Considerations
and Rationale
Culture
and community
Institutional memory
Creation of space for work and learning
Solving a specific problem
Regulations
or legal compliance issues
Multiple or competing
solutions
Implementation and organization
Strengthening
the culture and community of educational software designers
Technology has secured a powerful position in the United States
as more disciplines have become dependent on technological
innovations and abilities. It is an industry that moves and
changes at an alarmingly quick rate. This mix of recentness
and power makes computer related technology a fascinating
industry and one that is almost impossible to label or define.
The specific area on which our project focuses is that of
educational computing and software. There is a concentrated
physical location (Silicon Valley) and a definite history
(software being used with children in the 70's). However,
as a result of the rate of growth and change, the players
have become widely distributed. Even when members are located
in a similar region, communication and transfer of information
is increasingly done through impersonal methods as opposed
to physical face-to-face interaction.
As the
industry grows, educational software designers and developers
are becoming nationally distributed, creating alternate points
of concentration such as Boston, Massachusetts. If educational
software follows other business trends, the separation of
community members may increase to global distribution. The
consensus seems to be that the separation contributes to the
fragmentation of an already unsteady industry. The very people
involved with children's software design may contribute to
this fragmentation, as they possess a variety of interests
and backgrounds (such as children, teaching, technology, and
programming). Perhaps the Internet, a medium that is globally
accessible, provides the power to collect and synthesize information
making separation a shared resource as opposed to a detrimental
force. If a sense of connection was established, the varied,
growing areas could be harnessed and combined to produce positive
results, as there are different ideas and users and abilities
in different locations. A cohesive center would, perhaps,
advocate the transfer and accumulation of needed information
and ideas, allowing others to comment and add to the thoughts,
designs, and opinions of others.
Our site
is designed to tailor to the needs and specifics of the intended
users with the goal of creating such a feeling of inclusion
and community between these varied and distant people. An
initial question we addressed was how can we possibly anticipate
a participant's needs? There is no one unified community at
this point, though there is the potential to create one around
the interests and commonalties of the intended participants.
If we are able to show a need and relevance for the site that
would motivate students and designers of children's software
to visit, and if we are able to design the site so that these
visitors feel as if the area was specifically tailored to
their interests and needs, we may have the ability to connect
this existing community. The various locations, attitudes,
and ideas would be available and similar minds would be exposed
to innovations and encouragement. Our hope is to provide such
opportunities and connections to a community that is increasingly
fragmented and disillusioned with its prospects.
This intent
has led us to create a questionnaire to assess what this population
of prospective or active children's software designers wants
from a web site with an intention such as ours. The questionnaire
focuses on both content and the actual site construction.
This includes what information the participants would want
to be able to access about the titles, how they would find
it most useful presented, and how they would like it organized
(search structures). Our target questionnaire population includes
students of children's software design around the United States
(students from Harvard's Technology in Education program,
Columbia's Computers in Education program, North Western's
Educational Technology program), and actual designers (children's
educational software news groups such as CHI Kids). Through
these questionnaires we hope to develop a better idea of how
these people see themselves, and thus how they would feel
the most comfortable with such a site. Providing accessibility,
and directly tailoring to the needs and desires of participants
may serve to create a sense of collaboration and contribution
between people who have interesting and innovative ideas but
area not often presented with a context, or community, in
which to share them.
The creation
of this site will be cognizant of the potential of this community,
and will actively attempt to utilize this potential through
the information we gather from the actual sources. If members
of this community are encouraged, through our site, to collect
and transfer relevant information, ideas and possibilities
that have perhaps been discouraged by company CEO's may find
an audience. The ideal goal of such activity would be creation,
collaboration, and production using these materials.
Collins,
A. Design Issues for Learning Environments. In S. Vosniadou,
E. De Corte, R. Glaser, & H. Mandl (Eds.), International
perspectives on the design of Technology Supported Learning
Environments. Mahwah, New Jersey: Lawrence Erlbaum Associates,
1996.
Czarniawska-Joerges, Barbara. From Exploring Complex Organizations:
A Cultural Perspective. London: Sage Publications, 1992.
