Community-Driven Evolution of Knowledge Artifacts: Frameworks, - - PowerPoint PPT Presentation

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Community-Driven Evolution of Knowledge Artifacts: Frameworks, - - PowerPoint PPT Presentation

Wisdom is not the product of schooling but the lifelong attempt to acquire it. - Albert Einstein Community-Driven Evolution of Knowledge Artifacts: Frameworks, Systems, Experiences, Obstacles, and Challenges Gerhard Fischer Center for LifeLong


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Gerhard Fischer 1 Irvine, Dec2003

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

  • Albert Einstein

Community-Driven Evolution of Knowledge Artifacts: Frameworks, Systems, Experiences, Obstacles, and Challenges

Gerhard Fischer

Center for LifeLong Learning & Design (L3D) http://www.cs.colorado.edu/~l3d/ Department of Computer Science and Institute of Cognitive Science University of Colorado, Boulder

Workshop “Community-Driven Evolution of Knowledge Artifacts”, Irvine, December 2003

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Gerhard Fischer 2 Irvine, Dec2003

Overview

ß Core Message

ß Frameworks:

  • Community and Social Creativity,
  • Evolution, Meta-Design, and SER

ß Systems ß Experiences ß Obstacles ß Challenges

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Gerhard Fischer 3 Irvine, Dec2003

Core Message

ß community-driven evolution of knowledge artifacts is one of the most promising design methodologies for complex socio-technical systems ß but: our understanding of what it takes to make this happen is still very limited ß challenges:

  • community-driven evolution of knowledge artifacts ‡ co-evolution of

knowledge artifacts and communities

  • technology is necessary, but not sufficient
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Gerhard Fischer 4 Irvine, Dec2003

Focus: Design Problems

ß design (Herbert Simon “Sciences of the Artificial”)

  • natural science: how things are
  • design: how things ought to be

ß design problems require learning and collaboration because they are

  • complex ‡ requiring multidisciplinary approaches in which stakeholders from

different disciplines have to collaborate

  • ill-defined ‡ requiring the integration of problem framing and problem solving

leading to evolutionary improvements

  • unique (“a universe of one”) ‡ learning when the answer is not known
  • have no (single) answer ‡ argumentation
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Gerhard Fischer 5 Irvine, Dec2003

Design Communities: Communities of Practice and Communities of Interest

ß Communities of Practice (CoPs), defined as groups of people who share a professional practice and a professional interest ß Communities of Interest (CoIs), defined as groups of people (typically coming from different disciplines) who share a common interest (e.g., solve complex design problems, engage in complex decision making) ß more information:

Fischer, G. (2001) "Communities of Interest: Learning through the Interaction of Multiple Knowledge Systems," 24th Annual Information Systems Research Seminar In Scandinavia (IRIS'24), pp. 1-14. [http://www.cs.colorado.edu/~gerhard/papers/iris24.pdf]

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Gerhard Fischer 6 Irvine, Dec2003

Communities of Practice (CoPs)

ß CoPs:

  • homogenous design communities: practitioners who work as a community in

a certain domain

  • examples: architects, urban planners, research groups, software developers,

software users, kitchen designers, computer network designers, voice dialog systems designers ……

ß learning in CoPs:

  • masters and apprentices
  • legitimate peripheral participation (LPP) ‡ one accepted, well-established

center of expertise and a clear path of learning towards this center exist

  • creates a notion of belonging and an identity

ß problems: “group-think” ‡ when people work together too closely in communities, they sometimes suffer illusions of righteousness and invincibility ß systems: domain-oriented design environments (e.g.: kitchen design, computer network design, voice dialogue design, …..)

