Wisdom is not the product of schooling but the lifelong attempt to acquire it.

- Albert Einstein



Collaborative Design and Learning


Gerhard Fischer


Introduction and Overview of Class, Jan 13 1997
  1. Don Norman - Things that Make Us Smart
  2. From Computer-Centered Design to Human-Centered Design
  3. From Computer-Centered Humans to Human-Centered Computational Systems
  4. Human-Centered: More Than User Interfaces
  5. The Human Mind is Limited
  6. From Paper-Based Media to Computer-Based Media
  7. Information Explosion
  8. Experiental and Reflective Cognition
  9. Tools must Disappear in the Background
  10. Motivation
  11. Terry Winograd: "Bringing Design to Software"
  12. Software and Design - Some Claims from Winograd's Book







Don Norman "Things That Make Us Smart"




  1. A Human-Centered Technology

  2. Experiencing the World

  3. The Power of Representations

  4. Fitting the Artifact to the Person

  5. The Human Mind

  6. Distributed Cognition

  7. A Place for Everything, and Everything in Its Place

  8. Predicting the Future

  9. Soft and Hard Technologies

  10. Technology is Not Neutral








From "Computer-Centered" Design to "Human-Centered" Design"











From Computer-Centered Humans to Human-Centered Computational Systems



Motto of the 1933 Chicago World's Fair:



A human-centered motto for the 21st century:



from Don Norman: "Things That Make Us Smart", Addison-Wesley 1993





Human-Centered: More Than User Interfaces










The Human Mind is Limited










From Paper-Based Media
to Computer-Based Media









Information Explosion




  • there is too much information for anyone to assimilate

  • the information is of doubtful quality

  • the things we collect statistics about are primarily those things that are easiest to identify and count to measure - which may have little or no connection with those factors of greatest importance

  • technologies have primarily focused on the information producer - not on the information consumer









Experiental and Reflective Cognition




  • aid of external support: writing, books, computational tools, design rationale

  • aid of other people

  • external aids facilitate the reflective process (external memory storage, deeper chains of reasoning over longer periods of time

  • the external representation have to be tuned to the task at hand if they are to be maximally supportive of cognition, e.g., reflection-in-action and critiquing ---> embedded critiquing

  • discussed in the course to externalize and communicate our "tasks at hand"
    • to other people (Ernie's simulation games)
    • computers (specification, construction, domain-orientation; the Turtle triangle example)







    Tools must Disappear in the Background




    • they must get out of the way

    • "ready to use" <--->"present to use" (Heidegger's hammer example)

    • direct engagement

    • our objective to achieve this: domain-oriented design environments







    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

    • what are interesting and enjoyable experiences ----> achieving goals, self-directed work, feedback, rules, challenges

    • utility = value / effort

    • normal learning experience: learners work hard because they have to ---> our goal: learners work hard because they want to









    Terry Winograd: "Bringing Design to Software"



    1. Kapor: "A Software Design Manifesto"
      • Profile: "Software Design and Architecture"

    2. Liddle: "Design of the Conceptual Model"
      • Profile: "The Alto and the Star"

    3. Smith/Tabor" "The Role of the Artist-Designer"
      • Profile: "Kid Pix"

    4. Rheinfrank/Evenson: "Design Languages"
      • Profile: "Macintosh Human Interface Guidelines"

    5. Saffo: "The Consumer Spektrum"
      • Profile: "Mosaic and the World Wide Web"

    6. Denning/Dargan: "Action-Centered Design"
      • Profile: "Business Process Mapping"

    7. Brown/Duguid: "Keeping it Simple
      • Profile: "Microsoft Bob"

    8. Kelley and Hartfield: "The Designer's Stance"
      • Profile: "IDEO"

    9. Schoen and Bennett: "Reflective Conversation with Materials"
      • Profile: "The Apple Computer Interface Design Project"

    10. Schrage: "Cultures of Prototyping"
      • Profile: "Hypercard, Director and Visual Basic"

    11. Gal: "Footholds for Design"
      • Profile: "The Spreadsheet"

    12. Norman: "Design as Practiced"
      • Profile: "The Design of Everyday Things"

    13. De Young: "Organizational Support for Software Design"
      • Profile: "Quicken"

    14. Kuhn: "Design for People at Work"
      • Profile: "Participatory Design"








    Software and Design - Some Claims from Winograd's Book




    • 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?