I'm also on Twitter as @siibo for geeky stuff.
Simon Bostock
hypergogue, gameification, cyborgs
Posts
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August 31, 03:20 AM
Are we the baddies?
This:
“Dear Ambassador, we are concerned that you are perhaps over-focused on human rights to the detriment of commercial interests.”
Reminds me of this:
I don’t know how true the first bit is (truth isn’t a digital on/off thing, or, at least, I doubt the truth here is). But, it strikes me, it’s worthy of news and/or investigation.
Erm, are we the baddies?
(Note: I was looking for an image for the post of ‘good guys’ wearing skulls and found this post on Pharyngula saying exactly the same thing but about a different source of disquiet. Once again, comedy works well as a meme-vector.)
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August 04, 09:33 AM
Apophenia and arbitrage
Mysterious and possibly nefarious trading algorithms are operating every minute of every day in the nation’s stock exchanges.
. . .
The trading bots visualized in the stock charts in this story aren’t doing anything that could be construed to help the market. Unknown entities for unknown reasons are sending thousands of orders a second through the electronic stock exchanges with no intent to actually trade. Often, the buy or sell prices that they are offering are so far from the market price that there’s no way they’d ever be part of a trade. The bots sketch out odd patterns with their orders, leaving patterns in the data that are largely invisible to market participants.
In fact, it’s hard to figure out exactly what they’re up to or gauge their impact. Are they doing something illicit? If so, what? Or do the patterns emerge spontaneously, a kind of mechanical accident? If so, why? No matter what the answers to these questions turn out to be, we’re witnessing a market phenomenon that is not easily explained. And it’s really bizarre.
It’s thanks to Nanex, the data services firm, that we know what their handiwork looks like at all. In the aftermath of the May 6 “flash crash,” which saw the Dow plunge nearly 1,000 points in just a few minutes, the company spent weeks digging into their market recordings, replaying the day’s trades and trying to understand what happened. Most stock charts show, at best, detail down to the one-minute scale, but Nanex’s data shows much finer slices of time. The company’s software engineer Jeffrey Donovan stared and stared at the data. He began to think that he could see odd patterns emerge from the numbers. He had a hunch that if he plotted the action around a stock sequentially at the millisecond range, he’d find something. When he tried it, he was blown away by the pattern. He called it “The Knife.” This is what he saw:
From Market Data Firm Spots the Tracks of Bizarre Robot Traders at The Atlantic.
What is this? Sinister or benign, signal or noise, shroud of secrecy or Turin Shroud? It’s pretty, whatever it is.
Read the rest at The Atlantic, it’s interesting.
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August 03, 02:50 AM
More on dead chickens, eggs, possibilities
Filippo then issued a challenge, saying that the commission to build the dome should be given to the man who could make an egg stand on end, as that man would have the skills required for the job. After the various architects tried in vain to accomplish it, Filippo took an egg, whacked it on its end and then placed it on the table where it stood upright and did not fall over.
The other architects protested that they could have done that, too, to which Filippo replied that they could have built the dome, too, had they seen his model. Impressed, the judges awarded Filippo the commission to construct the dome.
From Duarte Blog, Great Moments in Presentation History, the Architect and the Egg
More on the dead chickens problem of price discovery and assigning value; I love stories like these.
The vast question, though is:
How do you reconcile this kind of truthy story – the genius leaps into the Adjacent Possible of the unknown sample space – with the idiocies of patent law and copyright?
Let me next define the “Adjacent Possible.” Take a liter flask with 1,000 types of chemicals. Call these “The Actual.” Let them react by a single reaction step. Perhaps new species of chemicals appear. Call these the “Adjacent Possible.”
Now I point to the Adjacent Possible of the evolving biosphere. Once there were lung fish, swim bladders were in the Adjacent Possible of the biosphere. Two billion years ago, before there were multi-celled organisms, swim bladders were not in the Adjacent Possible of the biosphere.
If we agree, then watch! We do not know what is in the Adjacent Possible of the biosphere! We not only do not know what will happen, we do not even know what can happen!
Then can we make probability statements about the evolution of the biosphere? No. Consider flipping a coin 10,000 times. It will come up heads about 5,000 times with a binomial distribution. But, critically, note that we knew beforehand all the possible outcomes, all heads, all tails, all 2 to the 10,000 possibilities. Thus we knew what statisticians call “the sample space” of the process, so could construct a probability measure.
Can we construct a probability measure for the evolution of the biosphere into its Adjacent Possible? No. We do not know the sample space!
Part of the issue with copyright and patents seems to be that we’re not sure if people have gone from A – Z (which is worthy of reward) or started off from N (which probably isn’t):
“Q: How can companies become more adaptive?
A: You need to be able to recognise your adjacent possibilities. A lot of people can’t. They are at A, they want to go to X. And X is maybe twenty steps away. And they can?t visualise what the next step is that gets them towards X. They can work their way backwards to like N. But they have no idea how to get from A to N. They do know if they can get to N, they can get to X. But they need to know what B and C are. I find that a lot of people at a lot of companies are so focused on being able to articulate X, and then they hire consultants who work them backwards to N, that they never figure out B and C.”
Interview with Michael Lissack, quoted on Purposive Drift
Is the story about Filippo great because he goes right back to the egg?
Credits/thanks/more:
The link to Duarte Blog comes from the ever-resource-full @timkastelle
Edge.org have a talk with Stuart Kauffman on his idea of the Adjacent Possible
Image: the Adjacent Possible from Rafe Furst at Emergent Fool
Image: Buckminster Fuller/Dome from Art Tattler
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August 02, 02:55 AM
Anecdata-mining
It’s from The Onion, so it’s funny.
It’s also probably the most radical vision of the future you’ll see today (if you read this today and you haven’t seen it before – I have no idea how long it’s been out there.)
From today’s Big Think and The Razor’s Edge between Nobility and Crime: Who is Julian Assange?
Former FBI Director Louis Freeh once put it like this: “Ask the American public if they want an FBI wiretap and they’ll say, ‘no.’ If you ask them do they want a feature on their phone that helps the FBI find their missing child they’ll say, ‘Yes.’” Just make us safe. Just assure us our children will be safe. Just tell us what we need to know. Let the rest be silence.
Imagine what it’ll be like when the police not only have to sift through your boring Social Media sillage but that of your, erm, chickens too:
Today Chief Futurist for Cisco Systems Dave Evans appeared on the company’s netcast, Talk2Cisco, to answer questions about the next 50 years and beyond via email and Twitter. Turns out one of the world’s biggest technology companies is betting the Internet of Things is going to be big. . .
Evans said humans generated more data in 2009 than in the previous 5,000 years combined, although a lot of it is useless – comparable to saving all 2,000 photos from your weekend trip to the beach.
It doesn’t have to be all about police work. Adam Greenfield imagines the world of the read/write city, where we go beyond the civic participation experiments of things like FixMyStreet and hook up bus stops and lampposts to Facebook:
But what if we took a single step further out? What if we imagined that the citizen-responsiveness system we’ve designed lives in a dense mesh of active, communicating public objects? Then the framework we’ve already deployed becomes something very different. To use another metaphor from the world of information technology, it begins to look a whole lot like an operating system for cities.
Then we can begin to treat the things we encounter in urban environments as system resources, rather than a mute collection of disarticulated buildings, vehicles, sewers and sidewalks. One prospect that seems fairly straightforward is letting these resources report on their own status. Information about failures would propagate not merely to other objects on the network but reach you and me as well, in terms we can relate to, via the provisions we’ve made for issue-tracking.
Let’s hear from the lampposts. . .
I found The Onion video via Sean Garrett’s Posterous. // The news screengrab is from this interesting blog on media psychology.
The Onion video reminds me of that more-amusing-than-funny montage of the CSI Effect in action, Let’s Enhance:
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August 07, 05:47 AM
Agent Based Model
The smarter we are, the more complex the economy becomes, and the dumber we become.
Dynamic Stochastic General Equilibrium models assume we’re all playing a game where the goal is equilibrium. Unfortunately (or fortunately?), though we are all playing games, they’re not the same ones.
At least, that’s how I read this piece from The Economist, which is, frankly, a little beyond me, but contains the kind of phrasing that sets off pleasure nodes in my brain:
Agent-based modelling does not assume that the economy can achieve a settled equilibrium. No order or design is imposed on the economy from the top down. Unlike many models, ABMs are not populated with “representative agents”: identical traders, firms or households whose individual behaviour mirrors the economy as a whole. Rather, an ABM uses a bottom-up approach which assigns particular behavioural rules to each agent. For example, some may believe that prices reflect fundamentals whereas others may rely on empirical observations of past price trends.
Crucially, agents’ behaviour may be determined (and altered) by direct interactions between them, whereas in conventional models interaction happens only indirectly through pricing. This feature of ABMs enables, for example, the copycat behaviour that leads to “herding” among investors. The agents may learn from experience or switch their strategies according to majority opinion. They can aggregate into institutional structures such as banks and firms. These things are very hard, sometimes impossible, to build into conventional models. But in an agent-based model you simply run a computer simulation to see what emerges, free from any top-down assumptions.
Although DSGE models are also based on microeconomic foundations, they accept the traditional view that there exists some ideal equilibrium towards which all prices are drawn. That this is often approximately true is why DSGE models perform well enough in a business-as-usual economy. They do badly in a crisis, however, because their “dynamic stochastic” element only amounts to minor fluctuations around a state of equilibrium, and there is no equilibrium during crashes.
. . . ABMs contain feedback mechanisms that can amplify small effects, such as the herding and panic that generate bubbles and crashes. In mathematical terms the models are “non-linear”, meaning that effects need not be proportional to their causes.
These non-linearities were clearly on show in the credit crunch . . . These “network-based vulnerabilities” are just the kind of thing that ABMs are good at capturing.
Of course, ABMs need stacks and stacks of data. Of the real-time real-life variety, if possible. Which means the modellers are keen to plug in your phone, your Facebook, your Twitters and all that. Which I’m all for, to be honest. But we’ll see how it goes down with the tin-foil hatters.
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July 28, 07:05 AM
Detroit: Repository of Objects
Politics is tinkering. Cities are machines. More on the reasons I hate suburbs. And shopping malls. And some possibly naive things about Motown.
A place to live vs a place to exist
There’s a simple two-part test that any space-for-living needs to pass, in order to be habitable:1. Are there neutral, public spaces for people to meet up, socialise and exchange information in both planned and spontaneous activities?
2. Are there run-down areas where people can open up new enterprises and experiment?
Most suburbs fail both of these tests.
Suburbs: the Worst of Both Worlds
In The Information Architecture of Cities, L. Andrew Coward and Nikos A. Salingaros explore the idea of the city as a complex system, or brain. People are neurons:The networks of a city — the paths, roads, telecommunications, etc. — are the mechanisms that support information exchange. Nevertheless, a city processes information rather than merely moving it around. . .
The use of urban space is linked to the information field generated by surrounding surfaces, and to how easily the information can be received by pedestrians. A primary information exchange is a pedestrian going from one point to another. He or she observes things that are unrelated to the primary reason for movement. This information is functional; it can recommend secondary behaviors to the observer who is executing a primary information exchange. A successful city is one in which even simple movements are a rich and rewarding experience.
Suburbs, retail parks and other mono-zones appear simpler and thus cheaper. But they still need to ‘communicate’ in order to process information and solve problems. This becomes hugely expensive and needs expensive infrastructure which is unable to easily react to change, let alone create it.
The geographical separation of residences from workplaces (enforced by postwar monofunctional zoning) is a case in point. Because these two urban regions — apartment blocks or groups of suburban houses on the one hand, and office towers on the other — interact so strongly with each other as a whole, they do NOT define separate functional modules, despite the simplistic expectations due to spatial clustering. Instead, the geometry forces functional module formation of the most inconvenient kind, with information exchange that is very expensive to maintain because of long links. The modules that do form are too weak, and suffer from overextended transport connections and a lack of internal coherence.
Another problem with this example is that there is simply no way to form modules of intermediate size. A stable hierarchy of different modules that fit within larger modules can never evolve in a monofunctional urban region; yet we know this to be a crucial feature of any working complex system. The nuclear household and its immediate connections defines the smallest module containing work, school, office, and supermarket. In the majority of cases, there is no successively larger module that contains this elementary module — one immediately jumps from the nuclear household to the entire city. This lack of hierarchy is pathological from a systems point of view. . .
High-rise office buildings and horizontal “office parks” are not functional modules. Typically, there is very little to no interaction between different offices in the same building or “park”, compared to the exchange between each individual office and its headquarters, branch locations, customers, suppliers, bankers, etc. This elementary analysis invalidates both the office building and the “office park” as useful urban typologies, despite their recent proliferation. For similar reasons a region of suburban houses is not a functional module. Creating office blocks and suburban house groups makes all genuine functional exchange high cost (or imposes systemic isolation). This is the system force behind Jane Jacobs’ observation that successful city neighborhoods are always mixed usage. . .
Nodes that do not form part of a larger module are often parasitic to the city, since they use its infrastructure without contributing to an overall functional coherence. Nevertheless, that is how most restaurants, stores, supermarkets, and office buildings are built nowadays. Entirely surrounded by an isolating parking lot, they are designed to be built in the middle of a wilderness, yet they are forced right into the urban fabric, tearing it in the process. Restaurants designed to work as highway truck stops are routinely erected inside the city, and of course they don’t belong to it. People working in a nearby office building, which could provide clientele at lunchtime, have to drive their cars around a busy road to get to a restaurant that is literally next door.
Suburbs make it harder for people to both socialise and work. And they make it harder for societies to innovate; they promote a poverty of aspiration (if you discount the ambition of people like me to leave).
Modern societies have expended great deal of energy on managing and preserving ‘nature’ by creating reserves, National Parks and Areas of Outstanding [insert idea denoting societal value here]. We haven’t done as good a job at managing and preserving grime and run-down areas. Suburbs lack wabi-sabi; where is the space to open a business or start some new, as-yet-undreamed-of, enterprise or madcap scheme? If you felt like going on a wild goose chase or tinkering with your neighbourhood, where would you go? Politics and civic responsibility can never be about planning because the world is too chaotic. Politics is tinkering.
City-Makers’ Manifesto
I love the idea of the Repository of Objects:The late experimental filmmaker and pioneer of underground cinema, Jack Smith, was once asked “Have you ever thought of another type of society?” His response, in part, was:
“… Like in the middle of the city should be a repository of objects that people don’t want anymore, which they would take to this giant junkyard. That would form an organization, a way that the city would be organized…the city organized around that. I think this center of unused objects and unwanted objects would become a center of intellectual activity. Things would grow up around it.”If the world is equal to Smith’s “city,” Detroit is the repository of objects.
Detroit gets a lot of bad press. But I’d put money on more exciting things coming out of Detroit than the suburbs where I grew up.
More:
- Did I mention that I hate suburbs?
- If you haven’t read Tim Maly’s Gradual Calamity post over at Quiet Babylon, you really really should.
- Check out the series of photos on incipient Desire Paths in Detroit (also linked to above as ‘more exciting things’)
Image of Detroit: urban agriculture from Anthropik Network. Everything else from Urbanophile or screengrabs from sites linked here.
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July 26, 06:53 AM
More recursion
More recursion (or is it embedding?) from the Buttonwood column in The Economist:
THE best bet for the long term is to buy shares and hold on to them. That was the lesson hammered into the heads of investors in the 1990s when the “cult of the equity” was at its peak. Unfortunately, they absorbed the message at precisely the wrong time.
The past decade has been disastrous for equities. Over the ten years to June 18th 2010 investors in developed-market equities earned a cumulative total return of minus 7.9%. By contrast medium-dated Treasury bonds returned 95.3% and high-yield American bonds 102.2%. Richard Cookson, the chief investment officer at Citi Private Bank (and a former journalist at The Economist), points out that the cumulative outperformance of high-yield bonds over equities dates back to 1995.
At first glance this seems rather odd. Bondholders have first claim on the corporate sector’s cashflow and shareholders take what is left. In theory, shareholders should earn the best returns over the long term provided profits keep growing. After slumping in 2008 profits have recently rebounded and, in the case of America, are close to a post-war high as a proportion of GDP. Even if profits had been terrible, owners of high-yield bonds would have suffered too because of a likely jump in corporate defaults.
The answer to the conundrum is valuation. As the cult of equity gained more and more adherents in the 1990s share prices were bid to stratospheric levels. On the best long-term measure, Robert Shiller’s cyclically adjusted price-earnings ratio (which averages profits over ten years), valuations in 1999 were more than a third higher than their previous peak, just before the great crash of 1929. It was a nice irony. Investors bought shares because they desired high returns but their enthusiasm pushed prices to a level from which high returns became impossible.
It’s all a bit Yo Dawg.
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July 24, 04:03 AM
Recursivenessivity
Homo economicus: the concept that we’re all rational and narrowly self-interested (inevitably embedding the idea that this is somehow a good thing):
“It is not from the benevolence of the butcher, the brewer, or the baker that we expect our dinner, but from their regard to their own interest.”
Obviously, it’s not only economists who’ve made a point of looking at things from the self-interest angle.
Related to this is the idea of Rational Expectations Theory:
This is the proposition that people behave as if they have a perfect prediction of the economy’s future path, and therefore they collectively fulfil that prediction.
The above quote is from the Knowing and Making blog. Which goes on to say:
In addition, we can surely expect economic actors to learn over time. One reason that Keynesian deficit spending may have appeared to work from the 1930s to 1950s but fail by the 1970s is that people learned of the existence of inflation, and started to demand pay rises to match it. Prior to the 20th century inflation barely existed. Even until the 1950s – outside of Weimar Germany and a few other special cases – significant inflation was not considered an important risk. Now it’s a basic part of all macroeconomic calculations.Rational expectations, therefore, are only likely to account for the phenomena that we have learned so far. What new phenomena might lurk in our future?The degrees of recursiveness this implies in Economics is startling. I don’t know why I’ve never seen this before.
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July 20, 07:53 PM
Eschatology, Panarchy, Tilt-shifting
Things get faster. My kids travelled round the world before they could walk. We seem to be getting through an epoch a decade; this is my third epoch, maybe the fourth?
Julian Barnes’ Porcupine is about the overthrow and subsequent trial of a communist dictator, Petkanov, in a fictional East European country. It’s set on the cusp of the very real epochal handover which took place in Central and Eastern Europe in the early 90s.
Petkanov taunts his prosecutor, Solinsky, with a question about his alleged monstrous nature. Monsters are, by definition, something ‘other’, he says. You can’t escape from the ‘other’ and it makes little sense to put monsters on trial for they have – literally – no capacity for culpability. From the New York Times review:
“Either I am a monster or I am not,” Petkanov says to Solinsky at the end of the trial. “Yes? If I am not, then I must be someone like you, or someone you might be capable of becoming.”
Eschatology used to be about monsters and gods. Now it’s about people like us. Many of the Possible Future Global Catastrophes are still essentially monstrous, it’s true. But the sins of omission that are their mostly likely cause are uniquely human.
It’s not like we’ve not had it spelled out clearly. Nicholas Nassim Taleb has given us Black Swans and warned why globalisation is combinatorially dangerous. Buzz Hollings gives us Panarchy:
Holling and his colleagues call their ideas “panarchy theory”-after Pan, the ancient Greek god of nature. Together with anthropologist and historian Joseph Tainter’s ideas on complexity and social collapse, this theory helps us see our world’s tectonic stresses as part of a long-term global process of change and adaptation. It also illustrates the way catastrophe caused by such stresses could produce a surge of creativity leading to the renewal of our global civilization. . .
Panarchy theory had its origins in Holling’s meticulous observation of the ecology of forests. He noticed that healthy forests all have an adaptive cycle of growth, collapse, regeneration, and again growth. During the early part of the cycle’s growth phase, the number of species and of individual plants and animals quickly increases, as organisms arrive to exploit all available ecological niches. The total biomass of these plants and animals grows, as does their accumulated residue of decay-for instance, the forest’s trees get bigger, and as these trees and other plants and animals die, they rot to form an ever-thickening layer of humus in the soil. Also, the flows of energy, materials, and genetic information between the forest’s organisms become steadily more numerous and complex. If we think of the ecosystem as a network, both the number of nodes in the network and the density of links between the nodes rise.
During this early phase of growth, the forest ecosystem is steadily accumulating capital. As its total mass grows, so does its quantity of nutrients, along with the amount of information in the genes of its increasingly varied plants and animals. Its organisms are also accumulating mutations in their genes that could be beneficial at some point in the future. And all these changes represent what Holling calls greater “potential” for novel and unexpected developments in the forest’s future.
As the forest’s growth continues, its components become more linked together-the ecosystem’s “connectedness” goes up-and as this happens it evolves more ways of regulating itself and maintaining its stability. . .
This growth phase can’t go on indefinitely. Holling implies-very much as Tainter argues in his theory-that the forest’s ever-greater connectedness and efficiency eventually produce diminishing returns by reducing its capacity to cope with severe outside shocks. Essentially, the ecosystem becomes less resilient. The forest’s interdependent trees, worms, beetles, and the like become so well adapted to a specific range of circumstances-and so well organized as an efficient and productive system-that when a shock pushes the forest far outside that range, it can’t cope. Also, the forest’s high connectedness helps any shock travel faster across the ecosystem. And finally, the forest’s high efficiency makes it harder for it to realize its rising potential for novelty. . .
Overall, then, the forest ecosystem becomes rigid and brittle. It becomes, as Holling says, “an accident waiting to happen.”
So in the late part of the growth phase of any living system like a forest, three things are happening simultaneously: the system’s potential for novelty is increasing, its connectedness and self-regulation are also increasing, but its overall resilience is falling. At this point in the life of a forest, a sudden event such as a windstorm, wildfire, insect outbreak, or drought can trigger the collapse of the whole ecosystem.
We’re living in the midst of shallowness and a narcissism epidemic - is one way of looking at it. Another is that, with the monsters demythologised and events moving so fast and everything hyperconnected in panarchic intertwingularity, we have a new perspective on things. It’s not so much we’re shallow, but that our view on the world has tilt-shifted.
It doesn’t make much sense to stop and stare too much at individual details in the Garden of Panarchy; a systems approach is more useful. This distance is easy to misconstrue, though. A holistic worldview and misanthropy can seem to have a great deal in common.
In The Third Man, Harry Lime (played by Awesome Welles) famously describes his feelings about the ‘dots’ from a high vantage point on the ferris wheel in an occupied post-war Vienna’:
Look down there. Would you really feel any pity if one of those dots stopped moving forever? If I offered you 20,000 pounds for every dot that stopped, would you really, old man, tell me to keep my money? Or would you calculate how many dots you could afford to spare?
He goes on:
Nobody thinks in terms of human beings. Governments don’t. Why should we? They talk about the people and the proletariat, I talk about the suckers and the mugs – it’s the same thing. They have their five-year plans, so have I.
From these elevations does temptation come – Matthew 4:8:
Again, the devil taketh him up into an exceeding high mountain, and sheweth him all the kingdoms of the world, and the glory of them.
But there are good temptations and bad temptations; there’s monsters and there’s people like us.
While most of us aren’t collapsitarians, I do sometimes wonder if we don’t have a fascination for the game of civilisational collapse. I suspect that the post-apocalyptic scenarios of many games and films is more about a sense of agency and power than it is about tragedy. Armageddon looks like fun.
Finnish research on The Psychophysiology of Video Gaming [PDF] studied things like fun. The researchers observed this in players of Super Monkey Bowl 2:
Unexpectedly, we found that Event 1 (the monkey falls off the edge of the lane to the depth of outer space) elicited an increase in positive affect as indexed by an increase in zygomatic and orbicularis oculi EMG activity, and a decrease in negative affect as indexed by a reduction in corrugator EMG activity. In addition, the event elicited arousal as indexed by an increase in SCL (IBI data were somewhat equivocal). Thus, although the event in question represents a clear failure, several physiological indices showed that it elicited positively valenced high-arousal emotion (i.e., joy), rather than disappointment. This is an important finding suggesting that event characteristics such as visual impressiveness and excitingness may be more potent determinants of the emotional response of the player compared to the meaning of the event in terms of failure or success.Gaming thinker, Jesper Juul, is cautious of reading too much into this, but notes in this piece on gamers’ contradictory views on failure:
Although players do not want to fail, they may nevertheless enjoy it when feeling responsible for it. . .
. . . failure is central to the experience of depth in a game. . .
More:
50 Beautiful Examples of Tilt-Shift Photography from Smashing Magazine
Why does tilt-shift photography make things look tiny?
The more famous quote from the Awesome Welles Ferris Wheel scene is this:
In Italy for thirty years under the Borgias they had warfare, terror, murder, bloodshed – but they produced Michelangelo, Leonardo da Vinci, and the Renaissance. In Switzerland they had brotherly love, 500 years of democracy and peace, and what did that produce? The cuckoo clock. So long, Holly.
Games, fantasy and delusions of agency: Ferris Club
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July 20, 08:46 AM
Suburb-watch: destroy him, my robots
Found this cartoon summing up my view of living in the suburbs via agentnifty on The Twitter.
It’s from this Danish site and you’ll probably have to click it to see it properly.
As I’ve mentioned before, I don’t like suburbs, even if they do make for some amazing pictures; there just isn’t enough space for wabi-sabi.
Luckily, Andrew Maynard has the answer – suburb eating robots. There’s a great slideshow here describing how – and why – they work (fuelled by liposuctioned fat from chubbies):
Perhaps more practically, the Build a Better Burb competition is looking at ways of improving the ‘burbs of Long Island. You can view all the entries and vote for your favourite.
My favourite is the idea of the Hub-urb, which is fairly self-explanatory (?) It reminds me of how things are organised in the suburbs of Tokyo, which works pretty well.
I’m also pretty keen on the idea of Clover-Stomping (which involves using all that dead space in and around clover-leaf intersections). Annoyingly, it’s all done in Flash, so I can’t link to the entries direct – but here’s some screengrabs below – as usual, click for embiggenisation:
Finally, Andrew Maynard doesn’t only dream of destroying suburbs with chubbie-powered robots, but of replacing them with dynamic, reconfigurable living spaces comprised of shipping containers that move according to the whims and needs of residents:
A good piece on Andrew Maynard and suburbs in general is here on the Landscape + Urbanism blog.
The Suburb-Eating Robot is also here on this PDF (with further elucidation on the chubbie-chasing ethos).
I found the links to Andrew Maynard via Treehugger.
All the images from above (and some more) are below in this gallery.
