Professional Documents
Culture Documents
London: Earlbaum 1
ANTONIO RIZZO
PATRIZIA MARTI
FRANÇOISE DECORTIS
CLAUDIO MODERINI
JOB RUTGERS
Abstract
In this paper we describe the design process that led us to the development
of an innovative narrative environment for children at school and home, the
POGO story world. The design process was iterative and co-evolutionary
among four design components: user study, concept design, content design
and technology design. Grounded on a shared vision this design process
allowed us to use principles and concepts of the Cultural Psychology
theoretical approach to drive the design concepts and development of the
tools of POGO world. The process we describe show how Cognitive Task
Design can envision and guide technological development and innovation.
To this aim, we firstly present the pedagogical principles derived from the
work of Lev Vygotsky and Jerome Bruner that became the conceptual basis
for assessing the results of the design process. Subsequently we present an
analysis of the pedagogical activity involving narratives carried out in two
European schools and the development of the design concepts that were
embodied in mock-up and working prototypes. Finally, we briefly report the
testing at school of the mock-ups/prototypes, and conclude with the
implication of the described design process for extending Cognitive Design
to more formal working context.
Introduction
The design experience of POGO was carried out within the European
Experimental School Environment initiative. POGO addresses story
building as a key concept to drive technology development: a virtual and
real environment for supporting the unfolding of narrative competence in
children of 6-8 years (primary school), a world where children create,
explore and develop narrative language and social skills.
Since the start of the project it was considered essential to build and share a
cognitive Vision of the project among the multinational and
From such assumptions it was clear that the Vision would orient the design
process toward a progressive definition of the POGO world, where the
conceptual level of the artefact would step by step embodied in the physical
and functional form of the artefact and in cognitive activity it would
mediate.
User Research
We will investigate how narrative mediates construction of meaning and the
childs’ organization of knowledge. The description of how narrative as an
artifact interacts with other physical and cultural artifacts is seen as equally
important. These research questions will be addressed by the pedagogical
objectives that will guide the POGO project.
Concept Development
In order to create "an experience" it is necessary to develop a system that
supports the creation and management of behaviors, meaning and senses.
In order to create "one collective story" it is necessary to add the elements
of cooperation, rules, language and acting. In order to create a story world,
it is necessary to add the elements of reporting, memory, interpretation and
representation.
Content Development
We will provide a virtual world organized by story structures that will
facilitate children’s individual, collaborative and intercultural narrative
creation processes. An open research question is at which level the POGO
story world should be pre-programmed and how much space is left for
children to create their own stories.
Enabling Technology
The POGO application will be a computer program using video features
(MPEG4) in a 3D environment (VRML) in a networked context. Interactive
devices will be linked to on-screen VRML/MPEG4 objects. Multi user
technology will provide a collaborative environment supporting children in
their manipulation of narrative content.
In the following we will present the design process carried out in the
POGO project starting from the definition of the pedagogical principles
and objectives, going through: i) the analysis of the pedagogical activity
concerning narratives carried out in two European schools, ii) the
development of the design concepts, iii) the interaction between narrative
activities at school and design concepts, iv) the development of mock-
ups/prototypes and their testing at school; and concluding with the results
Pedagogical objectives
The first three objectives POGO proposes are rooted in the relations
Vygotsky (1998) identified between reality and imagination, which are at the
basis of the creative process. Lev Vygotsky maintained that the notions of
reality and imagination are not as separated as they appear to be in every day
life. In order to understand the psychological mechanisms of imagination
and creative thinking Vygotsky argues that the creative activity of
imagination directly depends on the richness and variety of previous
experiences made by an individual, since fantasy’s constructions are
composed of the material supplied by experience. Fantasy is not antithetic
to memory of real events, but it is supported by it; and fantasy disposes
traces of events in new forms. This constitutes the first relation between
fantasy and reality.
