Lecture 9

Last modified by Hal Eden on 2010/09/27 14:52

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Wisdom is not the product of schooling

but the lifelong attempt to acquire it.

- Albert Einstein

Meta-Design:
A Framework for the Future of End-User Development (EUD)

Gerhard Fischer, Hal Eden, and Holger Dick — Fall Semester 2010

gerhard@colorado.eduhaleden@colorado.eduholger.dick@gmail.com;  

September 27, 2010

paper: Fischer, G. (2007): "Meta-Design: Expanding Boundaries and Redistributing Control in Design", Proceedings of the Interact'2007 Conference, Rio de Janeiro, Brazil, September, pp. 193-206; http://l3d.cs.colorado.edu/~gerhard/papers/Interact-2007.pdf

Topics

  • meta-design
  • end-users and end-users development
  • design time and use time
  • examples:
  • Macros (in Word)
  • CLever/MAPS
  • Envisionment and Discovery Collaboratory
  • boundaries, control, motivation
  • meta-design: democratizing design in many application domains

Meta-Design

  • meta-design = creating new media and new technologies that allow users to act as designers and be creative (rather than being confined to consumers)
  • meta-design emphasizes
  • the creation of context rather than content
  • puts the tools rather than the object of design in your hands
  • does not define a product, but the conditions for a process of interaction

Meta-Design: Exploring Middle Ground

Turing Tar Pit: Inverse of the Turing Tar Pit:

Saw + Wood     Construction    Plastic Car

Kits

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Meta-Design and Technical Construction Kits: An Airplane

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Meta-Design and Technical Construction Kits: A Tipper Truck

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Why Meta-Design?

  • design for diversity (for “a universe of one” ? CLever Project)
  • design as a process is tightly coupled to use and continues during the use of the system
  • addresses and overcome problems of closed systems
  • prerequisite for social creativity and innovation
  • transcends a “consumer mindset”

Meta-Design — How We Think About It

  • if you give a fish to a human, you will feed him for a day — if you give someone a fishing rod, you will feed him for life” (Chinese Proverb)
  • meta-design extends this to:

if we can provide the knowledge, the know-how, and the tools for making fishing rods, we can feed the whole community”

Computer Scientists and End-Users

  • computer scientist / programmers
  • find computers intrinsically interesting
  • like computers because they get to program
  • end-users:
  • are the owners of problems, have the domain knowledge, are competent practitioners and like computers because they get their work done
  • regard computers as useful machines capable of helping them work more productively, creatively, and with greater pleasure
  • end-user programmers are motivated by their domain and not by the merits of producing high-quality, dependable code
  • enormous diversity between end-users
  • ultimate goal / belief: end-users will use, tailor, extend and create their own computational artifacts if they have a supportive socio-technical environment
  • communities of users will develop: power users, local developers, gardeners

Number of “Programmers” (in the USA)

  • 3 million professional programmers
  • 12 million people in workplaces that “do programming” at work
  • 50 million use spreadsheets and databases ? they may potentially program doing
  • spreadsheets systems
  • web authoring tools
  • business process authoring tools
  • graphical languages
  • source:
  • Scaffidi, C., Shaw, M., & Myers, B. (2005) "Estimating the Numbers of End Users and End User Programmers." In Proceedings of 2005 IEEE Symposium on Visual Languages and Human-Centric Computing, Dallas, Texas

What Do Meta-Designers Do?

  • use their own creativity to create socio-technical environments in which other people can be creative
  • create technical and social conditions for broad participation in design activities which are as important as creating the artifact itself

Concepts of Meta-Design

ConceptImplications
convivial toolsallow users to invest the world with their meaning and to use tools for the accomplishment of a purpose they have chosen
domain-orientationbring task to the forefront; provide time on task
open, evolvable systemsput owners of problems in charge; in open systems, extension is an essential part of use
underdesigned systemscreate seeds and constructs for design elaboration at use time
collaborative work practicessupport design communities and the emergence of power users

Consumer and Designers — A Continuum

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Design Time and Use Time

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world-as-imagined world-as-experienced

prediction reality

planning situated action

Computational Media

Extending Design Opportunities at Use Time

  • print media: a fixed context for use time is decided at design time
  • computational media:
  • presentations at use time can take advantage of contextual factors only known at use time (about tasks, users, social systems,.....)
  • examples: specification sheets and usage data, supporting dynamic forms, dynamic websites, user and task specific maps and traffic schedules....
  • evolving existing systems: users (acting as designers) can transcend at use time the boundaries of the systems as developed at design time

Putting Owners of Problems in Charge: a Necessity not a Luxury

An Interview with a Geoscientist at CU Boulder

  • I spend in average an hour every day developing software for myself to analyze the data I collected because there is not any available software.
     
