Designing Socio-Technical Environments in Support of Meta-Design and - - PowerPoint PPT Presentation

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Designing Socio-Technical Environments in Support of Meta-Design and - - PowerPoint PPT Presentation

Wisdom is not the product of schooling but the lifelong attempt to acquire it. - Albert Einstein Designing Socio-Technical Environments in Support of Meta-Design and Social Creativity Gerhard Fischer Center for LifeLong Learning & Design


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Gerhard Fischer 1 CSCL, 2007

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

  • Albert Einstein

Designing Socio-Technical Environments in Support of Meta-Design and Social Creativity

Gerhard Fischer Center for LifeLong Learning & Design (L3D) Department of Computer Science and Institute of Cognitive Science, University of Colorado, Boulder CSCL Conference, Rutgers University, July 2007

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Gerhard Fischer 2 CSCL, 2007

Acknowledgements

  • rganizers of CSCL’2007: thanks for providing me with this opportunity

my “daily” collaborators at the Center for LifeLong Learning & Design (L3D): colleagues, former and current PhD students, Undergraduate Research Apprentices, visitors, …. feedback on the written manuscript: too many to name them all — but specifically: Allan Collins, Sharon Derry, Cindy Hmelo-Silver, Anders Morch ideas for my presentation: too many to name them all — Yrjö Engeström, Thomas Herrmann, Shin’ichi Konomi, Tim Koschmann, Stefanie Lindstaedt, Chen-Chung Liu, Chee Kit Loi, Hiroaki Ogata, Gerry Stahl, Masanori Sugimoto, ……….. larger community over many years: NSF EHR-supported research groups, LIFE: Science of Learning Center, ELOC community, German/European Collaborators

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Gerhard Fischer 3 CSCL, 2007

Overview

Basic Message The Larger Context Lifelong Learning Design and Meta-Design Social Creativity Example of a Socio-Technical Environment Challenges Conclusion

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Gerhard Fischer 4 CSCL, 2007

Basic Message

CSCL is too timid and not thinking radically enough

  • by accepting too many established approaches (e.g.: a theory of human learning

based solely on school learning is too limited);

  • by not embracing new learning opportunities (e.g.: exploiting the unique
  • pportunities of social production in which all learners can act as active

contributors in personally meaningful problems);

  • by not moving beyond “gift-wrapping” and “techno-determinism” to co-evolution of

learning, new media, and new learning organizations

challenges for the CSCL community: provide elements of a transformational conceptual framework

  • for lifelong-learning by focusing on how learning takes place when the answer is

not known

  • supporting people in taking control of their own learning
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Gerhard Fischer 5 CSCL, 2007

A Transformational Conceptual Framework

school learning

  • lifelong learning

unaided individual human mind distributed intelligence reflective practitioner

  • reflective community

community of practice

  • community of interest

“gift-wrapping” and

  • socio-technical environments

techno-determinism consumers

  • active contributors (meta-design)

learning when the answer

  • learning when no one knows

is known the answer (social creativity)

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Gerhard Fischer 6 CSCL, 2007

The Larger Context

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Gerhard Fischer 7 CSCL, 2007

Beyond the Unaided, Individual Human Mind

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Gerhard Fischer 8 CSCL, 2007

History

Ivan Illich: Deschooling Society (1971) + Tools for Conviviality (1973) learning webs Donald Schön: The Reflective Practitioner: How Professionals Think in Action. (1983) reflection-in-action Herbert Simon: The Sciences of the Artificial, 3rd ed (1996) design Seymour Papert: Mindstorms: Children, Computers and Powerful Ideas (1980) constructionism

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Gerhard Fischer 9 CSCL, 2007

Ivan Illich: Deschooling Society

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Gerhard Fischer 10 CSCL, 2007

Chapter on Learning Webs (1971)

reference services to educational objects — facilitating access to things or processes used for formal learning skill exchanges — permitting persons to list their skills, the conditions under which they are willing to serve as models for others who want to learn these skills, and the addresses at which they can be reached peer-matching — a communications network which permits persons to describe the learning activity in which they wish to engage, in the hope of finding a partner for the inquiry reference services to educators-at-large —listed in a directory giving the addresses and self-descriptions along with conditions of access to their services

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Gerhard Fischer 11 CSCL, 2007

Why Now?