These two relations are at the core of the first pedagogical objective: the POGO
environment should: (1) expand as much as possible the sensorial experience of children
within each type of relationships: the imaginary relationship between the real elements
(first relation), and real relationships between not-experienced elements (second relation);
and (2) allow comparison and experimentation among both relationships, stressing the
social origin of the second relationship (cf. the forth pedagogical objective).
On the other hand, in the second law Vygotsky states that every form of
creative imagination includes affective elements. This means that each
construction of fantasy influences our feelings, so even if it’s not a
construction that corresponds to reality, the feeling evoked by it is effective
and really lived.
The law of reality of emotion is a bridge toward the fourth relation between
reality and imagination. A construction of fantasy may constitute something
effectively new, something which has never existed before in the experience
of man, and which does not correspond to any object/concept really
existing. Yet, once this crystallized image of imagination is externally
embodied, once it is concretized, once it has become a thing among other
things, it really starts to exist in the world, and to impact upon other things.
This holds true for physical objects (e.g. devices) as well as for concepts
(e.g. metaphor).
This bring us to the third pedagogical objective: the POGO environment should
sustain children to complete the circle of creative imagination that starts from sensorial
knowledge of reality and goes back to reality through active modification of the
environment produced by the embodiment of imagination. The process of embodiment
concerns not just the material/technical aspects but also the emotional/conceptual ones.
The fourth and fifth pedagogical objectives adopted in POGO comes from
the notion of intersubjectivity and the role of cooperation and social
interaction in the development of metacognitive consciousness put forward
by Bruner.
For Bruner (1996), intersubjectivity is the way humans come to know each
other’s minds. Human beings have a kind of innate propensity to
intersubjectivity that manifests itself in children's pre-linguistic phase of
development and evolves through social experience. Intersubjectivity
becomes in Bruner’s pedagogical framework, both the object and the
instrument, at the same time an epistemological and a methodological issue.
Bruner relates intersubjectivity to our interpretative activity. We do not use
analytical tools to describe our own and other's mind; our mental activity is
a "mystery", not accessible to introspection. Through collaboration children
can negotiate these interpretations with others in order «to achieve not
unanimity but more consciousness». Meaning construction is an activity of
negotiation that starts in early childhood and characterizes the whole of
human life (Bruner, 1990). Even if he doesn't attribute to the pre-linguistic
child a conscious intentionality, Bruner (1990) considers our early ability to
have meaningful exchanges with other people as a "primitive form of folk
psychology", "a set of predisposition to construct the social world in a
particular way and to act upon our construal"(p. 72).
It is important for the POGO environment to support the child building his fantasy,
world model and understanding process through discussion and co-operation. The POGO
environment should sustain and enhance this discussion between children and between
children and adults and should enable co-operative mechanisms and reflection.
POGO should support the understanding and the management of different ways to
organize narrative processes (i.e. narrative structures) so to enable a richer way to build
meaning out of our experience and consequently to become conscious of what the narrative
interpretation imposes on the reality it builds.
The analysis was carried out with the aim to: i) identify the principal phases
of the narrative activity in class, ii) identify narrative practices requiring
further investigation, iii) support the mapping of concepts design onto
educational narrative practices. All three objectives of the analysis were
instrumental at producing heuristic guidance for evolving narrative practices
by exploiting the knowledge produced by the practioners, and for
preventing the disruption of effective and successful practices.
This is how the four phases of the cycle of creative imagination can capture
the different chronological and structural phases of a narrative activity.
The impressions, received during the exploration of the real world, are
complex wholes resulting from a large amount of different parts. For
additional activities of fantasy, the dissociation or the division of the
complete whole into components and features is fundamental. Dissociation
also implies granting relevance to some characteristics and leaving out
others. Thus, the second phase of the cycle of creative imagination
corresponds to a phase of reflection, and an analysis of the experience
(inspiration). As we observed in narrative activities in both schools teachers
often dedicate time to go back and reflect on the experience asking children
to think about what is relevant for them after the exploration phase.