Updates
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Striking, but frustratingly brief piece on yet-another-example-of-failure-of-experts http://huff.to/903DQQ via @snowded at HuffPo4 hours ago from TweetDeck
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Informal Learning in the community http://bit.ly/aoAVPl via @DianaOfPortland "Learning through intent" - neatly encapsulated #KM idea4 hours ago from TweetDeck
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@gavinaldrich ... support for their staff. SoMe isn't a project/strategy but Change, and needs managing with that approach?4 hours ago from TweetDeck
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@gavinaldrich Can't sleep and been thinking about strategy http://bit.ly/dboK98 Firms want tech/strategy support but *need* behavioural ...4 hours ago from TweetDeck
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When processes are really networks http://bit.ly/dhzrzR via @jaycross Not sure I get this, but very interesting.6 hours ago from TweetDeck
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@finiteattention ...and it's no different 'in the enterprise'. In fact, given its compliance-benefits, it's worse. cc @z_rose23 hours ago from ÜberTwitter
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I've come to a startling conclusion: @z_rose is me from a parallel world where I'm smarter, make more sense and technically proficient. #ff23 hours ago from ÜberTwitter
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RT @z_rose: @finiteattention problem = software vendors cater to/sell to Big Fish: whole schools, not individual teachers. = Unfilled niche23 hours ago from ÜberTwitter
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Library, classroom, lecture, social, professor, campus, curriculum, accreditation etc - which are *essential* for Higher Ed? #bundle23 hours ago from ÜberTwitter
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@z_rose Outstanding: school is a tool. The problem is that we see it as a place (as opposed to a process)? cf all Higher Education23 hours ago from ÜberTwitter
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Metacognition, then and now http://bit.ly/aSjrxF cf http://bit.ly/9n3RgX cc @janet_frg via @ashalynd and @XiXiDu #wowdatarichtweet25 hours ago from TweetDeck
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@C4LPT I'm getting a password request on that link. Great work on the 30 days thing, BTW.25 hours ago from TweetDeck
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Good games, good learning http://bit.ly/9irBXq from @kkapp26 hours ago from TweetDeck
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Still places for this in #LDN on Monday night http://bit.ly/cd3b2y See you there?28 hours ago from TweetDeck
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Yes, toolbars and framespam (I'm talking about you, Hootsuite and Stumbleupon) do suck http://bit.ly/bA3g0a #ux28 hours ago from TweetDeck
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Fascinating piece on networks and #behaviourchange http://bit.ly/cjE2cl via @Mark_Changizi cc Community Mgt types, @bjfogg, @usablelearning28 hours ago from TweetDeck
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RT @caseorganic: want to arrange for a 5-9 coworking space in Portland. The problem is there's no coworking space to meet in to arrange it.38 hours ago from TweetDeck
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RT @IATV: "Software that Teaches" http://bit.ly/cB8Nvu (52weeksofux.com) | Love 52 weeks idea and execution.2 days ago from TweetDeck
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RT @weblearning: RT @zecool: Electricity was not discovered by improving candles. (Author unknown) #innovation | A quote-tweet I don't hate!2 days ago from TweetDeck
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@z_rose You spelled his name wrong - it's @hybridkris, soul girl. #earwigging Thanks for the #ff too. I'll buy you a drink at #TCUK10 :)2 days ago from TweetDeck
Posts
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July 30, 04:25 PM
Sexier Skunkworks
What can we learn from skunkworks? (And other attempts to manageify innovation)
Bob Marshall writes about the similarities between (and disappointments of) Agile and Skunkworks:
For those unfamiliar with the term, “skunkworks” is widely used in business, engineering, and technical fields to describe a group within an organisation given a high degree of autonomy and unhampered by bureaucracy, tasked with working on critical, advanced or secret projects. . . what’s the relevance of the analogy? I believe the relevance lies in the history of skunkworks. Even though some have produced amazing products, like the U-2 spyplane and the later SR-71 Blackbird, few skunkworks have succeeded in exporting their highly-effective ways of working back into their corporate host organisations.
Here’s a look at some of the reasons why, including unreasonable behaviour, fear, apathy and cognitive bias. But mainly because it might not be a good idea.
Xerox PARCWe invented the PC but forgot to tell anybody
It’s not even as if they’re all successful enough to be in a position to export anything back. The quintessential skunkworks failure is probably Xerox PARC:
There will never be a sadder example than that of Xerox. An inspired top management established the Palo Alto Research Centre (PARC), apppointed brilliant leaders who in turn recruited the brightest and best minds in electronics, and gave these people carte blanche and ample finance to follow their own predilections. PARC duly produced, not only the key innovations which made the personal computer possible, but also a working prototype. Their benevolent parent thereupon ignored the brilliance completely.
Just as organisations ignore their Agile teams today?
Why the skunkworks?Blame the customers
Some organisations believe they have little choice but to set up skunkworks because of Clayton Christensen’s Innovator’s Dilemma:
. . . large companies . . . are forced by customer demands and competitive pressures to invest heavily to sustain their existing strengths and, if possible, to enhance that prowess. This gives rise to Christensen’s Paradox. The conventional explanation when great firms stumble is that they suffer from ‘incompetence, bureaucracy, arrogance, tired executive blood, poor planning, and short-term investment horizons.’ The Paradox, however, states that large companies fail, absolutely or relatively, in face of disruptive technologies, not because they are poorly managed, but because their management is excellent.
Managers follow Peter Drucker’s dictum to ‘create and keep’ a customer, then get caught up trying to build faster horses. Failure is in the DNA of organisations that serve their customers well because most customers aren’t innovators.
DisorientationMessing with Organisational DNA
Booz & Company identify the four building blocks of organisational DNA; Decision rights, Information, Motivation, Structure.
Obviously, a typical skunkworks (Is this an oxymoron? Possibly not, as we shall see. . .) would need to play with all four to create the right environment for innovators. Equally obviously, this might result in disorientation for long-time employees. From Fast Company, Building Better Skunkworks:
Rod Adkins couldn’t understand why his career was taking such a sudden and devastating blow. Up until then, he was the epitome of a hotshot executive at IBM. In a culture where your status is determined largely by how many people you have working under you and how much revenue they produce, Adkins was a star. He ran the Unix computing division, a vital, thriving business with 35,000 employees and $4 billion in sales. And then, one day five years ago, the brass summarily stripped him of all that status and power. They reassigned him to a business that didn’t produce any revenue. It didn’t even really exist yet. Even its name — “pervasive computing” — seemed suspiciously abstract and weird. And now he had no one reporting to him. It looked as though this might be the company’s way of letting a senior executive know that he was no longer wanted there.
But, surely it’s reasonable for organisations to expect people to be able to deal with change? As anybody who’s ever worked inside an organisation knows, reason often has very little to do with it.
The Scorpion ChairmanInnovators have to kiss a lot of frogs. Poor old frogs.
Here’s another paradox.
It may be that only certain types of organisation need to set up a skunkworks. And the greater the need for one, the more likely they will be to behave like this scorpion.
A scorpion asks a frog for help to cross a river. The frog is afraid of being stung, but the scorpion reassures him that if it stung the frog, the frog would sink and the scorpion would drown as well. The frog then agrees; nevertheless, in mid-river, the scorpion stings him, dooming the two of them. When asked why, the scorpion explains, “I’m a scorpion; it’s my nature.”
One of Booz & Co’s Seven Organisation Types is the fits-and-starts organisation:
Fits-and-Starts
“Let 1,000 flowers bloom.”
This organization lures intellect and initiative—smart people with an entrepreneurial bent, but who often do not pull in the same direction at the same time. It’s a no-holds-barred environment in which a person can take an idea and run with it.Which sounds a little like a skunkworks.
The reference to “Let 1000 flowers bloom” is a reference to the Hundred Flowers Campaign in China under Mao, an appeal for a range of diverse solutions to national issues under the slogan:
Letting a hundred flowers blossom and a hundred schools of thought contend is the policy for promoting progress in the arts and the sciences and a flourishing socialist culture in our land.
Again, it sounds a little like skunkworks territory.
But in Mao’s China, many of the people who came forward with criticisms of the party and innovative ideas were later purged and executed. (Some say the whole Hundred Flowers Campaign was a ruse to reveal dissidents, though this is disputed. The comparison stands either way.)
It’s reasonable to see the skunkworks as a risky career move.
Best practice?Radical mediocrity in the typical skunkworks
The idea that all organisations have a pathological urge to purge themselves of frogs and flowers is self-indulgent, though enjoyable. It’s what The Strategic Enterprise: Rethinking the Design of Complex Organisations [PDF] calls Clayton Christensen’s Innovator’s Dilemma taken to “illogical extremes”:
This view holds that the politics, cultures, and business models will inevitably stifle the “destructive technologies” that could threaten the core business. Consequently, the only recourse is to constantly spin off the most exciting new businesses and promising innovations. [my emphasis]
The idea that your business will inevitably stifle innovation can only result in the skunkworks becoming a default option or, even worse, the dreaded “best practice” of institutionalised mediocrity.
So a deep sense of apathy could be one reason the good stuff doesn’t filter back to the carbon blobs in Sector 7-G.
First and Second Order EffectsFlashes and spillover
The Strategic Enterprise: Rethinking the Design of Complex Organisations [mentioned above - PDF] makes a distinction between the ‘flashy’ first order effects of web innovation (like glamorous start-ups and ‘killer apps’) and the second-order ‘spillover’ effects which have real impact on life, the universe and everything.
This recalls the idea of Macro-Myopia idea as formulated by Francis Collins, Director of the Human Genome project:
We tend to overestimate the short term impact of a technology and underestimate the long term impact.
Perhaps this is also true of skunkworks? Again, from the Fast Company piece, Building a Better Skunkworks:
Harreld, who runs the program, promised the board that EBOs alone would produce two percentage points of growth for IBM. Given Big Blue’s awesome size, that ain’t hay: It means about $2 billion of new revenue every year. The actual results have wildly surpassed all expectations. Since the program’s inception in 2000, IBM has launched 25 EBOs. Three failed and were closed down, but the remaining 22 now produce annual revenue of $15 billion, a figure that’s growing at more than 40% a year.
But the impact reaches further than today’s results. These internal startups are beginning to influence IBM’s culture. “Through EBOs, IBM has become more of a learning organization,” says Caroline Kovac, who built a new $1 billion, 1,000-employee business in computing for “life sciences” clients, such as pharmaceutical and biotech companies. “We’ve become more willing to experiment, more willing to accept failure, learn from it, and move on. It’s more a part of our culture and our official processes. Now being an EBO leader is a really desirable job at IBM.” Harreld says he doesn’t even have to recruit EBO leaders anymore: “Today I have my peers coming to me and offering to run these.” . . .
When a pilot doesn’t work, Harreld quickly kills the EBO and finds another important position at IBM for the erstwhile leader who took the risk: “You want to celebrate failure because you learn something. It’s harder to do that early in your career. You need some level of security to say, ‘I screwed it up,’ and be comfortable that you’re not going to get fired,” he says.
Palmisano’s vision is for the spirit of EBOs to spread throughout IBM, and that’s what motivates the people who’ve been involved early on in the program. “Doing something like this within a large company such as IBM is not like being an entrepreneur, but it is entrepreneurial compared to the rest of the environment,” says Kovac. “I felt if we could do this right, it would change the ability of this company to move from ideas to markets. Our journey isn’t over, but it truly is a profound change.”
IBM, though, are an outlier here, as always. They’re so vast they can afford the epic journey towards ‘truly profound change’ (and multi-million dollar punts) sustained on a diet of ‘second order effects’. What about the rest of us?
Learning from SkunkworksIssues, problems, pessimism and yes buts. . .
It doesn’t seem likely that many managers will feel able to depend on a trickle-down of second order effects (especially when they’re more likely to affect the entirety of society rather than just your bit of the business) or the beneficial effects of the spirit of the skunkworks wafting through the ether. As David Snowden points out, without theory nothing scales. Organisations feel a need to deconstruct success.
But we’re absolutely no good at this. John Kay, author of Obliquity, says we we contrapt theories using the faux-prudential algebra of Franklin’s Gambit for the purpose of “legitimising rhetoric rather than a real guide to action”. Basically, we make up our reasons after we’ve made up our minds.
Another guru, Robert Heller, urges caution against models (and, erm, management gurus) saying our opinions on why managers, teams and organisations can’t help but be based on anecdote and rarely stand up to scrutiny. He goes on to further point out:
. . . the same management that failed with a diversification programme might well have been equally inept at managing an undiluted core.
In other words, even if managers copy the ideas and practices of the skunkworks, they might still cock it up. The link between the causes and effect of both success and failure are hidden from us. In order to replicate the success of the skunkworks, you may have to become them:
Nobody in the car industry could miss the significance of Toyota’s vastly superior productivity. Key elements of that higher achievement were also plainly visible, like the empowering of employees to stop the line the moment defects began to appear – whereas in the West the mistake was to insist that assembly lines had to be kept going at all costs. There were other simple and sensible ideas like kanban – the insertion of coloured cards in trays of components: when the card appeared, it was time to order new supplies. Then there was statistical quality control, which monitored performance by scientifically based sampling. All this was highly effective and easy to imitate.
So Toyota’s rivals in the West duly imitated the methods, but not the results. As Christensen and Raynor say, ‘while many reaped some improvements, none came close to replicating what Toyota had done’. Deeper study found that the Japanese had established a ‘culture’ (for want of a better word) which, so two researchers found, was expressed in four specific rules. These ‘create automatic feedback loops which repeatedly test the effectiveness of each new activity, pointing the way toward continual improvement’. Imitating this approach, apparently, brings performance that matches Toyota’s, and not only in cars.
It follows that you must take great care over the analysis of a role model before selecting what you will adopt from its practices, and what you won’t use. It also follows that you may misread the model. . .
Moreover, unless you are relentless in pursuing and testing both objectives and execution, you will never build the most valuable role model of all – your own. After all, that’s how the great Toyota model was built: not by imitation, but by imagination.
Sexier SkunkworksAn Agile Planet?
For most organisations, it’s probably not wise to become a skunkworks. For every story out there on the lumbering giants of the zombieconomy, there’s a story of a popular start-up with more enthusiasm than sense who fail to do anything else except come up with cutting-edge ideas which everybody loves but nobody appreciates enough to actually pay for (Not to mention the rampant pandoric innovation of the econopalypse.)
And working out where the success of the skunkworks comes from is hard (that is, if it is successful). Organisations seemingly have to navigate a treacherous course between the Scorpion Chairman and irrational exuberance, between competing with their skunkworks or collaborating with them so closely that there’s no point in their existence.
Kathleen Eisenhardt and D. Charles Galunic suggest, in Coevolving: At last, a way to make synergies work 1 that there’s a third way. In order to reap the “1+1=3 benefits of synergy”, organisations should adopt a policy of co-evolution;
Managers at companies that follow the traditional rules for collaboration avoid internal competition on the grounds that it devastates teamwork, wastes resources, and cannibalizes existing products and businesses. By contrast, managers at coevolving companies let collaboration and cooperation coexist . . . Just as the distinction between friend and foe is blurring in the alliance webs outside the corporation, it is also blurring on the inside.
Their idea is for the various business units to exist in a ksymbiotic relationship with each other, based on healthy competition (cautioning against the lessons of the Japanese keiretsu and their conflation of complicity in failure with collaboration).
But Matt Ridley has a better idea; let them have sex:
How does evolution do cumulative, combinatorial things? Well, it uses sexual reproduction. In an asexual species, if you get two different mutations in different creatures, a green one and a red one, then one has to be better than the other. One goes extinct for the other to survive. But if you have a sexual species, then it’s possible for an individual to inherit both mutations from different lineages. So what sex does is it enables the individual to draw upon the genetic innovations of the whole species. It’s not confined to its own lineage.
Agile and skunkworks are from Venus, and the host organisations are from Mars. Surely this is something to celebrate.
Final NotesThis just in, random extras, follow-ups
- Next post will be thoughts on whether Innovation Management (or any kind of management for that matter) should be a profession. I’ll also be posting some ideas on why the Scorpion Chairman is the dominant mode in organisations in the service sector (most of my experience with innovation units have been depressingly Maoist). Any thoughts on either of these would be great to hear so I can include them in the posts.
- I saw this Tweeted by @Tetradian as I wrote the final paragraph. I think the idea of Separating Utility from Value Add idea fits well with Sexier Skunkworks. In fact, it’s a slightly less breathless (and much shorter) expression of what I’ve been trying to say above.
- All this sexy stuff might be a little offputting for some. A less icky version might be the riddle from Iain Banks’ Walking on Glass:
- Lastly, you could say that IBM have encouraged their EBOs to have sex with, erm, their parents. So they’re definitely one successful model of the skunkworks. Of course, there are loads of alternatives to innovation via the Skunkworks such as Positive Deviance (at HBR and Fast Company). The Heath Brothers have rebranded the idea of ‘Positive Deviance’ into Bright Spots, which is probably a good thing. Spreading Critical Behaviours on HBR is also a good read on why it’s unlikely you’ll be successful with formal transfer programmes. As @davidgurteen Tweeted today, “This is what KM should be about!”. It’s certainly one way to look at it.
- Bob Marshall is @flowchainsensei on The Twitter. You should follow him. And me.
- Both of us are on Amplify / Amplify. Which is a useful tool and plays well with The Twitter.
Q:
What happens when the unstoppable force meets the immovable object?A:
The unstoppable force stops and the immovable object moves.I may have misquoted this. Sorry, Iain.
1[link to PDF of Coevolving: At last, a way to make synergies work for sake of completeness; not necessarily a recommended read]
Agile Mindsets image from Agile Business Transformation at Mike 2.0 // Dilbert cartoon from here. // Skunks crossing road by Bill Swindaman, CC on The Flickr // Robot Horse from Modern Mechanix
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July 20, 10:14 PM
Auto-education
Jonah Lehrer talks of the banal predictability of the human imagination:
In study after study, when people free-associate, they turn out to not be very free. For instance, if I ask you to free-associate on the word “blue,” chances are your first answer will be “sky”. Your next answer will probably be “ocean,” followed by “green” and, if you’re feeling creative, a noun like “jeans”. The reason for this is simple: Our associations are shaped by language, and language is full of cliches.
And not just language, our cultures and our professions are full of cliches too. What do you think of when you think of eLearning? It probably depends more on your previous experiences than any sense of the medium’s potential. What do you think of when you think of robots or computers teaching people? Far-fetched? An affront to Learning Professionals? Probably Japanese with a creepy demeanour deep in the uncanny valley?
If you’re lucky, you’ll have read Neal Stephenson’s The Diamond Age which is ostensibly a sci-fi novel about nanotechnology and, erm, other stuff. But for a learning geek, it’s about The Young Lady’s Illustrated Primer:
a state-of-the-art interactive book . . . actually a super computer built with nanotechnology . . . With the unprecedented power to single-handedly educate its reader, the primer is designed to shape the values . . . by teaching young girls how to think for themselves . . .
Or:
The Young Lady’s Illustrated Primer is a sort of magickal interactive book, capable of delivering an unlimited series of what the guys in my group at work like to call “growth experiences”.
In the book, a Neo-Victorian Artifax (a kind of super-engineer) called Hackworth receives the commission to design the device from Lord Finkle-McGraw with this description:
Lord Finkle-McGraw couldn’t prevent his granddaughter Elizabeth’s parents from sending her to the very schools for which he had lost all respect; he had no right to interfere. It was his role as a grandparent to indulge and give gifts. But why not give her a gift that would supply the ingredient missing in all those schools? It sounds ingenious, Hackworth had said, startled by Finkle-McGraw’s offhanded naughtiness. But what is that ingredient? I don’t exactly know, Finkle-McGraw had said, but as a starting point, I would like you to go home and ponder the meaning of the word subversive.
Of course, computers can’t auto-educate. At least, that’s the assessment of the Tiltfactor blog, citing Computers at Home: Educational Hope vs Teenage Reality in the New York Times and two other more academic papers. This is how they tweeted the blog post last week:
kids: spread of home computers/Internet access associated with significant declines in math and reading scores.
The BBC reports on a different story, however:
Professor Sugata Mitra first introduced children in a Delhi slum to computers in 1999.
He has watched the children teach themselves – and others – how to use the machines and gather information.
Follow up experiments suggest children around the world can learn complex tasks quickly with little supervision.
“I think we have stumbled across a self-organising system with learning as an emergent behaviour,”
Professor Mitra’s been working in the UK, India and Cambodia with kids to see if they can learn on their own using a computer to auto-educate and has come up with a new concept for schools, the SOLE, or Self-Organised Learning Environment:
“I wanted to test the limits of this system,” he said. “I set myself an impossible target: can Tamil speaking 12-year-olds in south India teach themselves biotechnology in English on their own?”
The researcher gathered 26 children and gave them computers preloaded with information in English.
“I told them: ‘there is some very difficult stuff on this computer, I won’t be surprised if you don’t understand anything’.”
Two months later, he returned.
Initially the children said they had not learnt anything, despite the fact that they used the computers everyday.
“Then a 12-year-old girl raised her hand and said ‘apart from the fact that improper replication of the DNA contributes to genetic disease – we’ve understood nothing else’.”
I learned a little about DNA and cells a little myself yesterday using the kind of thing I could easily imagine on a Young Lady’s Illustrated Primer, a game called Cellcraft. In the game, you have to save a race of platypi by growing cells tough enough to survive interstellar travel to Earth. Actually, you play as the cell for most of the game, creating mitochondria and other organelles, repelling viruses and generally enjoying all the excitement there is to be had in a petri dish.
I could have been playing Air Forte, ‘a high-altitude game of math, vocabulary and geography’:
Computers don’t auto-educateWhy the hell not?
The point for me here is that these are the games I came across yesterday, around the time I read the piece on the BBC and the piece on Tiltfactor. There are thousands more.
So, I wonder how it is that Tiltfactor can come to such a gloomy conclusion about the influence of computers on learning. The blog post says, “Computers don’t auto-educate.’ I say it’s more accurate to point to instances where they haven’t auto-educated some children in some settings. These are very different things and lead me to ask, “Why the hell not?” (Incidentally, I’m not ruling out the SOLE stuff being over-hyped here either.)
One day, there’ll be a learning game for pretty much everything. I’m hoping this will come during my children’s career at the sausage factory. If kids are prepared to learn about biotechnology from a computer ‘preloaded with information’, surely they’ll be able to learn from more interactive content? I know I would have loved the Young Lady’s Illustrated Primer.
Of course computers can auto-educate (and auto-train too, for all of you workplace learning people).
Postscript: Donald Clark has blogged something similar – Robot teachers – endlessly patient, CPD updates in seconds
Further Readingmore about SOLEs and Painting the Cowpaths
- Tiltfactor is the home of the first ‘academic center to focus on critical play‘. It’s a really interesting project and you should definitely follow and subscribe to their feeds.
- Sugata Mitra works at Newcastle University.
- Interesting paper describing Sugata Mitra’s work with SOLEs and ROV (Remotely Operated Vehicle) teachers [PDF]
- And, of course, Sugata Mitra has a blog, called Barefoot in the Head
- Here’s an article in The Telegraph about the inspirational Hole in the Wall project
- All this reminds me of something I’ve blogged before – Painting the Cowpaths
- You can play Cellcraft online. There’s an Air Forte demo here.
Finally. . .
Some people have already noticed
echoes of the Young Lady’s Illustrated Primer in the iPad (or, more accurately, in some of the iPad apps):
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July 16, 06:33 PM
Management Training Could be Beautiful
Here’s an interesting Prezi, about teaching maths – Math is not Linear. Followed by three lessons on what this could tell us about Management Training.
I like this kind of impassioned plea. It got me thinking about the beauty of business education.
Linearity sucksLinear teaching is for the benefit of teachers
I once did about 14 weeks of a Physic degree. It was in the early 90s and everybody was reading things like James Gleick’s Chaos and the Tao of Physics. Lay people were just beginning to get excited about the Aspect experiments, Uncertainty, Chaos Theory and Quantum Physics. Everybody had a copy of A Brief History of Time on their bookshelf.1
On the very first day, at the start of the very first lecture, the physics lecturer took great delight in telling us that we wouldn’t be ‘doing’ any of that kind of interesting stuff for at least another two years. And then we got sent off to two-hour lectures in statistics. It was during one of these lectures I decided I’d had enough. The lecturer announced to a largely comatose theatre containing a couple of hundred people that he’d been reading from the ‘wrong lecture’. And then he launched into the right one. Nobody except him would ever have noticed this blatant disregard for linearity. And it had taken him more than an hour to notice.
Linearity serves the purpose of teachers far more than it does the purpose of learners. It often signals a lack of creativity. (Less charitably, it often signals total indifference on the behalf of instructors.)
Everything is interestingWhy don’t we talk about it more?
At school and at college, we never talked about maths. We always ‘did’ maths. It always felt like work.
I think one of the reasons everybody read all the pop-sci Physics books was the fact we were entranced by the novelty of the idea that Maths could be wonderful, beautiful, creative even.
Fast forward to the workplace today and look at, say, training in Project Management. Or Business Planning. Or any Business or Management course. There’s hardly any talking about what it’s like to do these things. It’s all bloodless case studies, effortless factoids and dry principles. But Management can be wondrous, beautiful, creative even.
This didn’t occur to me until very late in life.
Management Training is brokenLessons from a sports journalist
Jason Fry’s one of my favourite journalism thinkers. He’s a sports writer who’s been rethinking how we report on games:
The game story is broken. Its time has passed, and it is an anachronism in a world of Web-first journalism. We should stop writing them. Now. (I wish I’d come to this realization a day earlier, but sometimes you’ve got to take the journey to figure out where you’ve ended up.)
The sportswriters I talked to discussed the terrible deadline pressures of game stories — pressures that can result in the familiar, tired game-story formula of lots of play-by-play and some paint-by-numbers quotes. They discussed how game stories get in the way of old-fashioned reporting — building relationships with players and coaches and other sources, allowing for more interesting reactions and sharper analysis. Their love for the form came through loud and clear, yes — but so did their enumeration of its flaws.
The question to ask about game stories is the same question to ask about everything we do in journalism: If we were starting today, would we do this? That’s the question. Not whether we’ve spent a lot of money on the infrastructure of producing something a certain way, or whether a journalistic form is a cherished tradition, or whether it still works for a niche audience, or whether it can still be done very well by the best practitioners of the craft. All of those questions are distractions from the real business at hand.
If we were starting today, would we do this?
So: If I were starting a sports site (or a sports section on a general-news Web site), would I pay a reporter or some third-party source for a summary of yesterday’s game, knowing that today my audience is much more likely to have watched the game, can get a recap on SportsCenter once an hour during the morning, can see the highlights on demand from a team or league site, and can watch a condensed game on the iPhone?
Absolutely not.
Depending what budget you gave me, I would pay for the best box score I could get, get a graph of win probability or some other interesting visual metric, and try to offer a slideshow of key photos and/or video highlights. But I wouldn’t run game stories. Instead, I would tell my reporters to write something that a reader who knows what happened would still want to read the next morning. I would work with my reporters to find a new starting point. Maybe that starting point is this idea from Chico Harlan, a quote that wound up on the cutting-room floor of my column: “Maybe there’s a way to interpret [game stories] not as the story about the game, but as being about the most interesting thing to happen to the team that day.”
I think this is the key to beautiful management training. It shouldn’t be about management but about being a manager and about the manager’s place in the world.2
This isn’t linear. And it will involve a lot of talking. It would be beautiful to base management training on the most interesting things to happen to people during their day.
Some evidence that management training should be beautiful:
- Rands in ReposeRand’s Management category is made of win
- A Preliminary Atlas of Gizmo LandscapesThere are few man-made things more beautiful than a supply chain?
- I, KeyboardMe, guesting at The Januarist, on how I think post-industrialism is becoming more beautiful.
- The Joy of CraftMe, on an old blog, saying naive things about the beauty of the Sub-Dunbar Multi-national.
- Can organisations be beautiful?Design Thinking – is it any different from ‘design’? Some say no. I say yes; it’s design for non-designers, a move to democratise design, and disintermediate merely-adequate designers.
- God Bless This MessThe image below, taken from a post at the Cognitive Edge site, home of the beautiful Cynefin model.
Is there any management training out there that’s beautiful?
Is there anybody, for example, who thinks management can be like double rainbows?
The Double Rainbow Song, for those who can’t get enough of their memes:
1 It wasn’t just Physics students who fell to this kind of faddish enthusiasm. I know people who studied Law because of LA Law and This Life. I know people who wanted to study Psychology because of Cracker. When we decide what to study at university in the UK, we’re still kids and many universities, stupidly and unforgivable, make sure your idiotic decision is almost impossible to change. Again, this is for their convenience more than yours.
2 This applies to other subjects too. And it helps to address the issue of the sucky questions that teachers have a tendency to ask. Questions about beautiful things and people are lot more difficult to fudge.
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July 16, 05:16 AM
Clever Hans
You probably know the story of Clever Hans. Just in case, here’s a summary:
A horse which people thought could do maths turned out to be reading his instructors’ body language.
It’s an important story for learning professionals for a number of reasons.
1. Do you understand?Asking people whether they understand is a dumb question
Asking people yes/no questions often doesn’t make any sense.
Can you see the animal?
Asking people either/or questions often doesn’t make any sense either.
Can you see the duck or the rabbit?
But you see this kind of question in usability testing, classrooms, eLearning and surveys all the time.
