Thoughts on conferences

In the last several weeks I’ve attended a few conferences, and this year I will have attended a total of seven of them. There are some basic rules of conferences that seem to get broken all the time, to their detriment.

Badges

Back of Badges

These are the back of the badges, I'm now in the habit of hacking the back to make the whole thing better.


Don’t screw this one up.  The most important part of a name tag is the person’s name. In western cultures it’s the first name, and it should be BIG and readable from at least several feet away. Don’t get too creative with the font. Affiliations are great to have in there, or alternately country/state (depending on the crowd), but these shouldn’t be so big as the name.  The name of the event is the least important element of the badge. INTERACT this year managed to really mess this up, with the name of the conference and silly logos taking most of the badge, and of course turning it to portrait is an awful design decision.
Front of Badges

These are the front of some of the badges. Look at INTERACT on the left.

Some things that are “nice to have” but really should be standard in my opinion: Double sided badges (never have it be the wrong way round), a way to identify different roles (such as presenters, exhibitors, organizers), a URL/twitter handle/QR Code (of the person’s choosing).

Programs

Programs should give you a quick overview of the conference on the first page. This should be easy to read and not create more questions than it tries to answer. Give the smallest amount of information you possibly can on this summary to still have it be useful. Again don’t get too creative, INTERACT again made some mistakes here. Look at the picture. I had dozens of people ask me when things were, and where they were located.  One person literally had their program was looking at the daily overview page and had no idea how to read it, handed it to me and asked where a session was.

Electronic versions in the form of an iOS/Android app are a great idea, but obviously only make sense if the conference is of a decent size. I was at IBC (International Broadcasters Conference) and they had these beautiful large touch screen displays in portrait mode that people could come up to and touch and interact with for programs/maps/information. When people weren’t using them (most of the time) they continually had QR codes for both the iOS and Andriod apps (and I think blackberry…) just scan and get it. Built into the back of the displays and hidden in the cabinet was an open wifi router that allowed one to easily download the apps along with big prominent instructions on the screen on how to connect to it. Apps should have daily overviews, and for goodness sake, make them searchable.

Food

Food is pretty easy to mess up, and people remember and complain about it long after the conference is over. At INTERACT lunches were only provided to Student Volunteers, and everyone else had to scatter and find something. With only a few hundred people this wasn’t too bad, but I know some people didn’t like having to go out and walk a ways to get something. When I was at EGOS this summer they fed all 1500+ of us, and it was good food.  I’ve been extremely impressed by most of the conferences/events I’ve attended in Denmark this year.  The food is consistently good and available in sufficient quantities. Sure there was lots of fish, but there were other things too. To this American at least it felt fairly gourmet. Avoid boring sandwiches, yes I know the Dutch LOVE boring sandwiches, but not everyone does. That is a lesson learned from DESIRE’11 just last week.
When it comes time for that conference dinner/reception/gala then don’t skimp. Personally I don’t care if it’s free unlimited alcohol (I don’t drink) but I know that most people want at least a few drinks.  Pacing things out is important but don’t keep people waiting too long.

drinking deeply at the pools of ethnography

The very first course I ever attended as a graduate student was this bastardized hybrid of a course taught by two professors, one from the humanities as self-proclaimed ethnographer of cyberspace (remember when we used to say that? yah, not so much anymore), and the other a professor from the natural sciences, training in Chemistry and much of his work at the time about the study of complex networks. The first was David Hakken, the second Santiago Schnell.    Both characters, generally memorable people.  The class was held in a large lecture hall in the fine arts building: capacity 250.  Our class size however was around 70, which consisted of every single first year student of human-computer interaction design (it was a required course) as well as a every other first year graduate student that year in the school of Informatics, this was including PhD students.  The idea was noble, expose the students to two very different points of view of what counted as science, data, proof, and rigor.  It was almost all “sage on a stage” and in a room like that how could it be anything other than that?

I took quite a few cultural anthrop0logy courses as an undergrad, hoping for a year or two to make it a double major… but I never deeply engaged with the ideas beyond how they gave me increased explanatory power to talk about certain concepts.  In essence they gave me clear ways of talking about certain phenomena.  Really it was during this time that I began to start to really understand and engage with the idea of ethnography, and in many ways I took it as the basis for understanding humans on their own terms.