The activity of creative imagination is not over after the production. The
cycle will be completed when imagination will be embodied or crystallized
in external images shared with others. Somehow, children externalize the
product of their imagination already during the production phase. But this
phase of sharing adds another dimension to the previous one, that is, when
children's externalized productions start to exist in the world kids can
experience the effects of their imagination on the others (children, teachers,
and parents). During the phase of sharing, children may present their
performance to their parents, explain their drawing to the classroom and
teacher, or hang up a poster in a hall. This last phase of the cycle closes the
circle opened by the first phase: from real world to imaginary back to the
real world.
In the models we described features and details that were relevant from a
theoretical viewpoint (tools, physical space, social relations, pedagogical
objectives…) and from teacher's viewpoint (chronological sequence, macro-
clustering of some basic tasks, educational aims…). These models were
iteratively developed with the teachers and licensed after their approval. The
emerging NAMs where finally assessed for their capability to represent the
salient components of the narrative activities conducted at school (i.e. there
were not other successful activities concerning narration which had features
that where not present in the NAMs produced so far). We ended up with
seven Narrative Activity Models describing seven successful pedagogical
activities in the two schools.
The NAMs were used to define the users’ requirements and to relate them
to the POGO concept and enabling technologies. In particular the
requirements mainly emerged by trying to answer the following question:
The set of requirements were produced and assessed for their heuristic
capacity to foster concept to be expressed in mock-ups. Furthermore the
representation of example of educational practices in the NAMs associated
to the 5 pedagogical objectives was particularly useful for the design team
for sharing the understanding of the pedagogical objective
- the main structural phases of the activity related to the cycle of creative
imagination
- the space where the activity took place: the classroom, a dedicated space
(library, theatre, museum etc), outside the school (e.g. court yard)
- the physical setting describing the way teachers and pupils interact in the
space. (Are pupils at their desk with the teachers going around or the
teacher also seated at her desk? Are the children free to move in the space
or do they stand in front of the other pupils?)
Example (speaking about «Air»): Child «You gave us a bag and then we had
to dance and we caught the air». The teacher «How did you feel?» child
«Like a plume!»
Example: The teacher goes to Chiara, puts some stick in spiral on her
notebook, throw some spangles (shining stars) on it and on Chiara’s hairs
saying “magic, magic”. Then the teacher says «Chiara will become, will
become the...» Chiara says to the teacher the element she wants to be and
the teacher continues saying loudly «...FIRE!!! From this moment on Chiara
is the fire and she behaves like fire».
Requirement
Provide teachers with facilities to acquire content and to structure that
content in order to facilitate their retrieval by children.
Rationale
In many activities the teachers previously set up the material that children
will use; they collect and arrange the content that will support narration
according to their pedagogical aims.
Example
In the “Little Red Riding Hood” activity children built a story starting from
abstract drawings of the fairy tale’s elements that a teacher brought from
home (see video clip associated).
Concept Development
One of the design partners of the project, Domus Academy, partly inspired
by user observations, produced 14 ideas of narrative environment described
in a technical document (Domus Academy, 1999). These design concepts
represent different ways by which enabling technologies can facilitate
narrative processes and mediate the development of child communication.
In a next stage the different participants of the project (researchers, users,
designers and technologists) were asked to evaluate the design concepts.
This evaluation was performed firstly by filtering the concepts through the
defined pedagogical objectives, and secondly through the comments of the
teachers (see below). The main question was how these concepts would
allow us to achieve the defined objectives. The comments collected were
structured in different sections: one was directly related to the objectives
and responds to the question stated above, a second section grouped
general comments and finally a third section represented the teachers’
comments.
narrator can choose, modulate and emphasize his/her emotions during the
narration by adding visual and aural effects to his/her performance. The
voice can be altered and transformed into music, facial expressions can be
modified and highlighted and gestures can be exaggerated for a more
effective communication. The same can be applied to virtual characters that
can be used to convey emotional aspects of interpersonal communication.