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Retaining
institutional memory within the field of educational software
This section, addressing history and memory, is closely related
to promoting a sense of community and attempting to harness
the fragmented community that is educational technology. This
issue of the history of educational software, and knowledge
of that history (memories or viewpoint), is interesting in
that the field is so new, yet has very little that is concrete
and documented. This fact may stem from the quick rate of
change and progression, which lead many to be concerned with
the possibilities of the future as opposed to the preservation
of the past. Only recently have some begun to archive the
stories and the history of the computer industry, such as
the recent PBS special on the "pioneers" of Silicon Valley,
and a Stanford University History Professor's undertaking
to create a hardware museum. In light of the fact that there
is so little documented history of educational software, many
researchers believe that how and what an institution remembers
about itself affects its existence, change and innovation.
Though the area of educational software is not an institution,
I maintain that it acts much like one. People change exact
jobs often, and companies dissolve or are incorporated into
others; names of product change, and are sold to different
manufacturers. Thus, the loyalty of the participants is often
not to an individual company or product, but rather to the
industry itself.
One intention
of our site is to provide children's software developers with
a common knowledge and narrative to encourage the acquisition
of or strengthening of a sense of self and community. Though
our intention differs from attempts to provide participants
with a shared story in order to promote one cult-like knowledge
of the product and process, we are choosing the content of
this particular view of educational software history. A true
retrospective would include all software created for children
throughout the history of educational software; instead we
focus on products viewed as educationally valuable and innovative.
Software
developers are often not given the opportunity to research
what has been done before them. This is mainly a result of
the nature of the medium. As the software and hardware changes,
older software no longer runs on the new and improved platforms
or consoles. Many of the titles we are considering, such as
The Visual Almanac and The Voyage of the Mimi
are on laser disks that need to be played on a laser disk
player that is attached to a computer, that is attached to
a television screen. Such a set up is extremely difficult
to come by and these applications were designed less than
ten years ago. Even those members of the community that designed
some of the initial software can not access their own titles
because of their personal hardware upgrades. This lack of
viewable history limits the sense of a past in the area of
educational software. This encourages the community to concentrate
on the future instead of on incorporating and improving existing
good ideas. This being the case, I believe that many innovative
and encouraging ideas are lost.
An archive
of the positive areas and possibilities of children's software
may lead to increased enthusiasm for the area. Not only will
the visitors be allowed to view aspects of the older software,
but also they will be able to access the individual stories
of the original designers telling of the particular application
and their experience in the industry. Instead of making the
content relevant to the largest number of people, we attempt
to include various subjects and products allowing a large
population of designers or students to identify with certain
areas or aspects of the history of children's software design
that are relevant to them. This approach maintains the sense
of the individual at the same time it creates a sense of place
for this individual within the content of this historical
community. Though our site is a deliberate use of products,
narratives of designers, reviews, and narratives of commentators
in the community to produce a sense of history and story,
it attempts to offer credibility to both the individual and
the institution.
In addition
to providing access to the story of the creation of such an
organization, and hopefully encouraging a change in the way
members of such view themselves, we intend for the site to
help maintain the story. The site is a template which others
can use to continue the research and documentation. As new
records and comments are added, the history will be ongoing
and changing, as is the actual existence of the industry.
Linde,
Charlotte. "The Acquisition of a Speaker by a Story: How History
Becomes Memory and Identity." In Preparation for Ethos:
Special Issue on History and Subjectivity.
Leidner, Robin. Fast Food, Fast Talk. University of
California Press, 1994.
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Providing
a space for work and learning for the educational software
community
The
prior topics address specific goals of our project: to utilize
and promote the community of students of and designers of
children's educational software, and to provide this community
with a coherent documentation of their history. To achieve
these goals we are proposing to create an intentionally organized
space. Such a space has the potential to take on its own characteristics
and become used for things that we have not anticipated, and
change the larger environment in ways that we did not specifically
intend. The awareness of such is very important to consider
when designing specifics of the space to attempt to allow
the positive possibilities and discourage the negative.
Henri
Lefebvre, in his book The Production of Space, identifies
the "active occupation" of space which is especially relevant
to any sort of space created in a virtual environment. Space
is not something that exists alone, as it does not have an
inside or an outside, but is rather a relationship between
nature and presence. We may create the nature of the site,
but the presence and the population is beyond our control.