As I’ve come of age as  PhD researcher, crossing the 1.5 year mark not too long ago I see quite clearly I’ve taken ethnography in, and made it my friend, my constant companion.  At first ours was a friendship of chance.  I arrived in a culture quite different from my own, not just in terms of corporate culture and the fact that Philips is a huge place, billions in revenues, but in a different country.  I quite naturally wanted to understand so many of those differences, to wrap my arms around the idea of innovation which is almost limitless by some definitions.  What began as just a process of making sense of my environment became instead the foundation of my methodology for my PhD work.  As I came close to hitting the one year mark I had to seriously reflect on my progress and I began to code some of the ethnographic data I’d collected in order to give it more rigor.  Patterns started to emerge, though some of those findings weren’t very welcome.

In January I attended the Participatory Innovation Conference in Denmark.  The last keynote was Dori (Elizabeth) Tunstall.  She was simply amazing, by far the most captivating of the keynote speakers. It reminded me a bit of what some of us affectionately called the Hakken dance.  It’s part of what happens when the person on stage gets so excited about what they are talking about that they can’t help but move around up there.  Dori gave several good reference and I needed to have them.

More recently I’ve had to really seriously sit down and write out my methodology for the remainder of my PhD study, and so I’ve done that and realized how much I’m relying on ethnography.  So of course it makes sense to go back and read what I already had and add some new things to my library.  So I’m reading several books now like Writing Ethnographic Fieldnotes, Tales of the Field: On Writing Ethnography, and Ethnography: Principles in Practice.  Also since January I’ve connected to the anthrodesign mailing list. I have NO idea why I wasn’t on that list for years.  It’s a fantastic resource and it’s SO good to connect to others who are doing similar work.

So I’m drinking deeply and it’s delicious.

DESIRE Summer School Day 5

John Gero

Computational models of creative designing

Creativity- what is it? We’re not going to define it, as there are SO many definitions, but we’ll see as we go.

If you want to model something you have to assume it’s a process.  What is computation?  It’s Representation and a process.  When we’re trying to solve a problem we often end up in a subset of solutions

Lunch and now:

Creativity and the Development of Interactive Systems

Sara Jones from the Center for HCI Design at the Centre for Creativity

S-creativity is what they were interes`ted in (Situated, new to that domain)

Creativity types: combinatorial, exploratory, transformational (Boder)

Types of creativity: Inspirationalist, Structuralist, Situationalist (Schneiderman, 2000)

Inspirationalist Creative Processes from Henri Poincare: 1) Preparation 2)Incubation 3) Illumination 4) Verification.

They run creativity workshops over two days using a kind of converge, diverge model.  So after one of these things there are tons of post-it notes and a lot of energy, but then what?

In Jones et al 2008 they evaluated S-creativity with domain experts after the workshop and then 6 months later.

Guilford’s definition of flexibility and fluency Sustar (2010) they analysed the creative process and count number of ideas, different types of ideas, stimuli used and blocks encountered.

We are going to now reflect and talk about: What have we seen before, and what would you like to see more of?

I’ve certainly seen diverge-converge and some of these models, but I’d be very interested in seeing other measurements of the output of the workshop, measured in market impact or organizational impact.

Shon quotes I didn’t quite catch, but design should create a common language and reflection among others.

Some useful tools are already out there. Google wonder wheel, Compendium.

Arias et al 2000 collaboration to create shared understanding, boundary objects etc.

DESIRE Summer School Liveblog Day 3

The morning poster discussion session was quite good.  Stefan and Joao coordinated a session where people would go around and put comments and chances for collaboration on each others posters, then we had a chance to digest a bit the things that were put oni our posters then we had a kind of unconference style discussion on topics proposed, two sessions of 20 minutes each.  I tip my hat to Stefan for making it all work.

After the coffee break we’re coming into the next session given by Joao on Qualitative Analysis: Structure locations.  The why and how choices of desire.  Qualitative research is the method of inquiry that invetigates the why and how of desig, choices, decision making, not just what, where, and when.  Smaller but focused samples are more often needed, rather an large samples.  The results of such are only hypotheses says Joao, not real conclusions, and I would agree that is true if they are taken outside of the context originally being studied.

What approach will we take in qualitative research? A grounded theory practice, ethnography, organizational narratives, shadowing, etc.

The why and how, while dealing wand collecting data from people with different backgrounds.  We use words in different ways, use different words for the same concepts etc.  A context for this, the vocabulary/language issue.  A Design Dictionary by Michael Erlholf and Tim Marshall is a very interesting attempt to make a kind of universal set of meanings.