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Gerhard Fischer 7 Irvine, Dec2003

Communities of Interest (CoIs)

ß CoIs

  • heterogeneous design communities: bring different CoPs together to solve

a problem

  • membership in CoIs is defined by a shared interest in the framing and

resolution of a design problem

  • bring together diverse cultures (academia and from industry, software

designers and software users)

ß learning in CoIs: primary goal is not “moving toward a center” (CoP) but

“integrating diversity and making all voices heard”

ß problems:

  • establish a common ground ‡ develop a common language
  • building a shared understanding of the task at hand ‡ negotiation of meaning
  • learning to communicate with others who have a different perspective ‡

boundary objects ß systems: Envisionment and Discovery Collaboratory

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Gerhard Fischer 8 Irvine, Dec2003

A Comparison Between Different Social Networks

Communities

  • f Practice

(CoPs) Communities

  • f Interest

(CoIs) Teams Intensional Networks Knotworking example domains claims processor (Wenger)

  • pen source

communities complex design problems (L3D) units in

  • rganizations

assembly line work particular work projects cutting across

  • rganizational

boundaries (Nardi et al) flight crews

  • perating room

teams (Engeström et al) how do they come into existence Co-evolve with practice solving complex design problems require multiple expertise

  • rganizational

planning and structuring Active cultivation by those who need their support patterns in a work configuration working conditions well-defined professions Confluence of multiple practices, other interested parties Problem

  • riented

situation focus

  • n solving

problem/task flux and instability responsibilities are distributed, well-established roles masters and apprentices stakeholders from different disciplines Team as unit Team leader collaboration across

  • rganizational

boundaries roles well defined collaborative practice is “plug and play” duration long-term associated with specific projects created and terminated from the outside evolving over time for specific tasks

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Gerhard Fischer 9 Irvine, Dec2003

A Comparison Between Different Social Networks— Continued

Communities

  • f Practice

(CoPs) Communities

  • f Interest

(CoIs) Teams Intensional Networks Knotworking characteristics defined by a shared and well- established practice CoIs = communities of CoPs defined by management defined by a shared concern non-negotiable roles in specific teams

  • perational units

challenges identity; well established centers shared understanding; boundary

  • bjects

shifting centers flexible, less predictable configuration of workers “who do I tell” and “who do I ask” working together without knowing each others as persons learning legitimate peripheral participation; working shops exploit symmetry

  • f ignorance as

a source of power Workshops Feedback to/interaction with design process “who do I ask” and “who do I tell” “not what you know but who you know” plays little role in flight crews ‡ highly trained professionals problems “group think” lack of shared understanding too much “formally” defined; inflexible Need to continually maintained, updated

  • nly applicable

to environments in which people are highly trained technological support DODEs Expert- Exchange Envisionment and Discovery Collaboratory group memories Web2gether; Eureka workflow systems

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Gerhard Fischer 10 Irvine, Dec2003

The Individual Human Mind is Limited

ß the Renaissance scholar does not exist anymore ‡ distributed cognition

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Gerhard Fischer 11 Irvine, Dec2003

Knowledge is Distributed

ß distinct domains of human knowledge exist ‡ of critical importance: mutual appreciation, efforts to understand each other, increase in socially shared cognition and practice (Snow, C. P. (1993) “The Two Cultures”) ß example: software design in application domains

domain-1 domain-2 domain-3

ß example from: “System development is difficult not because of the complexity of

technical problems, but because of the social interaction when users and system developers learn to create, develop and express their ideas and visions” — Greenbaum & Kyng) (Eds.) (1991) “Design at Work”

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Gerhard Fischer 12 Irvine, Dec2003

Coping with Application Domains — Are Power-Users the Answer? ß Software Engineers Acquiring Application Domain Knowledge ß Domain Designers Acquiring Software Engineering Knowledge

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Gerhard Fischer 13 Irvine, Dec2003

Fish-Scale Model

ß Claim: none of the two models above will work, because the amount of knowledge to be known is too large ß Objective: persons from one domain learn enough from other domains that they can collaborate ß Fish-Scale Model: “collective comprehensiveness through overlapping patterns of unique narrowness” ‡ Campbell, D. T. (1969) "Ethnocentrism of

Disciplines and the Fish-Scale Model of Omniscience." In M. Sherif & C. W. Sherif (Eds.), Interdisciplinary Relationships in the Social Sciences, Aldine Publishing Company, Chicago, pp. 328-348.