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Gerhard Fischer 12 CSCL, 2007

National Science Foundation

5 year strategic plan: terms and concepts

  • collaboration

17

  • creativity

6

  • innovation

26

  • exploration

11

  • discovery

27

  • STEM

9

new programs:

  • Science of Design (2005)
  • CreativeIT (2007)
  • Cyberinfrastructure Training, Education, Advancement, and Mentoring for Our

21st Century Workforce (2007)

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Gerhard Fischer 13 CSCL, 2007

The CSCL Community

my question: what do your consider the MOST CHALLENGING AND MOST IMPORTANT ISSUE for the CSCL community in 2007?

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Gerhard Fischer 14 CSCL, 2007

Selected Answers

computers and schools are basically incompatible CSCL is being reinvented by the rapidly growing web 2.0 community; the interchange between these two communities should be fostered use CSCL to enhance students' capability for creativity CSCL has failed to settle on an agreed-upon research agenda develop new methodologies for CSCL do work that is relevant to the important problems and issues of today take learning as a phenomenon that is deeply rooted in its broader institutional and practical contexts there would be a lot of chaos when students design courses for themselves, at least in Asian contexts

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Gerhard Fischer 15 CSCL, 2007

CSCL = CS + CL

CS: computer supported

  • intelligent tutoring systems / AI and Education closed world with full control
  • clickers in classroom “gift-wrapping”
  • multi-media for presentation and instruction consumer-oriented rich

representations

  • OLPC (=one laptop per child) / $100 computer digital divide
  • Web 2.0 technologies social production, users-as-designers (the

technological “hot spot”?)

CL: collaborative learning

  • giving all stakeholders a voice meta-design
  • transdisciplinary collaboration social creativity
  • teacher, learner = f{person} f {context}

misunderstanding between “necessary” and “sufficient”

  • all schools on the Internet
  • $100 computer
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Gerhard Fischer 16 CSCL, 2007

Co-Evolution: Beyond “Technology-Driven Developments” and “Gift-Wrapping”

learning, working learning, working and and collaboration collaboration new learning new learning

  • rganizations
  • rganizations

new media and new media and new technologies new technologies

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Gerhard Fischer 17 CSCL, 2007

Lifelong Learning

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Gerhard Fischer 18 CSCL, 2007

Our Credo of Lifelong Learning

assumption: If the world of working and living relies on collaboration, creativity, definition and framing of problems and if it requires dealing with uncertainty, change, and intelligence that is distributed across minds, cultures, disciplines, and tools consequence: then education should foster on competencies that prepare students for having meaningful and productive lives in such a world

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Gerhard Fischer 19 CSCL, 2007

Science of Learning

“A decade of interdisciplinary research on everyday cognition demonstrates that school-based learning, and learning in practical settings, have significant

  • discontinuities. We can no longer assume that what we discover about

learning in schools is sufficient for a theory of human learning.” — Scribner and Sachs “In important transformations of our personal lives and organizational 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

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Gerhard Fischer 20 CSCL, 2007

Personal History

I994: Center for LifeLong Learning & Design (L3D) 1995: 1st CSCL conference —paper: “Distributed Cognition, Learning Webs and Domain-Oriented Design Environments”

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Gerhard Fischer 21 CSCL, 2007

WWW: From Broadcast to Collaboration Medium

(1996: Fischer, Ambach, Ostwald, Repenning)

Delegation Web Users Web Master World Wide Web

M1

The Web as Broadcast Medium

Feedback (via email

  • r forms)

World Wide Web

M2

Broadcast with Feedback

Seed Distributed Collaboration

M3

Evolutionary and Collaborative Design

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Gerhard Fischer 22 CSCL, 2007

Design and Collaborative Design

design versus natural science (Herbert Simon “Sciences of the Artificial”)

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

the need for collaborative design because design problems are

  • complex requiring social creativity in which stakeholders from different

disciplines have to collaborate

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

solving

  • have no (single) answer argumentation support, consideration of trade-
  • ffs, feeling comfortable with ambiguity
  • unique (“a universe of one”) requiring learning when no one knows the

answer

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Gerhard Fischer 23 CSCL, 2007

Meta-Design = Design for Designers

meta-design explores:

  • the invention and design of a culture in which participants can express

themselves and engage in personally meaningful activities

meta-design requires

  • designers giving up some control at design time
  • active contributors (and not just passive consumers) at use time

meta-design raises research problems of fundamental importance including

  • new design methodologies
  • a new understanding of collaboration, motivation, innovation and creativity
  • the design of innovative socio-technical environments

provides a theoretical framework for Web 2.0 technologies

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Gerhard Fischer 24 CSCL, 2007

Design Time and Use Time

end user system developer user (representative)

key design time use time

time

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

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Gerhard Fischer 25 CSCL, 2007

