learning, collaboration, computer-based critics, mutual development, pedagogical agents, reflection-in-action 1 Introduction Collaboration software and social networking technologies (SNT) succeed not primarily because of their user interfaces (high usability), but based on how they attract a large number of users. They serve as platforms for social interaction and user generated content and are not merely tools. Once hooked on a platform (e.g. Facebook or LinkedIn) it may be hard to leave because you have invested considerable effort in generating content (i.e. pictures, comments, group participation, adding contacts, liking people, rating performances, and so on). The technology automates parts of this by creating your account, and providing suggestions for relevant information to add. Most recently, analytic tools have been integrated with STSs, for data collection, analysis, visualization and overview, and recommendations. By analyzing your data with statistical methods and predictive modeling techniques, these systems can predict how you will act and recommend what to do (e.g. purchase a certain product; join a discussion group, contacts to add, improve performance in some area/domain). 17

2 Coping with Overload In a series of research efforts spanning several years, in different research groups (HCI, AI, CSCW, CSCL) at different institutions in US and Norway, I have been involved in solving problems, generating problems, and researching problems pertaining to information, participation, and collaboration overload. I summarize the outcome of these efforts, and raise some issues for further work and discussion. 2.1 Critiquing Systems Supporting Reflection-in-action Critiquing systems (originating in the KBS/HCC group at CU Boulder) challenged intelligent tutoring systems in domains in which optimal solutions were not attainable (Fischer et al., 1991), most notable design. Whereas problem solving aims at optimal solutions, design is about alternatives (possible solutions) and re-combinations within a dynamically constrained space (moving target). Design is characterized by multiple solutions, some better than others, according to a set of subjective criteria (constraints) that include user (client) requirements, building codes, safety standards, argumentation, designers preferences, and so on. Computer-based critics operates in this design space and act by informing users (e.g. novice designers) about what moves they can make to create better designs. By doing this, critics divide the design process in two sub processes: construction and argumentation. Construction is the activity of graphically creating the form of the solution by direct manipulation of graphical building blocks, and argumentation is the activity of reasoning about the problem and the possible solutions, e.g. considering what to do next, the pros and cons of the different alternatives, the consequences of making certain moves, and which course of action to chose (McCall, Fischer & Mørch, 1990). This distinction led to the notion of integrated design environments, consisting of a domain-specific construction kit and a hypertext system for representing argumentation (Fischer et al., 1991). Computer-based critics create an interruption of the construction situation (like a human critic standing behind your shoulder and giving advice for how to improve a design sketch) when the spatial configuration of the building blocks constitute a violation of one or more of the design rules. The user interface of the integrated design environment was named Janus (after the Roman god of two faces in opposite direction), and theoretically it was inspired by Donald Schön s notion of Reflection-in-Action (Schön, 1983), which we interpreted to mean that general information for solving a design problem should be available and relevant at the time the information is needed, thus coping with information overload. Using today s terminology, Schön s theory suggested the integration of a web based information system (e.g. a discussion forum) with a domain oriented design environment for artifact creation, using automated analysis (analytics) to switch between two modes of designing (constructive design and argumentative design). Analytic engines built into contemporary networked environments (e.g. e- commerce sites, social media, learning technologies) can generate overviews and recommendations based on statistical methods, predicting how a user might act in a new situation compared to how other users with a longer forward trajectory have 18

acted in the past. Depending on the degree to which the trajectories of two users do align, this approach will (or will not) solve the information overload problem. 2.2 Pedagogical Agents Prompting Participation and Advising Collaborative Inquiry in a Distributed Collaborative Learning Environment At the University of Bergen we further developed the idea of critiquing for application to collaborative learning environments, calling the critics for pedagogical agents (Jondahl & Mørch, 2002). As with critics, the pedagogical agents had rules for modeling domain knowledge, and these rules represented what we knew about participation in an inquiry based discussion forum called Future Learning Environment (FLE) (Dolonen, Chen & Mørch, 2003). We found this domain harder to understand than the domain of kitchen design implemented in the Janus system, and consequently the rules by which we programmed the pedagogical agents more speculative and likely to be modified and refined (Mørch, Dolonen & Nævdal, 2006). Two of the rules in pseudo code form are: if less activity than the average participant (in number of postings), then suggest higher activity; if there are many unaddressed problems or questions in the forum, then suggest addressing one of them by an answer or hypothesis. In this way we not only addressed the information overload problem (inherited from critiquing systems), but also generated a new problem (participation overload). 2.3 Mutual Development and Co-creation Mutual development (Andersen & Mørch, 2009; Mørch & Andersen, 2010) is a technique for co-creation of software artifacts through collaboration by two groups of stakeholders: professional software developers and end-user developers. End-user developers create local adaptations of a software product for personal or organizational needs, and professional developers create new versions of the software for sustaining their practice and increase revenue for their business. These end-user developers have much in common with lead users. A lead user (von Hippel, 2005) is an early adopter of a new innovation, or someone who likes to experiment with the use of an existing product, or someone who creates an adaptation to a product based on knowledge of a related product. Product developers will often seek out lead users for feedback on early (beta) releases before they hit the market. For a professional organization (e.g. a software house) to incorporate a new feature first proposed by an end-user (e.g. a customer) into an existing line of products would normally require multiple levels of collaboration. Developers collaborate when they provide tools for communication and information sharing with end-user developers and when they accept end user proposals for features in new releases (Andersen & Mørch, 2013). Incentives are needed to make collaboration work; and contracts may be necessary in order to handle ownership of a new innovation. Mutual development involves multiple stakeholders, often in asymmetrical (e.g. user-developer) relations. It starts with communication for the purpose of building a common understanding. It continues by improvement request proposals or hacks 19