2. Teach or train?Striking a balance between teaching and training
If you ask 100 people about the difference between teaching and training, you’ll get 100 different answers. At the time of the Clever Hans story, the New York Times [PDF] were clear:
The commission has issued a statement declaring . . . there is no trickery whatever in the performances of the horse, and that the methods employed by the owner . . . differ essentially from those used by trainers, and correspond with those used in teaching children in elementary schools. They hold that the methods employed have in principle nothing whatever in common with “training” in the accepted sense of the word, and are worthy of scientific examination.
It’s a lot easier to train somebody to do something than to teach them. Train a man to fish and he’ll be able to catch fish. Teach a man to fish and maybe you’ll be pleasantly surprised by what he does.
A trend, especially in eLearning, has been to ruthlessly pare down the ‘material’ until it’s optimised for maximum transfer. This is seductive. But efficiency isn’t necessarily effective or brain-friendly and we’ll always have to contend with the Law of Conservation of Complexity. The more we simplify, the higher the chance of producing Clever Hanses.
3. Smarter Performance SupportPerformance Support can make people dumber
Einstein said (and has been retweeted on The Twitter about a million times):
Never memorise what you can look up in books.
This makes intuitive sense.
I used to live next to a kebab shop when I was a student. I went there at least once a week for a couple of years to buy the same thing, chips with chill sauce. And every time I went, I had a similar conversation with the young Turkish guy who worked there. What can I get for you? Would you like salt and vinegar with that? Wrapped or Open? Thanks, have a good night. All in flawless cockney-accented English.
One time, they got a new grill. I said, “You’ve got a new grill,” to make polite conversation. I’m English, and this is about as far as my social skills go. In the end, the ‘boss’ had to come out from the back to clear up the confusion. He’d learned a script and our weekly exchanges were pretty much the limit of his English. Clever Hans.
Performance Support that relies on just-in-time ‘push’ learning objects (or worse – scripts) runs the risk of producing frustrating experiences for all concerned. Performance Support systems, which work on a ‘pull’ principle, less so.
4. Questions for learning professionalsReflecting on Clever Hans
The Clever Hans Effect is ubiquitous in learning environments. Learners aim to please and we like to imagine we’re fabulous teachers even more so. When our learners do well, it’s gratifying. This leads to two conclusions which are, perhaps, non-obvious. And two action points. Both of which come from Required Reading for Maths Teachers I, a post on the excellent Research in Practice blog:
i. The Clever Hans Effect is clearly akin to cognitive bias. But for who? (Clue: it’s not learners)
With this in mind I believe it’s a very productive exercise to scrutinize our lessons (working with the whole class, a group, or an individual) with the question “how far was it possible to get by just following my lead?” It’s especially powerful to videotape class and then watch the videotape with this question in mind – you see a lot more that way. It’s also worthwhile to observe other teachers with this same question in mind, because the dynamic is much easier to recognize from the outside than in the heat of it.
ii. Mistakes are nearly always valuable information.
. . . it helps to be legitimately open to students’ thought processes whether or not they initially sound like what we had in mind. This is something I’ve had to work on. I have throughout my career been repeatedly surprised by the discovery that nearly every time a student offers an idea authentically (i.e. not as just a random guess), it makes some sort of sense. Maybe not complete sense, and maybe it’s not at all where I was headed. But if I can curb my initial reaction of “this kid is totally confused” long enough to actually take in the train of thought, there is almost uniformly some worthwhile reasoning inside it. Then even if I need to say “we’re going to stick to the topic,” I can do so after acknowledging the reasoning. The connection to Clever Hans is that if we want them actually thinking, we have to make sure our questions are legit. This gets communicated by acknowledging people for treating them as legit. If the only answers we acknowledge are ones that fit our preexisting image for what the answer is supposed to be, this communicates that the question wasn’t authentic, and it’s probably easier to try to guess what the teacher is up to than to engage it authentically.
Action points:
- Scrutinise learning objects to work out how much could learners get things ‘right’ simply by following our lead.
- Test your questioning performance. If learners don’t acknowledge questions as ‘legit’, dump them and produce something better.
Here’s a modern day Clever Hans. Actually, a Clever Maggie:
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July 15, 08:07 PM
Three Pieces from Brain Friendly Trainer
Brain Friendly Trainer is the site of Ally McCullough and Paul Wright. As the name suggests, it’s a training resource.
I like the way they write and the way they’re always looking at improving their practice based on evidence. Not the kind of outsourced evidence which you can find people debating on the webs. But the evidence of their own experience. This is too rare.
Here’s a flavour of three of their posts.
Getting the Level RightYou should only notice performance support when it’s gone?
If you’re in the training room, it’s sometimes a good idea to have music. Especially when the room has fewer than 10 people, in my experience. It’s horrible for participants to have to talk in groups when the room is quiet – it feels like everybody is earwigging.
How do you know when the volume level of the music is just right?
Firstly we turned the music up and it was immediately obvious that we had distracted our learners from their task.
Next we turned it off and the energy levels in the room started to drop.
Finally I set the levels just where I thought it should be and explained that it was now at the best level. When my client asked me how I knew, I turned it off. This was noticed straight away by several of the learners who looked up to see what was going on.
As with the bass guitar track, music in the training room is at it’s best level when the learners only notice it when it goes off. Any louder and it can be a distraction, any quieter and it’s not doing the job.
I think this works as a metaphor for Performance Support too. And many other things.
How long is too long?About 20 mins, says your prefrontal cortex
Learn to drive in a brain friendly way:
We talked about clutch control and balancing throttle and clutch and, having talked through the theory it was time to go. And he was actually pretty good. We slowly made our way down the road getting quicker and quicker, changing up to second gear, stopping, starting off again, turning into junctions… all was going well when suddenly…
it wasn’t.
His clutch control got worse and worse, he was forgetting to steer (an interesting experience as a passenger) and he stalled three times in a row.
It was clear that he had had enough.
We had been out for just over 25 minutes and he was losing the ability to hold all of the complex actions required to drive in his head.
This is probably due to overloading the prefrontal cortex:
Be aware of any subtle drops in your learners performance at around the 20 minute mark. This seems to be the point at which the prefrontal cortex says:
I’m holding onto a lot of information here and I’m getting tired. I need to off load into other memory areas and refresh myself otherwise I am now starting to drop stuff.
Learning professionals should be dispensableIf you get invited back, you’ve failed
My uncle taught me how to programme a computer despite not knowing how to do it himself:
My uncle sat next to me every evening for a week and all day at the weekends. Clueless, he asked naive questions. Patient, he told me to stop and take a break when I was tired or stuck. Firm, he persuaded me to stop stopping and make a breakthrough when I was tired or stuck. Without him there’s no way I would have learned much at all.
It was his idea to make a Pac-Man game. This was typical of his cluelessness about all things computer. I knew with the certainty of a twelve-year-old this simply wasn’t possible for a twelve-year-old to do.
A week later, we had one.
This is analogous to much of the ‘unbounded’ learning that goes on in organisations everywhere:
Learning has to include risk, improvisation, conversation and discovery if it’s to work to ‘unbounded’ objectives. And if it’s not about the unbounded, you’re probably better off leaving it to eLearning packages and managers.
And that’s where I started thinking about the idea of the Hypergogue – somebody who specialises in Collaboration, Performance Support and Learnscape Design.
Too Much Makeup by squacco on The Flickr / Creative Commons
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July 31, 04:54 AM
Personal Preferences
David Elchoness, CEO of Tagwhat, talks about their location-based AR social networking tagging thingy in this video:
He’s describing a world where you’ll be able to set your preference for what you see on every square inch of the planet from the ground ‘right up to the top’.
This is one of those double-take statements.
Their website says:
. . . you get a world map; some call it a grid, others a canvas. No matter how you look at it, Tagwhat gives you the world. From the Kremlin to a particularly pretty flower in the corner of your neighbor’s backyard – you own the globe. By clicking on the map, you can place “tags” (messages, web addresses, or photos) anywhere you like. Once you place a tag, it can be viewed on your desktop or in mobile AR (Google Android is available and iPhone 3GS will be coming very soon.) So, if you hold up your mobile at the place on the map where you put your tag, you’ll see the tag and be able to interact with it in AR.
. . . By following others in Tagwhat, all of their tags become part of your Tagwhat experience. Say, you tag Yankee Stadium and your wife tags Madison Square Garden. So long as you follow her in Tagwhat, you’ll have her MSG tag in your Tagwhat experience. And you’ll be able to comment on it. Tag your company’s retail locations around the world and attach a photo or link. People who follow your company will be able to see those tags on-line and in-person via mobile AR. They’ll also be able to look at the photo and open the link when they’re near the retail store.
Like football? Follow football teams or fans who tag the world with football images, videos, and trivia. Like Art? Follow artists who tag the world with images or videos of beautiful things. Going on a trip to Japan? Follow users who have tagged Japan, maybe find some great restaurants at low prices or a walking tour of Tokyo. At home, review them on-line. In Japan, you’ll have mobile AR to guide you around.
Even better, you can send a private ‘for your eyes only’ tag to anyone in Tagwhat who follows you. That means AR notes placed anywhere on Earth to friends that only they can see.
More human (and more exciting) is this take on Tagwhat from his blog:
Yesterday, President Barack Obama visited the Tastee Sub Shop in Edison, New Jersey. Since Edison is my hometown and I remember fondly many visits to Tastee back in the ’80s when I went to school nearby, I took a particular interest in the visit. I tweeted about the event and updated my facebook status regularly throughout the day as the President arrived in Newark, flew by helicopter to Piscataway, and then was driven by motorcade through the streets of Edison to his destination at Route 27 and Plainfield Avenue.
This is neither a current events blog nor a journal of my personal life or sandwich mania. It’s a blog about Tagwhat, our technology product. So, what does this have to do with Tagwhat, location-based services, or augmented reality?
Twitter and Facebook are great ways to update your friends on what’s happening in your world. But Tagwhat allows President Obama to be at Tastee Sub for visitors to see forever. By tagging the spot with his photo, as I did here http://www.tagwhat.com/dave/4561 I have created a digital monument to the President’s visit that will be viewable on-line in the Tagwhat map but more importantly via mobile at that spot as people walk by. What does this mean? It means that in 20 years when a school kid, not yet born today, walks by the Tastee Sub Shop in Edison, New Jersey, she will be able to see that photo, at that spot hovering in digital space. Imagine if you could look at the Delaware and see George Washington crossing? Or if you could see Martin Luther King, Jr. standing on the steps of the Lincoln Memorial as he gave his “I have a Dream” speech? It would simply be amazing.
In less than a minute I was able to place President Obama’s photo and a description at Tastee. This monument I’ve created has the potential to be there forever.
It took 100 million hours to build Wikipedia. How long will it take to tag the entire planet?
A few things come to mind:
How much will we be able to avoid spammers? Will we have to pay for Premium Reality?
Who will be the first celebrity AR tagger? Somebody like Chris Guillebeau?
CEOs of companies like this have a tough sales job. They have literally no idea what their customers will end up doing.
More on Tagwhat:
Is it even possible to over-hype this kind of stuff?
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July 20, 09:25 AM
More neuroenhancers
This article - Enhancing Brains: what are we afraid of? - comes to me via Open Intelligence.
Read it in full, is my advice.
A brief extract:
Of course, we have been engaged in less-direct cognitive enhancement for a long, long time. Language may have been our first crucial cognitive enhancement as a species. A few millennia ago, we added writing, an enhancement that dramatically improved our cognitive abilities to remember, to learn, and to communicate. The list stretches to the Internet and beyond.
Some might object that these are tools, not enhancements. But our tools are enhancements. Like everything else we do, tool use changes our brains. Literacy changes how our brains function and the physical layout of our synapses and circuits; so, no doubt, does Google. Although it may be useful to distinguish between “tool enhancements” and “direct brain enhancements”, we always need ask why—and whether—it matters if we improve our brains through a keyboard or by drugs, deep brain stimulation, or neurosurgery. . .
Finally, some people worry about where this will all end, projecting a path from Adderall to a human/computer cyborg. We cannot, of course, confidently predict where these technologies will lead. We can see blurred visions of the next decade or two; we can see almost nothing at all about the next century, let alone the next millennium. Mankind may change dramatically and cognitive enhancements may turn out to play a crucial role in that transformation. Or maybe not. I would suggest only that if we should develop safe and effective direct brain enhancements, we should not reject them for fear of where they may lead in a distant future. Future applications will be the problems, and the decisions, of our grandchildren and their grandchildren, who will have the benefit of more knowledge both of the technologies involved and of their culture’s views of those technologies. For us to think that we can, today, make better choices for them based on almost no information about the questions they will face is hubris.
It’s a good, well-balanced piece. As Henry Greely says, it’s not an argument for direct brain enhancement. But he does identify three ‘unsound’ reasons for concern; cheating, solidarity and naturalness.
I’m pretty much with him when it comes to cheating and naturalness (see here and here). But I’m less sure about solidarity – you could argue that the cyborgs in the rich world have an unstoppable lead with our smart accoutrements already. And our enhancements might give us more solidarity than we can might want, if we’re not careful.
Earlier post on Neuroenhancers.
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July 20, 06:56 AM
Maps and Mirrors
Ideas having sex
Matt Ridley talks about how things get interesting when ideas have sex in his TED talk:
Tools can have sex too, I suppose.
Maps are tools
One of our most powerful tools has always been the map. The US Library of Congress recently paid $10m for a map of the world drawn up in 1507 by Martin Waldseemuller and Matthias Ringmann:
Was it worth the price? Some observers grumbled that it was not. But now that the map is on public display at the library, scholars and generalists alike have been looking at it with fresh eyes—and what is coming into focus is a document that is far richer, far stranger, and much more historically valuable than had previously been imagined.
The map turns out to be an enormously revealing patchwork of several different kinds of maps: the world as depicted by the ancient Greeks and Romans, as diagrammed by Europe’s Christian theologians, and as charted by the sailors who plied the waters of the Mediterranean and the Atlantic.
There’s more. The name America, for example, very probably represents not just a tip of the hat to Amerigo Vespucci but also a multilingual pun that can mean both “born new” and “no-place-land” – a playful coinage that seems to have inspired Sir Thomas More to invent his new world across the ocean, one meaning of which was also “no-place”: Utopia.
The map itself seems also to have made a powerful impression on none other than Nicholas Copernicus, who began his landmark On the Revolutions of the Heavenly Spheres by describing America as he saw it depicted on the map, and who then went on to argue that the existence of a fourth part of the world meant that the traditional model not only of the earth but also the cosmos would have to be rethought.
For the only surviving copy of the map that not only gave America its name and introduced the New World to Europe but also helped Copernicus rethink the cosmos, $10m seems a very reasonable price to pay.
iDevices and Supply Chains
Sourcemap shows visualisations of Supply Chains overlayed on Google Maps. This is one of the iPod, for example:
Though, this example seems fairly bloodless compared to the probable reality, which is whole lot messier:
A single iPhone is composed of 135 grams of material, including stainless steel, plastics, glass, a lithium-ion battery, and, perhaps most crucially for the tactile experience of iPhone ownership, a touch-screen display weighing in at 12.5 grams, just under one-tenth of the total weight of the device (PDF). To capture the motion of the user’s fingers, that touchscreen employs a technology known as “Project Capacitive Touch” sensing, which registers movement and pressure with electrically-charged strips of the transparently conducting solution indium tin oxide (In2O3 and SnO2). The key and most expensive component in that solution is the rare metal indium, which is not mined directly, but typically produced as a valuable by-product during the processing of zinc ores (though, owing to increasing demand and limited supply, it is increasingly recycled from manufactured products).
Canada is one of the world’s leading producers of indium, producing approximately fifty tonnes a year, a quantity which is exceeded only by China (330) and Japan (60). Within Canada, the single facility producing the greatest quantity of indium is Teck Resource’s refinery in Trail, British Columbia, which processes zinc ores hauled from the Red Dog pit mine in northwestern Alaska. Such mines and refineries, scattered across the globe in the aforementioned countries, as well as South Korea, Belgium, Russia, and Peru, are the iPhone’s landscape of extraction.
Matthew Hockenberry, Director at Sourcemap, points out just how messy things really are in the video below (see how messy it is to produce indium tin oxide from 1:34, for instance).
As he says in the introduction, laptops and other hi-tech devices aren’t like bottled water; there is no laptop spring:
Sourcemap @ MIT Communication Forum from Matthew Hockenberry on Vimeo.
Cognitive Maps of the iPhone
Ben Millen’s made a cognitive map of the iPhone. This is a screenshot from his Heidegerrian Analysis:
It’s designed to elicit a greater engagement with everyday objects; his maps are having sex with way-finding techniques, Foucault’s Heterotopia, Lacan’s objet-petit and Harry Beck’s Tube map.
It’s all heady stuff.
Edible Geography
A typically wondrous post from Edible Geography describes the work of Esther Polak, an artist from The Netherlands, who wired up some people (and cattle) involved in dairy production in Nigeria with GPS devices, mapped their work journeys and then turned them into maps (which you can buy here if you’re quick enough) using a ‘Heath Robinson-esque’ robot. You’re better of reading the original post, but here’s an extract:
Rather than simply presenting these maps, however, Polak’s project revolves around the way each person involved in this greater milk journey understands their own movement within it.
To that end, she spliced together a toy robot on wheels and a plastic bottle filled with locally-gathered white sand, in order to create an ingenious Heath Robinson-eque device that redraws each journey exactly as it happened, albeit at a much reduced scale and a speeded-up timeframe. . .
Despite my unending enthusiasm for maps, the video-narratives (excerpts of which are available online) are actually perhaps the most arresting part of Polak’s project.
For each participant, the process of seeing their journey unfold, in miniature, on the ground in front of them seems to trigger an initial bemused amazement, followed by a flood of anecdote. Mr. Idiris starts gesticulating wildly at one point, showing Polak and her translator where he had to go round in circles for hours looking for a lost cow. Binta, his sister-in-law, explains why she chose to go to the fruit market in Kubwa to sell her nonno, rather than the one in Dutse.
This is maps and mirrors having sex. These are mirrors for cyborgs.
End
- There’s very little like Edible Geography on The Webs. I strongly urge you to subscribe.
- The video narratives from Esther Polak’s mapping project are here.
- I’m working on the assumption that all of these personal informatics tools are kind of like mirrors for cyborgs. And that a portrait of a cyborg would have more in common with a map of a supply chain than a painting. This may or may not make sense. Whatever.
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July 07, 08:47 AM
Augmented Spaces and Places
I love the smell of commerce in the morning.
Malls have rules. Here’s a story about the kind of rules they have:
The new rules restricting minors at Mayfair Mall were implemented at 2 p.m. Friday. The new guidelines mean patrons age 18 and younger must be with an adult 21 or older after 2 p.m. on Fridays and Saturdays. Those who are 18 or older and look young can ask for a wristband to prove they meet the age requirement.
Ray Oldenburg coined the term Third Places to describe the neutral spaces where people hang out and socialise, characterising them as essential to a functioning democracy. Where do malls come in the order of things?
Apparently, patrons like these kind of rules. Would they feel the same way if the rule applied to other public spaces? If the rules meant that 17-year-olds needed a 21-year-old chaperone to walk the streets on Fridays and Saturday afternoons, would they feel the same way? I kind of doubt it. Malls are kidnapped public spaces and their arbitrary rules reflect this.
Karen Sternheimer worries too about the chilling effect on political activity mall laws have:
The rule that might have the most important implication is rule #4. “Soliciting, picketing, rallying…distributing literature…soliciting signatures or personal information of any kind…is prohibited without the express written consent of the owner.” Essentially this rule outlaws any political activity in the mall, a rule that is common in shopping areas nationwide.
What do politicking and young people have in common? I suppose it’s the fact they both get in the way of officially-sanctioned commerce. The mall guards don’t mind intrusion and disruption if it’s targeted advertising, for instance?
For all this, though, I quite like malls. Simply because I never ever go to them. When I go out, I take comfort in the fact my world is just a little bit less tawdry because someone’s worked out a way to segregate all the shops and all the people I don’t want to spend time with. I get to enjoy a kind of Premium Reality. Here’s Russell Davies on Premium Reality and Augmented Reality, or whatever it is that we end up calling it:
So far the only uses we can imagine for this stuff are pizza vouchers and art. Pizza vouchers because we think businesses will pay for it; art because we think governments and patrons will. But pretty damn soon it will become a media environment like any other — businesses will pay to target the rich and end up only addressing the poor because the rich have paid extra to avoid being targeted. So if you’ve got enough money, your world could look like HBO on a Sunday night — high quality and commercial free.
Malls fail to attract the rich because they’re relentlessly unpleasant experiences. The more control the place tries to exert over the space, the less they feels like they’re ours. Retha Hill, a professor at the Walter Cronkite School of Journalism and Mass Communication, has just won a grant to develop a black history smartphone app:
Hill’s winning entry in the New Media Women Entrepreneurs contest, the Mobile Black History Project, is a free smart-phone application that will use augmented reality to enable users to access information about landmarks in black history from wherever they are.
For instance, a user in Washington could hold up their smart phone near the Lincoln Memorial and look through the camera lens to get information about the August 1963 March on Washington led by Martin Luther King Jr. . .
Users will be able to geolocate sites of black history up to 25 miles from their physical location. They also will be able to locate black-owned or -oriented restaurants, clubs, bookstores and other culturally significant places nearby.
You can add something to the Lincoln Memorial because it is a public space. This is Augmented Reality. Black history is already an essential aspect to the Lincoln story, the smartphone app simply accentuates this.
Malls aren’t really public spaces, though. You can add interactive billboards and make things more fun but it’s more of the same story. Malls are already saturated with shopping, it’s unlikely that something like this would prove more than a novelty:
In a place with only one story – in a place that only works as one space – there’s literally only one option: repurposing and subversion. Ironically, malls make this super-easy with their simplistic narrative of logos and straplines, as the leak in your hometown makes abundantly clear. Everybody’s seen the video by now, but it’s worth highlighting:
An important component of the project is that it uses BP’s corporate logo as a marker, to orient the computer-generated 3D graphics. Basically turning their own logo against them. This repurposing of corporate icons will offer future artists and activists a powerful means of expression which will be easily accessible to the masses and at the same time will be safe and nondestructive.
BP garages have been turned into an app. Just as everywhere will be, sooner or later. If it’s a rich, communal space, this will be Augmented Reality. If it’s a totalitarian monoculture, it will be Reality, Subverted.
More:
- a collection of billboard graffiti
- a collection of post-Deepwater BP logos
- Image of MegaMall from Manila Daily Photo on The Flickr Creative Commons
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July 07, 03:46 AM
We are gods
TURNING INTO GODS – ‘Concept Teaser’ from jason silva on Vimeo.
Shock. Horror. Blasphemy.
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July 05, 05:06 AM
A Visual Walkman
The Laster glasses are not opaque—they have clear glass lenses, looking like ordinary glasses with the exception of a thicker-than-normal earpiece. The earpiece houses a microdisplay projection system that sends the computer-generated image out onto the glass lens. A camera near the eye captures the real-world view and sends it back to the computer for analysis.
Sitting in a café overlooking Stanford University’s Rodin Sculpture Garden, an appropriate place to meet with a French researcher, I tried on the glasses. First, I looked at an industrial application—an overlay of data. I found I could easily ignore the text and see the real world outside, or concentrate on the text and read it with little difficulty. More fun—playing with a little Tinkerbell-sized dancer, and tossing her from hand to hand. (I have a feeling the folks at the next table were seriously starting to wonder about me at this point.) Key for me, I didn’t get that queasy feeling I’ve gotten trying video display glasses in the past.
Finally, an AR technology I can stomach
This will be the key to Augmented Reality taking off. One part Mujicomp, two parts antiemetic.
Laster are the company behind these non-nauseous AR glasses. One to watch, they seem to get the grammar of accoutrements.
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July 05, 04:01 AM
Glanceable
Some types of notifications can best be consumed at a glance – ones that are short, actionable and time sensitive . . . A watch is the world’s greatest glancable display but you need to be able to consume it all in a glance.
Half Past a Freckle: the Software that Could Make you Wear a Watch Again
Extrapolating:
- We develop a grammar of accoutrements. The wrist is for glancing, specs are for location-based data, rings are for personal informatics.
- Moore’s Law: computing power doubles at a given price point periodically. Moore’s Second Law: “overall net efficiency of any electronic system will double every 24 months”. Metcalfe’s Law: networks’ value is proportionate the square of the number of connected users. Law of Bling: a cyborg’s power is proportionate to the square of the number of smart devices worn.
- Somebody who’s more Alpha than geek gets hold of this stuff and becomes the richest person in the world. On purpose.
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July 01, 04:18 PM
Web and Beyond: Humane Interfaces and Immature AR
Two great decks from the report of The Web and Beyond 2020 at Johnny Holland Magazine:
The Human InterfaceView more presentations from Christopher Fahey.We should design our software to behave like a likeable person.
Once again, somebody’s echoing Mujicomp ideas.
Social Interaction Design For Augmented Reality: Patterns and Principles for Playing Well With OthersView more presentations from Joe Lamantia.This one’s good. Takeaways:- AR experiences currently show generally low social maturity.
This makes it ‘young and malleable’- AR needs a breakthrough either technological or conceptual
I think the key here is the conceptual part. The greatest thing about Facebook is the fact it’s so mainstream. You can describe something as being like Facebook for dead people and everybody gets it. Facebook, our first truly mainstream social media, is a conceptual breakthrough as much as anything else.And echoing the talk above:- Enhance social interactions instead of replacing them with gimmicks.
There’s also a nice set of patterns and anti-patterns. Here are the four design patterns for successful Augmented Reality apps: -
June 29, 06:12 PM
Glitch 2010 and the End of the Virtual World
One of the things I dislike most about things like Second Life is the amount of time people spend building neat things which they then expect you to look at and enjoy. The art in Second Life is – let’s face it – on a par with the art direction of your average porn-film-with-narrative-pretensions.
Robert Overweg is a photographer in the virtual world and he takes beautiful pictures. I love all of these and, if you’re in Amsterdam, he has an exhibition on till the end of July.
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June 29, 09:38 AM
Shimizu’s Dream
Shimizu’s more than 200-year history began in 1804, when founder Kisuke Shimizu launched a carpentry business in the Kanda Kajicho district in Edo (now Tokyo).
Shimizu seeks to increase customer satisfaction and contribute to society by providing value that surpasses all expectations.
Each structure Shimizu builds incorporates ideas that are drawn from a wide range of parties while centering on the needs of our customers.
I count five instance of Applause Lights language. So far, so bland. They have a whole page dedicated to their corporate slogan:
To make their objectives clear, companies must communicate effectively, sparing no effort when it comes to earning positive recognition from society and fulfilling the social roles that are most in need.
It is for the above reasons that Shimizu developed its new corporate slogan.
And another page for their management philosphy:
They even have a logo for their management strategy:
And there’s more drone about their corporate ethics and their history.
But then comes the Shimizu’s Dream section of their website, which is all moonbases and pyramid cities in the air:
Are there other companies doing stuff like this? I <3 Shimizu. But why don’t they dump all that corporate speak and just get on with the moonbases already?
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July 16, 08:32 PM
Gaming research paywalls suck
There’s a lot of good, interesting game research out there in the virtual stacks of Ze Intervebs. But it’s often locked behind a paywall.
Take the June edition of the Review of General Psychology. They’re asking $11.95 for each paper.
Here’s the contents:
But a quick search on The Google using the modifier:
filetype:pdfAnd you soon realise that many of the papers are on Ze Intervebs for free. Are they trying to get paid or are they just messing with us?
Which of the following papers can I find on Ze Intervebs?for free, zilch, nada, null point, gratis, zdarma, lunch
The links back to the journal are for information only. Don’t click unless you have access behind the paywall, is my suggestion.
Page 65, Candland, Douglas K.- No. Though, to be honest, who’d want to? Douglas Candland sounds like a beastly cad to me. Incidentally, this 1-page ‘article’ is still priced at $11.95.
Pages 66-67, Ferguson, Christopher J.- Yes! Link to PDF is here.