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Gerhard Fischer 14 Irvine, Dec2003

Social Creativity

ß claim: an idea / product / artifact /design that deserves the label “creative” arises from the synergy of many sources and not only from the mind of a single person

ß evidence: “Edison’s and Einstein’s discoveries would be inconceivable without the prior knowledge, without the intellectual and social network that simulated their thinking, and without the social mechanisms that recognized and spread their innovations” — Csikszentmihalyi, M. (1996) Creativity, HarperCollins Publishers, New York, NY ß social creativity requires and supports new forms of learning when the

answer is not known ‡ “In important transformations of our personal lives and

  • rganizational practices, we must learn new forms of activity which are not there yet.

They are literally learned as they are being created. There is no competent teacher. Standard learning theories have little to offer if one wants to understand these processes.” — Yrjö Engeström, “Expansive Learning at Work”

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Gerhard Fischer 15 Irvine, Dec2003

Individual and Social Creativity

“The strength of the wolf is in the pack, and the strength of the pack is in the wolf.” Rudyard Kipling

ß individual versus social creativity ‡ individual and social creativity

  • not a binary choice
  • explore the relationship between the individual and the social

(e.g., autonomy fl‡ collective goals)

  • tension between creativity and organization: elements of organization (e.g.,

workflow systems) can stifle creativity

ß social creativity:

  • requires designers not consumers
  • requires externalizations/oeuvres to serve as boundary objects
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Gerhard Fischer 16 Irvine, Dec2003

CoIs: Social Creativity and Boundary Objects

Boundary Objects

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Gerhard Fischer 17 Irvine, Dec2003

Access: Learning When the Answer is Known

ß examples: instructionist classroom, accessing information on the Web

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Gerhard Fischer 18 Irvine, Dec2003

Informed Participation: Learning and Contributing

end-user development learning on demand ß examples: collaborative learning and knowledge construction, open source

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Gerhard Fischer 19 Irvine, Dec2003

A Frameworks for Evolution — Design Time and Use Time

end user system developer user (representative)

key design time use time

time

world-as-imagined world-as-experienced planning situated action

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Gerhard Fischer 20 Irvine, Dec2003

Computational Media: Extending Design Opportunities to Use Time

ß print media: content for use time is decided at design time ß computational media: presentations at use time can take advantage of contextual factors only known at use time (about tasks, users, social systems,.....) in the form of specification sheets and usage data, supporting dynamic forms, dynamic websites, .... ß evolving the existing systems: users (acting as designers) can transcend the boundaries of the systems as developed at design time

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Gerhard Fischer 21 Irvine, Dec2003

Meta-Design — How We Think About It

ß “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) ß 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”

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Gerhard Fischer 22 Irvine, Dec2003

Meta-Design

ß meta-design

  • new media that allow users to act as designers and be creative
  • 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

ß 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”
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Gerhard Fischer 23 Irvine, Dec2003

Human Problem Domain Interaction — Pinball Construction Kit

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Gerhard Fischer 24 Irvine, Dec2003

Human Problem Domain Interaction — Music Construction Kit

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Gerhard Fischer 25 Irvine, Dec2003

Comparing Self-conscious and Unself-conscious Cultures of Design

self-conscious unself-conscious definition an explicit, externalized description of a design exists (theoretical knowledge) process of slow adaptation and error reduction; situated

  • riginal

association professionally-dominated design primitive societies, handmade things examples seeding and reseeding designed cities: Brasilia, Canberra, Abudja evolutionary growth naturally grown cities: London, Paris strengths activities can be delegated; division of labor becomes possible many small improvements ‡ artifacts well suited to their function; coping with ill-defined, unarticulated problems weaknesses many artifacts are ill-suited to the job expected of them no general theories exist or can be studied (because the activity is not externalized) requirements externalized descriptions must exist—issue: how adequate are these externalized descriptions?