submitted by end user developers, through collaboration with other end user developers and with professional developers, the latter selecting and filtering out good proposals for further work and incorporation. Research methods to identify and study these phenomena (i.e. communication to build common understanding and multidisciplinary collaboration) benefit a mixed methods approach (combining qualitative and quantitative research methods) (Fugelli, Lahn & Mørch, 2013), especially when the user population is large, such as in crowd sourcing and mass collaboration (Tapscott & Williams, 2007). This brief presentation summarizes the work my colleagues and I have been involved in over a number of years in a series of efforts in system building (software applications) and empirical studies in user organizations, using techniques from HCI, AI, CSCW, CSCW and EUD to cope with information, participation, and collaboration overload, which can be summarized as problem framing experiments: 1. Solving a problem: information overload with computer-based critics, finding information relevant to the task at hand; 2. Creating a problem: participation overload with pedagogical agents by asking users to increase their participation in an online collaborative learning environment in terms of quantity (number of postings) and in terms of quality (choosing the appropriate inquiry type for a new posting); 3. Studying a problem: research methods using a mixed methods approach for understanding communication and collaboration practices in a co-creation community in customer-initiated software product development. 3 Challenges, Opportunities, and Methods for End-user Development There are multiple ways to address the aforementioned problems. EUD has a role to play. Here are some open issues for further work and discussion at the workshop: EUD in design; e.g. components and rules of composition; how to make design environments modifiable in terms of composition (design) and recombination (redesign)? Ill-defined problems and EUD, i.e. refinement of rules to model a domain that are crudely rendered at beginning; Rules for combining software components (tools); rules for combining learning resources; rules of participation; rules of interaction; rules of collaboration, Constraints in EUD-enabled SNTs and collaboration software: in terms of roles, interaction patterns, social structures, etc. Learning analytics and EUD; what should be the role of EUD in LA research Research methods: What are appropriate methods for analyzing problem situations, identifying alternative (possible) solutions, combinatorial limitations, etc. How to analyze EUD activity and visualize the activity to 1) end user developers, 2) professional developers, and 3) other stakeholders (e.g. customers, managers)? 20

References 1. Andersen, R., and Mørch, A. I. (2009). Mutual Development: A Case Study in Customer- Initiated Software Product Development. In V. Pipek, M.B. Rosson, B de Ruyter and V. Wulf (Eds.). Proceedings 2nd Int'l Symposium on End User Development (IS-EUD 2009). Berlin Heidelberg: Springer, pp. 31-49. 2. Andersen, R. and Mørch, A.I. (2013). Get Satisfaction: Customer Engagement in Collaborative Software Development. In Proceedings of the 4th International Symposium on End-User Development, Springer-Verlag, Berlin, Heidelberg, 235-240. 3. Dolonen, J., Chen, W. and Mørch, A. (2003). Integrating Software Agents with FLE3. Proceedings of CSCL 2003. Kluwer Academic, pp. 157-161. 4. Fischer, G., Lemke, A.C., McCall, R. and Morch, A.I. (1991). Making Argumentation Serve Design. Human-Computer Interaction, 6(3&4), pp. 393-419. 5. Fischer, G., Lemke, A.C., Mastaglio, T.W., and Morch, A.I. (1991). The Role of Critiquing in Cooperative Problem Solving. ACM Transactions of Information Systems, 9(2), pp.123-151. 6. Fugelli, P., Lahn, L.C. and Mørch, A.I. (2013). Shared prolepsis and intersubjectivity in open source development: Expansive grounding in distributed work. In Proceedings of the 2013 conference on Computer supported cooperative work (CSCW`13). ACM, New York, NY, USA, 129-144. 7. Jondahl S, Mørch A. Simulating pedagogical agents in a virtual learning environment. In: Stahl, G, ed. Proceedings Computer Support for Collaborative Learning (CSCL 2002). Boulder, CO, USA: Lawrence Erlbaum, 2002:531 532. 8. McCall, R., Fischer, G., and Mørch, A. (1990), Supporting Reflection-in-Action in the Janus Design Environment. In The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era, 247-259. CAAD Futures. Cambridge, Massachusetts: The MIT Press, 1990. 9. Mørch, A.I. and Andersen, R. (2010). Mutual Development: The Software Engineering Context of End-User Development. Journal of Organizational and End User Computing, 22(2), pp. 36-57. 10. Mørch, A.I., Dolonen, A.I. and Nævdal, J.E. (2006). An Evolutionary Approach to Prototyping Pedagogical Agents: From Simulation to Integrated System. Journal of Network and Computer Applications, 29(2-3), 177-199. 11. Schön, D.A. (1983). The Reflective Practitioner: How Professionals Think in Action. New York, NY: Basic Books. 12. Tapscott, D. and Williams, A.D. (2008). Wikinomics: How mass collaboration changes everything. London, UK: Atlantic Group. 13. Von Hippel, E. (2005). Democratizing innovation. Cambridge, MA: MIT press. 21