Pages 68-81,Ferguson, Christopher J.- Yes! Link to Blazing Angels PDF is here.
Pages 82-91, Markey, Patrick M.; Markey, Charlotte N.- Yes! Link to Vulnerability to violent video games PDF is here.
Pages 92-104, Spence, Ian; Feng, Jing- No. But the researchers have published similar things before. Here’s a PDF via the Wikipedia.
Pages 105-112, Annetta, Leonard A.- No. This is a shame because it looks interesting.
Pages 113-121, Kato, Pamela M.- Yes! Link to PDF
Pages 122-140, Durkin, Kevin- No.
Pages 141-146, Ceranoglu, T. Atilla- Yes! Link to PDF
Pages 147-153, Bers, Marina Umaschi- Yes! Link to PDF
Pages 154-166. Przybylski, Andrew K.; Rigby, C. Scott; Ryan, Richard M.- No. I’d be really interested to see this paper. Although I suspect I’d be disappointed.
Pages 167-179. Barnett, Jane; Coulson, Mark- No. Meh.
Pages 180-187, Olson, Cheryl K.- Yes! Link to PDF
Overall, they score 7 and a half out of 13. Whether right or wrong, I’m not sure.
Are they all like this?
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June 17, 02:03 PM
Skinner-boxers vs Dungeon Masters
Gameify’s about making work and learning more betterer and funner with games, toys and play. And a lot of people are thinking about the same thing. Roughly speaking, the gameification people fall into two camps: Skinner-boxers and Dungeon-masters.
Skinner-boxing
The Skinner-boxers want to use the ideas from Behavioural Economics to motivate people by adding points to everything. This is the realm of designing choice architectures and seeming contradictions like libertarian paternalism. Jesse Schell calls this the Gamepocalypse and it was a major theme of his amazingly popular talk at DICE10 (here’s an excellent round-up of some of the conversations this started). And an extract from a strongly disapproving Jay Bachuber at Wise Gaming:
If implemented on the scale Schell envisions though, games could easily become prison bars, or the walls of a Cretian labyrinth. This would be a world where nearly every waking moment is spent grinding. Even worse, we could live in a world where everyone we meet is an ally, an enemy, or just a game piece.
Skinner-boxing is one of the things that makes games ‘fun’. But, as Jonathan Blow observed in his MIGS 2007 lecture:
There are many ways to make a game “fun”, but we usually pick the easy one, which involves sacrificing the player’s quality of life.
Skinner-boxing can be a lot like McManagement, I suppose.
Dungeon-mastery
The Dungeon-masters want to harness games for good and usher in a new era of co-operation, Total Engagement and Epic Wins.
Jane McGonigal, in addition to observing that there is zero unemployment in World of Warcraft, says gamers are virtuosos at:
urgent optimism (everything is always worth trying right now), social fabric (we like people better after playing a game with them), blissful productivity (we’re happier working hard than relaxing) and epic meaning (we’re attached to awe-inspiring mission and stories).
Commenters have noticed a few problems with this, though. At Massively:
I do admire the idea of taking gamers and “using” them for a greater purpose, but I also think that people often become worse versions of themselves in online games.
And at BoingBoing:
I think her ideas of using collective intelligence via game form is a very interesting idea. Although i have to say she needs to develop better ARGs that are actually fun to get people to play and test this. World Without Oil was all about having people blog and so is Evoke. I dont enjoy blogging about homework assignments a game gives me; thats not fun game play like WoW.
The games are not always fun and their designers are wilfully blind to John Gabriel’s GIFT theory.
Second-lifers, Transmedia Types, Peter Principlists
There are other kinds of gameifiers too, though they’re less common (as gameifiers, not as people).
Second-lifers: they know virtual worlds are not really games but they think everybody should come and play with them anyway.
Transmedia types: they’re interested in games as a medium and enjoy a spot of theorificationising.
Peter Principlists: they’re busy promoting the idea of games to their level of incompetence.
Hmmmm, who have I missed?
This is for the game Empire Avenue, which I’m trying out to find out whether it’s a dungeon or a Skinner-box:
EAVB_KOOMOACJZM
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June 17, 09:39 AM
Efficiency Leaves
Fuel efficiency in cars hasn’t improved since 1963. The obvious solution to this is to spice up your dashboard a little gameification. The idea of the SmartGauge dashboard’s Efficiency Leaves is simple – if you drive well, you grow a nice healthy tree. And if you don’t, the leaves drop off:
The gameified dashboard essentially reinvents the Driving Experience?
Ford has essentially reinvented the drivers experience of the car and simultaneously produced a vehicle which proves that driving a Hybrid doesn’t have to suck . . . The bread and butter of this system are the “efficiency leaves” which most people will find themselves paying attention to for the duration of their drive. The efficiency leaves are essentially a plant stem. As you drive the stem will either sprout leaves or lose them – the better you drive, the more leaves you get towards the plant’s bloom – or – the more aggressively you drive, the quicker you kill the poor plant. At first it felt like a gimmick, but, I believe that the more people who try it will enjoy using it because its like a positive reinforcement to driving – almost like playing a simplistic video game. Only thing missing is a “points system” which might add a level of competition to trying to be more efficient.
The SmartGauge design turns the car interface on its head:
What’s most profoundly innovative about the SmartGuage design is that it turns the traditional role of a car’s driver interface exactly on it’s head. “A guiding principle was to give the driver feedback about their driving,” Booth told me in the pre-interview for our panel discussion. “Up to now, car dashboards have communicated information about what the machine is doing, not the driver.” The reason behind the shift in emphasis is a simple business problem. Many hybrid purchasers, who are socio-politically predisposed to choosing such cars for their green benefits, are unhappy customers. They just aren’t getting the increased fuel mileage they hoped for. Some aren’t getting anything near the optimal mileage recorded by the test drivers and car reviewers. It turns out a lot of this has to do with the way one drives a hybrid.
IDEO did ethnographic research for the design and studied people like the so-called hypermilers. Can we learn anything from the cult-like hypermilers? Apparently,yes we can.
Kids can learn how to drive green from the backseat:
What you’ll see when you look through the steering wheel is a set of green leaves. The “Efficiency Leaves” are a graphical indication of a pilot’s driving style; more leaves mean greener, more efficient driving. Rapid acceleration and hard braking cause leaves to drop from the vines. Leaves grow when the driver accelerates gently, coasts, and brakes smoothly to help recharge the hybrid’s batteries.
“A child sitting in the back seat can recognize efficient driving techniques just by watching the leaves grow,” said Sonya Nematollahi, the Fusion’s Driver Information Senior Engineer. She led the development of the SmartGauge project from start to finish.
Sounds a bit far-fetched? Here’s a quote from a review on MSNBC (via Fierce and Mighty):
Failure to drive in a way that cultivated this garden sparked howls of outrage from the back seat, where my kids complained I was killing the leaves as they disappeared. So while it would be easy to dismiss the efficiency display as a silly gimmick, it is a hard-to-ignore reminder that with just a bit lighter pressure on the pedal, the Fusion Hybrid can get spectacularly good mileage.
Some see efficiency leaves as gimmicky:
The interface is slick, but the “efficiency leaves” feature seems sort of gimmicky, where a simple mpg readout would suffice.
You can toggle the display to get an mpg readout if you want to. (As any less bone-headed reviewer would probably take the trouble to find out.) In fact, part of the attraction of the dashboard is the fact it’s customisable. But I have to grudgingly concede the macho reviewer’s unwittingly-made point – designing a dashboard to inform is different to designing a dashboard to influence somebody’s behaviour.
Other people have had similar ideas on how to encourage greener travel. Here’s the UbiGreen Transportation Display:
The tree grows leaves and blossoms as the user engages in green transportation activities over the week. The UbiGreen Transportation Display highlights icons representing values related to the green activity (e.g., saving money and getting exercise are side effects of walking.)
Judge for yourself in this longer review clip, gimmicky or delightful?
Only for the hardcore (excerpt from The Design of Eco-Feedback Technology [PDF] – my emphasis:
The most widely used means to promote proenvironmental behavior change is information (e.g., via media campaigns, pamphlets, or websites). The assumption is that with better information people will act in more environmentally beneficial ways. However, various studies of informational programs have shown that simply presenting people with information on the benefits of proenvironmental behaviors typically results in only a marginal effect . . .Many conservation programs use high-level written or verbal messages, called prompts, to promote conservation (e.g., “Use Energy Wisely”). Investigations into general prompting strategies have shown that prompting has limited influence on behavior but can be made more effective by improving specificity, timing, and placement. For example, The most widely used means to promote proenvironmental behavior change is information (e.g., via media campaigns, pamphlets, or websites). The assumption is thatwith better information people will act in more environmentally beneficial ways. However, various studies of informational programs have shown that simply presenting people with information on the benefits of proenvironmental behaviors typically results in only a marginal effect. To maximize information’s transformative potential it must be easy to understand, trusted, presented in a way that attracts attention and is remembered, and delivered as close as possible—in time and place—to the relevant choice.Conscripting kids to do your dirty work seems to be an effective way of doing just that.
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June 16, 10:53 AM
Gameification Round-up
Here’s the first in a regular series of round-ups from the world of gameification. And a report on the all-important gameify vs gamify head to head boss battle.
First of all, bad news, everybody. Gameify is still losing:
Here’s a round-up of
recentgameification news (okay, this is first one, so it’s got things going back a couple of years):They’re in the room!
Glenn Entis on The Gameification of the Media at SBGames 2009 on Gamasutra:
In short, games are spreading everywhere. Games are designed around interaction and a great user experience. The value of good game mechanics is to be attractive, fun and addictive — they are easy to pick up and hard to put down. But those are good characteristics for everything to have, not just games . . . ”gameification” will be needed for any successful consumer interaction experience.
Entis also talks about “the paradigm of tool as content, citing Spore’s creature generator.” It’s worth highlighting the toyness and playlike behaviour encouraged by stuff like Spore. Russell Davies has called these ‘social toys’ and contrasted their effortless playful nature in comparison with Skinner-boxing anti-games. It’s something I’ve noted elsewhere and labelled toyification (though, apparently, this word has a very specific meaning in games and refers to making the gamespace appear in 3D ie like a toy). The key point, for me, is that people hate having rules for toys.
David Helgason, CEO of Unity, on 2010: the Year of Gamification (sic):
Everything Becomes a “Console”
This one is somewhat controversial. It seemed that with the move towards mobile and web, the closed ecosystems of the console world would be under siege and eventually collapse. What game developer (except perhaps the ones most entrenched in with the Nintendos-Microsoft-Sony trinity) hasn’t fantasized about this walled garden having its walls rammed down?Well, welcome to the new world. The iPhone has proven that given the right amount of “openness”, neither consumers nor developers really mind closed platforms.
Even on the anarchic web (regions of which remind one more of a Mad-Maxian post-apocalyptical cyberspace than an enlightened utopia), Facebook is in the process of creating a closed environment within which consumers and game developers can meet and exchange fun and money (more or less) safely.
This is a quietly radical prediction. What if you could visit Second Life within a game of Grand Theft Auto? Or vice versa? These kind of spatial-metaphor-busting ideas are very near. Who’s going to build the one-game-to-bind-them?
Byron Reeves, an author of Total Engagement, interviewed in H+ Magazine:
Everything in the future online is going to look like a multiplayer game,” said [Eric] Schmidt [Google Big Cheese] to this international audience. “If I were 15 years old, that’s what I would be doing right now. . .
I think I could imagine things that I could put on my résumé that, even right today, would be useful in applying to a job at Accenture or at IBM, at very substantial places,” he commented during the Metanomics presentation. “That would probably come from both of the worlds of games and Virtual Worlds. So if you say, ‘I’m a guild leader, and have been for the last nine months, of a 200-person guild that spans three continents,’ you’ve said, ‘I know how to make a website. I know how to motivate people. I know how to arbitrate a lot of foolishness with respect to who gets what when they do this.’
This is pretty much the same as he says in the book. People can do things in games that they don’t get a chance to do elsewhere.
Games design as modality
Bing Gordon thinks big things about video games over at Gamsutra:
I’m a believer in the game-ification of the world. I think video game design is the new MBA. Video game design is valuable in education, in internet portals, in advertising, in product design, in entertainment media design as well. Video games are so compelling that people who grow up playing video games will have their habits and world views shaped forever.
More from David Helgason inverviewed in H+ Magazine:
Game design can be such a pure interaction. I mean, many games are just interaction. There’s very little behind them. You’re just in the flow of touching something and it moves. It gives you some pleasure and there’s a little bit of frustration or stress and you want to overcome this thing. Not all games are like this, but many are. And that skill set… designing that and understanding it and optimizing it so that it feels really good… getting it right, where people have this pure pleasure from it… can be applied to a lot of things. We can see how powerful this iterative process is. . .
They did some very large experiments teaching kids with Sim City and The Sims — just playing the games. . . It was a research project sponsored by Electronic Arts. They rolled out these games and played them in schools, and someone ran around trying to figure out the kids’ retention and how well they could apply this knowledge afterwards. The conclusion was that they taught them really well. . . It turned out that retention was pretty good, but the application of this knowledge was very strong. . . You’re not actually reading the rules of the game; you’re kind of feeling them and internalizing them. People are pretty good at that, and can pick them up quite quickly, even complex rules.
Key points for me: iterative design process and embedded, internalised rule-sets.
Gamification of the News from the newsplay.org blog quotes Heather Chaplin in an podcast from Another Castle:
I’ve interviewed [James Gee] a bunch of times and one of the things people mistake about his work, because his book is called What Videogames Have to Teach Us About Learning and Literacy, people think he’s advocating the use of videogames as teaching, but really what he’s saying is that videogames and the way that people play with them is a model for learning that the education system could learn from, which is a very different thing from saying we should start pumping videogames into the classroom…It’s more saying look at how people learn while they’re playing videogames. Something’s going on there that we could learn from.
I like this. Games as modality more than method.
epredator from Life at the Feeding Edge:
If you have ever got a buzz from receiving a level up in a game, or a promotion level at work, or a prize at a competition or a complement well meant then you already know of the impact of recognition.
Computer mediated experiences allow very quickly for new achievements to be generated for a never ending set of levels and trophies to be created. If you map that to a promotion structure in your average corporate, those events are few and far between and unable to be restructured due to legacy promotions of others. It is fairly easy though for World of Warcraft to introduce another 10 levels on top of the uber level of 70, or for Pet Society to introduce yet more rainbow poo.Gameification, sometimes a bit scary . . .
Jesse Schell is quoted at AssortedStuff in the Spark podcast:
I think for the 20th century the dominant means of building one’s brands and capturing a person’s imagination had to do with graphic arts. It had to do with logo design and designing brilliant commercials and beautiful ads in magazines. . . I think in the 21st century it’s going to be much more about game design. It’s going to be much more about how can I incentivize you to focus on my product, pay attention to my product, tell your friends about my product, think about my product all the time. Game design is going to make that very easy to do.
An almost pure distillation of evil here from Tim Chang quoted in the blurb for the login conference:
Gaming 3.0 is about leveraging game mechanics and models to re-invigorate other markets: humans are inherently geared towards addictive behaviors and biases that can be exploited through game mechanics like points, achievements, and leveling up… We can utilize game constructs to perhaps revive other industries which no longer monetize as effectively via macro-transaction or advertising.
More from Tim Chang on Gamesbeat:
But these concepts can be taken much further, argues Tim Chang, a principal at Norwest Venture Partners. The idea of letting people “level up” in their lives and consumptions habits, could drive traffic to web sites and retailers alike. For example, if you were to introduce gaming dynamics to business-recommendation site Yelp, he said, you could generate instant engagement and healthy competition among foodies. He suggested that, instead of assigning the title of mayor to just one person, Foursquare should create tiers of fan-dom. If you have the chance to climb the ranks by coming back to a restaurant or bar — or airline for that matter — again and again, you probably will. . . Real life leveling systems can be applied to everything. . . If only the music industry had been more aware of this, it might have been able to save itself. Loyalty 2.0 is powered by game mechanics — then you can tap into marketing campaigns, coupons, etc. He even took it a step further, claiming that this trend toward game-ification could one day be leveraged to improve public health. If people have the opportunity to earn points for eating healthier — or, alternatively, can be punished for eating junk food — they will probably be more likely to stick to a beneficial nutrition plan. Considering that supermarkets know everything you buy after they scan it, it’s not inconceivable that health insurance costs could one day be connected with food purchases. “People who eat crap should pay more,” Chang said.
Ooga Labs on Gamification: Game Mechanics is the New Marketing:
But as those mediums and techniques begin to fade in their natural cycle of age and decline, what if instead of getting interrupted, people get wrapped in contexts filled with game mechanics that DIRECTLY induce them to take action. . . in a context that uses game mechanics such as leader boards, leveling, currencies, stored value, privileges, super-powers, status indicators, random reward schedules, etc . . . A good example of this is Tencent in China, a social network where many members have virtual pets. If Tencent wants to increase revenues at the end of a quarter, they simply write a script that make a large portion of those pets sick, which causes the owners to need to buy virtual medicine for the pet to heal it. Voila, a strong finish to the quarter.
. . . and sometimes not.
Badgeification vs Gameification over at Join the Company:
I think the distinction needs to be made between “badgeification” and “gameification”. (And better terms found for both, hopefully.) Badgeification may help to drive repeat app usage, but it’s a drive that has compulsion behind it rather than what should be behind real games: the more nebulous idea of “fun”. Unthinkingly adding badges and rewards to an app may not be a good long-terms strategy, but I’d challenge anyone to argue that any task would not benefit from being made fun.
Raph Koster says some typically smart things and adds in a welcome sense of perspective:
Are games in the vanguard here? Maybe, maybe not. After all, the world is changing around us pretty quick. If anything, we already need to distrust what we see and what it tells us to do, because quite a lot of the perceptions we absorb from media are not so much “wrong” as just “non-factual.” Spotting it has become a cottage industry, from Photoshop fails to political fact-checking. And we shouldn’t by any stretch think that games or game tactics are the only place where this stuff will be used or even most impinge upon our lives.
The Gameification of the Webs
BigDoor want to add game mechanics to your website:
What do techies mean when they talk about gamification? In BigDoor’s case, the company has developed a software platform that helps website publishers and developers build videogame-like mechanics into their sites and mobile applications. That means adding things like virtual currencies, virtual goods, points, badges, and leader boards—all with the goal of driving more people and visits to a website, and strengthening a company’s bond with its customers. The idea is that by rewarding loyal consumers who contribute comments to a site, say, or upload content such as photos, websites can create “virtual economies” that to this point have been seen mostly in video games
And BigDoor is not alone, see what Bunchball are doing:
More astoundingly, however, is the triple digit percentage increase Paharia sees in page views attributed to his “gamified” websites.
A video on what Bunchball are doing (jump to 00:24 to avoid blah blah blah):
Bunchball is the company that brings us the Nitro Engine:
Game designers have known for years how to address these needs, and they do it through Gamification. In the table above, green is the sweet spot for a particular mechanics, while blue is other needs that it hits. So Levels, which are belts in Karate, job titles, levels in a Frequent Flyer program, are primarily about status in a community, but also hit on individual achievement because it feels good to get to the next level, and competition because it feels good to be a higher level than all your friends.
At its core, Gamification is all about statistics.
If we play a game of Monopoly and then leave and come back tomorrow and do it again, and then again, it’s going to get boring pretty quickly. But if we start capturing stats – about who won and who lost, how many dollars each of us ended each game with, who ended the game with Boardwalk and Park Place, then we can use Reward, Status, Achievement and Competition to make the experience more interesting and incent and motivate people to play more.
Passively Multi-Player Online Games from Forbes magazine via Cognitive Design:
PMOG (Passively Multiplayer Online Game) layers game mechanics–via a Firefox extension–on top of daily browsing activities. Players can scatter booby traps and rewards across the Web, stumble across Web pages annotated with links and notes, or construct trails to favorite sites that entertain or inform the PMOG masses.
We’re not the only ones.
Applied Game Mechanics is a Posterous about Gamification.
And of course there’s our Posterous – Gameify and our Amplify blog – Gameify
If there’s anything we’ve missed, please get in touch.
Last words to Jane McGonigal
And, because it’s her, I’ll leave the last word to Jane McGonigal, who says: I need to game-ify writing my book:
I guess that’s why I love games, I have pretty much an insatiable appetite for helpful structure.
Post-script:
This image is semi-random because I just like these guys and they wrote a piece referring to one of the pieces above. They’re also typical of what a lot of gameification is about – it’s not about games and rules but about data as a new toy. We now have so much data lying around that we can tinker and play with it. This, as much as anything, is what gameification is.
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June 08, 07:04 PM
Morality, not morals: learning to be good in games
Why can’t we use games for good? The argument seems simple; games can encourage good behaviour, so why aren’t there more ‘prosocial’ games? Here’s one of the reports on some recent research:
The results, published recently in the Journal of Personality and Social Psychology, show that those who had played a game like Lemmings were much more likely to help in low- and high-risk situations than were those who had played a neutral-themed game.
The authors also investigated why they might have seen this link between prosocial games and prosocial behavior. Essentially, they suggest that playing video games with prosocial objectives fosters a prosocial mindset that makes people more willing to help others.
According to a study cited in the paper, 70-85 percent of games involve some kind of violence. So, although the content of games can cause behavioral shifts in either an aggressive or altruistic direction, gamers are much more likely to experience the former.
The authors’ response to this disparity is a simple one. “There is clearly a need for prosocial video games that are highly attractive to customers,” they write. “Convincing the video game industry to create such games would be an important first step.”
And here’s another report on remarkably similar research from the same website, Greater Good: the science of a meaningful life, almost exactly a year ago:
They assigned some students to play a video game that the researchers deemed prosocial-either Super Mario Sunshine . . . , in which Mario must clean up environmental pollution, or Chibi Robo, where players assume the role of a robot who helps a family manage their house. Other participants had to play a violent game, such as Crash Twinsanity, where an anthropomorphic bandicoot moves from stage to stage, shooting, hammering, and throwing enemies who get in his way, while others played games, such as Pure Pinball, that were neither violent nor prosocial.
After playing the game, the students were paired with another person and told to make their partner complete 11 puzzles from a selection of 30—10 of which were hard, 10 easy, and 10 in between. They were informed that if their partner was to solve 10 of the puzzles correctly, then the partner would receive a $10 gift certificate. The researchers deemed a person’s behavior as “helpful” if the participant gave his or her partner an easy puzzle, “hurtful” if the puzzle was hard, and “neutral” for medium puzzles.
Their findings were quite dramatic: Those who played the prosocial games were significantly more likely to be helpful, while those who played the violent games were more likely to be hurtful.
While it’s highly likely that games can lead to self-knowledge, the idea of games being used in some kind benign operant conditioning social engineering scheme seems to come straight out of the ‘use TV to create a generation of Einsteins‘ playbook (or for that matter endumbening an entire generation using a fatal combination of Teletubbies and the web). Prosocial is defined as:
Beneficial to all parties and consistent with community laws and mores; Contributing to a beneficial outcome by negotiation, problem solving …
Are they talking about persuading games producers to produce more loserless games? Games are explicitly about choices and consequences:
Olson and Kutner’s work also suggests a positive and paradoxical dimension of playing video games with violence in them: helping kids to grapple with life’s scariest experiences.
Olson reports that many kids in their focus groups said they liked playing violent video games because they knew the fighting wasn’t happening in real life. In fact, many of the kids reported being much more scared by TV news. “They told us, “The news is real, and that makes me scared.’” In contrast, they could control the violence in video games. “There are things you can try out in a game that you can’t do in real life,” says Olson. “Some of the boys in our focus groups really liked the fact that you could choose to be a good guy or a bad guy. They can ask, “What kind of person would I end up being?’”
Olson’s son Michael says he and his friends do not play games just because of violent content. Instead, they are looking for a compelling storyline, intriguing characters, and interesting choices. “A good game to me makes you feel like a method actor,” he says. “It just draws you into the story and draws you into a character.”
These insights resonate with research into children’s pretend play. In studies of kids with imaginary friends, University of Oregon psychologist Marjorie Taylor has found that kids often create pretend characters who do sinister, nasty, and even violent things.
The game Fallout 3 starts with your birth. The first thing you see is your mother’s blood spattered on the first person camera; then you get to choose your name. Like David Copperfield, it’s one of the all-time great opening lines in games. As an experiment, I’m playing two parallel games. In one game, I’m as evil as I can be. In the other, I’m an angel. I’m keeping a diary:
Evil people don’t watch cut scenes, I’ve decided. At least, not one’s with good times music. So, it’s straight into the game. The first thing I see is (my own?) blood spraying onto the lens of the immanent camera. “Let’s see”, says the doctor, “are you a boy or a girl?” Evil? Then, definitely, I’m a boy. No contest. . . Next comes my race and my face and my hair. What is the most evil? I give myself a comb-over, blonde hair and blue eyes. An unsexy Nazi; the worst kind. Or the best kind?
Then, I kill my mother. Nice.
Making a decision to be ‘for’ prosocial games implies a willingness to place a serious limitation on games. I doubt there would be many people who would try to argue the case for limiting the kinds of make-believe games we play – why are video games different? Deciding what’s ‘good’ and ‘bad’ is harder than most people imagine:
“I think, when all was said and done, we were happy with the mix Fallout 3 offered. There were some clear good/evil paths, and the player could make those easy moral decisions, and sort of try to get those karma-specific level titles, or achievements, or be treated a certain way by the various factions. But there are also plenty of situations where it’s much more morally nebulous, and the player is left wondering, ‘Is this the right thing, or the wrong thing? . . .’
Unlike most games with a morality system, Fallout 3 had the extra challenge of creating a neutral moral path, which had its own unique set of challenges. “This was the subject of much debate during Fallout 3′s development,” says Pagliarulo. “Really, the biggest issue for us was deciding, internally, whether something was right or wrong! The designers ended up debating certain issues, and we came to realize just how differently we all viewed them.
“For example, a couple of us would come up with a situation that wouldn’t give the player any positive or negative karma. We felt it was pretty morally ambiguous, a good ‘gray’ neutral point. And then we’d bring it up in a meeting, and another designer would say we’re crazy, and it’s clearly good, or clearly evil. And we’d disagree. It was great… and so completely unexpected.
“So for us, because we had a system to track activities that are supposed to be clearly good or evil, the real challenge was in us coming to a consensus on this stuff. Is making a kid cry evil, or just funny? Some of the conversations we had bordered on the ridiculous, in retrospect.”
If you’ve ever played a game where the good and bad choices were signalled too clearly, you’ll know how lame it can feel; it’s the ludic equivalent of being asked, “Are you now or have you ever been a member of the Communist Party and are there any explosives in this bag?” by US border officials. From the same article as above, on Gamasutra – Ethics 101: Designing Morality in Games
“You could argue, and I think many have, that moral decision making in interactive entertainment sort of requires that you accept the sociopathic economist in all of us . . .”
Sociopathic economists’ big problem is that their models fail when they collide with the real world. Getting Homo economicus to comply with their models is like trying to jump across narrow ledges in a FPS; it just feels like it’s not meant to be (and, ultimately, if Homo economicus wanted to do that he’d play Crash Twinsanity [1]) But this is sociopathic economists’ problem. Few people who play games are silly enough to try out their models on the real world. (There are some notable exceptions).
What’s the answer to this mathematical conundrum? Don’t work it out, just take a guess.
1 x 2 x 3 x 4 x 5 x 6 x 7 x 8
What about this one? What’s the answer to this totally different piece of difficult arithmetic? Again, don’t work it out, just take a guess.
8 x 7 x 6 x 5 x 4 x 3 x 2 x 1
If you were in a lab among a group of people given the first problem, you’d probably have guessed around 512.
If you were in a lab among a group of people given the second problem, you’d probably have guessed around 2250.