Analyzing enormous amounts of data: use systematic terminlogy, then validation, and we’re going to talk more about structural common places and isotopes.  Isotopes, from the greek, “at the same place”  The research from Raquel Antunes (who presented her work here at the summer school via a poster and with whom I think my project may have some interesting overlap is studying this.  It’s a case study of 26 medium and large companies that make decorative ceramics.  Structural Common places is an idea talked about by Salana and Albarello et al (in pratiques et methodes de rescherche en sciences sociales)  Finding these structure common places may be better according to Joao because the “original meaning” of the person interviewed may be lost in codes and the inexperienced researcher may have a hard time.

From the slides “However we may assume, that a possible path is that the interpretation of data is a process of translation.  The terminology used for those structural locations comes not from the specific vocabulary used byu the interviewed/researcher, instead comes form the terminology used by the stakeholders of the field of knowledge in discussion.  at the same time that new structural locations are added, they are by inherence shaped by the previous ones.  A collection of interdependent structural locations shape an isotope.

Now a picture of the isotope of design engineers a 3d hill plot of various terms such as product development, aesthetic, product quality etc.  Each of these terms has a consistent place across various isotopes like designers, creative managers etc.

The audience is fairly confused on why the 3d plot is used, as it doesn’t seem to add any layer of meaning, and 2d would be clearer.  I’m also quite confused on what the difference is between these isotopes and coding is, how it really helps in the way described.  Joao says we’ll see as we go along.

The 3d plot “Fails the law of parsimony” says Erin, and I agree, Stefan Sloegl is agreeing with this as well and trying to explain that it’s just kind of confusing.  Joao says that this is a kind of stepping stone, part of a work in progress.

Now we’re seeing a stratified representation of the structural locations of design management definitions by all interviewees. It has a number of different layers with the various terms listed by frequency in various layers.

He’s now giving us a kind of “homework” to use a more traditional coding method and this method.

This seems to be the end of the session, and we’re heading to lunch soon.

Now up is Alan Dix, he’s talking about what he won’t talk about, but are his other interests.  From conceptual to computational models.  What do I mean by computation model?

1) I don’t know just a title

2) A model of a phenomenon (creativity!) that can run on a computer.

3) using a computation analogy to understand creativity.
150 years ago we used electricity to understand our world, 300 years ago it was steam, now it’s computation, none are better, but it’s helpful to understand things.  The moment we think we truly understand something that’s when we’re on dangerous ground.

Ways of using computation model?

  1. Simulation (a model for the phenomenon of interest only accurate to the level of interest)
  2. Inspiration (maybe existing algorithm technique as analogy)
  3. Prediction (often, though not always, quantitative)
  4. Insight (qualitative)

Simulation: The example of rabbits on an island and how populations relate to grass on the island and how they alternate between across years.  so while the simulation is quantitative you can get qualitative ideas from it too.  Hilliard, a syntax of space.  They model people going from one intersection to another in a city and individual behaviour is not realistic, aggregate behavior is.

Inspiration from computation.  Finding good/creative ideas, it’s a bit like optimization/solution finding.  Lots of algorithms in AI and operation search.  So if you have similar problems you often have similar solutions.  Generate and test.

Prediction: Prototyping as hill-climbing, you need to start at a good point, you need to understand what is wrong.  a clever person will look at the map. Genetic algorithms.

Is all of this reallyt like human creativity? What’s different?

Guided, not blind. I.e. we can step back, look outside of the process and evaluate, understand the territory. So we’re better.  ’Best’ design, or some design?  Evaluation: hard, word suggests a fixed context but there is co-evolution of problem and solution space.  From evaluation to en-valuation: in what context does it have value, what are the values in it?

Modeling regret

It’s modal/counterfactual ‘what if’ analysis, it’s worst when you ‘nearly’ averted disaster, it seems to be about learning.  So how do we learn…?

Now a break then a workshop, no notes on the workshop for now.

DESIRE Summer School Liveblog Day 2

The morning session

Balder, Stefan, and Erin

After a description of the three different projects and the approach they’ve taken, then a discussion of  how we tend to simply select the methods we’re familiar with that are part of our disciplinary training.  The example of Erin’s work with how poets are creative and then comparing that to the design process.  She shows some examples of a recorded session of a study and a transcript then we break into groups and talk about how we would analyze it.

