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Assignment #1 - Catharine Starbird
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Assignment #1 - Catharine Starbird
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Assignment #1 - Catharine Starbird
Last modified by
Hal Eden
on 2010/08/20 11:06
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#info('Very nice work. Interesting references and descriptions. You didnt like the idea to describe all topics in one or two sentences each? I gave some comments on how to further improve future assignments. Please take them as suggestions, not critique :)') *Human Computer Interaction* (HCI) is a vast, multi-disciplinary research space investigating the interactions and relationships between computers and their users. Subfields include studies on workplace interactions involving complex information systems, human factors and ergonomics in non-discretionary interactions, and discretionary computer use by technically naïve users. HCI encompasses both interface design and evaluation, and incorporates perspectives from computer science, psychology, sociology, education, and anthropology as well as other disciplines. Paper: Grudin, J. (2008). A moving target: The evolution of HCI. In A. Sears & J. A. Jacko (Eds.), The human computer interaction handbook: Fundamentals, evolving technologies, and emerging applications, 2nd ed. (pp. 1-24). New York: Lawrence Erlbaum Associates. *Computer Supported Cooperative Work* (CSCW) examines the role of technology-mediated collaboration in 'work,' though the community has recently discussed changing 'work' to 'world' as the conference expands its focus to include broader issues of "how we play, socialize and compete." CSCW involves the design and evaluation of cooperative or collaborative systems, from email, internet and teleconferencing to wikis and social networking media. Conference Website: www.cscw2008.org *Computer Supported Cooperative Learning* (CSCL) is a subfield of CSCW that concentrates on education and learning in cooperative or collaborative, technology-mediated environments. The field includes distance and online learning models as well as systems designed less for connecting remote students to teachers and more for connecting peers to peers, enhancing learning opportunities through collaboration. Computer Supported Cooperative Learning is a key component of my research at the intersection of technology and education. I hope to deploy and evaluate a technology that encourages girls to learn computer science principles outside of traditional education programs. A system of this kind would need to rely upon intrinsic motivation and peer-to-peer learning models. Cooperative and collaborative systems are ideal environments for this type of powerful learning. My early research has led me to the work of Amy Bruckman and her implementation of Papert's constructionist learning theories. Constructionism holds that children (as well as adult learners) learn best through activities where they construct personally meaningful artefacts that they can share with their peers (Papert, 1991; Bruckman, 2002). Constructionism fits well into Internet learning environments, where the users are also the creators, and the audience includes peers playing the parts of both fans and teachers. Bruckman has done considerable work on MUDs, multi-user dungeons or fantasy worlds, originally text-based, where users of the system create and continue to recreate the living, shared environment (1995). She has found these and other similar e-communities to be ripe sources for powerful peer-to-peer learning and support (1995; 2002). Other educational end-user programming platforms embrace or are beginning to embrace collaborative learning models. Alice programmers can post their animations to web-sites for sharing. Scratch programmers can now post scripts to SecondLife using S4SL. Kerpoof, a learning environment for pre-teen girls is currently set to incorporate an online sharing capability. These projects have recognized the value of sharing personally meaningful artifacts. An attractive and entertaining learning environment that incorporated and encouraged collaboration and peer-to-peer learning along with this sharing would be even more powerful. I hope to design an environment with these capabilities, anchored in constructionism theory and resting on the shoulders of the Alice. This multi-disciplinary project lies squarely in the fields of CSCW and CSCL. *Sources*: Bruckman, A. and Resnick, M. (1995). The MediaMOO project: Constructionism and professional community. ~~Convergence~~, 1:1. Bruckman, A. (2002). The future of e-learning communities. ~~Communications of the ACM~~, 45:4. Papert, S. (1991). Situating constructionism. I. Harel and S. Papert, Eds. Constructionism. Ablex Publishing, Norwood, NJ. *Designing Interactive Systems*: Understanding human-computer interactions is key to designing effective systems. Design must take into account the complete user experience including the emotional state and state of mind. User interface design is an iterative design process (design, implementation, evaluation, (re)design, implementation, etc.) that incorporates user feedback early and often. Textbook: Sharp, Rogers, & Preece. Interaction Design: Beyond Human-Computer Interaction. In *Participatory Design*, end users are involved in design throughout the process, helping to define the problem space, brainstorm potential solutions at the outset, advise during development and evaluate the system during user testing phases. Wikipedia: en.wikipedia.org/wiki/Participatory_design *User Modeling* in HCI addresses the design problem of designing a complex system, especially a collaborative system, for millions of users while meeting the needs of each individual user. User models attempt to systematically describe all of the users inside the system. Paper: Fischer, G. (2000). User modeling in human-computer interaction. *Personas* are fictional characters #bubblec('developed during a user-centered design process', ' Especially for you as an Atlas-student: Have you looked at other meanings and usages of persona, especially in the fine arts world? Is there any similarity or is it just by accident that the two concepts have the same name?') that represent specific and relevant user types. They often include a photo, some biographical material, and key personality and system use traits. Personas are intended to help designers and developers put a "face" or "faces" on the users for whom they are designing. Textbook: Sharp, Rogers, & Preece. Interaction Design: Beyond Human-Computer Interaction.
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