This is the anchoring effect, described by Nobel laureates, Tversky and Kahneman, in 1974. People’s judgement gets ‘anchored’ on a figure and affects their estimates. In the first one, people see ’1 x 2 x 3 . . .’ and then fudge a guess upwards. In the second one, they see ’8 x 7 x 6 . . .’ and do the same. The sums are, of course, exactly the same. (You can see the anchoring effect for yourself by asking somebody, “Pick a number between 1 and 100, for example 87”. Now try the same thing, but this time say, “. . . for example 17″. Even when you tell people about the anchoring effect they find the anchoring number hard to resist.)
It seems just as likely to me that the people playing the prosocial games who suddenly tuned in to altruism were under the influence of something like the anchoring effect. You could use anything prosocial or cute or fluffy and achieve a similar effect. The idea that a game of Lemmings will turn you into a better person seems like neuroplasticity nonsense. It might make you more inclined to help Lemmings. If you’re looking for morality inside games, you’re looking in the wrong place.
As the fireworks screamed into the air, the horde attacked. We fought them off bravely for a while. The helicopter finally arrived, thudding to an unsteady hover at one end of the stadium. Only one thing remained: a dash across the zombie-filled breadth of the stadium, to where the chopper was hovering.I carved a path through the grey-fleshed mob with my katana and got to the chopper first. Elated, I turned to see where my friends were.At that moment, they all went down at once, overcome by mobs of zombies. Rochelle and Nick were far away, on the other side of the stadium, surrounded by huge mobs of zombies. I knew immediately that they were beyond help.But Alastor27 had fallen less than 10 meters from the chopper door. He was down but still fighting – but he’d definitely die, as there was no one else to save him.No one but me. I had barely any health left and was out of ammo. If I left the chopper, there was little chance I’d ever make it back.But I still had my katana.I jumped out of the chopper and layed into the mob around Alastor. In seconds, they fell in a heap of severed decaying limbs. I started helping Alastor up.As I did, we were attacked again, by another wave. I turned to face them too. But I was too weak, and they were too many.We both died there, in the stadium.. . .That moment remains one of my best gaming experiences ever. I remember being conscious of the moment of decision: I could escape, alone, by the skin of my teeth – or I could die trying to save my friend. I knew what would happen, and I chose the honourable course.This is Phillip Trippenbach talking about a game of Left 4 Dead 2 in his piece Drama, not prose: storytelling in games. If you want a story in a game, you have to create it yourself. I’d argue the same is true of ‘good behaviour’. You can have ethical decisions in games, it’s one of the things games are good at. (You don’t have to be a sociopathic economist to work here, but it helps.) But the prosocial games we have ‘a need for’ seem to contain more in the way of morals than morality.
[I'll be continuing the series of my adventures as an emissary of evil/sickening dose of sweetness in the Fallout 3 universe in the next couple of weeks.]
1 or, better, one of the Crash Bandicoot games made by Naughty Dog. back
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April 09, 12:41 PM
What is a game?
Early on in most definitions of the word ‘game’ comes the word ‘rules’. Games are about rules.
Isn’t it just as likely games are about not-rules?
Games and play have been examined by a number of authors, with attempts at identifying their relation to life activities and their distinctive character. The importance of such an attempt lies in what it might tell us about the potential usefulness of games for the study of life in general . . . However, the general absence of any success in these attempts lies, I believe, in failing to look carefully at the nature of life itself . . .
In describing life as a game, I mean to give it the formal characteristics of a game: (a) the players have goals . . . (b) their actions are governed by a set of rules that specify which actions are prescribed, which are permitted, and which are proscribed . . .
These are, perhaps, as good a set of defining properties of a game as any; yet at the same time, they define most of the activities in the sequence which constitutes life. Most, but not all. For if life is conceived as a game with these properties, then those activities we know as “play” and “games” do not fit . . .
Games as Vehicles for Social Theory, James S Coleman, 1968In games, it’s convenient to think about the limited set of rules players have to obey. Convenient because it’s relatively easy, even when it comes to the 832-page core rulebooks of Dungeons & Dragons.
Much harder, but probably more accurate, would be to see games as perhaps they really are. Which is as a finite period where players choose not to follow a specific set of sub-rules for the over-game of Real Life.
For an illustration of what I mean, play Hell Tetris. But not for very long.
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March 28, 06:49 PM
Losing the Game
According to most interpretations, either everyone in the world is playing The Game, or, everyone who knows about The Game is playing. The Game is played all the time; players cannot quit, pause or take breaks from playing. [Rule 1]
I play a game on Twitter, which I call Skinner. It started off as a private thing and a way to get ‘better’ at Twitter. And then other people started playing and I’d occasionally get a message asking me, “Do I get a Skinner point?” At some point I stopped noticing that I was still playing it. Its job was done and I had gamed a tiny sliver of reality.
So what do I mean by gaming reality? Games are powerful. And to be more specific, the elements of games when thoughtfully applied. Game designers have a toolbox of elements or ‘game mechanics’ to engage people — narrative, level-ups, points, data-rich information dashboards, replayability, game clocks, antagonists, social competition, ranks, reputation, achievements, missions, quests, progressive and adaptive levels of difficulty, real-time feedback, scavenger hunts, easter eggs, gear, gold, ‘rares’ and so on — and the elements in this toolbox can be applied to everyday life.
You Don’t Need Virtual Worlds When You Can Game Reality
The awesome Jane McGonigal invented SuperBetter as a private game to help her recover from post-concussion syndrome. Annie Wright used the Zelda Method to catch an underwear thief.
A brief caveat, though: I can’t say that viewing one’s life as a game is a good philosophy to apply universally, or that it is appropriate for any difficult situation. Just a few examples of situations in which this will notwork are: Weddings (the bride may SEEM like a final boss…), Funerals (FFS, do NOT say “Game over”), and though it may be tempting, while on a date.
In fact, if you think about it, life is a series of Barely Games. Probably because, although highly formalised, we’ve modelled games on very thin slices of life.
The bottom line is that good games take advantage of people’s innate desire to compete with each other, but balance that with their need to receive rewards, including the approval of their peers — rewards that in some cases can be used to modify their behavior in certain ways.
Why Everything is Becoming a Game
Sometimes, all this gameification will result in good. And sometimes it will result in the exact opposite.
War is not mean to be precise. Games aren’t either. When they’re too precise, too fine-tuned they become something else. What that is, I don’t know.
Five Creepy Ways Videogames are Trying to Get you Addicted
This blog’s about the game. We’re going to try to lose it every day. Because that might be the best (or the only?) way to win.
Standard play does not require any active input and players go about their daily lives as normal. However, if a player thinks about The Game, they have lost. Loss is temporary; once the player stops thinking about The Game, they stop losing, but they will lose again the next time they think about The Game. [Rule 2]
[PS This is the first post here - the origin post. It's supposed to set the scene for what we're trying to do here. But if you're still not sure then, put simply, we're about this massive question.]
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March 28, 06:38 PM
Starting out with nothing
Here’s a quote from a talk with Edward Castrono on econtalk.org:
A Virtual world has every aspect of human sociality, markets, romance, power, politics. Once you go into one of these worlds you become less skeptical. Unlike the real world, there are developers with complete freedom to structure the environment, and they are going to do so to make people happy. People have fun, become addicted because they find the environment more attractive. Why is it more attractive? It’s an economy that’s fair, everyone starts out with nothing
Would Real Life really be more fun if everybody started out with nothing?
One of the things you notice about some of the online sporadic games, like Neptune’s Pride, is that there’s a super-high drop-out rate. When players feel that their chances are slim, they quit.
People give up on Social Media when they can’t get people to follow them. To a certain extent, a high follower count on Twitter is a positional good as there’s only a certain amount of asymmetrical following that people will go for. Games take this into account with their lying cheating rubberbanding AIs. Sometimes, you have to give somebody an little boost (or cut somebody down) to make things fun.
Poor people can’t get any poorer. But rich people can, and do, get richer. An increase in inequality is, therefore, inevitable. Civilisations have always had ways and means of dealing with this.
Are virtual worlds a new way to let off pressure? Will economists and sociologists end up measuring stability through multiple Gini coefficients?
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August 20, 11:17 AM
Why social media (or *any* new technology) doesn’t have to prove itself for learning
It was this comment (if you’re new to Amplify, the comment I’m talking about comes below) from @irasocol that kind of got me started.
I don’t really believe in epiphanies. Anybody who works in training or education should know better than that. But sometimes there are moments when you catch yourself in a position of such blatant self-contradiction that you know you have to make a choice or become (even more of) a hypocrite.
When I read this, I was actually scandalised. It just seemed so wrong and, to be honest, it still does. (More on why, in a moment.)
But it definitely makes sense. I believe it’s right.
And the same goes for all of this new technology and the workplace. Should we have Facebook in the enterprise? This is an utterly banal question. If you’ve been around on the web for long enough, you’ll remember similar discussions about the internet itself. An astounding number of people believed that the web was a fad. I distinctly recall somebody on TV saying that the web was all hype because it merely duplicated a library. I remember shouting at the screen - but a library in every house! I was incensed. (Of course, many of us now have a library in our pocket - even I, tech nerd that I was, couldn’t imagine that. I wasn’t alone.)
Facebook may well be a fad. But the ability to be in almost constant ambient contact with a number of people far in excess of the Dunbar Number all over the planet will feel like a birthright to my kids. (It already does to me - I’m like Charlton Heston when it comes to my phone.)
Businesses only have two choices (and, yes, schools are businesses too) when it comes to this stuff. They can lead or they can follow. (Don’t get me wrong, sometimes following’s a good thing.) But they won’t get to choose.
@ToughLoveforX tweets:
Conversations about technology are no longer value added. Instead they are distractions.
He explains why:
It’s all about a focus on How but without a crystal clear demonstrable definition of Why. Same story in many organizations
And, or course, he’s absolutely right. But I also think that it’s worth thinking about why I’m still scandalised by Ira’s comment.
I’m scandalised because I know that pretty much everybody (in what I still call ‘real life’) would think this to be insanely radical. And I’m guilty by association.
(And, trust me, if you knew me, you’d know I’m not radical. I’m whimsical and slightly capricious - these are not the same thing at all.)
“Crystal clear demonstrable definition of Why” or no explanation at all, I wouldn’t work for an organisation that took away my social tools any more than I’d work for an organisation that banned pens or forced me to wear a blindfold.
Discussions about technology are no longer value added, if you’re one of those people who takes the technology for granted. (I’d compare this to saying that discussions about feminism are no longer value added - yes, the battle has been largely won but but but . . .
Ira’s comment, below, prompted this blog post, which is still my favourite.
BTW, you should follow @ToughLoveforX on Twitter.Clipped from ideasandthoughts.orgSo, the telegraph succeeded not because it was invented, but because the world had grown much more interconnected and needed news faster. “Web 2.0″ has succeeded because after 200 years on urban anonymity combined with one-way linear learning, humans were hunting for better solutions So, it is not a question of whether these technologies add value somehow to education, but the reverse, can education add value to the communications and information technologies of our present day world, and its future?
This switches the responsibility. It is not the job of contemporary technologies to prove themselves to educators, the book was never required to do that, and I’ve never read studies of the lecture which demonstrate that it is particularly effective in any way. It is the job of education to alter itself to prove itself of value to the world which now exists.
Read more at ideasandthoughts.org -
August 19, 11:05 AM
Ecopsychology
What’s really interesting about this is that the ecotherapists aren’t keen on the research even though it supports their work. (For a clue why, click through and read the comment thread).
So, what to read into this research?
First, people can learn random sequences of digits more effectively when they’re in ‘nature’ (note, this may or may not have anything to do with Cognitive Load as subjects clearly responded to ‘nature’ in a different way than they did to an environment with little in the way of distraction or images of nature).
Second, this may or may not mean anything for learning at work. When we learn at work (or in an educational establishment), we’re in an environment designed by us for us. The built environment is something we use to think with (though sometimes it probably provides more in the way of distraction than help). Most of our learning tasks aren’t even similar to learning random sequences of digits.
Third, this seems related to the ideas in this post about embodied cognition, which contains more about using the environment to think with. And this by Dilbert author, .Clipped from www.scienceline.orgFocus Among the Flowers
In addition to helping us relax, authentic interactions with nature help maintain concentration, according to attention restoration theory. “Our energy to focus gets fatigued,” Doherty explained. “Natural spaces restore our ability to pay attention.”In a 2008 study at the University of Michigan, Marc Berman asked some participants to memorize digits and recite them in reverse order. Then he had one group of participants walk through an arboretum, while others traveled crowded city streets. Afterwards, the subjects completed the digit task again. Those who’d strolled through the arboretum performed with higher attention and memory than those who had walked in the city. The arboretum-walkers recited an average of 1.5 digits more on their second test than on their first, compared with an average of 0.5 digits improvement for participants who had been exposed to the urban environment.
“Our study was one of the first to make it into a mainstream psychology journal,” said Berman, whose study was published in Psychological Science. “We had a lot of experimental control.” For example, Berman made sure his participants followed consistent paths through the arboretum and streets by monitoring their progress with GPS-enabled wristwatches. And he used standardized surveys to assess people’s mood before and after their walks.
But some ecopsychologists and ecotherapists aren’t so enthusiastic about the new empirical work. “For me the science is not a critical piece,” said Dennis Grannis-Phoenix, the Maine ecotherapist who asked Eric Adams to hike a mountain alone at night. “I’ve seen the changes Eric and my patients go through and they are real.”
Read more at www.scienceline.org -
August 19, 07:16 AM
Social Media, email and working memory (via @finiteattention)
The ‘expectation of email’ uses up our working memory and makes us less able to think and/or make useful decisions.
Which is kind of what Dave Allen’s GTD has been saying for a while, I suppose.
One interesting sign from reading this article (I say ’sign’, the article is disappointingly vague and the scientist seem to come up with nothing more profound than deciding to take more holidays in future) is a feeling of reactance.
That is, I have a wordless but distinct feeling that, in some way, this is another article that’s criticising me and my predilection for spending time immersed in social media and the web.
This is not a good sign.Clipped from www.nytimes.comOutdoors and Out of Reach, Studying the Brain Your Brain on Computers
It was a primitive trip with a sophisticated goal: to understand how heavy use of digital devices and other technology changes how we think and behave, and how a retreat into nature might reverse those effects.
“Attention is the holy grail,” Mr. Strayer says.
“Everything that you’re conscious of, everything you let in, everything you remember and you forget, depends on it.”
Late in the afternoon, they make camp on the banks. They eat pork chops, the Big Dipper brilliant above, the thousand-foot canyon walls narrowing their view of the heavens. A few bats dart and dive, seeking bugs drawn to the flashlights.
The men drink Tecate beer and talk about the brain. They are thinking about a seminal study from the University of Michigan that showed people can better learn after walking in the woods than after walking a busy street.
The study indicates that learning centers in the brain become taxed when asked to process information, even during the relatively passive experience of taking in an urban setting. By extension, some scientists believe heavy multitasking fatigues the brain, draining it of the ability to focus.
Behavioral studies have shown that performance suffers when people multitask. These researchers are wondering whether attention and focus can take a hit when people merely anticipate the arrival of more digital stimulation.
“The expectation of e-mail seems to be taking up our working memory,” Mr. Yantis says.
Working memory is a precious resource in the brain. The scientists hypothesize that a fraction of brain power is tied up in anticipating e-mail and other new information — and that they might be able to prove it using imaging.
“To the extent you have less working memory, you have less space for storing and integrating ideas and therefore less to do the reasoning you need to do,” says Mr. Kramer, floating nearby.
Read more at www.nytimes.com -
August 17, 07:58 AM
Six Views of Embodied Cognition cc @drmcewan
(I’ve clipped the bits I’m most interested in but for Learning geeks there’s a whole load more, including a discussion on the important question of whether Cognition is for Action.)
The observation I’d make about the whole issue of Embodied Cognition is with regard to how Learning & Development/Organisational Development/Knowledge Management practitioners (and teachers) orient themselves.
Roughly speaking, there are two approaches to learning at work. One group of practitioners is interested in the ’scientific’ approach to learning and factultative embodied cognition (where facultative approx. = temporary).
Another group are less interested in ‘explanatory power’ and focus on obligate embodied cognition (where obligate embodied cognition implies we are cyborgs).
I think that, if we’re talking about people at work, then it doesn’t make sense to focus on the psychological or ’scientific’ aspects of learning too much.
Organisations are engines of cognition and as soon as we strap on our iPhones and other connectivity prostheses (or, more mundanely, visit a watercooler analogue or open up the P & P manual from our HR department) then we’re clearly in the realm of obligate embodied cognition.Clipped from philosophy.wisc.eduIf the term “embodied cognition” is to retain meaningful use, we need to disentangle and evaluate these diverse claims. Among the most prominent are the following: 1) Cognition is situated. Cognitive activity take place in the context of a real-world environment, and inherently involves perception and action. 2) Cognition is time-pressured. We are “mind on the hoof” (Clark, 1997), and cognition must be understood in terms of how it functions under the pressures of real-time interaction with the environment. 3) We off-load cognitive work onto the environment. Because of limits on our information-processing abilities (e.g. limits on attention and working memory), we exploit the environment to reduce the cognitive workload. We make the environment hold or even manipulate information for us, and we harvest that information only on a need-to-know basis.
4) The environment is part of the cognitive system. The information flow between mind and world is so dense and continuous that, for scientists studying the nature of cognitive activity, the mind alone is not a meaningful unit of analysis. 5) Cognition is for action. The function of the mind is to guide action, and cognitive mechanisms such as perception and memory must be understood in terms of their ultimate contribution to situation-appropriate behavior. 6) Off-line cognition is body-based. Even when decoupled from the environment, the activity of the mind is grounded in mechanisms that evolved for interaction with the environment – that is, mechanisms of sensory processing and motor control. Claim 2: Cognition is Time-Pressured One reason that time pressure is thought to matter is that it creates what has been called a “representational bottleneck.” When situations demand fast and continuously evolving responses, there may simply not be time to build up a full-blown mental model of the environment, from which to derive a plan of action. Instead, it is argued, being a situated cognizer requires the use of cheap and efficient tricks for generating situation-appropriate action on the fly Claim 3: We Off-Load Cognitive Work onto the Environment Despite the fact that we frequently choose to run our cognitive processes off-line, it is still true that in some situations we are forced to function on-line. In those situations, what do we do about our cognitive limitations? One response, as we have seen, is to fall apart. However, humans are not entirely helpless when confronting the representational bottleneck, and two types of strategies appear to be available when confronting on-line task demands. The first is to rely on pre-loaded representations acquired through prior learning What about novel stimuli and tasks, though? In these cases there is a second option, which is to reduce the cognitive workload by making use of the environment itself in strategic ways – leaving information out there in the world to be accessed as needed, rather than taking time to fully encode it; and using epistemic actions (Kirsh & Maglio, 1994) to alter the environment in order to reduce the cognitive work remaining to be done. Some investigators have begun to examine how off-loading work onto the environment may be used as a cognitive strategy. Kirsh and Maglio, as noted earlier, report a study involving the game Tetris, in which falling block shapes must be rotated and horizontally translated to fit as compactly as possible with the shapes that have already fallen. The decision of how to orient and place each block must be made before the block falls too far to allow the necessary movements. The data suggest that players use actual rotation and translation movements to simplify the problem to be solved, rather than mentally computing a solution and then executing it. A second example comes from Ballard, Hahoe, Pook and Rao (1997), who asked subjects to reproduce patterns of colored blocks under time pressure by dragging randomly scattered blocks on a computer screen into a work area and arranging them there. Recorded eye movements showed repeated referencing of the blocks in the model pattern, and these eye movements occurred at strategic moments, for example to gather information first about a block’s color and then later about it’s precise location within the pattern. The authors argue that this is a “minimal memory strategy,” and they show that it is the strategy most commonly used by subjects.
A few moments thought can yield similar examples from daily life. Not all of them involve time pressure, but other cognitive limitations, such as those of attention and working memory, can drive us to a similar kind of off-loading strategy. One example, used earlier, is physically moving around a room to generate solutions for where to put the furniture. Other examples include laying out the pieces of something that requires assembly in roughly the order and spatial relationships they will have in the finished product, or giving directions for how to get somewhere by first turning one’s self and one’s listener in the appropriate direction. Glenberg and Robertson (1999) have experimentally studied one such example, showing that in a compass-and-map task, subjects who were allowed to indexically link written instructions to objects in the environment during a learning phase performed better during a test phase than subjects who were not, both on comprehension of new written instructions and on performance of the actual task.
In fact, though, potential uses of off-loading may be far broader than this. Consider, for example, such activities as counting on one’s fingers, drawing Venn diagrams, and doing math with pencil and paper. Many of these activities are both situated and spatial, in the sense that they involve the manipulation of spatial relationships among elements in the environment. The advantage is that by doing actual, physical manipulation, rather than computing a solution in our heads, we save cognitive work. However, unlike the previous examples, there is also a sense in which these activities are not situated. They are performed in the service of cognitive activity about something else, something not present in the immediate environment.
Typically, the literature on off-loading has focused on cases where the world is being used as “its own best model” (Brooks, 1991a, p. 139). Rather than attempting to mentally store and manipulate all the relevant details about a situation, we physically store and manipulate those details out in the world, in the very situation itself. In the Tetris case, for example, the elements being manipulated do not serve as tokens for anything but themselves, and their manipulation does not so much yield information about a solution as produce the goal state itself through trial and error. In contrast, actions like diagramming represent quite a different sort of use of the environment. Here, the cognitive system is exploiting external resources to achieve a solution or a piece of knowledge whose actual application will occur at some later time and place, if at all.
Notice what this buys us. This form of off-loading – what we might call symbolic off-loading – may in fact be applied to spatial tasks, as in the case of arranging tokens for armies on a map; but it may also be applied to non-spatial tasks, as in the case of using Venn diagrams to determine logical relations among categories. When the purpose of the activity is no longer directly linked to the situation, it also need not be directly linked to spatial problems –physical tokens, and even their spatial relationships, can be used to represent abstract, non-spatial domains of thought. The history of mathematics attests to the power behind this decoupling strategy. It should be noted, too, that symbolic off-loading need not be deliberate and formalized, but can be seen in such universal and automatic behaviors as gesturing while speaking. It has been found that gesturing is not epiphenominal, nor even strictly communicative, but seems to serve a cognitive function for the speaker, helping to grease the wheels of the thought process that the speaker is trying to express (e.g. Iverson & Goldin-Meadow, 1998; Krauss, 1998). Claim 4: The Environment is Part of the Cognitive System Where does this leave us with respect to defining a cognitive system? Is it most natural, most scientifically productive, to consider the system to be the mind; or the mind, the body, and certain relevant elements in the immediate physical enviroment, all taken together? To help answer this question, it will be useful to introduce a few additional concepts regarding systems and how they function.
First, a system is defined by its organization, that is, the functional relations among its elements. These relations cannot be changed without changing the identity of the system. Next, systems can be described as either facultative or obligate. Facultative systems are temporary, organized for a particular occasion and disbanded readily. Obligate systems, on the other hand, are more or less permanent, at least relative to the lifetime of their parts.
We are now in a position to make a few observations about a “cognitive system” that is distributed across the situation. The organization of such a system – the functional relations among its elements, and indeed the constituative elements themselves – would change every time the person moves to a new location or begins interacting with a different set of objects. That is, the system would retain its identity only so long as the situation and the person’s task-orientation toward that situation did not change. Such a system would clearly be a facultative system, and facultative systems like this would arise and disband rapidly and continuously during the daily life of the individual person. The distributed view of cognition thus trades off the obligate nature of the system in order to buy a system that is more or less closed.
If, on the other hand, we restrict the system to include only the cognitive architecture of the individual mind or brain, then we are dealing with a single, persisting, obligate system. The various components of the system’s organization – perceptual mechanisms, attentional filters, working memory stores, and so on – retain their functional roles within that system across time. The system is undeniably open with respect to its environment, continuously receiving input that affects the system’s functioning and producing output that has consequences for the environment’s further impact on the system itself. But, as in the case of hydrogen, or an ecosystem, this characteristic of openness does not compromise the system’s status as a system. Based on this analysis, it seems clear that a strong view of distributed cognition – that a cognitive system cannot in principle be taken to comprise only an individual mind – will not hold up.
Second, it remains to be seen whether, in the long run, a distributed approach can provide deep and satisfying insights into the nature of cognition. If we recall that the goal of science is to find underlying principles and regularities, rather than to explain specific events, then the facultative nature of distributed cognition becomes a problem. Whether this problem can be overcome to yield theoretical insights with explanatory power is an issue that awaits proof.
Read more at philosophy.wisc.edu -
August 02, 08:53 AM
The Tyranny of Structurelessness (What do you mean you can’t see the Shark?!?)
Warning: Thinking aloud here, so if you’re not in the mood for that, please jump straight to the clip at the bottom.
This was written by Jo Freeman in 1970. And it’s audience is other members of the women’s liberation movement.
Conflation’s one of our greatest analytical sins. We all do it, both consciously and subconsciously, all the time. I think few of us appreciate how much.
The formal vs informal/1.0 vs 2.0 culture war that’s taking place in various forms (obviously not on Amplify or Twitter where everybody is a fully-signed up member of the 3.0 crowd - hello, hello, hello! Echo, echo, echo!) is full of conflation; the most common sin is where we confuse (as often as not, deliberately) the notion of ‘effective’ and ‘right’.
It’s simply not true that everything ‘effective’ and ’sustainable’ is also moral and good. Theory Y is bullshit, an illusion of wealth.
Not on the decision-making timescales that most of us are capable of operating on, at least. (There’s absolutely no doubt in my mind that ‘effective’ and ’sustainable’ and ‘moral’ and ‘right’ are pretty much the same when it comes to the long term, just in case I’m beginning to sound like a Gordon Gecko groupie. And Theory Y is, approximately, how I choose to live my life, bullshit or not.)
Jo Freeman unpicks some of the conflation in the anti-structure argument - though, of course, you have to see this through a 1970s lens.
My point is that it’s obvious to advocates that there is a ’structure’ to Complex Adaptive Agile 2.0 3.0 etc etc (the ones who aren’t politically motivated, at least). But that until this is visible to everybody, it will simply sound like coup d’etat. And focusing on how ‘right’ it is, how it’s ‘necessary’ and the only way to achieve ’sustainability’ only adds to the noise.
A bit like shouting at somebody to ‘look harder’ when they don’t see the shark in the Autotereogram.
Clipped from flag.blackened.netDuring the years in which the women’s liberation movement has been taking shape, a great emphasis has been placed on what are called leaderless, structureless groups as the main form of the movement. The source of this idea was a natural reaction against the overstructured society in which most of us found ourselves, the inevitable control this gave others over our lives, and the continual elitism of the Left and similar groups among those who were supposedly fighting this over-structuredness. The idea of ’structurelessness’, however, has moved from a healthy counter to these tendencies to becoming a goddess in its own right. The idea is as little examined as the term is much used, but it has become an intrinsic and unquestioned part of women’s liberation ideology. For the early development of the movement this did not much matter. It early defined its main method as consciousness-raising, and the ’structureless rap group’ was an excellent means to this end. Its looseness and informality encouraged participation in discussion and the often supportive atmosphere elicited personal insight. If nothing more concrete than personal insight ever resulted from these groups, that did not much matter, because their purpose did not really extend beyond this.
The basic problems didn’t appear until individual rap groups exhausted the virtues of consciousness-raising and decided they wanted to do some- thing more specific. At this point they usually floundered because most groups were unwilling to change their structure when they changed their task. Women had thoroughly accepted the idea of ’structurelessness’ without realising the limitations of its uses. People would try to use the ’structureless’ group and the informal conference for purposes for which they were unsuitable out of a blind belief that no other means could possibly be anything but oppressive.
Contrary to what we would like to believe, there is no such thing as a ’structureless’ group. Any group of people of whatever nature coming together for any length of time, for any purpose, will inevitably structure itself in some fashion. The structure may be flexible, it may vary over time, it may evenly or unevenly distribute tasks, power and resources over the members of the group. But it will be formed regardless of the abilities, personalities and intentions of the people involved. The very fact that we are individuals with different talents, predisposition’s and backgrounds makes this inevitable. Only if we refused to relate or interact on any basis whatsoever could we approximate ’structurelessness’ and that is not the nature of a human group.