Meta-Design: A Framework for Effective, Large Scale, Distributed, Collaborative Efforts

  • social production Benkler, Y. (2006) “The Wealth of Networks: How

Social Production Transforms Markets and Freedom”

  • democratizing innovation von Hippel, E. (2005) “Democratizing

Innovation”

  • mass collaboration Tapscott, D and Williams, A. (2006): “Wikinomics:

How Mass Collaboration Changes Everything”

  • integration of consumer and producer roles Fischer, G. (2002)

“Beyond 'Couch Potatoes': From Consumers to Designers and Active Contributors”

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Gerhard Fischer 26 CSCL, 2007

What Do Meta-Designers Do?

  • they use their own creativity to create socio-technical environments in which
  • ther people can be creative
  • they underdesign
  • by creating contexts and content creation tools rather than content
  • by creating technical and social conditions for broad participation in design

activities

  • by supporting ‘hackability’ and ‘remixability’
  • examples for meta-design: Web 2.0 Technologies
  • Wikis
  • Google-SketchUp + 3D Warehouse + Google Earth
  • Second Life
  • Open source
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Gerhard Fischer 27 CSCL, 2007

SketchUp — a 3D Modeling Environment for Content Creation

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Gerhard Fischer 28 CSCL, 2007

3D Warehouse: a Web 2.0 Environment

http://sketchup.google.com/3dwarehouse/

features:

  • search, share, and store 3D models created in SketchUp
  • models include: buildings, houses, bridges, sculptures, cars, people, pets, …
  • download the 3D models to be modified in SketchUp
  • if the model has a location on earth download it and view it in Google Earth
  • share 3D models by uploading them from SketchUp

challenges:

  • what will motivate people to participate?
  • participation requires to learn SketchUp create learning environments for

SketchUp

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Gerhard Fischer 29 CSCL, 2007

3D Warehouse

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Gerhard Fischer 30 CSCL, 2007

CU Boulder in 3D

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Gerhard Fischer 31 CSCL, 2007

Downtown Denver in 3D

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Gerhard Fischer 32 CSCL, 2007

Social Creativity

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Gerhard Fischer 33 CSCL, 2007

Learning When No One Knows the Answer

design problems are unique learning from the past is not enough sources for new knowledge:

  • conceptual collisions (LIFE Center)
  • epistemological pluralism: diversity in how we think; e.g.: formal thinking versus

bricolage (LOGO community)

  • distributed intelligence (Salomon, Hutchins, ……)
  • boundary objects (Star, …………)
  • symmetry of ignorance (Rittel, L3D)
  • emergence
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Gerhard Fischer 34 CSCL, 2007

Social Creativity

complex design problems are systemic problems; they seldom fall within the boundaries of one specific domain they require the participation and contributions of several stakeholders with various backgrounds “An idea or product that deserves the label ‘creative’ arises from the synergy of many sources and not only from the mind of a single person” — Mihaly Csikszentmihályi “Invention is a social process: it rests on the accumulation of many minor improvements, not the heroic efforts of a few geniuses” — Karl Marx

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Gerhard Fischer 35 CSCL, 2007

Distances in Social Creativity: Limitations or Opportunities?

spatial dimension: shared location shared concerns; success model: open source communities temporal dimension: learning from the past; success model: reuse and redesign conceptual dimension: exploiting symmetry of ignorance, conceptual collisions, epistemological pluralism and breakdowns as sources for innovation; success models: Communities of Practice (CoPs) and Communities of Interest (CoIs) technological dimension: a new understanding of distributing intelligence and the identification of basic skills in the 21st century

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Gerhard Fischer 36 CSCL, 2007

Communities of Practice (CoPs):

Homogenous Design Communities

CoPs = practitioners who work as a community in a certain domain examples: architects, urban planners, research groups, software developers, software users, kitchen designers, computer network designer, learning:

  • masters and apprentices
  • legitimate peripheral participation (LPP)

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

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Gerhard Fischer 37 CSCL, 2007

Communities of Interest (CoIs)

Heterogeneous Design Communities

  • CoIs = 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

  • diverse cultures: people from academia and from industry, software designers and

software users, students and researchers from different cultures

  • fundamental challenges:
  • establish common ground by creating boundary objects
  • build a shared understanding of the task at hand
  • learn to communicate with others who have a different perspective
  • primary goal: not “moving toward a center” (such as LPP in CoP) but

“integrating diversity and making all voices heard”

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Gerhard Fischer 38 CSCL, 2007