The public, both real and virtual, intervenes expressing consensus by way of
enhanced reactions. The combination of the choices of the different actors
participating in the building of the stories, both the narrator and the public,
determines the appearance and behaviour of the POGO world.
As a general comment we can say that this concept is positive but it has to
provide stronger and more emphasized moments of socialization and
negotiation. For instance, more actors could collaborate. It would be also
useful to explore some elements belonging to the children’s socio-cultural
context (i.e. Sicilian voice, or a French one). When thinking aloud about this
concept, we imagined the following situation: a child wants to obtain an
angry face, so he pushes the button «angry face» and his own face is
projected on a screen, but it’s not his normal face, in fact it has been
transformed into an angry one. Children should not simply ask POGO to
transform his face from a normal one to an angry one. But POGO must
invite kids to learn how to change their appearance. Moreover, POGO may
suggest the way different cultures represent an angry face (Chinese,
European, African, etc.)
Teacher’s remarks
The proposal about voice is interesting, in fact not only the voice can be
altered but it can be transformed in music too. We think that this
opportunity is really amazing. Moreover we really like the possibility of
exaggerating movements and altering facial expressions. Indeed, the more
children can modify themselves, the more they can identify with the
embodied characters and the more their capacities to develop stories may be
stimulated and augmented.
Besides, we don’t like the idea that the public’s reactions could be altered
and emphasized., observing a bigger reaction could be a stimulation for
some children, but it could be a negative input for others (shyer and more
insecure ones) who could be inhibited by strong reactions.
When we think about the POGO World we imagine a room inside which
children may have many educational opportunities. The POGO World
could offer the possibility of projecting scenarios on three sides of that
room. These scenarios would be big enough to make children feel
themselves inside the projected environment (a wood, or something else).
We think it would be better to use scenes drawn by children, so that they
would be inside a wood exactly as they imagined it. This way the child feels
completely engrossed in the scenery and in the story. This active immersion
in the story allows a extended comprehension of the story. The more the
child feels immersed in it, the more he will be able to create and invent new
events. Indeed, if he feels as if he really is in the woods or at the bottom of
the ocean, he will be automatically stimulated by particular inputs and go on
in with the story.
Teacher’s remarks
Teachers commented that if the virtual friend is already pre-determined, if
he has got his own story already, it’s something too cold and not
appropriate. But on the other hand if the child can create it as he wants (a
person or an animal, big or small), as the child creates the virtual friend, it
becomes a part of him, it’s not something strange given from the external
world. If it comes from his inner world, probably the child will build a story
made of things and events coming from his unconscious that (s)he won’t be
able to externalize in an objective way, without the support of the virtual
friend. The concept might be interesting and help us to keep out emotional
distress. Children would build another ego, which has another name and
another form, which could be used to project their inner feelings. The
virtual friend becomes a kind of inner mirror. But it can be used only at an
individual level, only for children who have got problems and who are not
able to express their feelings.
The two above sketched design concepts and the associated summarized
comments provide a simple but representative example of the cooperative
strategy adopted to design the POGO world. It was an effective way to
allow different stakeholders, such us teachers, social scientists, and industrial
designer to join the design process and to promote the mutual awareness of
theoretical issues, pedagogical practices and design practices. In particular
one can observe how both the social scientists and the teachers comments
concern cognitive aspects of the envisioned concepts and not
technical/functional ones. Indeed through their comments teachers
contributed to the conceptual design of the POGO environments, and their
remarks were projected on the requirements map inside the NAMs.
A similar process was carried out for the evaluation of the enabling
technologies (VRML, MPEG4). The potentialities of such technologies
were presented to the teachers, and they were asked to project such
potentialities on the NAMs or onto the “what if” concepts. Again their
remarks were connected to the requirements map.