The second morning session with Nigel Cross

The title is Understanding Design Cognition:
Case Study: Philippe Starke as written about by Lloyd and ? from Delft.
Alessi asks him to design a kitchen tool, then Phillipe goes to a small island off Italy and has dinner, the Primo Piatto has baby squid and he begins sketching the lemon squeezer progressively and over the course of the meal he goes through several stages.

We are able to get a more general idea of the process from this even if Starke does not describe it himself  it is something like Analogy, Evaluation, Improvement, Precedant (bringing in things from one’s past) then final product sketch.

Goel & ? (Neuroscientists) have a patient who’s an architect and they ask him to redesign an office space. Essentially he’s unable to complete this fairly simple task, for control they have a similarly trained and experienced architect who is able to do it. 2 90 minute sessions.

Protocol studies:
Design a new litter colection system for the dutch railways system. Again done with colleagues at Delft. They were familiar with the current system. People are brought in for 90 minute design session. They had a large file of information from which they could draw if they asked for. There were lots of stakeholders, the railways, the company that produced it, the janitors, and others as well. 9 experienced industrial designers. Their designs were then normalized in terms of how they were presented and then these designs were given to others to assess. These people were from the University and used to grading design concepts. Creativity, materials were all factors. The problem that emerged early was that of newspapers. This came from the survey of cleaners they identified this as a problem. It’s the largest ingredient of the litter (bulkiest). Fill up the bines, they are left behind on the seats. The railway company wants to be environmentally friendly.
All of the designers thought that separating the newspapers would be a good idea, they all thought that this was a good idea and no one else would have this. This is a good example of how it may be new to you, but it’s certainly not new to the world.
Designers tend to force some kind of pattern in the information like the example of the pixelated dog. This shows the co-evolution of the problem and solution space. You get a formulation of the problem that is partial then a partial solution then back to a developed problem structure then back to the solution and back again. A scatter plot of creativity v overall and they don’t always correlate.

From an analysis of think aloud protocol one researcher found the following activities.

  • Gather data
  • Assess value and vialifity of data
  • Identify constraints  and reqs
  • mofel behavbioud and environment
  • Define problems and possibilities
  • Generate partial solutions
  • Evaluate solutions
  • Assemble a coherent solution.

Then some scattergrams of some of the levels of some of these activities.  The solution-driven ones have more generate and the problem driven ones talk more about identifying.

The Role of Sketching in Design

Norman Foster sketch of the Gherkin and the restaurant at the top.

Jack howe says, “If I’m stuck I draw something.  Even it’s is silly I draw it.  The act of drawing seems to clarify my thoughts.”

Sketches of Leonardo Davinci, the sketch is not of the thing being designed but many aspects of it, possibly in rapid succession or simultaneously.  Today architects do similar things, James Sterling is an example used here with a page from his sketchbook.  Alvar Aalto is the next example with lots of different parts of it all in a big sheet. Frank Gehry is the next example, and there are two different kinds of sketches one that seems to include details, but the other is more of the overall form. Richard MacCormac and then Gordon Murray.  The drawing is a way of finding out what is good.

Sketches handle different levels of abstraction simultaneously.
Sketches enable identification and recall of relevant knowledge.
Sketches assist problem structuring through solution attempts.
Sketches promote the recognition of emergent features and properties.

What expert designers say about designing:

Santiago Calatrava
“To start with yhou see the thing in your mind and it doesn’t exist on paper, and then you start making simple sketches and organizing things, and then you start doing later after layer.
This is Design Thinking as Reflection.

Kenneth Grange
The designer’s job is to produce the unexpected. No brief of itselft…… you have to find the plums.

Design Thinking as opprtunitistic.

Richard MacCormac
I don’t think you can deisgn anything just by absorbving information and then hoping to synthesise it into a solution.
I or someone else will come up with an idea that seems powerful enough” then
Design thinking is an exploratory process, and as conjectural.

Geoffrey Harcourt
The solution I came up with wasn’t a solution to the problem at all.  But when the chair was actually put togetehr ina way it solved the problem quite well. but from a completely different point of view.

Design Thinking as emergent.

Ted Happold
I have perhaps one real talent, which is that i don’t mind at all living in the area of total uncertainty.
He was the chief engineer of Sydney Opera House and Pompideiu center.
Design Thinking as ambiguous.

