| Wisdom is not the product of schooling but the lifelong attempt to acquire it. - Albert Einstein |
claim: "computational media - the ultimate thing that make us smart"
- question: why?
- question: how?
- examples: ?????
framework from Norman:
- creating representations
- experiental <----> reflective
- hard <----> soft technology
- knowledge in the head <----> knowledge in the world
examples:
- spelling corrector
- critiquing ---> embedded critiquing
- OAG --> different views computed dynamically
general dimensions:
- mimicking, emulating versus complementing
- "gift-wrapping" and "rear view mirror"
--------X----------------------------------------X----------------------------> time
design time use time
exploit the context which is only
available at use time
sotware engineering:
- inward-looking perspective
- a piece of software works ---> means: it is
robust, reliable, and meets its functional specification
software design:
- outward-looking perspective
- a piece of software works ---> means: it works
for people in a context of values and needs, produces quality
results and a satisfying experience
although there is a huge diversity among design
disciplines, we can find common concerns and principles that are
applicable to the design of any object, whether it is a poster,
a household appliance, or a housing development
software design is a user-oriented field, and as
such will always have the human openness of disciplines such as
architecture and graphic design, rather than the hard-edged formulaic
certainty of engineering design
what is software design?
1. how does it differ from programming, software engineering, software architecture, human factors and interface design?
2. how is it related to other fields that call themselves design, such as industrial design, graphic design, information design, urban design, and even fashion design?
a fundamental principle: "Complex systems
will evolve from simple systems much more rapidly if there are
stable intermediate forms than if there are not." (Simon)
experience with software reuse in the past:
- reuse does not work as expected
- reuse is not for free
- reuse requires support tools (e.g., for capturing design rationale)
- object-oriented design may be necessary, but is
not sufficient
reuse is not only a technical problem:
- design for reuse --> increases up-front costs
- reuse requires an organizational commitment
the human mind is limited
- there is only so much we can remember
- there is only so much we can learn
information overload (browsing does not scale up
and search with keywords is of limited use)
motivation
- what will make workers want to share? ----> community knowledge bases, distributed memories
- who is the beneficiary and who has to do the work? ----> organizational rewards
- what will make learners want to learn? ----> making information relevant to the task at hand
empirical study: McGuckin Hardware in Boulder, Colorado - more than 350,000 different line items
- problem framing and problem solving are intertwined
(from heat generation to heat containment)
- to determine the adequacy/relevance of a found
object requires "simulation of use situation" (the plumber
story)
empirical finding: "computer systems
have the same functionality as McGuckin, but are operated like
K-Mart"
claim: to make an "economy of educational objects" a success, more is required than creating objects and depositing them in a globally accessible information repository
empirical fact: reuse is most successful within
domains
not just objects, but:
- case libraries (different granularity)
- critiquing (accumulated "wisdom" of a community of practice
- specification component - partial characterization of a situation model
- simulation - to understand the behavior
- argumentation - to explore the rationale behind
the artifact
SER model is a process model to seed, evolve and
reseed an economy of educational knowledge