The basic idea that was communicated to designer through NAM was that
narrative practices at school are more than just storytelling and story
creation in the mind. They are articulated social practices that make the
child the fundamental actor in close relationship with peers and, first of all,
the teacher(s). These practices span from sensorial experience, at the base of
each narrative activity (exploration), to the expression of kids’ production
(sharing), going through a rich phase of inspiration and creation. The
POGO World aims at supporting all the phases of the activity.
narratives interacting with the physical and virtual POGO World. From the
first interaction among design concepts and narrative activity models,
Domus Academy developed a set of Active Tools to support children in
their story creation processes (Domus Academy, 2000). This design activity
was mainly intended as an input to the prototype development, but at the
same time had the role of envisioning future scenarios that overcome
technological and conceptual limitations of early “what if” concepts. The
tools were conceptualized as cooperating devices for the construction of a
narrative experience based on situated story editing, supporting the entire
process from exploration to inspiration, to production and sharing. The
active tools are the mediational artifacts for the narrative process both in
the classroom and between the classrooms.
The functionality of the tools span over many areas, from gestural (live
performances), visual (manipulation of images and drawings), to aural
(sounds and atmospheres), to manipulative (physical feedback, kinematics)
and material (surface and texture, weight etc.). Fourteen active tools were
proposed and the basic tools, the ones that embody the more peculiar
functions are briefly illustrated below. These reflect also a propaedeutic
choice that sees the pedagogical objective I (sensorial experience), III
(embodiment of imagination) and IV (intersubjectivity) as preliminary to the
II (emotional knowledge) and V (metacognition of narrative structures).
That is, the POGO world should first of all be a rich sensorial
environments where social activities that produce sharable outputs can be
carried out.
POGO SETTINGS
The POGOsettings are basically windows that open onto the virtual story
world and permit screening from the POGOworld. They are therefore
mobile video-walls that configure the POGOworld scenery. As each scene
is site related the main goal of the POGOsettings is to define the place
where the episodes of each scene happen. Changing scene, the
POGOsettings configuration updates either automatically or by selection.
By positioning the POGOsettings in the POGOworld a virtual story map is
defined. This process can occur also in the reverse way, selecting a given
virtual story map and placing the POGOsettings in the appropriate location.
POGO TORCH
The POGOtorch is a portable device to explore and manipulate the virtual
story world. It can be used both to interact with the virtual elements
displayed on the POGOsettings and with the augmented object (Tags,
Cards/Props) within the POGOworld. The manipulative functionalities
related to the POGOtorch allow children to point to story elements and to
select, move or capture them in order to share these items later with their
classmates.
POGO BEAMER
The POGObeamer is a specific threshold tool that connects the real and
the virtual environment by allowing physical things to pass into the virtual
story world. Raw materials (produced or found by children) and affective
objects (as for example a puppet or a flower found in the school's garden)
can be imported into the virtual story world using the POGObeamer.
During theatrical narration the POGObeamer can act as real time mirroring
and performance enhancer.
POGO CARD/PROPS
The POGOcard/props relate to physical story components: children;
common objects; props ad-hoc. By a POGOtag a child can be recognized
by the system when he enters in a cover area (e.g. by proximity with a
POGOsetting or using the POGObeamer). Common objects can be
defined and associated to virtual correspondences by attaching to them a
POGOtag. Ad-hoc objects can be found within the POGOworld. These
objects are archetypal story elements which updates their behaviours
depending on the context they are part of.
POGO BOXES
The POGOBOXES are the story elements modifier tools. They allow the
children to change the story elements’ properties and attributes. They are a
physical palette for modifying the selected virtual story elements.
POGO PC/CONSOLLE
The POGOPCconsolle is the tool used to browse, collect, partially edit and
publish stories. It is a tool used manly by the teacher
The envisioned Active Tools were linked to the narrative model based on
exploration, inspiration, production and sharing to define for each phase the
combination of functionality that best supports the process. This process
can be represented by a three dimensional matrix depicting the relation
between functionality, the four stages of the cycle of creative imagination
(see figure 3), and POGO tools (figure 4).