Lefebvre further describes the relationship between form and
content by stating that: "forms therein have a powerful reality
yet remain unreal." There exists an issue of the real and
the perceived. We will create the real site with definite
organization and information, but we can not control the way
such a space is perceived and acted upon. Awareness of the
perceived is especially important when trying to make sense
of the real, as that is the only manner in which humans can
hope to explore and understand something - it must be based
on ones own perceptions and observations and communications,
all of which are socially constructed means of communication
and not really real at all but symbolic. This issue relates
back to our idea of the participants, our target community
of educational software developers and students. Our focus
groups and questionnaires will hopefully provide insight into
the overall feelings and perceptions about such a space, though
there is no way to anticipate the perceptions of each individual.
Through
such discussions, we have come to realize the necessity of
retaining control over additional input of information, from
the individual reviews to further examples of quality software.
The all-inclusive, full-access nature of the web promotes
the possibility that the site will be accessed and contributed
to by participants who are not the intended primary audience,
such as parents, teachers, and children. Maintaining selective
control over the site would combat the potential for the site
to become simply a software review area as opposed to a discriminating
archive. We wish to preserve our initial intent, while we
encourage outside influences, participation, and contributions.
Our primary method of ensuring this is to remain the gatekeepers
of the displayed information, viewing the site as space with
an intent, as opposed to one that is simply an ungoverned
free-for-all. Given the knowledge that spaces have the ability
to change and mold into other visions, we need to stay within
the space and maintain it. This allows us to contribute to
the modeling and hopefully to lead it, through comments and
postings and executive decisions, in the direction we wish
it to take to successfully achieve the intended goals that
we have outlined.
Lefebvre,
Henri. The Production of Space. Blackwell Publishing
Group.
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Designing
a site that solves a specific problem
We have decided to create this archive as a solution to the
problem that the current quality of educational software is
sub-standard. Our design-a searchable database which will
include resources and reviews from past educational software,
examples from the software itself as well as interviews with
the designers-will be accessible to students and designers
of educational software on the Internet. We hope to provide
an historical perspective for the development of educational
software, to present comprehensive information that is still
currently available, but is not compiled in any one existing
resource. We also felt it important to try to show examples
of the software, many of which are difficult to access, as
the technologies (Apple II, Videodisc Player…) are now obsolete.
This presents several obstacles for us, however, because we
would like our design to provide solutions to various research
questions.
We anticipate
that each user will come to the database with a unique question.
Some of our preliminary user studies have shown that questions
and interests in the software are very different, such as:
"What were "big issues" in software design for children in
the early 1980's?" "What was the first software title designed
specifically for girls?" "What is the learning theory behind
The Factory?" "Who was the team of designers on Robot
Odyssey?" "I've heard a lot about Rocky's Boots-what
is it? What did it do? How can I see it?" What are the projects
that Kristina Hooper Woolsey has worked on?" With our interface,
users should be able to define and create their experience
to find information on any number of combinations of these
kinds of questions. Through the use of multiple representations
of information, the user can define the scope and depth of
information that she would like to obtain.
Our intent
is that this archive will serve to create discourse between
current and past designers and educators of educational software.
Discourse generates ideas. Having a resource, such as this
archive, can provide information on what ideas have already
been created, which have been "successful" and why. To facilitate
this discourse, we have designed a specific section of the
database for notes about particular software titles. Any user
coming into this online resource can contribute to the site
by sharing thoughts, ideas, or comments about particular software
titles. The design is much like the reader "review" pages
at Amazon.com or Barnes and Nobles.com. We want users to be
actively engaged in researching information, but also in contributing
to the development and content of this resource.
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Regulations
or legal
compliance issues affecting learning designs and innovations
Legal
compliance issues may be the biggest obstacles we will face
in designing and implementing this web-site. Although most
of the older educational software titles we will pursue are
no longer available for purchase and are not accessible via
current technology, strict copyright laws bind the contents.
We would like to include simulations or sample sections of
the software in our database, because we believe that being
able to actually see the software will prove more useful than
reading about it. For example, it would be very interesting
to compare the current Oregon Trail with actual sections
of the first Oregon Trail. Our inclusion of this material,
however, is dependent on permission of the publisher. We anticipate
this obstacle to be both in requesting permission and in waiting
for the permission to go through administrative channels within
companies. In addition, many of the earlier publishers of
the software have since closed, have merged or have been purchased
by another company. For example, we anticipate having some
difficulty trying to locate the appropriate publisher for
some of the titles in the late 1970's.