This means that to strive for a ’structureless’ group is as useful and as deceptive, as to aim at an ‘objective’ news story, ‘value-free’ social science or a ‘free’ economy. A ‘laissez-faire’ group is about as realistic as a ‘laissez-faire’ society; the idea becomes a smokescreen for the strong or the lucky to establish unquestioned hegemony over others. This hegemony can easily be established because the idea of ’structurelessness’ does not prevent the formation of informal structures, but only formal ones. Similarly, ‘laissez-faire’ philosophy did not prevent the economically powerful from establishing control over wages, prices and distribution of goods; it only prevented the government from doing so. Thus ’structurelessness’ becomes a way of masking power, and within the women’s movement it is usually most strongly advocated by those who are the most powerful (whether they are conscious of their power or not). The rules of how decisions are made are known only to a few and awareness of power is curtailed by those who know the rules, as long as the structure of the group is informal. Those who do not know the rules and are not chosen for initiation must remain in confusion, or suffer from paranoid delusions that something is happening of which they are not quite aware.
For everyone to have the opportunity to be involved in a given group and to participate in its activities the structure must be explicit, not implicit. The rules of decision-making must be open and available to everyone, and this can only happen if they are formalised.
Read more at flag.blackened.net -
August 01, 02:48 AM
What’s wrong with Higher Education in America (similar to UK?)
I like the idea of college courses being taught by two professors - a scientist and an Arts person (or whatever combination seems to give the most benefit).
And, it’s true, we don’t need that many papers on Virginia Woolf.
It seems folly to me, though, to talk about ‘changing’ Higher Ed. This argument would be better off presented in terms of saving the stuff that’s good in the coming as-apocalyptic-as-it-was-for-the-newspapers-and-record-companies battle.
I know that sounds like rabble-rousing, but I just don’t see it panning out any other way.
Incidentally, the comments to this piece (in The Atlantic) are approaching YouTube in the depth of their moronicity. But it’s interesting to see just how entrenced *everybody’s* views are when it comes to Higher Ed. The professors want tenure, alumni don’t want to see their pieces of paper belittled, current students are in massive cognitive dissonance territory because of the effort expended.
The last two sections of this piece that I’ve clipped below about ‘being marked out as an iconoclast’ depress me no end.Clipped from www.theatlantic.comIn the past 10 or 15 years, I’ve seen a tremendous over-professionalization of the academic world. Professors are identifying with their arcane disciplines, the minutiae, the esoteric research. Schools get status by bringing on professors who are star researchers, star scholars. That’s all we really know about Caltech or MIT or Stanford. We don’t really know about the quality of undergraduate teaching at any of these places. And it’s the students who suffer. there are two ways to pick a college. One is to go to a prestigious college, and when you graduate the world will know you went to Princeton or Stanford. It doesn’t matter what happened in the classroom as long as you have that brand behind you. Claudia and I were up at Harvard talking to students, and they said they get nothing from their classes, but that doesn’t matter. They’re smart already—they can breeze through college Somebody did a count of how many publications had been written on Virginia Woolf in the past 15 years. The answer is several thousand. Really? Who needs this? But it’s awfully difficult to say, “Here’s knowledge we don’t need!” It sounds like book burning, doesn’t it? What we’d say is that on the scale of priorities, we find undergraduate teaching to be more important than all the research being done. When I was at Cornell, Congress announced that they were going to pour a lot of money into cancer research. So a memo went out to the Cornell professors—not just in the sciences, mind you—saying, “Can you take your current research and cancerize it?” There’s a lot of that going on. So sociology professors decided to research cancer communications, and so on. There’s hardly any turnover in the senior ranks—not just at Harvard, Yale, and Stanford but at small colleges in Kentucky, everywhere. You go to a campus and over two thirds of the faculty have been there at least 25 years. They begin to stagnate. In many ways, they become infantilized, embroiled in ideological issues like faculty parking. ome of the things you’re talking about are deeply entrenched in our culture. You and Claudia spend the book envisioning an alternative academic universe. But how do you propose actually getting there?
That’s a fair question. We’re idealistic of course. But in our closing chapter, we point out that there are places that are already doing this. For instance, Evergreen College, a sweet little state school in Olympia, Washington. We spent three days there and it was fantastic. They don’t give grades, and they don’t have academic departments. There are no faculty rankings. Almost all the classes we saw were taught by two professors—say, one from philosophy and one from psychology, teaching jointly on Henry and William James. Even though they don’t give grades, the professors write out long evaluations for students. And the students have no problem getting into graduate schools.
But a school like Evergreen has a reputation for being very cool. Having Evergreen on a resume marks a graduate as an independent thinker or iconoclast.
Yes, that’s true. Read more at www.theatlantic.com -
July 29, 01:39 PM
I’m irritated with myself for not thinking of this. Seddon on Mgt tools
Simple as.
And makes perfect sense.
And this is me speaking as a fan of tools (particularly from the collaboration anxiety perspective).
I suspect I’m going to turn this into a blog post called:
The terroir of tools
Unless somebody stops me.Clipped from blogs.bnet.co.ukWhen I teach students on Masters courses, I impress upon them the need to ask every lecturer who teaches them management tools two questions:
1. Who invented this tool?
2. What problem was he or she trying to solve?
Read more at blogs.bnet.co.uk -
July 29, 06:58 AM
Franklin’s Gambit, intuition and madness, the difficulty of defining expertise
This one comes sortavia @snowded (Dave Snowden) on The Twitter.
Summary:
Justification for many of our decisions comes after the fact (and the related term ‘Franklin’s Gambit’ from Benjamin Franklin and his prudential algebra)
Teachers are actually worse at identifying expertise than lay people.
We use the same term, “intuition”, to describe the tacit knowledge and expertise of the wise and the ravings of a madman.
“What is described as evidence-based policy is, in reality, policy-based evidence.” - our evidence-based models serve the purpose of “legitimising rhetoric”.
Heady stuff. And difficult to disagree with.
Clipped from www.ft.comIn a letter to the English chemist Joseph Priestley, the 18th-century polymath Benjamin Franklin outlined a procedure for making decisions: “Divide half a sheet of paper by a line into two columns; writing over the one Pro, and over the other Con. Then, during three or four days’ consideration, I put down under the different heads short hints of the different motives, that at different times occur to me for or against the measure.
“When I have got them all together in one view, I endeavour to estimate the respective weights… I have found great advantage for this kind of equation, in what may be called moral or prudential algebra.”
Franklin himself knew that moral algebra was generally a rationalisation for a decision taken otherwise, setting out not just Franklin’s Rule, but Franklin’s Gambit – the process of finding a weighty and carefully analysed rationale for a decision that has already been made. Everyone who has ever worked in a large organisation has seen frequent examples.
Psychologist Gary Klein has studied the expertise of people with exceptional practical skills. One of his experiments involved showing videos of paramedics in action – some novice, some expert – to various observers. He discovered that both experienced paramedics and lay people were more successful at distinguishing the novices from the professionals than were teachers of paramedic skills. The teachers monitored adherence to the rules they taught and saw such adherence more often in the novices. Lay people, by contrast, didn’t know or care whether the practitioners were following the rules or not – they just valued results. And they saw results most often in people who had been well trained, had reinforced that training through experience and who stood out for their expertise.
Our approaches are iterative and adaptive. We make our choices from a limited range of options. Our knowledge of the relevant information and of what information is relevant, is imperfect. Different people make different judgments in the same situation, not just because they have different objectives, but because they observe different options, select different information, and assess that information differently; even with hindsight it will often not be possible to say who was right and who was wrong.
But the influence of Franklin’s Rule is deeply ingrained, and so we often use it to describe, falsely, how we arrived at our conclusions. In public decision-making there is an appearance of describing objectives, evaluating options and reviewing evidence. But it is often a sham. The objectives are dictated by the conclusions, with options chosen to make the favoured course look attractive, and data selected to favour the required result. What is described as evidence-based policy is, in reality, policy-based evidence.
Criticism of Franklin’s Rule is not an attack on reason in decision-making, but an attack on a spurious notion of rationality. Reason is often contrasted with intuition, but “intuition” is a loose term. The same word is often used to cover the tacit knowledge that skilful practitioners develop through many years of experience, but also the ravings of madmen who hear voices in the air.Read more at www.ft.com -
July 26, 07:45 AM
Facebook as a nation state
I’m still cogitating on the recent Facebook vs privacy kerfuffle. On the one hand, I’m a web-pwned open-everything kumbaya-chanter. And on the other, I’ve got kids who are occasionally dense. (I also recently discovered that typing my own name into Google doesn’t bring up stuff that I’m necessarily happy about sharing).
Basically, though, I think the Facebook brouhaha is overstated - when it comes to privacy. Privacy and paedophilia just isn’t on my danger list when it comes to my kids. I worry about them being killed by cars and stunted by distraction far more.
This nation-state stuff, though, is difficult to over-hype. If any of the social networks manage to float an even-slightly-fungible currency, it’s going to be societally seismic.Clipped from www.economist.comBut many web-watchers do detect country-like features in Facebook. “[It] is a device that allows people to get together and control their own destiny, much like a nation-state,” says David Post, a law professor at Temple University. If that sounds like a flattering description of Facebook’s “groups” (often rallying people with whimsical fads and aversions), then it is worth recalling a classic definition of the modern nation-state. As Benedict Anderson, a political scientist, put it, such polities are “imagined communities” in which each person feels a bond with millions of anonymous fellow-citizens. In centuries past, people looked up to kings or bishops; but in an age of mass literacy and printing in vernacular languages, so Mr Anderson argued, horizontal ties matter more. Their claim to be accelerators has some force. Facebook’s success “raises a lot of issues that we thought were a generation away,” says Edward Castronova, a professor at Indiana University. One of them is how much impact virtual economies and currencies will have on real world ones. The Chinese government has repeatedly curbed virtual currencies. Last year it banned their use to buy real-world goods and services, in part because of concerns about the impact on the yuan. See more at www.economist.com -
July 26, 04:46 AM
The intranet is not designed for knowledge work
There’s quite a lot on the webs about intranets. I’ve contributed some of it myself:
http://www.bfchirpy.com/2009/12/how-to-make-your-intranet-suck-less.html
http://www.bfchirpy.com/2009/12/intranets-as-learning-resource.html
http://www.bfchirpy.com/2010/01/back-to-front-elearning-scaling-your.html
But I’m ashamed to say I’ve never thought of it in these terms before. This is really simple and makes perfect sense:
the traditional intranet is not designed for knowledge work.
Clipped from www.thecontenteconomy.comTraditional intranets are not designed for knowledge work The intranet needs to be turned into an “information broker platform” where information is freely and easily created, aggregated, shared, found and discovered at minimal effort. Such an intranet gives everybody access to all information which is available and make room for virtually infinite amounts of information. However, most of today’s intranets primarily consist of pre-produced information resources which are intended to serve information needs which can be anticipated in advance. They aim to serve people who perform predefined and repeatable tasks. These intranets are push platforms. As such they might work well for repeatable routine work where the information needs can be defined in advanced, but they are quite dysfunctional for knowledge workRead more at www.thecontenteconomy.com
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Updates
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@kmdk That is some fantastic linkage there. Thanks a lot.2 hours ago from TweetDeck
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This collection of 'sorry I haven't posted' bloggings is like an Alan Bennet play http://bit.ly/cnDzuN via @doingitwrong4 hours ago from TweetDeck
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@vasusrini That, my friend, was a good Tweet. #pennydrops14 hours ago from ÜberTwitter
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pRT @vasusrini: Filters tell you only half the Story. The hard part is about replicating the 'looking-forward-to-ness' of Appointment Media15 hours ago from ÜberTwitter
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I'm exhausted, is my excuse. But this, on MLK and Uhura made me cry a bit. http://bit.ly/9e8aqR via @z_rose16 hours ago from ÜberTwitter
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RT @robinsloan: What's a cyborg, anyway? Very fun, readable pictorial run-down from @doingitwrong: http://t.co/SsTMQwD #50cyborgs16 hours ago from ÜberTwitter
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My favourite, deliciously optimistic, #rdg barbers. http://tweetphoto.com/4298271923 hours ago from ÜberTwitter
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Thought 3: <dons hoodie> I am become the Unabomber and will blow up all your webs for the sake of my kids, innit!23 hours ago from ÜberTwitter
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Thought 2: <pales, whirling sense of vertigo> Can you IMAGINE 21-year-old me on The Twitter? Archived and indexed for posterity!?23 hours ago from ÜberTwitter
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Thought 1: <chuckle> Can you imagine 21-year-old me on The Twitter?23 hours ago from ÜberTwitter
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Right, off to 'meeting' in #RDG ie drinking coffee with interesting people. Sigh, my life sucks.24 hours ago from TweetDeck
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If the airlines aren't careful, the mobile phone companies might take their 'worst UX on the planet' award.25 hours ago from TweetDeck
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26 hours ago from TweetDeck
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I'm enjoying clicking the 'this email is not important' button in Gmail. Looking forward to Gmail 'Nobhead extermination plugin'.26 hours ago from TweetDeck
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HTML5 Games is interesting. http://bit.ly/drJaYW sortavia @dgriffiths It seems, just like Flash, HTML5 has a 'look' too.28 hours ago from TweetDeck
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RT @Mark_Changizi: blue-whale length lion's mane jellyfish. http://bit.ly/dbaSkB @m_c_marshall | Akira of the Ocean, tremble ye etc28 hours ago from TweetDeck
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Who's my favourite pro-gamer? It has to be Tossgirl, obviously http://bit.ly/ag9dhg #creepymiddleagedotaku37 hours ago from TweetDeck
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@verovilla77 Nah, it's what you always get at the beginning of arthouse films, innit. BTW you got any tips for messing with transparent PNGs37 hours ago from TweetDeck
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'the Starveling Cat! the Starveling Cat! it likes your bones! it prefers your fat! http://fallenlondon.com/c/228997'Posted 14 days ago
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Social Media, email and working memory (via @finiteattention) http://bit.ly/bIgKZ8Posted 2 weeks ago
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Whoops! Must disconnect all the other social gubbins from Facebook to stop cross-posting spammy nonsense.Posted 2 weeks ago
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Six Views of Embodied Cognition cc @drmcewan http://bit.ly/ctOztGPosted 2 weeks ago
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I'm irritated with myself for not thinking of this. Seddon on Mgt tools http://bit.ly/ddSITbPosted 9 weeks ago
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Posts
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June 28, 04:14 PM
Behaviour Change and the MEDICs
Fraught Decisions
Julie Dirksen's been writing about Fraught Decisions and fraught subject matters. Here she is summarising some of the ideas on fraught decisions from Thaler and Sunstein's bestseller, Nudge:One of the book’s examples of a fraught decision is saving for retirement – you have costs now, but don’t see the benefits for years or decades, it’s very difficult to determine what the right amount really will be, and also difficult to wade through all the fund options, tax laws and retirement plans that make little or no sense to the lay person, you probably only make these decisions once a year or so, while you do get feedback in the form of account statements, it’s difficult to interpret that feedback (“Did the account go up because of something I did, or is it just the state of the market?”), and unless you are a professional or a retirement account wonk, you aren’t like to have innate likes or dislikes to guide you (“You know, I just really like the feel of no-load mutual funds.”).
It's a great post (as usual) and if you're involved in any kind of LXD or Instructional Design you should click through.
Re-education Camps
Grappling with the idea of helping people change their behaviour - for that's what the whole business of Fraught Decisions is about - is a relatively recent phenomenon for most learning professionals. You'll struggle to see more than a hint of behaviour change in Bloom's Taxonomy, for instance. (Kirkpatrick fudges it.) And there are some good reasons for this, perhaps. Would you want to take part in a 'behaviour change programme'?
Nevertheless, if you work for an organisation with some kind of competency framework, you're already under a behaviour change regime - and probably not a very good one at that.
As Julie points out, BJ Fogg has been doing some great work on a possible theoretical framework for behaviour change. He's identified three necessary conditions for behaviour change; motivation, ability and trigger. Without all three there will probably be no behaviour change (there's a clue to the weakness in the way trainers view this).
More recently, he's come up with the Fogg Behaviour Grid. In his own words:With this framework, people can refer to specific behaviors like a "PurpleSpan Behavior" or a "GrayPath Behavior." For example one might say, "The Google Power meter focuses on a GrayPath behavior." My new terms give precision.
But this innovation goes beyond identifying the 15 types of behavior change and giving them clear names. I also propose that each behavior type has its own psychology. And this has practical value: Once you know how to achieve a GrayPath Behavior, you can use a similar strategy to achieve other GrayPath Behaviors (for example, getting people to watch less TV). In this way, the Behavior Grid can help designers and researchers work more effectively.
And here's the grid (you have to click on it to make it big enough to read - UX #FAIL on my part. Sorry.):The grid is great, and undeniably useful. But I do have a small niggling doubt.One of the reasons we all did so badly on behaviour change in the past was the organisational silo. In many L & D-type scenarios, workers would be shipped off to the trainer, who would attempt some kind of knowledge transfer. Workers then went back to their managers who, in theory, followed up on the learning but, in practice, ticked a box on an appraisal form. There are lots of versions of this silo mentality but the crucial detail is this: the 'learning function' was kept separate from the 'doing function' in order to execute strategy more efficiently.Every time we 'learning professionals' create another model or framework we put up another barrier to effective collaboration; we produce language anxiety.We're implementing a "lean" initiative. . .And that's it, really. I worry that talking to people about Purple Dots and Black Spans will lead to fatigue. One thing I've noticed about workplace 'initiatives' is that as soon as people start to refer to the 'initiative' as an 'initiative' (with accompanying discomfort, embarrassment and the rabbit ears of forced irony) then that 'initiative' (or tool, technique, framework, whatever) is doomed. There are no exceptions to this rule.Unfortunately, I don't have much in the way of positive suggestion for how to overcome this apart from:- Many Londoners refer to the tube lines by colour (eg the 'yellow' line instead of the Circle Line and so on). Giving the behaviours dual names might allow the possibility of colloquial versions emerging and thus avoiding the rabbit ears of forced irony (ie it's officially called the 'increase behaviour' column but space is left for users to add in their own idiomatic taxonomy).
- Some organisations use the acronym, MEDIC, for strategic planning and organisational development. MEDIC stands for maintain, enable, decrease, increase, cease (or Maintain, Eliminate, Decrease, Increase, Create, depending on who you talk to.) These correspond to the 'colour' columns of BJ Fogg's grid. It's 'stickier' - but could easily lead down the warren of disillusionment. Anyway, my main point is that organisations are already familiar with the maintain, increase, decrease etc thing and there might be a way to piggy-back on that.
Karen S Brethower wrote her seminal Human Performance Technology paper, Maintenance Systems: The Neglected Half of Behaviour Change [Link: PDF], back in 1967. So, 'behaviour change' shouldn't be an entirely new concept for L & D people.Failure looms for programmed instruction projects in which there is inadequate consideration of maintenance systems. What happens to the trainee after training via programmed instruction is at least as important to job performance as the training itself. . .
If a system is to maintain a behavior it must do four things: (1) allow the behavior to occur with sufficient frequency; (2) not punish it; (3) reinforce it; and (4) not reinforce behaviors which conflict with it. . .
Analyze any problem you face to see whether it stems from a deficiency in main-tenance or from a deficiency in acquisition. . .
Analyze and restructure, as necessary, the job environment in which employees are to use the skills trained. If this is not done, programs can fail for lack of job support. In designing your program, keep in mind that programmed instruction is a means of acquisition and, as such, only the first part of a behavior change system. Without maintenance acquisition is temporary.
BJ Fogg's grid is an incremental step forward for thinking about behaviour change in a systematic way. But, as this paper from 1967 observes, if there's no communication between the 'learning function' and the 'doing function' then all efforts will go to waste.
It's really really useful to learn about behaviour change from a psychological perspective but in (dysfunctional) organisations the 'system' will trump individual actions every time. The last post here was about collaboration, the priority in any Organisational Development programme. This post has been about performance support, the second.
More on Learning & Development:- Why training departments aren't the best people to take ownership of behaviour change.
- Why behaviour change and anti-stress programmes at work are doomed.
- Triggers for behaviour change mean performance support and just-in-time learning (and why if you don't provide opportunities for this, somebody else will).
- Merit vs Worth. L & D evaluation shouldn't be judged on merit.
- This popped up via @hjarche and Tweetdeck as I was writing this. Serendipity.
More on Behaviour Change and Fraught Decisions:- If you don't know Dan Lockton's work then shame on you!
- A couple of really really good pieces from McKinsey and Gary Klein - When can you trust your gut? How to test your decision-making instincts.
- ADKAR - a bit like BJ Fogg's MAT?
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June 04, 09:24 AM
Humantics, hypergogues, collaboration, cognitive load
Hello, there. I've not posted for a while due to us having a new baby at home. Which has given me a chance to think about what I want to do here. And part of that is to place a greater emphasis on curation. Here's an experiment in form as I give a right good curating to something fantastic I found via @Choosenick on The Twitters. (You should follow him etc but you should also read his blog).
Let me know if you want more/less of this in the comments, please! Or just leave a random insult because of some imagined slight! It's all good! (You know who you are. . .)
I've been spending (too much) time thinking about what exactly my approach to Instructional Systems Design (ISD) is. After a while, it gets a little tiresome when you end up defining up what you do in negative terms; we don't do formal learning! Man the barricades! Social Media, harumph!
One of the ideas I've been playing with is the idea of something which I couldn't give a name too. I tried Unreal Trainer and toyed with Pedagogy 2.0 (and even unPedagogy, andragogy, heutagogy, erm, unLearners - you get the picture). I eventually settled on Hypergogue. As a word, it's a little like my first bedsit - awkward and untidy but it feels like home. The basic idea is that my approach to ISD will to focus on, in order of priority:
1. Collaboration
2. Performance Support
3. Learnscape Design1
Humantics is all about, No.1 on my list, sustainable collaboration.
The basic idea. . .
. . . of the Humantics thesis is to combine 'theory from psychology with design methods [to] promote successful collaboration by designing tools to help work groups manage their weakness and build on their strengths'.
Fraser Marshall and Justin Witman suggest a helpful way to analyse collaboration paralysis might be through the anxiety caused by LADR issues which can 'stunt autonomous behaviour', a prerequisite of creativity.
Language, Authority, Direction, Role (LADR)
Healthy collaboration is playful. Issues in the following areas can cause collaboration anxiety [all the pictures get bigger if you click them]:
Language: what does it all mean? ie unnecessary jargon, poorly organised information, over-reliance on text, lack of 'actionable knowledge'
Authority: who's the best person to lead at this moment? ie reactance, dependence, uncertainty
Direction: what are we trying to achieve?
Role: what am I supposed to be doing? What am I allowed to do? When should I stop?
One method to overcome anxiety is to use design tools which, ideally, 'present the user with the ambiguity of outcome', a concept influenced by Sutton-Smith's idea that "the distinguishing feature of play is that it is an exercise in free choice."
I'm guessing a distinguishing feature of 'play' is also a lack of anxiety.
The Humantics Process
Three phases, each with their own tools and aims:
Articulation: mapping, visualisations and scenario building.
Anxiety: filtering using LADR to identify possible sources of anxiety. Then co-creating cognitive tools to fight it.
Ambition: more tools to encourage self-sufficiency in the group; Motivators (maintain purpose), Generators (promote sharing and group health), and Reflectors (assess performance).
A look at Co-Working spaces
The authors spend some time studying Indy Hall, a co-working space, to work out what makes collaboration there successful. Quotes from some of the interviews:"You're not renting a desk, you're renting your neighbours and a community."
People like social objects, such as:"The chess board. Someone comes over to the chess board and four of us can work with a puzzle. It's a way to bond with people and make connections. It's a catalyst for creating relationships and conversations."
As well as chess boards, there's also "We Like" groups. People 'liked' coffee so they held a "Coffee-Off"."The goal was to determine the exclusive coffee of Indy Hall, but three weeks later no winner had been decided. Why? It’s not important. Psychologically speaking, it simply served as an effective way to get people together to talk, bond and possibly collaborate. Sounds silly? One member had this to say about coffee time at Indy “Just the ideas that developed over coffee was amazing.”
"When you create management for the sake of it, there's no way you're not overmanaging. So don't. Try and find ways to help things manage themselves."
Some observations from me:
I enjoyed the interviews. A lot of them reminded me of one of my favourite books, The Social Life of Information. With regard to management structures, the last quote is pretty much exactly what Systems Thinkers are saying. Or, at least, this is exactly how I'm interpreting them.
In my own experience, the people who are often the most sceptical and/or uncomfortable about games and touchy-feely facilitation tools like cards are the people with the most significant investment in the visible structures of the organisation.
Which is odd when you think about it. One of the arguments against, say, card games as a facilitation tool is that it's childish; adults don't need this kind of hand-holding from facilitators. But a card game is simply a very limited and very temporary structure. I guess nobody's saying we don't need 'structure' but rather that it's better to have structures that are rapidly assembled and then dismantled again. We're far better at assembling structures than we are at dismantling them. Compare that idea with this quote:“At Indy Hall, unlike the corporate world, if you’re working with someone on a project and it doesn’t work out, you don’t have to work with them on the next one. In the corporate world, you’re stuck with that person and the relationship will get worse and you’ll get less productive.”
As somebody once said (I can't remember where, possibly in meatspace, it may even have been me), "You can often discover all of an organisation's mistakes by reading their HR and policy manuals." We tend to idolise our mistakes.
I was also interested in Indy Hall's insistence on low tech.. . .nor will you be given a tutorial on the sophisticated printer–because there isn’t one. The most high-tech items available are the coffee machine and the dishwasher.
The bits from Humantics I'm so going to steal
Like I say, I think the whole thing's great. LADR's a useful framwork. But this is the bit I liked most, about the way they learned to organise information during the Articulation stage:As mentioned, upon analysis of the workshop, most intriguing to us was what we learned from the group. We leaned how to categorize the interests. Specifically, definite requirements are Essentials, those that need serious consideration are Differentiators, whereas unique interests open for discussion are Exciters.
Essentials: These are the items that most participants agree on. Because they are represented by majority decision, these items are essential to the work-task and cannot be ignored or down played. Interestingly, while these items are seen as essentials, they can be put aside to focus on the next level interests.
Differentiators: These are the interests that are common to, but not shared by everyone in the group. For example, if an issue is of interest to only 30% of the group it is not essential yet it can also not be ignored. These differentiators should be discussed and related to other interests that share a similar point of view. This can often lead them to be part of a majority interest.
Exciters: These are the individual interests developed via the D.I.Y cards. These are individual interests that are created by single group members to express personal interests not represented by the provided topics. Because of their originality, exciters can be the topics of innovative discussion. These are unique, desired and therefore open to exciting development and creative solutions.
Humantics, Visualisation and Cognitive Load
I'll finish this summary with, what was for me, the main selling point of the Humantics approach.
As you'd expect from designers, they like a bit of visualisation. And some of the partipants' comments about visualisation techniques in their pilots are persuasive."Visualisation would help me overcome roadblocks that verbal communication cannot."
But the Humantics authors are hard-headed clear about the reasons behind their tools and approach; it reduces cognitive load.
It's useful to look at collaboration anxiety through the LADR lens but the cognitive limits to our ability to collaborate are just as important as the social limits. They quote Herbert Simon2 in the introduction:“solving a problem simply means representing it so as to make the solution transparent.”
One way to make a solution transparent is to reduce cognitive load.“Abstraction is hiding detail. Good abstraction is hiding the right detail”2
1You can see I've nicked quite a bit from others. Not least the Internet Time Alliance. There's more here on how I'm using the word Hypergogue, if that's the kind of thing you're into. One thing I should say, Hypergogy is not supposed to replace anything. It just defines the kind of work I'm interested in. I've said it before and I shall say it again - there's still a place for training courses and the idea of the Teachable Equivalent is a useful one.