This exercise allowed to explore the potential role of the artifacts in the
narrative activities at school and to prepare their testing in the field. On the
basis of which precise functional specifications have been further elaborated
and translated into detailed interface descriptions.
Function
The proposed tools were designed by the logic of not reducing the
complexity and the richness of existing activities as represented in the
NAMs but rather in the perspective of increasing the narrative expression
and communication through technology. Thus, in POGO the dedicated
tools for supporting the different phases of narrative activities are at the
same time integrated tools for collecting producing and editing story
elements and story structures.
function that an artifact serves in a user’s life - the way in which it is useful
to them. Role requires the context of the artifact’s use to be established.
“Look and feel” denotes questions about the concrete sensory experience
of using an artifact - what the user looks at, feels and hears while using it.
The Role prototypes where built as rudimentary Mock-ups and tested
straight away in their proper context in real activities. The Look & Feel
prototype were built as 3D models to be presented to the whole design
team and to the Teachers after the Mock-up testing in the school. The Role
mock-ups were build in a very quick and dirty way since the aim was just to
explore how the envisioned tools produced by the interaction of NAMs and
Concept design could allow the user to mediate their cognitive process.
That is, what was the heuristic power of these conceptual tools when
projected in their everyday practice? How these conceptual tools would
mediate their thinking and communication?
The prototyping phase of the POGO project was carried out through
Wizard of Oz testing sessions. The Wizard of Oz is a technique used to
present advanced concepts of interaction to users (Erdmann & Neal, 1971).
An expert (the wizard), possibly located behind a screen or hidden to the
subject of the test, processes inputs from a user and emulates system
outputs. The aim is to show and explore with the users future system
capabilities that are not yet implemented. This method allows user
requirements and creative design to be explored at an early stage in the
design process, particularly for systems that go beyond readily available
technology. Furthermore, designers who play the Wizard can gain valuable
insights from the close involvement in the user’s activity.
For the Beamer prototyping (see figure 5) an acquisition room was set with
a lamp and a box with 3 buttons for the acquisition of drawings, sounds and
video. There was also a microphone on the control box. Children could
monitor the images they wanted to capture on a small projection positioned
in front of them. Another room next to the acquisition room was set up to
allow a “wizard” to simulate the functionalities of the tools. To record
sounds and images, the wizard manipulated an iMac DV plugged to a
camera (Sony Handycam) and to a projector.
Figure 5: The early POGO mock-ups. Left the Beamer; Right the Setting
and the Torch.
Qualitative indications
From the observation, the activity of Little Red Riding Hood enabled by
concepts Beamer Torch and Setting resulted very successful in general. This
Role prototyping phase allowed us to provide designer with first comments
of concepts refinements and tool functionality.
For example, teachers were proposing to use the projection on the floor to
facilitate children to enter in the scene and to stimulate them to move more
freely in the space around them.
Seven Role Mock-ups testing sessions were performed, all of them using
normal pedagogical activity scheduled in the two schools. The results of this
testing were used to refine the requirements and to specify the basic set of
working prototypes to be developed in the first version of the POGO
world.
Requirement
Let allow autonomous production of content starting from scratch, these
would facilitate seamless integration with existing tools and physical
settings; enhance the feeling of control on content production and
manipulation by teacher; results in cheap and economical content
productions, facilitate the chances to share best practices among teachers.
Rationale
The teachers feel much more in control on content production if they can
built the assets along the pedagogical activity. An autonomous production
of content (instead of using a library of asset) has is own pedagogical value.
Producing content is also economical in prospective and allow the
involvements of available tools not used in pedagogical activities. The
modular availability of the content produced allows teachers to exchange
easily their best practices
Example
The clothes and the colour and patterns of clothes and even the spectacles
were used in producing a scene (video clip associated)
The first generation of the Virtual Story World and Active Tools is
illustrated in figures 6 and 7. The environment is composed of the following
elements: physical walls were the virtual story is developed and four active
tools: Cards, Torch Bucket and Camera Table (Fig 6). In this prototype the
physical walls are just simple screens where story elements are displayed.