    ? “reality is not user-friendly” and problems are unique
  • Even if there is a software developer sitting next to me, it would not be of much help because my needs vary as my research progresses and I cannot clearly explain what I want to do at any moment.
    ? ill-defined problems cannot be delegated; they require “unselfconscious cultures of design”
  • Even if the software developer can mange to write a program for me, I will not know if he or she has done it right without looking at the code.
     
    ? back-talk of the artifact under construction has to go back to the owner of the problem

Interview (continued)

  • So I spent three months to gain enough programming knowledge to get by. Software development has now become an essential task of my research, but I do not consider myself a software developer and I don’t know many other things about software development. ?  ?  this geoscientist obviously is not just an end-user (or a “none-professional”); his software has thousands of lines and he has considerable programming skills

    ? it is equally obvious that he is not a software professional and does not intend to become one

    ? the number of end users creating software is far larger than the number of professional programmers.

Meta-Design Concepts (in Microsoft Word)

Users as Co-Developers

  • tailor and customize the system by setting different parameters as their personal preferences
  • extend and evolve existing information structures (e.g., menus, spelling dictionaries, auto-correct tables, …)
  • write macros to create new operations (an example of “programming by example” or “programming by demonstration”)
  • create programs in VisualBasic to extend the functionality of the system
  • share the user-defined extensions

A Macro for Unwrapping Text

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Meta-Design in the Cognitive Lever (CLever) Project

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MAPS Script Editor

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Use of MAPS in Mobility-for-All

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Meta-Design Aspects in the Envisionment and Discovery Collaboratory

Closed versus Open Systems

  • example for a closed system: SimCity — too much crime
  • solution supported: build more police stations (fight crime)
  • solution not supported: increase social services, improve education (prevent crime)
  • important goal of EDC: create end-user modifiable versions of SimCity, because:
  • background knowledge can never be completely articulated
  • the world changes

Web 2.0: A Focus on Meta-Design

Web 1.0 Web 2.0

Britannica Online ? Wikipedia

personal website ? blogging

publishing ? participation

content management systems ? wikis

scheduled software releases ? continuous improvements

individual contributions ? collective intelligence

  • claim: network effects from user contributions (= knowledge sharing) are the key to market dominance in the Web 2.0 era

Examples of Web 2.0 Environments Supported by Meta-Design

SiteObjectives
iTunes Udistribute digital lessons by faculty members from “certified institutions”
YouTubevideo sharing website
Encyclopedia of Life (EoL)document 1.8 million living species known to science
Google-Mapsmaps and task-related directions
Google-SketchUp and 3D Warehousemodel the whole world in 3D
Scratchprogramming environment and support for sharing creations
PatientsLikeMeenables patients who suffer from life-changing diseases to converse
Crisis Informaticsexplores the synthesis between broadcast news and information provided by directly involved people
Stepgreenlibrary of energy saving actions
OpenEIopen-data source (Wiki) for energy information
CreativeIT Wikisupport researchers interested in creativity

Cost-Scope Trade-offs in End-User Development (EUD) Tools

Cost of Learning /

Scope

HighLow

High

Java / C++

EUD Ideal?

Low

Hardware design

Domain-oriented design environments

Meta-Design: Expanding Boundaries

  • power of the few ? wisdom of the crowds
  • socio-technical environments are living entities
  • breaks down the sharp distinction between designers and users: users become co-designers
  • democratizes design and innovation: meta-design eliminates the constraint that users are restricted to what is given to them
  • revolutionizes the creation of systems: creates foundation for social production and mass collaboration

Meta-Design: Redistributing Control

  • developers and user-designers: sharing control
  • benign dictatorship
  • council control
  • complete decentralized
  • control is desired only for personally meaningful problems
  • the pitfalls associated with a “do-it-yourself” society