  • wner of problems must be involved

because they have relevant, unarticulated knowledge

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Gerhard Fischer 26 Irvine, Dec2003

Meta-Design: Beyond Professionally-Dominated, User- Centered Design and Participatory Design

ß professionally-dominated design

  • works at best for people with the same interests and background knowledge

ß user-centered design:

  • analyze the needs of the users
  • understand the conceptual worlds of the users

ß participatory design

  • involve users more deeply in the process as co-designers by empowering them

to propose and generate design alternatives

  • focus on system development at design time by bringing developers and users

together to envision the contexts of use

ß meta-design:

  • create design opportunities at use time
  • requires co-creation
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Gerhard Fischer 27 Irvine, Dec2003

What Do Meta-Designers Do?

ß use their own creativity to create socio-technical environments in which

  • ther people can be creative

ß create the technical and social conditions for broad participation in design activities which are as important as creating the artifact itself

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Gerhard Fischer 28 Irvine, Dec2003

Meta-Design: Transforming Application Areas

ß open source: a success model of decentralized, collaborative, evolutionary development (Eric Scharff, PhD thesis) ß courses-as-seeds: reinventing university courses (Ernesto Arias, Gerhard Fischer) ß digital libraries: community digital library (Michael Wright and Tamara Sumner) ß interactive art: collaboration, co-creation, put the tools rather than the

  • bject of design in the hands of users (Elisa Giaccardi)
  • examples: http://www.sito.org/ — Gridcosm, HyGrid
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Gerhard Fischer 29 Irvine, Dec2003

The Seeding, Evolutionary Growth, Reseeding (SER) Model

ß at design time:

  • development of an initial system that can change over time (seed)
  • underdesign: creating design options for users

ß at use time:

  • support for “unself-conscious culture of design”: users will experience breakdowns

by recognizing “bad fit” at use time

  • end-user modifications allow users to address limitations they experience
  • evolutionary growth through incremental modifications

ß reseeding:

  • significant reconceptualization of the system
  • account for incremental modifications, mitigate conflicts between changes, and

establish an enhanced system

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Gerhard Fischer 30 Irvine, Dec2003

The SER Model

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Gerhard Fischer 31 Irvine, Dec2003

The SER Model Applied to Domain-Oriented Design Environments

Domai n De sig ner Environment De velo per Cl ient

Legend Legend build on lower level modify lower level

Evolutionary Growth Evolutionary Growth ReSeeding ReSeeding Artifact A Artifact B Multifaceted Architecture DODE Artifact

Arg ume n t a t i
  • n
Ca t a l
  • g
S p e c ific a tio n A r g u me n ta t i
  • n
I llus tr a t
  • r
C at a l
  • g E
x p lo rer C at a l
  • g
E x p lo rer Arg ume n t a t i
  • n
Ca t a l
  • g
C
  • n
s t ruc t i
  • n
S p e c ific a tio n A r g u me n ta t i
  • n
I llus tr a t
  • r
C at a l
  • g E
x p lo rer C at a l
  • g
E x p lo rer C
  • n
s t r u c t i
  • n
A na ly z e r S pe c ifica ti
  • n
M at c he r S pe c ifica ti
  • n
M at c he r

Seeding Seeding levels time

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Gerhard Fischer 32 Irvine, Dec2003

Self-organizing Evolution fl‡ fl‡ Reseeding —

Information Repositories Evolved by Specialists versus Evolved in the Working Context

evolved by specialists evolved in the working context examples digital library of ACM websites of communities of practice, Eureka nature of individual entries database like entries narratives, stories economics requires substantial extra resources puts an additional burden on the knowledge workers delegation possible in domains in which entries/objects are well- defined problem owners need to do it, because the entries/objects are emerging products of work design culture self-conscious unself-conscious motivation work assignment social capital

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Gerhard Fischer 33 Irvine, Dec2003