2Herbert Simon, The Sciences of the Artificial
There's a good summary here of the main ideas [PDF] which includes this quote from Mary Shaw
This piece is clear about our cognitive limits. -
April 16, 06:34 AM
Disappointment and Dysludia
There's an uncrossable chasm between the way games approach life and the way learning designers (especially in eLearning) deliver content. Why? And how can we cross it?
Patrick Dunn's absolutely right, one of the barriers to game-based learning is the perceived difficulty of playing games. But it's not just a perception.
One of my favourite games of recent months (a Role-Playing Game and, I think, an interesting model for delivering a spiral curriculum to learners) is Echo Bazaar. I've recommend this game to a few people and most of them found it incredibly frustrating ("I was in this prison thing, and I didn't know what to do..."). I've even sat with a couple of people and watched them flounder at the unfamiliarity of the setting.
Here's some (unofficial, from a fansite) instructions from MMORPG Info for Echo Bazaar:Above all, Echo Bazaar is a game for exploration. There’s no need to know every detail and no rulebook you have to flick through. If you make the wrong decision, then at worst, you’ve wasted actions and you’ll always get more of those.
For exploration, read 'confusion', it seems. Is this bad design?
Another couple of examples. Poptropica is one of the biggest Massively Multiplayer Online games out there, and it's for kids. Have a go at signing up (it'll only take a minute or so, erm, probably). Did you make it? My mum didn't when I roped her in for an impromptu experiment. If you think that was too easy, try and sign up for the wonderful Improbable Island. The difficulty here is part of the fun, isn't it?. . . imagine a player that didn’t realize that you need to push the button on the joystick in order to do something.1 Such an example may seem ludicrous, but it is one faced by many non-gamers whenever they are faced with a freakishly complex modern controller. Many game designs automatically assume the ability to navigate a 3D space using two fiddly little analog sticks and a plethora of obscure buttons. Users without this skill give up in frustration without ever seeing the vast majority of the content. . .
It is very important to realize that such users aren’t stupid. They merely have a different initial skill set. One of our jobs as designers is to ensure that the people who play our game are able to master the game’s early skill atoms. Ultimately this means making an accurate list of pre-existing skills for the target demographic . . .
The Chemistry of Game Design2
It's one of the basics of Learning Design that you don't overload learners with extraneous cognitive load ie annoy your users. But, games are, well, different. When Nintendo put in a new help feature it was described as contraversial. In fact, gamers consider the whole instructions thing to be a bit of a joke, as you can see if you play the heavily ironic You Have to Burn the Rope. (As an experiment, if you're not much of a gamer, play the game. The whole point of the joke is that it's supposed to be ridiculously easy - but I bet some of you have trouble. If you do play games, play anyway because the 'reward' for finishing is aces.) Something is going on here.
Look at the instructions for another really good game, The Company of Myself - they're all embedded in the narrative of the game. But try and click the 'Help Me' button for more help and you get a message basically telling you to try harder - this is a puzzle game, being stuck is part of the fun.
Okay, here's the thing: if I was going to use a dice in the classroom, I'd expect everybody to be able to use it. Same for a mouse, I'd expect them to be able to point and click. Is it unreasonable of me to expect them to be able to, say, sign up for Echo Bazaar? Should a good learning designer make their materials accessible for the dysludic?
The thing is, making things easy for learners isn't necessarily in learners' best interests. If life gives you lemons, make lemonade - and life does give us lemons, curveballs and wicked problems all the time. On the other hand, if learning designers give you 7-up, you'll merely get fat.
Kornell and Bjork write on the Stability Bias [PDF] or the common tendency for people to overestimate the power of their memory and underestimate how much they'll (a) forget and (b) gain from conscious learning activities:An inaccurate mental model of how learning works will lead to counterproductive study decisions, and students whose model incorporates a stability bias—that is, an underestimation of their potential to learn and an overemphasis their current memory state—become susceptible not only to studying too little and giving up too quickly, but also to lowering, and/or failing to realize, their aspirations.
And, I'd argue, it's not just learners who suffer from Stability Bias. Learning Designers who seek to remove the gristle from learning and focus only on providing an interface that requires little or no "learning overhead" are short-sighted. As Findability expert Peter Morville points out, the most poweful route to a Teachable Moment is: Break a pat tern.3
Games have a simple message about difficulty. Give the Platform game a go, to see what I mean. Dysludia isn't an inability to sign in to Poptropica or navigate a 3D space using fiddly analogue sticks; it's the inability to learn through trial and error, risk-taking, non-linear navigation and working up a brain-sweat.
Dying to hear what you think about all this. Especially about games and spiral curricula. The next few posts are going to be about Games Based Learning 2010, which was wonderful.
Next: what can teachers and learning designers take from game design?
1Here's Charlie Brooker saying something similar:From their perspective, even the joypad is daunting. To you it's as warm and familiar as a third hand. To them it's the control panel for an alien helicopter.
But you persevere, press the pad into their unenthusiastic hands, and offer to talk them through a few minutes of play. And almost immediately you have to bite your tongue to avoid screaming. They run into walls or hit pause by mistake. They swing the camera around until they can see nothing but their own feet, then forward-roll under a lorry. They try to put the controller down, complaining that they're "no good at this". You force them to have another go, but within minutes you're behaving like a bad backseat driver.
2The Chemistry of Game Design is a great read for anybody interested in games and learning. There are striking parallels between games and Instructional Design.
3This doesn't mean providing a crappy UX or a badly-designed UI. Here's an example of an incredibly rich and, yes, initially confusing UI in the game Caesary described by Mark Oehlert. -
March 26, 04:41 PM
Games Based Learning 2010 and Techno-guano
I'm very excited about Games Based Learning 2010 next week (and, if you're in London it would be great to meet up at the free Open Evening on Monday 29th). So excited, in fact, that I Skyped organiser and disruptive activist Graham Brown-Martin to find out more.
Here's our conversation broken up into soundbites which works as a menu for the things I'm looking forward to talking to people about at #gbl10 and to you, on this blog and on Twitter.
On Second Life:The future isn't about 3D, it's about totally mmersive environments. We've all been spoiled by Snow Crash.
On the iPad:The world changes on April 3rd. People have had the choice of where they want to work – the office or the factory. But people don't want to work in offices, they want to work anywhere.
On games as art:There is an opportunity for gaming to become the/a defining art of the 21st Century. At the moment, people are still confused about the impact of games because of the different levels of adoption. There's always a danger that we don't give them the seriousness that they deserve. Teachers only know “broadcast” so how do they respond when a kid says they want to be a games designer? The status of games are low – there's cinema and then there's TV and somewhere below that there are games. Why is that?
On engaging people in science:Engaging people in STEM is difficult and our Victorian teaching methods have resulted in a generation who only want to go on X-Factor. Why don't we take this seriously?
On educational games:Don't ever start to make educational games; they will fail. There are nuns in Milan teaching RE with Grand Theft Auto 4. That's what we should be doing, making more use of COTS games. Nintendogs is being used in all kinds of ways in Scotland pulling in things from right across the curriculum.
On education and technology:The technology is technoguano; the same teaching methods but with technology on top – then we blame kids' behaviour on ADHD and treat it with ritalin.
On the problem of games teaching 'content':Constructivism is hard in a 1:30 environment. But when people are constantly connected, they can do a lot more. Gaming is an inception point: a place to jump off from and motivate people to learn.
On learning from different sectors;#gbl10 is not just about schools. We want to bring people together - people from different sectors don't spend enough time together. At Reboot Britain, I spoke to an HR director from [a major multinational] who said they were completely changed by the experience of hearing from some primary school teachers (note: they're speaking at #gbl10 too, so I'll let you know how that goes).
On eLearning and corporations:Godawful eLearning is so tedious and it doesn't deliver. But business needs ROI and nobody's proved game-based learning works yet. The corporate world needs to look at their intake (male and female, as we now know that girls play more than boys). The new intake will affect business processes which will affect how we offer 'learning' at work.
Business processes are informed by media. This 'new' medium and game mechanics will inform business processes. Therefore corporations will have to take notice.
On mobile learning:When did learning stop being mobile? Why do schools have to be a building in an age of ubiquitous connectivity?
So, that's what Graham has to say and some of the themes people will be talking about at #gbl10.
Me, on what I want to talk about:
Literacy is morphing (has morphed) into something unpredictable that I'm not sure any of us truly understand. (There's a whole load of web-ink spilled on 'Digital Natives. Are they really different or is it overblown? After all, we're all middle-aged on Twitter... Spend 10 minutes quizzing my ten-year-old nephew on how he and his friends use their mobile phones at school and you'll rapidly be disabused of any doubts - how many of you consider bluetooth to be the number one priority on your phone?)
There have always been educationalists who have been technophiles and asked the big question: how can we put this technology to use? But, as Ira Socol has pointed out, that's the wrong question - we've got things totally back to front. Perhaps it's the same with games. The question we have to ask about games and learning is not, "How can we help people learn with games?" But, how can we help people learn to play games better? -
March 16, 05:49 PM
Conservation of Complexity: 2
Last post: highlighted some research which showed that sometimes books and long unwieldy blocks of text can be effective because they make you work hard to understand them.
This post: simple social media tools can be effective platforms for learning because they combine the hard work of the long text with good usability.
The first thing to say about Twitter is, like Google, it's decidedly not simple to use:"Why are Yahoo! and MSN such complex-looking places? Because their systems are easier to use. Not because they are complex, but because they simplify the life of their users by letting them see their choices on the home page: news, alternative searches, other items of interest. . ."
(There's loads of stuff written about Twitter. Here's some recent stats showing around 80% of users have fewer than 100 followers and/or followees, for instance. But this post isn't about Twitter except as an example of Social Media so I'm leaving Twitter observations to this: read The Complexity of Simplicity which got me thinking about all this and provided most of the links and quotes for this post. Every time I use the word 'Twitter', it's interchangeable with other examples of Social Media. Twitter's just my favourite.)
The value of Twitter comes from Gradual Engagement:"An example . . . is the search experience on Google. Though often cited as an example of a simple design, Google search was actually built for expert users. According to Product VP Marissa Mayer:
“Novice users will enter ‘tell me when it will snow in NY today’ and get no valuable results. Soon thereafter, they will end up typing ‘weather new york’ and see that the results are more valuable. Voila! An expert user. The learning curve in search is steep, but quick.”
Enabling this experience, however, requires all the computational power that an engineering powerhouse like Google can muster. Not all companies have such capabilities."
Twitter does - it's us (or, more likely, you). And it's this powerhouse that opens up learning possibilities through progressive disclosure.
Progressive disclosure's another usability term.
On complex websites and software it means that certain features are kept hidden from users until an opportune moment (like the advanced bits of the Google). But on Twitter this could mean a couple of things - either you follow new people or you un-ignore certain kinds of Tweets as they stream past you in the timeline (like some of the hashtagged #chat groups eg #KMers or #lrnchat). It could even mean that you begin to participate in these conversations.
We know that progressive disclosure is effective for learning how to use systems. (And learning geeks will be able to find theoretical analogues in their own domain.) And a good reason for this might be that we get our base units for learning mixed up. We're trained to think of learning objectives as units of 'content' but, for me at least, the base unit is just as likely to be time. Some things just can't be rushed.
Don't Make Me Write a Big Honking Report!
Here's Steve 'Don't Make Me Think!' Krug again, talking about the $3-8k pricetag for an expert usability review of a web site:Note that I didn't mention a written report. I've come to the conclusion that very few of my clients actually derive much benefit from having one, and a) they take a long time to write, and b) writing is really hard work, so I try to avoid it if at all possible. If a client absolutely needs a “big honking report” so they have something to show to the person who's signing the check, I can do one, but it's likely to double the price.
So how does Steve Krug report back to clients? A 'series of long conference calls'. And, if you think about it, this makes sense. Conversation's a good example of The Complexity of Simplicity. And conversation epitomises gradual engagement/progressive disclosure. Importantly, conversation's also hard work - there's little chance of burying your irreducible complexity in a "big honking report" in a conference call.
In the previous post, I gave an example of a conversation that I learned from on Twitter. That conversation has happened over a period of months. And many of the people involved had no idea they were taking part.
Somebody is discussing the thing I want to learn to do next on Twitter right now. It's a massive free-for-all conference call and it's hard work. But it's working out well for me.
Next post: I'm going to have a crack at defining what 'usability' means for hypergogues.1 Which I said I'd do this post, but ran out of space. I'd love to know how you feel about 'borrowing' ideas from UX people for learning design - are there any other areas/people/sources I should be checking out? I'd also love to know whether you found the ideas mentioned in the previous post to be credible - can learners really achieve more by reading a book than by multimedia eLearning courses?
1Yes, I know that you don't know what 'hypergogue' means - it's all the people who help people learn at work or in life (but who don't necessarily have the word 'teacher' on their passport). Think of them as teachers in schools run on a wirearchical basis.
Further reading:
I've long had an interest in what the usability people have to teach us Learning & Development types. Here are the people who influenced this post. Any ideas for others gratefully received.
Luke Wroblewski
Jakob Nielsen
David Hamill
Steve Krug
Adaptive Path
And, it's quite expensive, but I recommend Mental Models by Indi Young
Finally, here's a round-up of another useful usability concept for learning designers - Personas -
March 16, 05:51 PM
Conservation of Complexity: 1
Don't Make Me Think! is Steve Krugman's layperson's usability bible, which these days, like Hamlet, is full of clichés. Usability on the web means, among other things, accepting the fact visitors to your site won't read the lovingly-crafted text, except in passing as they scan for the next link.
Learning designers are less interested in the idea of usability than they are in the idea of efficiency. How can we transfer learning in the least wasteful and most effective way?
And a possible answer is:
Dual-code segmented learning materials to encourage long-term memory storage through the integration of synchronised/aligned dual channels and ensuring distractions are weeded out even as context is signalled.1
Or, in other words, multimedia eLearning. Less Don't Make Me Think! and more Don't Waste My Time! What could be wrong with that?
Everybody Tweeted a link to this:Dumbfounded citizens from Maine to California gazed helplessly at the frightening chunk of print, unsure of what to do next. Without an illustration, chart, or embedded YouTube video to ease them in, millions were frozen in place, terrified by the sight of one long, unbroken string of English words.
"Why won't it just tell me what it's about?" said Boston resident Charlyne Thomson, who was bombarded with the overwhelming mass of black text late Monday afternoon. "There are no bullet points, no highlighted parts. I've looked everywhere—there's nothing here but words."
"Ow," Thomson added after reading the first and last lines in an attempt to get the gist of whatever the article, review, or possibly recipe was about.
From: Nation Shudders At Large Block Of Uninterrupted Text on The Onion / via Mark Changizi
And then I found myself having in this conversation on Twitter with Donald Clark (@iOPT) and Julie Dirksen (@usablelearning):6:26 PM Mar 9th iOPT Screencasts in software training allow the learners to learn faster and more accurately in the short term; however … 6:26 PM Mar 9th iOPT learners using text based training were faster and more accurate in the long term. 6:27 PM Mar 9th iOPT Generally speaking, learning that requires more of a learner leads to poor immediate performance but good long term performance. 6:29 PM Mar 9th usablelearning RT @iOPT Generally speaking, learning that requires more of a learner leads to poor immediate performance but good long term performance. 8:22 PM Mar 9th iOPT @BFchirpy @usablelearning Tweets based on series of research - viewing seems to be more passive than when you have to read and process. 8:25 PM Mar 9th iOPT @BFchirpy @usablelearning Passive works best for short term performance - you mimic what you see, but doesn't stick in the long term 8:26 PM Mar 9th BFchirpy @iOPT Makes perfect sense to me. Been working on my theory of the half-baked for a while now... http://bit.ly/cuuS6H Reading = add an egg 8:27 PM Mar 9th usablelearning @iOPT @bfchirpy Very interesting (makes sense to me, provided that they actually do read). Worry about infantalising learners. Reference? 8:32 PM Mar 9th iOPT @usablelearning @bfchirpy "Lessons for a Rapidly Changing Workforce" by two psychologists - Quinones & Ehrenstein -highly recommended 8:36 PM Mar 9th iOPT @usablelearning @bfchirpy Will they read? Learners prefer the easy way. That's whats wrong w/ level 1 Evals - they pick the easy way out. 8:36 PM Mar 9th BFchirpy @iOPT Is it fair to summarise: increasing extraneous cognitive load to learning materials can increase long-term performance improvement? 8:40 PM Mar 9th iOPT @BFchirpy That sounds right to me! 8:40 PM Mar 9th usablelearning @BFchirpy hmm, is increased extraneous cog load the independent variable, or is it level of effort in acquiring more the point? /@iOPT 8:40 PM Mar 9th BFchirpy @iOPT @usablelearning Laser-like focus on Learning Objectives, minimal cognitive load = deferral of complexity? 8:42 PM Mar 9th BFchirpy @usablelearning Good call. Not sure how to separate extraneous from the metacognitive - though I've previously thought that obvious. Hmmm / @iOPT 8:43 PM Mar 9th usablelearning @iOPT @bfchirpy too often there isn't really a good reason to read it, so learners don't #notstupid 8:44 PM Mar 9th BFchirpy @usablelearning @iOPT Did you both read the piece on 'stability bias'? Learners overestimate memory-power and underestimate value of study. 8:47 PM Mar 9th BFchirpy Stability bias = people don't rate value of study/effort in learning http://bit.ly/bF0Cno [PDF] @usablelearning @iOPT @flowchainsensei 8:49 PM Mar 9th usablelearning @BFchirpy @iOPT yep -- I think that relates > more effort requiring more brain activity creating longer lasting effects 8:50 PM Mar 9th BFchirpy @usablelearning @iOPT We often forget that the primary function of the brain is to *prevent* thinking.* *Kathy Sierra put this much much better when she said, “Brains pay attention to what brains care about, not necessarily what the conscious mind cares about.”
Larry Tesler's another usability expert who:". . .came up with the Law of Conservation of Complexity. I postulated that every application must have an inherent amount of irreducible complexity. The only question is who will have to deal with it.
Because computers back then were small, slow and expensive, programs were designed to be compact, not easy to use. The user had to deal with complexity because the programmer couldn't. But commercial software is written once and used millions of times. If a million users each waste a minute a day dealing with complexity that an engineer could have eliminated in a week by making the software a little more complex, you are penalizing the user to make the engineer's job easier."
I'm guessing that learning's the same. People who design learning-at-work programmes based on slavish Cognitive Load principles probably believe they're shouldering the responsibility for the 'irreducible complexity' of learning. I'm working hard on this design so you don't have to think! But by increasing the 'usability' of their learning materials, they could merely be postponing the hard work of learning.
You can't think for somebody else any more than you can eat or drink for them.
Back to books?
Reading 'frightening chunks of print' is only one way to 'require more of a learner'. Games, projects, social interactions - even actual work (heaven forbid!) - are all cognitively demanding environments suitable for improving long-term performance.
Next post: I'm going to suggest that Social Media apps are particularly apt for learning. And to try to make the case that Learning & Development people need to develop a better understanding of what 'usability' means.
1Further reading:- Nine Ways to Reduce Cogntive Load in Multimedia Learning [PDF]
- An Introduction to Efficiency in Learning (sample chapter) [PDF]
- I can't find any good links (ie not behind a paywall) to Quninones and Ehrenstein's Training for a Rapidly Changing Workplace
-
March 09, 09:53 AM
Training Departments: Indispensable but replaceable
Arthur's taught himself to read and write in Japanese.* His Japanese grandparents bought him an 'Anpan-Man* Computer' (a bit like a Speak & Spell toy) and this inexpensive handheld mLearning-eLearning device seems to have been enough.
How is it possible my son's taught himself to read and write Japanese on his own using only a £10 toy when expensive teachers are only just beginning to manage that now in English after six months of school? Could we replace his teachers with cheap plastic toys?
Before you get cross, the answer is, of course, no. Not yet, at any rate. But I'm less sure about Training Departments and Higher Education. First, how did he learn to read and write Japanese with a toy?
Two possible answers to that question:
1. eLearning is suited to Japanese spelling.
It's tempting to say that Japanese spelling is 'easier' than English. And it's true that, once you learn the characters in Japanese, you can pretty much read and write anything. The absurdity of this poster-child of spelling reform, Ghoughpteighbteau is simply not possible in Japanese (see if you can guess the name of this vegetable without clicking through - it's a bit like 'ghoti', except the 'gh' is from 'hiccough' not 'enough').
But Japanese kana are simply more suited to eLearning. The Anpan-Man Computer gives you immediate feedback on anything you've spelled in a way not possible with English. How would an English spelling computer respond to 'ghoti' or 'Spek & Spel' other than to say INCORRECT? Whereas Anpan-Man will tell you exactly what you've spelled, even if it's nonsense. By trial and error, my son was able to learn how to spell things like, "I like trains," or "I did a poo," and practice long past the time that any human, no matter how loving, would have got bored teaching him.
2. His teachers taught him Japanese without even trying.
They use synthetic phonics at Arthur's school - the 'synthetic' refers to the way children are taught to 'blend' sounds together to make words. They also do a lot of work on developing fine motor skills. All the kids at his school do cursive writing, for instance.
Anpan-Man would have struggled to teach him the synthetic part of synthetic phonics. He didn't really pick up the computer and properly play with it till he'd gained the confidence to start sounding out words. And as for the actual pen-holding part, there's no way he could have learned to write in Japanese without the hours of practice he got in writing English at school.
Confluence
There's a huge confluence of events and activities enabling my son to learn to read and write Japanese (and English). We're really good at teaching people to write at this age. The fact that it's much harder to teach people to write when they're older has more to do with how we've designed society than how the brain is designed (I think, you know where the comments button is).
At the centre of the confluence are the teachers. At this age, they do an amazing job of tying all the play and the toys and the enthusiasms together in a way that nothing else could.
Effluence
The Training Department (or Higher Education faculties) may well be the best qualified people to 'tie things together' in the workplace. But they're rarely there in the teams, on projects or with managers. More importantly, they don't benefit from a confluence of events that has evolved to help people learn. It's just as likely they'll have the exact opposite.
The talents of the Training Department will always be indispensable. But the way things are organised now, they're often replaceable.
*In two of the three main scripts. The third and most important, kanji, will be a different story. For example, it's unlikely he'll learn the more advanced kanji (eg things like 'eat' and 'drink') till he's at High School. For an indication why this might be, have a look at this turn-of-the-century Chinese typewriter. Chinese languages use the same character set as the Japanese kanji.
Anpan-Man is a Japanese cartoon about a bunch of superheroes, mostly made of bread - 'Anpan' means 'red-bean-jam-filled-bun' - who fight the cute but evil Baikin-Man, or Germ Man. The plot typically involves Anpan-Man, along with Little Melon-bread and Baby-Man, defending some other less able bread-based lifeform. Baikin-Man usually manages to damage his bread-head, rendering him helpless - until the baker arrives in the nick of time with a new head. Anpan-Man then delivers the fabled 'An-punch' (or 'azuki-bean-paste punch) and all is well with the world. It was apparently inspired by the near-starvation of its writer in World War II and his wistful daydreams of beanjam pastries.
Arthur's also been to school in Japan for a short time. In later life, Japanese schools are really tough. But, as the picture above shows with the pink pom-poms, there's definitely a different vibe in the younger years. -
March 16, 10:40 AM
Base Units and Harvard Business Press
What do Training Departments have in common with the Bangkok Post on Sunday, the Mars Climate Orbiter and Harvard Business Press? Business books are rrrrrubbish for data and information. They're inadequate for wisdom. And most of them fail at giving knowledge. Why?
Kafka on the train
We were philosophical at first. It was, after all, nobody's fault.
At the station, the electronic information boards had been down so they'd directed us to board our ten-minute ride to Croydon by hand signals and shouts. Unfortunately, it's an hour to the coast (and an hour back again) and that's where our train, an Express service, was going. Like I said, most of us were philosophical about this. Until the conductor demanded we pay an extra £45 for our seats.
There was an awed silence. Then there was pretty much the opposite of silence. One of the other passengers put it best:Don't you get it? I don't pay for the *!%&$*ing seat! I pay you for a quick and painless journey to get to where I want to go! You should be paying me!
Harvard Business Press are similarly awe-inspiring. One way to look at their books might be through a DIKW lens. The Data-Information-Knowledge-Wisdom model isn't perfect but it does give a sense of some of the possible reasons for reading the book I've just finished - 260 pages which,". . . will show why you must begin building a game strategy now - and offer practical guidelines. . ."
Data and Information
Facts and descriptions? Symbols and meanings? Pretty much any way you define data information, you'll still come to the same conclusion. Books are a terrible medium for both, with their primitive search and lack of opportunities for play.
Knowledge and Wisdom
Wisdom's difficult to define, but it's unlikely a book will make you any wiser than, say, a blog post or an article in a magazine. Wisdom's far more likely to be about the number of sources you've read than than the number of pages (in fact, it's just as likely to be a function of the books you haven't read. . .). You can compress wisdom into a book but getting it out takes time.
Which leaves knowledge.
Selling the Invisible
The first book which popped into my head when I was thinking of something which (a) helped me with 'knowledge' and (b) was relevant to this blog about learning. Selling the Invisible* has two qualities I feel I need:- Half-baked: it's not all there. There are spaces for notes. The chapters are short. My copy is dog-eared and marked by jotted ideas for mini-projects which would confirm or deny the book's information. I've written questions and scrawled cryptic keywords, which only I would understand, referring to specific bits of personal experience data. One of the notes says simply, "Where the *!%& were you? Telephone helpline support!"
- Retellable: there's some good anecdotes. Anybody who was unlucky enough to have me as their manager knows this book.
Base unitsI tweeted (by the way, you should follow me on Twitter):"Reading another book that would work better as a slide-deck and a blog. . .
NASA wasted $326.7m on the Mars Climate Orbiter because different teams used different measurements. One team used the imperial pound-force while another was using the metric standard newton. The Bangkok Post on Sunday manages a similar trick of buffoonery when it proudly boasts of being the thickest newspaper on the market.
Harvard Business Press are like my Kafkaesque rail conductor demanding money for the seat I don't want. Like NASA and the newspapers, they've got their metrics wrong. Their publications are sold in billable units (ie books) rather than what is useful to me. The base unit of knowledge isn't bits, pounds, centimetres or facts - but the actionable idea.
I went to the business section of my local bookshop yesterday. I couldn't find a single book that I didn't think would be better as a slide-deck and a series of blog posts. This leaves publishers with a problem - how are they going to make me pay for it? I don't know and I don't care - it's not my problem if books turn out to be an accident of paper. In Czechoslovakia, a friend told me a 'socialist' joke: did you hear about the secret policeman who went to the bookshop and asked for a metre of books? Harvard Business Press, the joke's on you.
The more perspicacious among you will, of course, have noticed I've not mentioned 'Training Departments' yet. Or degree-awarding universities. Or school. But I never stopped thinking about them the entire time of writing this.
*I'm slightly embarrassed about choosing this book. I racked my brain for a couple of days and it's the one that kept springing to mind. I tried to censor myself and thing of something cooler, but some of the others were even less cool. -
March 05, 03:13 AM
Informal Learning enthusiasts: the Learning & Development profession can't afford you no more
Learning & Development professionals on the web, who are you trying to persuade? Can you try to sound a little less, erm, bonkers? - a letter to myself.
A tale of sound and fairies
Here's how I've lost work in the past. I go to a company and meet some middle managers. They want me to design a training programme. I say, "Yes, I can do that." And I can.
"But," I say.
And I begin to talk about alternatives. Have you thought about embedding this learning into a sim or a business development project? Have you consider a social learning or Knowledge Management approach? What about doing bits of this online? We all get excited. And, possibly, a little carried away.
When we part, the middle managers are beaming. We can't wait to start working with you, they say. This has been a real eye-opener. The people here are going to love this.
Throw me a bone, here. . .
It's easy to criticise Senior Managers as the pointy-head bosses from Dilbert. But, in my experience, they're not (always? often?) like that. So when they see the middle managers' excitement, they're pleased and possibly a little proud. Look, see how they've grown up and grabbed that initiative just like I've coached them to!