Denys Lasdun

Design Thinking as appositional.  It doesn’t follow logically from what was said before, but it fits the solution.

Mies van der Rohe
The cleint wasn’t very happy at first. But then we smoked some good cigars and we frank some glasses of good rhine wine and he liked it.
He convinced the client over cigars and wine.
Design Thinking is rhetorical.

Expertise in problem solving

  • tackle the problem in the ‘easiest’ way
  • Accept teh problem rules
  • adopt standard problem representation
  • re-use previous solutions

Expertise in Design Thinking

  • Tackle the problem in a difficult way
  • Challenge problem rules (Murray)
  • Construct novel problem representation
  • Create new solutions from first principles.

Jean Bernard is asking a question about how sketches may be part of working memory, helping them remember things, Nigel says that yes, there has been some work on that, and sometimes it is and sometimes not.

Lunch, in the hotel restaurant

First afternoon session

Real-world studies of design cognition: using cognitive ethnography to understand design behavior

by Linden J Ball & Bo Christensen

Ethnography can be a useful thing for design research and this is from the cognitive science so-called cognitive ethnography, a term Linden coined about 10 years ago.  Reliability and validity is very different in this kind of ethnography.

Overview

1) Antropology and the origins of ethnography

2) Sociology and Ethnography

3) Ethnomethodology and ethnography

4) Ethnography as a ‘radial category’

5) Cognitive ethnography

Traditional Ethnography: what is it?

A form of investigative fieldwork and analysis: Malinowski was the prototypical example.  He was forced to live there initially alone, but then he got lonely enough to start interacting with them.  It involved immersive observation.  It invovled an analytic mentality in something that was “in situ”.

Sociologists from the 1940s-1970s adopted this same method, often studied smaller, disposessed groups, giving them a voice.  i.e. hell’s angels etc.

William Foote Whyte (1943) Street Corner Society is an example.

Garfinkle’s 1967 book critiqued ethnography, saying it misses the activities the “interactional what” of how/what groups do together.  John Hughes’ book “making work visible” is a good example.

Ethnomethodology and systems design

HCI and CSCW has taken up this kind of thing in the 80s and 90s.  Every grant that came through seemed to have a sociologist attached to the project doing ethnography, where this would produce requirements for the computational people could then turn into a system.  Bently et al’s air traffic controller study would be a prototypical example.

Linden’s paper “Putting ethnogaphy to work….. in the IJHCI.  The idea of a radial category from Lakoff is used.  What if enthnography is a radial category?   There are some prototypical characteristics of ethnography: situatedness, richness, participant autonomy, openness, personalization, reflexivity, self-reflection, intensity, independence, historicism.

Cognitive Ethnography identifies the following problems with traditional ethnography for design research: Intensity (You don’t have years, usually only weeks) independence (Whereas theories need to e tested and validated) non-verifiability.

This is importnat if you’re a congnitive psychologist, but I wonder how much this matters if you are not.  This doesn’t lessen the interest however for those that are, as well as knowing more about the history of it.

A cognitive ethnography of design re-use by ball & Omerod (2000).  Identifying the information unit of re-use.  This is a prototypical example of cognitive ethnography.

Stefan asks what about Ed Hutchins Cognition in the wild and his notion of cognitive ethnography, Linden says that there are similarities but perhaps his notion is a bit more laid out but they seem to be compatible.

Studying deisgn coginition int he real-world- combingin ethnography with protocol analysis.

Overview: 1) Studying design cognition in the real world 2) th in vivo methodology 3)DTRS7 4)The use of analogy in design 5) the use of mental simulation in design.

DTRS7 design meetings, 4 camera angles recording in situ real design meetings lasting 1-3 hours and then all materials are collected.  7 hours of total video and then segmentation by turn taking for a total of 3886 data points.

So what is in-vivo methodology? Dunbar 2000-2001, involves ethnography & Protocol Analysis (PA).  Finding and recording suitable real-world design situations, where natural design dialogue occurs., transscription, segmentation and coding along PA lines. No special instruction to ‘think aloud’ involved.

Quite often the amount of data is massive so you need to make selections of the data to code. Segmentation will depend on what is being studied.

So the advantages of in vivo are that it has ecological validity, the possibility of stdying cognition live in the real world etc. the disadvantages are that it may turn into a single case study, it takes a long time etc.

A coffee break then practical exercises with cognitive ethnography and in vivo methodologies.