Figure 6. In order from left the Cards, the Torch, the Bucket, the Beamer.
The Cards are media to exchange physical carrier of story elements like
sounds, pictures and video clips. They are a “memory” of story elements
that can be associated to real-world objects by physically attaching the card
on drawings, clay models or toys. Cards contain a unique ID tag and are
used as physical pointers to Virtual Story World elements. In the first
release, Cards are very simple standing alone elements but a number of
attachment mechanisms were already envisioned so to integrate them into
clothing, accessories and other artifacts.
The Camera Table captures new story elements like real world objects
(including the children) or live video. It is a base unit integrating a video
camera, a Card reader, and a composition area. In the composition area
drawings can be positioned, objects can be placed and collage can be
created. The tray that is used as container of the composition area can be
used to collect real objects like sand, leaves, shells etc. The camera can be
used either to capture these elements as a simple static shot, or in live video
mode where the images are directly projected on the walls.
The Torch reads foreground story elements by layering them on the virtual
story background. It is a wireless device enabling children (and teachers) to
explore the elements associated to the Cards. Using the Torch, foreground
elements are activated and brought to life (sounds are triggered and images
are displayed on the screen).
The POGO prototype was tested in both schools in Siena and Bruxelles,
and in these tests we considered not only the Role but also the Look &
Feel. Starting to consider the actual interaction modalities with the POGO
tools. The testing was organized using macro and micro scenarios. The
Macro scenarios were built together with the teachers according to their
scheduled didactic activities, in essence a macro scenarios was just a planned
activity carried out with the mediation of POGO. The micro scenarios were
mostly decided by the design team focusing on specific aspects of
interaction and carried out with a sample of children, teachers and
researchers. While in the Macro scenario the Role aspect of the prototypes
is dominant in the micro the interaction modalities are onto focus. The
results of the testing were reported both as edited video clips of the activity
analysis and as further specification of requirements.
Figure 9. Left, the mock-up of the mambotool, and the carpettool, Right,
the mock-ups of the serpentool and the new cards.
Figure 10. Left, a general view of the POGO world. Right, the new version
of the POGObeamer.
From this test we did not move on toward a refinement of the prototype
but we fed back the concept design and the mock–up activities. That is,
instead of focusing our attention on improving the interaction modalities
(which, by the way, needed badly some improvement; e.g. there was no way
to know what was in a card until it was in the bucket or in contact with the
torch) our effort was directed toward the further exploration of the
conceptual design since from the testing it was clear that the narratives
activities and the related cognitive process could be extended and
transformed more then was expected. This was considered a clear sign that
the designed POGO tools were not just the rough implementation of some
interesting functions, but they were embodied conceptual tools that were
mediating the cognitive activity of teachers, children and even designers.
Thus, a new set of concepts and related active tools was envisioned and the
related mock-up produced and tested again in the school (Figure 8). Again
from the results of the mock-ups testing we developed a second set of
POGO prototype (Figure 8)that was tested at schools. Also in this second
set of prototypes we collected evidence from the field tests that there was
some room for extending the conceptual design. However, it was clear in
the design team that we were already in a condition where it was more
important to consolidate the new cognitive practices by designing more
robust and reliable interaction then to follow the heuristic promoted by the
new conceptual tools. It was the time where the teachers and the children
wanted to carry out their narrative activity trough the mediational role of
POGO.
