We propose a novel principled approach and the toolset to
support collocated team-based educational design. We
scaffold teams of teachers as designers creating rapid
high-level course designs. We provide teachers with an
ecology of digital and non-digital devices, an embedded
design pattern library and a design dashboard. The toolset
is situated within a purpose-built educational design
studio and includes a set of surface devices that allow
teachers to manipulate iconic representations of a course
design and get real-time design analytics on selected
parameters. The contribution of the paper is a description
of the rationale for, implementation and evaluation of, an
innovative toolset that sits in an ecology of resources to
support collocated educational design.
2. F2F interaction is great
for tasks like:
Collaboration
Ideation
Storytelling
Problem solving
Negotiation
Designing
Collective thinking
Team work
Projects
WICKED PROBLEMS
…
3. Many times teams fail
for varied reasons like:
Inadequate tools,
Social conflicts,
Ill-defined tasks
Personal differences,
Limited resources
….
and other situations hard
to explain
…
9. Analysis Problem 1: Oversimplification,
Quantification, Too much Focus
(e.g. only on tools)
10. Analysis Alternative: Ethnography
Problem: Quite expensive
What happens if:
we are not ethnographers?
we don’t have the resources?
parts of the analysis need to be
automated?
we need to provide support on the
fly?
we need to combine quantitative
methods?
…..
11. Our contribution
A toolset that sits in an ecology of resources to
support collocated educational design (OZCHI’ 16).
A holistic analysis approach to support the
selection of analytical tools and interpretation of
results (CHI’ 16*)
*Martinez-Maldonado, R., Goodyear, P., J.Kay, Thompson, K., and Carvalho (2016) An Actionable
Approach to Understand Group Experience in Complex, Multi-surface Spaces. SIGCHI
Conference: Human Factors in Computing Systems, CHI 2016, 2062-2074.
13. Physical component
the place in which activity
unfolds, the physical and digital
space and objects; the input
devices, screens, software,
material tools, awareness tools,
artefacts, etc.
14. Social component
types of groupings (e.g. dyads,
trios, groups, networks of
people);
scripted roles;
divisions of labour, etc,
20. TASK: Educational Design
An educational design describes the tasks, materials,
pedagogies and social dynamics for educators and their
students aimed at providing learning opportunities in
students’ face-to-face or online activities, over a particular
time period
24. DEMOGRAPHICS
Four teams (A, B, C and D),- 4 male and 8 female
Expertise teaching (4 advanced, 5 competent and 3 novice)
and educational design (5 advanced)
Tool experience: 8/12 participants had used an interactive
tabletop 7/12 an interactive 5/12 had used both and all used
tablets
Goal: produce two high-level competing candidate designs
Roles (Lecturer-L, Learning Designer-LD and Quality Assurance
Officer-QAO)
25. A B C D
User
experience
Set, Social, Epistemic
Tools use
Set, Social,
Epistemic
Attention
Set, Social,
Epistemic
Space and
mobility
Set, Social,
Epistemic
Process
Set, Social,
Epistemic
Roles
Set, Social,
Epistemic
Teams
Analyses Components
Co-configuration
ACAD
ANALYSIS
26. 1- Usability
Inspired by: Berkman and Karahoca. 2012. A direct touch table-top display as a
multi-user information kiosk: Comparing the usability of a single display groupware
either by a single user or people cooperating as a group. IwC, 24, 5 (September 1,
2012), 423-437.
Umux
27. A B C D
User
experience
1 frustrated
3 inefficiency
1 frustrated No issues reported
1 frustrated
2 inefficiency
Set, Social, Epistemic
Tools use*
Set, Social,
Epistemic
Attention*
Set, Social,
Epistemic
Space and
mobility
Set, Social,
Epistemic
Process
Set, Social,
Epistemic
Roles
Set, Social,
Epistemic
Teams
Analyses Components
Co-configuration
ACAD
ANALYSIS
29. A B C D
User
experience
1 frustrated
3 inefficiency
1 frustrated No issues reported
1 frustrated
2 inefficiency
Set, Social, Epistemic
Tools use Tabletop
Tabletop (1 member
only)
Tabletop, IWB and
Wall
Tabletop, IWB,
dashboard and Wall
Set, Social,
Epistemic
Attention Projector
Dashboard, IWB,
Projector
IWB, Wall
Dashboard,
Projector, IWB, Wall
Set, Social,
Epistemic
Space and
mobility
Set, Social,
Epistemic
Process
Set, Social,
Epistemic
Roles
Set, Social,
Epistemic
Teams
Analyses Components
Co-configuration
ACAD
ANALYSIS
30. 5- Space and
Mobility
Inspired by : Marquardt, Hinckley
and Greenberg. 2012. Cross-device
interaction via micro-mobility and f-
formations. In UIST '12, 13-22
31. A B C D
User
experience
1 frustrated
3 inefficiency
1 frustrated No issues reported
1 frustrated
2 inefficiency
Set, Social, Epistemic
Tools use Tabletop
Tabletop (1 member
only)
Tabletop, IWB and
Wall
Tabletop, IWB,
dashboard and Wall
Set, Social,
Epistemic
Attention Projector
Dashboard, IWB,
Projector
IWB, Wall
Dashboard,
Projector, IWB, Wall