Another
potential regulation concern is the requirements for master's
projects, as determined by the faculty of our program. As
students, we have the liberty to choose our major project,
but must design and implement the project to complete particular
requirements for the masters degree. For example, we are limited
in what the final product can be-it must integrate learning,
design and technology and may not be a research project. Requirements
for final projects are like standards-they establish criteria
for the student to follow, so there can be a method for evaluation
of the process, research and final product. These requirements
have not yet been a problem, as our design interleaves information
on learning, design and technology. But we are aware that
we are designing for one two distinct users-the final product
will be for educators, students and designers interested in
educational software. The other "product" will be our description
of the problem, research and process that led us to this final
product-this information will be created for the faculty and
advisors of the LDT Program.
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Multiple
or competing solutions and designs
Any design process is iterative. Our project has changed radically
from its inception to its current state and will most certainly
undergo more changes. After much discussion about what the
design should be, what criteria should be included, what software
titles should be research-I would have to argue that there
is no such "perfect" design. I do feel, however, that there
is a design that a good design is one that will accommodate
the needs of the information to be presented and the audience
who will seek the information. There are considerations we
should make with respect to the needs of our users as well
as the needs of the information to be displayed. Our plan
is to involve the users from the beginning of the design process.
We have already conducted several informal interviews to meet
designers and to gather a list of "oldies but goodies" titles.
The users have particular interests-some of which are listed
I think that the users should participate in the design-they
have been involved in the original decision to undertake the
project and should remain participants through the design
and implementation processes. The users will be the best source
of information for how the design should be structured. Because
we want the user to be able to define or to design his experience,
we will provide as many different representations of information
as possible.
By providing
different representations of information, we can allow the
users to create the kinds of "stories" about educational software
that they are interested in obtaining. The compilation of
different types of information can lead to interesting stories
of causality or difference.
In addition,
we intend for the users to actively shape the information
that is presented in the database. As users search, we can
receive information about the kinds of information that are
most often requested, which can further inform our design
and content on the site.
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Implementation
and organizational issues
Our archive will be built as a web-site. After much discussion
about whether the information could be captured in text format,
or on a CD-ROM, we decided that a web-site is currently the
best medium for presentation. On the web, this information
can be accessible to anyone interested in researching information
on older educational software titles-while we are designing
for the designer, student or educator, we hope that this information
can be used by anyone who is interested in researching information
about the titles. The web provides an easy route to the information-there
is no dissemination of a CD-ROM to contain the information.
In addition, the natural affordances of the web will easily
facilitate the storage and retrieval of multimedia. On the
web, the information can easily be modified to adapt to the
user needs-we will be able, through information on search
requests and user feedback in the notes and commentary section,
to determine what kinds of information are most researched.
We have
not yet decided on a way to introduce the database to others,
but we have discussed many different ideas. We plan to conduct
user studies for the design of the site, and have accumulated
different contact names at Stanford, Columbia, Harvard, Northwestern,
San Francisco State University, Berkeley, as well as specific
designers at educational software companies. One idea is to
host a brainstorming meeting, to bring designers, educators
and students together to collaborate for an afternoon. While
this collaboration could be done in a virtual environment,
we think that perhaps a face to face discussion could prove
interesting as well If our archive is designed to create communication,
discussion and collaboration, we would like it to be introduced
in such an environment. The afternoon could be spent discussing
the importance or weaknesses of educational software, or brainstorming
additional methods for recording the history of educational
software, which could include plans for recording what is
currently being produced. As issues and discussion of knowledge
management become more prevalent, it is important to think
about the preservation of this information for future designers
and educators. Another idea is to introduce the web-site via
an online, virtual meeting of the minds. Because we are involving
students, educators and designers in the design process, our
hope is that the site will already have an existing, participating
community who is aware of its progress and opportunities.
We could bring these users together for an afternoon to brainstorm
some of the same ideas. This could allow for users and designers
in other areas to participate as well.
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