POGO world is along the way to support the five pedagogical objectives,
yet many improvements are possible as it turned out from the testing and
there are important issues that still could be faced. But most of them are at
the interaction level, that is at the level where you need to refine the way in
which intention are mapped in to action, action take shapes that evoke their
meaning on the interface, the interface react promptly and consistently to
the action, the modality and form of the feedback is meaningful for the
user, etc. But POGO had the primary goal to become a new semiotic tool,
it had the aim to foster new modalities to organize and communicate
POGO tools allow rich sensorial interaction where reality can be explored,
decomposed, built and analyzed. The existing objects or the new one
produced by children can be captured and edited in real time through
simple artifacts. What a children builds or brings in can be combined with
the products of other child in a continuous negotiation process where the
evolution of transformation of the objects is recorded and the going back
and forward along this process of meaning construction can be used as a
way to understand the other point’s of view. The product of a single
children or the output of cooperation among child becomes real in several
ways. They become real by being embodied in the settings, but also in the
card and the child can be immersed together with other children in that
reality. Moreover the physical objects that started to be produced along the
way of the iterative and combinatory activity remain alive features of the
product and can be used as the physical address for the articulated
production of my (our) creative activity.
We will now try to provide an outline of the lessons learned from this
design experience and we will also point out how the same guidelines that
we propose are currently applied in a more critical context, Air Traffic
Management
Lesson Learned
1. Vision
Take care of building and sharing a vision among the design team. Continue
in building the vision while concept design and activity analysis are running
but be sure that the vision is sound before the implementation phase. It is
difficult to overestimate the importance of creating and sharing a sound
vision of the project, especially when you want to promote a cognitive
vision of the design process. The effort dedicated to the Vision is
compensated by better communication among the different experts
involved in the team, more effective results produced by the directions of
the project leader, just to cite the more practical effects.
2. Theoretical framework
Try to ground the vision to a theoretical framework that could provide
heuristic guidance to the concept generation phase and to the evaluation of
the project’s products. A theoretical framework allows i) to be explicit
concerning the potential cognitive implication of the artifacts that are
produced in the design process, ii) to keep the main cognitive assumptions
that inform the project clear and stable.
behavioural patterns.
Even if our design experience was carried out for the design of an
educational environment we claim that the proposed guidelines and
principles can be applied in many different contexts and application
domains. Indeed, the proposed approach is currently applied in the Air
Traffic Management (ATM) domain. Some of the authors are involved in
CREA! (Creative Research Environment for ATM), a project funded by
Eurocontrol within the CARE Innovative Action Programme.
The project aims at developing innovative concepts for ATM, ranging from
the current air traffic control scenario, where control is centralised and
managed by control units on ground, to a more futuristic scenario, the free
flight, where traffic management is decentralised and control is moved on
board to the aircraft. The approach adopted is challenging since the
exploitation of design practices and methods from disciplines different from
engineering and human factors is largely unexplored in ATM. All
The Crea! project was recently started so we are moving through the initial
steps of the cognitive task design process. In the following we report how
the activity in the process was articulated along the guidelines for cognitive
task design illustrated above.
- the control scenario: the current situation where controllers act mainly as
air traffic managers.
- the advisory scenario: the future free flight situation where the
responsibility of traffic management is mainly moved on board and the
controllers play an advisory and support role to the pilots.
More in detail, the vision focuses on solutions that can be appropriate in the
first two situations (control and advisory scenarios), and that can be partially
implemented in a short term and partially further developed in the medium
term.
As integral part of our vision, we decided that our solutions should have
addressed the following objectives:
technology design and cognitive activity design are carried out in parallel so
that each strand of the process can inform the others. More in detail,
CREA! interpreted the guidelines for cognitive task design defining a co-
evolutionary process articulated in two main phases: divergence and
convergence.
• the hard book, a personal tool that permits both to focus on specific
processes and to share information and activities with others,
• the cameo, a personal ID tool that allows both to set up the system
according to the individual preferences and to manage the
communication processes,
As soon as the process will define ATM activity models, they will be
mapped on the proposed tools in order to progressively define both
functional requirements and system specifications (see figure 3 and 4 for
reference).
References
Erdmann, R.L. & Neal, A.S. (1971) Laboratory vs. field experimentation in
human factors. An evaluation of an experimental self-service airline ticket
vendor. Human Factors, 13, pp 521-531.
UniSiena & UniLiegi (1999). Narrative and learning: School studies. POGO
deliverable n° 00001/v.1