Motivational Aspects and Meta-Design

  • what will make humans want to become designers/active contributors over time?
  • serious working and learning does not have to be unpleasant but can be personally meaningful, empowering, engaging, and fun
  • comment by an artist: “programming is not hard, but it is boring”
  • what will make humans want to share? ? requires: mindset change, culture change, community knowledge bases, gift cultures, social capital
  • more details: Fischer, G., Scharff, E., & Ye, Y. (2004) "Fostering Social Creativity by Increasing Social Capital." In M. Huysman, & V. Wulf (Eds.), Social Capital and Information Technology, MIT Press, Cambridge, MA, pp. 355-399.
  • who is the beneficiary and who has to do the work? ? organizational rewards

Utility = Value / Effort

  • increase in value: motivation and rewards for a “design culture”
  • feeling in control (i.e., independent from “high-tech scribes”)
  • being able to solve or contribute to the solution of a problem
  • mastering a tool in greater depth
  • making an ego-satisfying contribution to a group
  • enjoying the feeling of good citizenship to a community (“social capital”)
  • decrease in effort:
  • meta-design is hard
  • extending meta-design to design for design communities

Consumer and Designers — Beyond Binary Choices

  • claims:
  • there is nothing wrong being a consumer (watching a tennis match, listening to a concert, ...)
  • the same person wants to be a consumer in some situations and in others a designer
  • consumer / designer is not an attribute of a person, but of a context
    consumer / designer ? f{person} ? f{context}
  • problems:
  • someone wants to be a designer but is forced to be a consumer ? personally meaningful activities
  • someone wants to be a consumer but is forced to be a designer ? personally irrelevant activities

Meta-Design: Democratizing Design in Many Application Domains

  • design: customization, personalization, tailorability, end-user development, design for diversity — Lieberman, H., Paterno, F., & Wulf, V. (Eds.) (2006) End User Development - Empowering people to flexibly employ advanced information and communication technology, Kluwer Publishers, Dordrecht, The Netherlands.
  • architectural design: underdesign, support for “unself-conscious culture of design” — Brand, S. (1995) How Buildings Learn: What Happens After They're Built, Penguin Books, New York.
  • teaching and learning: teachers as facilitator, learning communities, courses-as-seeds — dePaula, R., Fischer, G., & Ostwald, J. (2001) "Courses as Seeds: Expectations and Realities," Proceedings of the Second European Conference on Computer-Supported Collaborative Learning (Euro-CSCL' 2001), Maastricht, Netherlands, pp. 494-501.
  • informed participation: beyond access, social creativity — Arias, E. G., Eden, H., Fischer, G., Gorman, A., & Scharff, E. (1999) "Beyond Access: Informed Participation and Empowerment," Proceedings of the Computer Supported Collaborative Learning (CSCL '99) Conference, Stanford, pp. 20-32.

Democratizing Design in Many Application Domains — Continued

  • open source: a success model of decentralized, collaborative, evolutionary development — Scharff, E. (2002) Open Source Software, a Conceptual Framework for Collaborative Artifact and Knowledge Construction, Ph.D. Dissertation, University of Colorado at Boulder.
  • living organizational memories: living organizational memories such as Web2Gether — dePaula, R. (2004) The Construction of Usefulness: How Users and Context Create Meaning with a Social Networking System, Ph.D. Dissertation, University of Colorado at Boulder.
  • digital libraries: community digital library — Wright, M., Marlino, M., & Sumner, T. (2002) Meta-Design of a Community Digital Library, D-Lib Magazine, Volume 8, Number 5, Available at http://www.dlib.org/dlib/may02/wright/05wright.html.
  • interactive art: collaboration, co-creation, puts the tools rather than the object of design in the hands of users — Giaccardi, E. (2004) Principles of Metadesign: Processes and Levels of Co-Creation in the New Design Space, Ph.D. Dissertation, CAiiA-STAR, School of Computing, Plymouth, UK.

Conclusions

  • meta-design offers:
  • to invent and design a culture in which all participants in collaborative design processes can express themselves and engage in personally meaningful activities
  • meta-design requires
  • a new mindset of all participants
  • designers giving up some control at design time  
  • active contributors and not just passive consumers at use time
  • meta-design raises many issues and research problems of fundamental importance including
  • new design methodologies
  • a new understanding of cognition, collaboration, and motivation
  • the design of new media and new technologies

Fischer & Eden & Dick 34 HCC Course, Fall 2010

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Created by Hal Eden on 2010/09/27 14:23

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