Lecture 9
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.edu; haleden@colorado.edu; holger.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
Meta-Design and Technical Construction Kits: An Airplane
Meta-Design and Technical Construction Kits: A Tipper Truck
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
Concept | Implications |
convivial tools | allow users to invest the world with their meaning and to use tools for the accomplishment of a purpose they have chosen |
domain-orientation | bring task to the forefront; provide time on task |
open, evolvable systems | put owners of problems in charge; in open systems, extension is an essential part of use |
underdesigned systems | create seeds and constructs for design elaboration at use time |
collaborative work practices | support design communities and the emergence of power users |
Consumer and Designers — A Continuum
Design Time and Use Time
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
Meta-Design in the Cognitive Lever (CLever) Project
MAPS Script Editor
Use of MAPS in Mobility-for-All
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
- source: Tim O’Reilly “What is Web 2.0 — Design Patterns and Business Models for the Next Generation of Software”
at: http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
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
Site | Objectives |
iTunes U | distribute digital lessons by faculty members from “certified institutions” |
YouTube | video sharing website |
Encyclopedia of Life (EoL) | document 1.8 million living species known to science |
Google-Maps | maps and task-related directions |
Google-SketchUp and 3D Warehouse | model the whole world in 3D |
Scratch | programming environment and support for sharing creations |
PatientsLikeMe | enables patients who suffer from life-changing diseases to converse |
Crisis Informatics | explores the synthesis between broadcast news and information provided by directly involved people |
Stepgreen | library of energy saving actions |
OpenEI | open-data source (Wiki) for energy information |
CreativeIT Wiki | support researchers interested in creativity |
Cost-Scope Trade-offs in End-User Development (EUD) Tools
Cost of Learning / Scope | High | Low |
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