Some L3D System Developments (supporting “Community-Driven Evolution of Knowledge Artifacts”)

ß Envisionment and Discovery Collaboratory (E. Arias and H. Eden) — computational support in face-to-face meetings for communities of interest ß Web2gether (R. dePaula) — social networks (teachers, parents) caring for people with cognitive disabilities ß Living Organizational Memories (J. Ostwald) — collaboratively evolved information repositories ß CodeBroker (Y. Ye) — software reuse as a CSCW/CSCL problem

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Gerhard Fischer 34 Irvine, Dec2003

The Envisionment and Discovery Collaboratory

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Gerhard Fischer 35 Irvine, Dec2003

Meta-Design Aspects in the Envisionment and Discovery Collaboratory: Closed versus Open Systems

ß 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)

ß important goal of EDC: create end-user modifiable versions of SimCity

  • background knowledge can never be completely articulated
  • the world changes

ß user control:

  • end-user modifiability
  • conviviality: putting owners of problems in charge
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Gerhard Fischer 36 Irvine, Dec2003

The Location-Comprehension-Modification Cycle

Location Modification Comprehension explanation reformulation extraction review / explanation reformulation

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Gerhard Fischer 37 Irvine, Dec2003

CodeBroker (Yunwen Ye): User Modeling and Personalization Supporting Software Reuse and High-Functionality Applications

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Gerhard Fischer 38 Irvine, Dec2003

The seeding, Location, Comprehension, Modification, and Sharing (sLCMS) Model

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Gerhard Fischer 39 Irvine, Dec2003

Experiences

ß open source ‡ open systems ß urban planning ‡ Envisionment and Discovery Collaboratory work ß architects in the Discovery Learning Center: learning versus getting the work done (paradox of the active user) ß media competition (should be turned into media complementation) ß consumer mindsets among the students in our course

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Gerhard Fischer 40 Irvine, Dec2003

Obstacles

ß social capital ß who is the beneficiary and who has to do the work ß Swiki and Dynasite for my courses: reliability fl‡ research prototypes ß privacy in Web2gether ß improvisations versus standardization

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Gerhard Fischer 41 Irvine, Dec2003

Explore Technical Issues in Real-World Settings — Improvisations versus Standardization

ß example: SAP Info, July 2003, p 33: “Reduce the Number of Customer Modifications” ß rationale: “every customer modification implies costs because it has to be maintained by the customer. Each time a support package is imported there is a risk that the customer modification may have to be adjusted or re-implemented. To reduce the costs of such on-going maintenance of customer-specific changes, one of the key targets during an upgrade should be to return to the SAP standard wherever this is possible” ß compare:

  • “forking” in Open Source
  • “reseeding” in Seeding, Evolutionary Growth, Reseeding Model
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Gerhard Fischer 42 Irvine, Dec2003

Challenges

ß authentic communities ß utility = value / effort ß individual fl‡ social creativity (autonomy versus shared goals) ß change of mindsets

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Gerhard Fischer 43 Irvine, Dec2003

Utility = Value / Effort

ß 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”)

ß decrease in effort:

  • meta-design is hard
  • extending meta-design to design for design communities

ß examples:

  • oral

‡ literate society: high value, very large effort

  • paper-based literacy ‡ digital literacy:

?????? ,???????

  • individual

‡ social: ?????? ,???????

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Gerhard Fischer 44 Irvine, Dec2003

Conclusions

ß community-driven evolution of knowledge artifacts offers:

  • to invent and design a culture in which all participants in collaborative design can

express themselves and engage in personally meaningful activities

ß community-driven evolution of knowledge artifacts raises many issues and research problems of fundamental importance

  • new design methodologies
  • a new understanding of cognition, collaboration, and motivation
  • the design of new media and new technologies

ß community-driven evolution of knowledge artifacts is more than a technical problem; it requires

  • a new mindset of all participants
  • designers giving up some control
  • active contributors and not just passive consumers at use time