A Socio-Technical Environment

Envisionment and Discovery Collaboratory (EDC)

(major developers: Ernesto Arias and Hal Eden)

the EDC supports:

  • collaborative design (e.g. in: urban planning, emergency management)
  • social creativity learning when no one knows the answer
  • meta-design a version of SimCity in which content is generated by users

the EDC and CSCL

  • CS: table-top, computationally enriched physical objects, visualization
  • CL: CoIs, emergence, boundary objects, reflection in action, reflective

communities

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Gerhard Fischer 39 CSCL, 2007

The Envisionment and Discovery Collaboratory

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Gerhard Fischer 40 CSCL, 2007

Face-to-Face Collaboration around the EDC Action Space

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Gerhard Fischer 41 CSCL, 2007

Boulder City Council and University of Colorado Regents

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Gerhard Fischer 42 CSCL, 2007

Sketching Support in the EDC

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Gerhard Fischer 43 CSCL, 2007

Buildings Sketched into a Google-Earth Client

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Gerhard Fischer 44 CSCL, 2007

Emerging Insight: Illustrating Multiple Walking Distances

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Gerhard Fischer 45 CSCL, 2007

Integrating Individual and Social Creativity: Caretta

(collaboration with Masanori Sugimoto, University of Tokyo)

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Gerhard Fischer 46 CSCL, 2007

Other Examples from L3D’s Research

Agentsheets (Alexander Repenning) Behavior Exchange Digital Libraries (Tammy Sumner et al) Community Evolution (Meta- Design) Courses-as-Seeds (started in 1997)

  • based on the seeding, evolutionary growth, reseeding (SER) model
  • supported by Wikis
  • http://l3d.cs.colorado.edu/~gerhard/courses/
  • more in my paper in the proceedings

Transdisciplinary Collaboration (collaboration with Sharon Derry)

  • successful collaboration creates new forms of knowledge outside or in between

disciplines and in the process transforms the disciplinary identities of the collaborating researchers

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Gerhard Fischer 47 CSCL, 2007

Challenges

reflective communities “long tail” opportunities learning from each other

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Gerhard Fischer 48 CSCL, 2007

Reflective Practitioners Reflective Communities

Large Conceptual Distance — Limited Common Ground

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Gerhard Fischer 49 CSCL, 2007

Software Professionals Acquiring Domain Knowledge

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Gerhard Fischer 50 CSCL, 2007

Domain Experts Acquiring Media Knowledge

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Gerhard Fischer 51 CSCL, 2007

From Reflective Practitioners to Reflective Communities

(supported by transdisciplinary collaboration)

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Gerhard Fischer 52 CSCL, 2007

Exploiting “Long Tail” Opportunities — The Long Tail

(sources: Chris Anderson “The Long Tail” and John Seely Brown: “New Learning Environments for the 21st Century”)

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Gerhard Fischer 53 CSCL, 2007

The Long Tail

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Gerhard Fischer 54 CSCL, 2007

The Other End: Cultural Literacy

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Gerhard Fischer 55 CSCL, 2007

A New Synergy: Basic Knowledge/Skills and Long-Tail

basic skills: learning to learn, learning on demand, meta-cognitive skills, soft skills (different from Hirsch “cultural literacy”) long-tail:

  • interest
  • passion
  • self-directed learning
  • intrinsic motivation
  • personally meaningful problems
  • interesting example movie: “October Sky”

extensive coverage needed for supporting the infinite numbers of interesting topics — will be facilitated by a “meta-design” culture) examples:

  • Wikipedia
  • 3D objects in Google Earth / 3D Warehouse
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Gerhard Fischer 56 CSCL, 2007

Learners and Teachers

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Gerhard Fischer 57 CSCL, 2007

School and Cultural Literacy

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Gerhard Fischer 58 CSCL, 2007

Teacher, Learner = f{person} f {context}

today’s students are “digital natives” and belong to the “n-gen” culture— they engage in Facebook, Second Life, Flickr, YouTube, World of Warcraft, Wikipedia, Open Source, …… pedagogy of mutuality (Bruner), symmetry of ignorance

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Gerhard Fischer 59 CSCL, 2007

Conclusion: “Let Us Be Less Timid”

the future is not out there to be discovered — it has to be invented and designed George Bernard Shaw: "The reasonable man adapts himself to the world. The unreasonable man persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man." Machiavelli: “People who want to change institutions, have all those as their enemies who have done well under the old conditions” Winston Churchill: “This is not the end. It is not even the beginning of the

  • end. But it is, perhaps, the end of the beginning.”