Set, Social,
Epistemic
Space and
mobility
Fixed: SxS at the
tabletop
Fixed: 1 f2f and
2 sxd at the tabletop
Variable: sxs at all
the large devices
Set, Social,
Epistemic
Process
Set, Social,
Epistemic
Roles
Set, Social,
Epistemic
Teams
Analyses Components
Co-configuration
ACAD
ANALYSIS
Variable: 1 at IWB,
f2f/sxs at the tabletop,
sxs at the Wall
33. A B C D
User
experience
1 frustrated
3 inefficiency
1 frustrated No issues reported
1 frustrated
2 inefficiency
Set, Social, Epistemic
Tools use Tabletop
Tabletop (1 member
only)
Tabletop, IWB and
Wall
Tabletop, IWB,
dashboard and Wall
Set, Social,
Epistemic
Attention Projector
Dashboard, IWB,
Projector
IWB, Wall
Dashboard,
Projector, IWB, Wall
Set, Social,
Epistemic
Space and
mobility
Fixed: SxS at the
tabletop
Fixed: 1 f2f and
2 sxd at the tabletop
Variable: sxs at all
the large devices
Set, Social,
Epistemic
Process Linear work
Linear work +
meta-analysis
Parallel and Linear
work
Parallel, Iterative
work +
meta-analysis
Set, Social,
Epistemic
Roles
Set, Social,
Epistemic
Teams
Analyses Components
Co-configuration
ACAD
ANALYSIS
Variable: 1 at IWB,
f2f/sxs at the tabletop,
sxs at the Wall
35. A B C D
User
experience
1 frustrated
3 inefficiency
1 frustrated No issues reported
1 frustrated
2 inefficiency
Set, Social, Epistemic
Tools use Tabletop
Tabletop (1 member
only)
Tabletop, IWB and
Wall
Tabletop, IWB,
dashboard and Wall
Set, Social,
Epistemic
Attention Projector
Dashboard, IWB,
Projector
IWB, Wall
Dashboard,
Projector, IWB, Wall
Set, Social,
Epistemic
Space and
mobility
Fixed: SxS at the
tabletop
Fixed: 1 f2f and
2 sxd at the tabletop
Variable: sxs at all
the large devices
Set, Social,
Epistemic
Process Linear work
Linear work +
meta-analysis
Parallel and Linear
work
Parallel, Iterative
work +
meta-analysis
Set, Social,
Epistemic
Roles Low differentiation Strict enactment
Loose enactment
Strong Leader
Strict enactment,
Distributed
workload
Set, Social,
Epistemic
Teams
Analyses Components
Co-configuration
ACAD
ANALYSIS
Variable: 1 at IWB,
f2f/sxs at the tabletop,
sxs at the Wall
36. Conclusions
(Based on the
cases)
Each team worked differently
The design was enacted in different ways.
The most effective teams used a limited
range of tools. The most creative ones,
were the more messy.
Social (e.g. roles) and epistemic
(process) components radically
shaped the activity
37. We need more holistic approaches to
understand collaborative activity in its
full complexity
Not just an agglomeration of methods:
making sense of the intertwined
dimensions that shape group work is key
Some analysis methods can be
automated, semi-automated or elicited
Design is only a proposal
(see Instrumental Genesis)
Conclusions
38. We are hiring!
3 PHD positions
available in areas of
DATA SCIENCE & HCI
At Sydney (University of Technology Sydney)
https://utscic.edu.au/research/phd/
Complexity: characterised by causes and effects that are so intertwined and intricated that things only make sense in hindsight
Ethnographic approaches in CSCW…paul luff
iLand vision
The future is now
Understanding collaboration is getting even more complex … as interactive surfaces become more accessible and pervasive
EACH particular phyisical interface and software application may provide a different so called USER EXPERIENCE, but now the experience
Is at both individual and group level and influenced by a number of factors that go beyond simple user experience.
Ethnographic approaches in CSCW…paul luff
iLand vision
And this is one of the main reason many designs fails and also why it is hard to explain why things work or don’t
Oversimplification
But also too much focus on something
Oversimplification
But also too much focus on something
and new interfaces that facilitate novel ways of ‘natural’ interaction
Used to build Reticular Spaces later on Presented at CHI 2012
Approaches to the task
Design is a proposal that gets re-designed in real time
This area of is still immature the technology is co-evolving with pedagogical practices
New lines of research processing and mining heterogeneous f2f data (e.g. physical actions, gaze, mobility, speech)
Hard to move from the lab to the field
more complex analytics such as achievement and collaboration have mostly been in lab studies
-Multidimensional Data Visualization see Melanie Tory’s research http://webhome.cs.uvic.ca/~mtory/research.html
-Prototyping and Rapid development (LATUX)
-HCI Evaluation - Visualisations OR Interface (Dashboards) -Users / no users
http://www.wikiviz.org/wiki/Information_Visualization_Evaluation
-Cognitive walkthrough
Questions –Printouts of the slides
-Multidimensional Data Visualization see Melanie Tory’s research http://webhome.cs.uvic.ca/~mtory/research.html
-Prototyping and Rapid development (LATUX)
-HCI Evaluation - Visualisations OR Interface (Dashboards) -Users / no users
http://www.wikiviz.org/wiki/Information_Visualization_Evaluation
-Cognitive walkthrough
Questions –Printouts of the slides