I live and breathe this stuff. So my thoughts about informal learning are relatively coherent. My enthusiasm is tempered with reason because my it stems from my own experiences. I've had the good fortune to work on training projects that went wrong. I've listened to learners tell me how they got more out of the lunch break than the PowerPoint presentation. I've sensed the impatience of the group summoned to compulsory training too long before/way past the time it's needed.
I've made informal learning work because I couldn't think of another way to do what I needed to do. To misquote Karl Weick, my enthusiasm is compressed expertise.
Die, heretic!
But the middle managers I spoke to ended up sounding like they've been indoctrinated into a cult. Not because they're naive or gullible. But because their enthusiasm is just that - enthusiasm. It's no wonder that their Senior Managers have expressed doubts. The stories I told at the meeting didn't survive retelling because I managed to whip up more enthusiasm than understanding.
For me, and lots of people I speak to on the web and on Twitter and around, it's time to curb my enthusiasm. To cut down on the Learning Theory. To stop thinking about how wonderful informal learning is - and, by extension, how wonderful I am.
Four things (for me) to remember:- Formal training is not all bad. We're members of the richest societies the planet has ever seen. (Despite the Econopalypse.) We must have been doing something right. To say otherwise is disingenuous.
- Get your story straight and get good at telling it from the the perspective of customers and learners. My story is simple: informal learning is about learning coming to the learner rather than the other way round. It's about harnessing your interstitial time.
- Your informal learning stories don't need to stand up to intellectual scrutiny. They need to stand up to retelling at the water cooler and in the stairwell and during casual conversations with pointy-haired bosses.
- Learning & Development professionals separate their marketing from their actual work. In this case, perhaps we should think about the overlap? It's time to start educating our customers not selling to them.
The aim of marketing is to make selling superfluous.
Who's been good at talking about Learning 2.0 from the perspective of learners and organisations rather than a theoretical or practitioner's perspective? Who manages to embrace the cutting edge but avoid demagoguery? I can't think of that many who have managed both. . .
The Karl Weick (mis)quote comes from the always enthusiastic Irmeli Aro. You should follow Irmeli Aro on Twitter. She's @connectlrmeli. -
February 25, 10:12 AM
How to formalise informal learning
In my last post, I asked some questions about formalising informal learning. And answered them.
If:- you understand that formalising informal learning will have organisation-wide consequences
- you use the term 'formalise' in a very narrow and specific sense - to create social objects to promote shared understanding and collaboration
- you target your formalising efforts with authenticity and tact
Four steps to formalising informal learning without messing it up and making everybody think you're a control freak. . .
1. Kill some sacred cows.
I'm thinking particularly about the tyranny of Kirkpatrick, SMART targets, Learning Objectives and numerical ROI metrics.
Seriously, what is it with teachers, trainers and Learning Objectives? (Note: I said 'tyranny'. I'm not saying these things never have value - like Learning Styles, NLP, Multiple Intelligences, Myers-Briggs and all thatbunkintuitive stuff, they're especially useful as a starting point, as a social object and a foundation for collaborative work.
2. Pave the cowpaths. Like Walt Disney.
Los Angeles IxDA - Designing Social InterfacesI read the expression 'pave the cowpath' the other day in a presentation from Erin Malone on Designing Social Interfaces. It's similar to the idea of Desire Paths and the opposite of 'build it and they will come' Potemkin Village (cf Creepy Treehouse). Don't set things up and expect learners to jump in and play with your toys. Watch what people do and help them do it more easily. Here's an example from Walt Disney:View more presentations from erin malone.
Shortly after Disney World opened in Florida, Walt Disney called a meeting of all senior personnel to get an idea of how the opening of the park was going. All members gave their report, some good news, some bad news, including many challenges that had been anticipated during the planning of the park but could not be affirmed until the park was in full operation. The conversation then moved to maintenance and operations. The senior official in charge was very upset because the public was not always walking on the paved sidewalks, sometimes they would cut across his manicured lawns in an attempt to get to a certain location quicker. After a while and many people taking the same shortcut, a unsightly brown swatch formed like a scar across the deep green, finely cut grass. This particular official asked if chains, fences or signs asking visitors to stay on the designated paths could be erected. Disney response was simple, but brilliant:“No. They’re telling you where to put the paths.”
Time for an interesting and true intermission about Desire Paths
This little intermission is longer than I'd like but it illustrates Desire Paths on the web perfectly.
I'm pretty keen on Desire Paths and the story above is one I've shared many times. I first heard about them on the Fritinancy blog back in 2006. It was the pre-read/write-web-as-prosthetic-memory days and I promptly forgot where I found it.
Flash forward three years and I have a conversation with somebody on Twitter about something similar to Desire Paths - and the Walt Disney anecdote.This prompted me to do some refinding. It took 20 minutes or so, but I found some links through a circuitous route (I couldn't even remember the name 'desire path' and had to dig back through kottke.org posts). Anyway, I found stuff and shared it with my Twitter friend.
Today, I had a similar problem. I knew the name 'Desire Paths' but I also knew that Nancy Friedman's Fritinancy post didn't have the Walt Disney anecdote. Deja vu.
So, I type "desire path" "walt disney" into Google and the above link comes up - it's the same guy from Twitter who blogged it name-checking me as one of the sources for the post. That, people, is a Desire Path and how informal learning works when it works well.
3. Stop reading so many Learning & Development blogs and start reading the Knowledge Management people.
I felt like a bit of a fraud writing the previous post. For all of our banging on about how to formalise informal learning, the #KM people have been doing it for twenty years (not necessarily terribly well, but they've learned a lot).
I've promised too many people that I'd do a best of #KM blogs round up. So, I'll get on to that and back up what I'm saying here in the next couple of weeks.
But for now, I'd recommend you read The Social Life of Information as a starting point.
4. Look at this
Proximity, Location and Informal Knowledge SpilloversView more presentations from Ben Spigel.
And four things to avoid. . .
1. Don't get hung up on getting things exactly right
Communities of Practice are a classic example of something we thought was best run 'informally'. Turns out we were only partly right. Informal is as slippery a word as formal is. Informal != unorganised or even Theory Y-style laissez-faire. Training's not dead yet.
2. Don't give in to your political instincts
I think it's essential for modern organisations to embrace informal learning given some of the startling changes (I know it's a cliche but it's true) taking place now. But I find it suspicious that the world is doing exactly what I want it to... Incidentally, this goes for the informal learning is rubbish' people too.
3. Don't forget that participation bandwidth is probably just as important as Cognitive Load Theory.
4. Don't forget that the key difference between informal learning and formal learning is the permeable classroom walls. Informal learning will be eclectic and even promiscuous in where it borrows from, by definition.
You didn't think I'd go a whole two posts without mentioning games, did you? The ludologists are having some great ideas. This idea - nothing to do with informal learning - of how to think about Learning Objectives as atoms in a skill chain is really interesting, for example. Games and informal learning programmes are all about creating problem-solving spaces.
Social Gaming developers have discovered that the formal elements of design are much less important in social games. The complicated stuff is handled client-side so there's less need for a rigorously formal approach. -
February 24, 04:38 PM
Can we formalise informal learning?
Ecollab ask the question for their second blog carnival:Informal learning - can we formalise it? Should we? How much? How?
1. Can we? Is it practical?
Any organisation seeking to 'formalise informal learning' would be simultaneously 'informalising the formal' ie potentially ie undermining the bureaucracy and promoting adhocracy. This is radical stuff - we're talking about changing the maze not the rat.
Can we formalise informal learning? It depends on who 'we' are. . .
2. Should we? Can we even define what it means?
This is even tougher. 'Formal' is a slippery word - a mode of speech favouring latinate lexical terms over good ol' germanic grunts; something made explicitly 'official' by signing on the dotted line; something rendered into abstraction. . .
Wrapping a field up in its own technical vocabulary is undeniably useful as an aid to precision and clarity, as well as a shared foundation to build on. But colonising learners' minds with a layer of metalanguage seems to defeat the purpose of informal learning. And seriously raises the barriers to active participation.
Official sanction of informal learning sounds great in theory. Everybody knows it's the way things are done round here and at least you get to have a budget. But odd things happen to gift economies - for this is what unofficial informal learning is - when incentives ie a budget get thrown into the mix.
Abstraction's useful. Dick Carlson's (@techherding) recent post, Beyond the lecture - fighting the learning wars, uses an abstraction as a device to aid understanding. It's great and I've bookmarked it to forward to clients. You should too.
But it's wrong. In fact, all abstractions are, by definition, wrong. Dick uses Bloom's Taxonomy to explain why lecturing won't work and it works well for the audience he's writing for. But here's David Weinberger on the Data-Information-Knowledge-Wisdom hierarchy (another abstraction, and one that I learned as received wisdom during management training):The real problem with the DIKW pyramid is that it's a pyramid. The image that knowledge (much less wisdom) results from applying finer-grained filters at each level, paints the wrong picture. That view is natural to the Information Age which has been all about filtering noise, reducing the flow to what is clean, clear and manageable. Knowledge is more creative, messier, harder won, and far more discontinuous.
Real life is messier and more discontinuous. Bloom's Taxonomy has remarkably similar problems to the DIKW hierarchy. We produce abstract models as tools to think with and to act as social objects when we talk to one another. This fact gets lost.
Worse still, when we 'formalise' things, we tend to get mixed up between all three of the loose definitions there are. The result? We end up with officially sanctioned, uncritically accepted hairballs of jargon.
Should we? It depends on what we mean by formalising. . .
How much? And when and where?
Leaders are ready, we've clearly defined what 'formalise' means: how far do we go? Where do we start?
One thing I'm fairly sure of: it's one of those things where it pays to put a lot of effort in up front because being seen to interfere later on could have negative consequences (this doesn't absolve senior managers and Learnign & Development people of responsibility later on - the whole point is that everybody's supposed to take part):But after that, I'm not so sure. Clark Aldritch uses another abstraction, his 8 Cs of learning define the areas organisations pay attention to when designing learning programmes. (I've made them 7 Cs here and missed out cost for what will be obvious reason - a full explanation of what the Cs mean is here)Then I gave myself 7 x three types of points - 'love', 'spend' and 'tread carefully' - and tried to work out where I would spend these limited resources. Here's what I came up with:
It seems I think that organisations should:- devote their love and attention to the community and the infrastructure for informal learning
- spend cash on facilities and outside coaching
- steer well-clear of content and curricula
- tread carefully around preaching mission ie 'calling'
I appear to have mixed feelings about 'certification' ie motivation. Pay attention and tread carefully? I'm not sure how that works - what do you think?
Massive apologies to those who took the time to comment on the eLearning and Scale posts a couple of weeks ago. The comments were totally awesome and sent me into a hypomanic deep thought session for a couple of weeks. But I didn't make the time to write my conclusions in reply. Rubbish - no excuses. Sorry. I'm in the latter stages of setting up my own Learning & Development business and Donald Clark and Dave Ferguson in particular caused me to rethink the way I'm going about things with regard to eLearning - thank you both.
Next post: How does this translate into actions? -
February 10, 06:35 PM
Outsourcing Science to Scientists Lacks Merit
'Rampant' Donald H Taylor (you need to see his picture to understand why he's 'rampant') urges a bit more emphasis on evidence-based practice in Learning and Development, less reliance on myths and a polite tone during discussion of the merits of different approaches (the comments are good too).
I completely agree, but wonder if we're too willing to outsource our science.
North London, a few years before blogs and Social Media. . .
Picture the scene: about fifteen of us are sitting in a classroom in North London on a spring Tuesday evening working towards QTS. We're all practitioners in colleges, adult education or training organisations. And tonight's class is really really tedious. It's about Skills for Life Core Curriculum Descriptors, if you must know. We are restless.
So, one of us distracts the teacher with a piece of research they've read. It's not important what the research says (it's about learning vocabulary because all of us have a connection of some kind with language teaching) but it's one of those evidence-based pieces with practical advice that, for some people, is counter-intuitive, because that's the way they are.
The class splits into roughly two groups. About half the group say the research is probably pointing in the right direction. About half the group say the researchers have made some fundamental errors. And the class debates, ending up agreeing to disagree after things get a bit heated.
Everybody has joined in and contributed, all except for me, who sits there in an all-too-rare moment of reticence. Because, frankly, I'm shocked and a little confused. Why are we debating this?
Blogs and Social Media. . .
Back in the present, I've written about Learning Styles and how they're probably a bit flaky. I've since read similar debunkers on Cognitive Load Theory (which, as a theory, I find quite convincing),
Neuro-Linguistic Programming (which seems a bit bonkers to me) and Multiple Intelligences (which I'm kind of Dilberty about).
All of the posts seemed to cause debate. What are we doing debating all this stuff?
Frankly, I couldn't give a toss if you agree or disagree with a piece of research. What I'd like to know is how you used it in your work and what you learned. It didn't occur to anybody in my class to suggest testing out the ideas on real people in a real learning environment (nor did it occur to our lecturer to suggest it as an option).
The day after my tedious class I went to work and tested the research out on classes. There were no arguments, and I discovered the 'truth' for my situation was somewhere in between the two poles of the class debate.
Learning from deliberate practice is a core competency - not at all the kind of thing you outsource to researchers. -
February 09, 09:18 AM
Training Analysis
Here's a problem for you Learning Professionals and Trainng Experts to solve:
Drivers and guards on some of the busiest railways on the planet sometimes 'make mistakes or skip some of the steps they are supposed to do'. They have had some 'close calls because of their mistakes'. They need help to pay closer attention to safety measures.
How would you set about this? Is your Instructional Design sense tingling? Some answers to how one nation approached this after some focused grumbling.
Computer says, "No. . ."
Yesterday, I fought the computers. And the computers won.
It started off okay. I'm supporting some teams to get better at planning. It's a fairly good learning environment I've helped set up, though nothing exciting. The examples were real and challenging. My TTT was minuscule. And it's social; one of the learners commented, "No offence, but I think we're learning more from each other than we are from you." (Yay! A Skinner point!) It went as well as can be expected. What with everybody knowing their achievements were doomed to failure and all.
The problem is their IT systems, which demand constant feeding with endless, mostly useless, context-free bits of data. If the computers aren't supplied with a continual diet of checks and balances, they flash red warnings and fire off email warnings to management. There's not time for much except feeding the system's control-freak habit.
Like I say, it was a bad day. We all had a great time. But the computers won.
Nasty Habits
I used to smoke and bite my nails. I tried to give up smoking loads of times and failed. I bought Stop 'n' Grow for my nails and grew to enjoy the taste.
I quit smoking when we had kids. That was easy. The nail-gnawing was tougher; I had twenty years of failure behind me and I got used to thinking it would never happen. But recently I noticed I'd stopped that too, without even trying. I cut out caffeine just before Christmas. My fingers were a window on my nervousness and agitation, apparently.
Training at work is often worse than useless. Some workers are so frustrated by the sheer amount of time they spend feeding the above compliance-junkie IT systems (and, consequently, not having time for actual work) that they're showing signs of workplace stress. And how does the organisation deal with this stress? Have a guess in the comments, though I suspect the answer is all-too obvious.
Many of the problems that workers have in organisations are not something any amount of training will help. Because it's the organisations which need fixing, not the people. I quit smoking and nail-biting when my systems changed. Managers need to work on their systems before they start 'behaviour change' programmes for their staff.
Pointing Checking
Japan, home of some of the busiest railways on the planet, is also the birthplace of Yubisashi Kakunin. Which translates as 'Pointing Checking' or Pointing and Calling. And they don't just use it on trains; people do it anywhere there's danger if you don't pay attention. It's difficult to describe (there's links to some training videos on How to Implement Pointing and Calling below) but workers basically point at things and say 'Check!' to help them remember to pay attention.
It sounds flakier than aromatherapy and looks like OCD. But I have no idea what I think about it. When I spoke to Japanese people I fully expected them to share my amusement and commiserate with the poor souls forced into carrying out this demeaning ritual. My amusement was met with polite tolerance and my commiserations with bemusement. It's just what some people in Japan do when they're responsible for the safety of hundreds of people.
I suppose you could call it a kind of training, or a job aid, at a push. But I prefer the Japanese description - it's a Total Participation Campaign. (And it's very effective.)
If I were to go back to a client and suggest a Pointing Checking initiative, I'd be laughed out of the building. But their own systems have pretty much the same effect. (Ditto most meetings, internal reports, still having Internet Explorer, MailMarshall or other hyper-aggressive firewall etc etc etc) Huge parts of the work that Learning Professionals and educators do is about sticking tape over a crappy product.
SMART targets in the wild
A great deal of the training and conditioning that Learning Professionals receive pushes you to focus on SMART Learning Objectives after careful Needs Analysis. And this is fine in school, where the really excellent teachers plan "exhaustively and purposefully—for the next day or the year ahead—by working backward from the desired outcome". This is fine because they set the exam and they know exactly what the desired outcome is. Analysis in the classroom is fine.
But in the wild, analytical thinking is less appropriate than synthesis and Systems Thinking. Training and Education struggle to be useful outside of a Total Participation Campaign.
Further Information
If you're interested in Japan, instructional films or general weirdness click through to How to Do Pointing and Checking in your Workplace below. I found the third film entrancing (but struggled to keep awake during the other two).
There's links to more information (and diagrams!) on Pointing and Checking over at Hypergogue: Put our Heart into your Fingers, Point and Call, Okay!
Direct links to the videos, very poor quality, sound in English. Part 1:
Are you Pointing and Calling?
And Part 2:
How to Point and Call, Basic Applications
And the absolutely unmissable Part 3:
Overcoming Workers' Embarrassment
In Part 3, I couldn't help but be reminded of the Internet Time Alliance. I can just see Jay Cross and Harold Jarche leading a Pointing and Calling Social Learning initiative. :)
Obligatory last note: to be honest, I'm not sure if Systems Thinking doesn't apply to schools too. I don't know very much about schools so I've moderated my tone above. One thing I am sure of is that the current mix of clearly defined 'subjects' and exams is mostly stupid. I'd be interested to hear from anybody who actually works in a school, though.
[Massive UX Fail image is from rdolishny on Flickr] -
January 29, 10:20 AM
iPad Fever: Part 2 - The Apple Way is not the right way for learning
This is the second part of a two-part post.
In the first I talk about why the iPad is the most exciting thing in Learning & Development since forever.
This one's about the potential dangers of using an Apple tablet for educational purposes. (And how it's probably not that bad after all.)
Part 2
The iPad will change everything, if only indirectly. There are some worrying features that Learning Professionals need to watch out for.
As you can see, I'm excited about the potential for tablet PCs. But not necessarily about the Apple iPad. The lack of proper Flash support is a symptom of the Apple Problem. They're just not team players. (If you're not a geeky person, Flash is the technology used in a lot of games and animations on the web - as well as most of the annoying adverts. . .)
Learning is messier than some care to admit
Education and training is a messy business. A good learning experience will draw on as wide a set of materials and sources as possible. The Apple Way is not exactly conducive to the if-it-works-it-must-be-good approach:"Jim Groom, an instructional technologist at the University of Mary Washington, expressed weariness with all the hype around the Apple announcement. He said he is concerned about Apple's policies of requiring all applications to be approved by the company before being allowed in its store, just as it does with the iPhone. And he said that Apple's strategy is to make the Web more commercial, rather than an open frontier. "It offers a real threat to the Web," he said."
Steve Jobs has said that Apple is a company that "stands at the intersection of Technology and the Liberal Arts." But it's more accurate to say that Apple stand at the intersection of Technology and the art of entertainment.
Educational TV
Education and news are about as different from entertainment as pop music is, say, from documentaries. Apple are genius at pop music. Click here, sync there, and as long as you're prepared to pay the price for being locked into their crazily-dependent-on-DRM system, then everything's great.
I wouldn't go as far as MacWorld and say that Apple are plotting to help newspapers renounce free, but I'm not alone in worrying about Apple's intentions. We just don't know what their plans are (though, apparently, "Steve believes in old media and wants them to do well'') and that makes things difficult to plan around. Education, like news, needs free.
If you want to get a flavour of how important 'free' is to education, you only have to look at the crazily complicated copyright world of documentaries."Documentaries in particular are property of a special kind. The copyright and contract claims that burden these compilations of creativity are impossibly complex. The reason is not hard to see. A part of it is the ordinary complexity of copyright in any film. A film is made up of many different creative elements--music, plot, characters, images, and so on. Once the film is made, any effort at remaking it--moving it to DVD, for example--could require clearing permissions for each of these original elements. But documentaries add another layer of complexity to this already healthy thicket, as they typically also include quotations, in the sense of film clips. So just as a book about Franklin Delano Roosevelt by Jonathan Alter might have quotes from famous people talking about its subject, a film about civil rights produced in the 1960s would include quotations--clips from news stations--from famous people of the time talking about the issue of the day."
Education News
One of the things about news is that news about news is also news. If a big news service breaks a story and gets it wrong (or right) the other news services don't need to seek permission to call them out on that or quote them. Why would they? That would be insane.
Education's the same. If something happens and other people can learn from it, it's fair game. There are, undoubtedly, exceptions to this. But the principles are the same; we shouldn't need to wait until Newton is in the public domain to teach physics.
Who else but Apple?
I'm still glad it's Apple are doing this. They're the only ones with enough control over everything to make a product that we need, as opposed to something we think we want. We can already see that this will be different to the, erm, Newton. Stephen Fry explains the impact of the iPad best:"I know there will be many who have already taken one look and pronounced it to be nothing but a large iPhone and something of a disappointment. I have heard these voices before. In June 2007 when the iPhone was launched I collected a long list of “not impressed”, “meh”, “big deal”, “style over substance”, “it’s all hype”, “my HTC TyTN can do more”, “what a disappointment”, “majorly underwhelmed” and similar reactions. They can hug to themselves the excuse that the first release of iPhone was 2G, closed to developers and without GPS, cut and paste and many other features that have since been incorporated. Neither they, nor I, nor anyone, predicted the “game-changing” effect the phone would so rapidly have as it evolved into a 3G, third-party app rich, compass and GPS enabled market leader. Even if it had proved a commercial and business disaster instead of an astounding success, iPhone would remain the most significant release of its generation because of its effect on the smartphone habitat. Does anybody seriously believe that Android, Nokia, Samsung, Palm, BlackBerry and a dozen others would since have produced the product line they have without the 100,000 volt taser shot up the jacksie that the iPhone delivered to the entire market?"
I've gone much more linky in today's post than usual. If you're going to click through to any of the links above, I suggest the Stephen Fry* review, as he seems to be the only person to have actually played with a real iPad and makes a good comparison with an alternate version of the Emperor's New Clothes and the lack of confidence trick.
More on the iPad - technopron and gadget-freakery
Here's a round-up of the best posts on the iPad from today for those as excited as me:- I'm slightly unfair to Apple in the above. Some of the reasons that Apple limits users to what they can do on the iPad and iPhone are technical.
- The interface uses very 'earthy' metaphors that behave like real-life counterparts and, generally, gets a big thumbs up for its intuitiveness all supported by 'amazing' animations.
- Like many, Huffington Post's 13 Things you Need to Know about the iPad highlights the orifice of iTunes and its lack of Flash support may be designed to remove the clutter of advertising - though it's 'just silly'.
- The comment thread at Boing Boing are mostly smart. Like some of the commenters, I'm optimistic about the jailbreaking opportunities for personal use. But I doubt this will help most non-independent learners.
- Engadget has a hands-on. Crucial for me, the e-book bit is aces.
- Linux and the Chrome operating system will fight back. The specialist devices like GPS and eBook readers are toast.
- Winners and Losers: media companies, education and developers vs netbooks, eReaders and carriers.
- It's probably wiser to wait for iPad 2.0. But we all know that most people won't.
- Nerds only: the success of the iPad depends on memory management.
- Tenuous link: the iPad is so exciting because it's so rational and boring?
More reactions and thoughts:- Apple iPad disappoints eLearning Industry. The eLearning industry is disappointed that the iPad isn't designed to do what they're already doing. Does anybody know how the iPad will deal with things like Second Life?
- Quietly, Apple get rid of computer UI cruft. No, I didn't know what 'cruft' was either. This is really interesting if you're interested in User Interfaces and Human Computer Interactions. Recommended.
- Wired on 10 Things Missing from the iPad. Apart from the suspiciously round number of missing things, this is good and an expert techie's view.
- Indie Game developers think it's going to be big. "The Wii of general computing."
- Why the iPad is crap futurism. "All the problems of TV with none of the benefits." Again, another post missing the bits outside the box (ie 'us') but interesting, nonetheless.
- The Apple iPad is just ahead of its time. Interestingly, they see it as a 'replacement for paper'.
Videos
You'll have to learn a lot of weird little gestures:
Though some of the gestures seem very familiar:The iPad - watch more funny videos
And it's not the smallest Mac out there:
But, at least it fits in a manila envelope:
*And also because I am sworn to love, honour and obey Saint Sir Steven because he's lovely. You have to be British to understand this, but I wish he'd get over his squeamishness and have a baby with Kathy Burke already. -
January 28, 06:05 PM
iPad Fever: Part 1 - chunky and clunky are just two of the good things about the iPad
This is a two-part post.
One that's mostly about Learning & Development (though, as usual I jump around the shop using words like education and training and whatever else I'm thinking of.)
And another about the dangers of relying on Apple for all our innovation (with a smattering of technopron linkage for geeks - don't worry, I've marked the gadget-freakery clearly and you're free to ignore it. In fact, you probably should.)
Part 1
The iPad is just a chunky big iPhone with a clunky keyboard. And that's exactly why it's going to have a massive effect on training, education and eLearning.
People are banging on about how it's just a big iPhone and how it's merely good and how Steve Jobs' presentation lacked the wow factor of previous Apple launches. And It doesn't have proper Flash support or support multi-tasking. (According to Hitler, anyway - Warning: NSFW YouTube linkbait video)
Google Wave is not as good as email at email
Remember Google Wave? Blah blah it's hard to use blah blah it's just like email blah blah. And all before anybody had actually used it. The thing about Google Wave is that it's all true, it is absolutely rubbish - if you use it as email.
But that's not what it's for. As Max Klein points out, what it's for is massive fights, mulitple conversations and not losing important documents in the clutter of your inbox:"It was not always like this. There was a time just a few months ago when I did not have google wave. I think of that time with horror - because that epoch was marked with conflicts, total chaos, money was being lost every day, fights were happening between me and my collaborators. Google Wave came in, and within a couple of weeks, a heavenly peace had descended on my business."
I know this is a learning blog, but you will never convince me that structured massive fights aren't a positive learning environment. Especially when mixed with periods of heavenly peace.
Untethered but not life-changing?
Roughly speaking, the iPad reactions fall into two camps. There's the yay-sayers like Steve Woodruff on how the iPad marks a turning point for increasingly untethered doctors:"First of all, the pace at which doctors are using smartphones as part of their practice (and especially iPhone/iPod Touch) is accelerating dramatically, as is uptake/usage of the applications. Younger doctors especially will not want to practice untethered medicine.
Second, we are now at a place where the convergence of form factor, power, connectivity, affordability, and functionality argue for widespread adoption. An iPhone screen is pretty small. A laptop is inconvenient. An iPad which can be used for data lookup, data entry, point-of-need multimedia education and reference, and access to electronic health records – what’s not to like?"
And there's the meh-sayers like Learning Solutions Magazine saying that it's more of the same:"Although there were no life-changing features in the iPad . . . because of the bigger display, it is potentially a better platform for mobile learning than the iPhone or the iPod Touch, although the iPad (like the iPod and iPhone) does not support Flash.
. . . e-Learning creators can use the Developers Kit to whip up well-designed, interactive content, including educational games and simulations, that take advantage of the larger screen real estate, the multi-touch display, and the accelerometer in all models. The 3G models will also be capable of supporting location-based learning. Given a connection to the Internet via WiFi or 3G, social networking from the iPad should be a breeze. This is all good for asynchronous e-Learning.
Synchronous e-Learning on the iPad as shown today presents some problems. . ."
I don't need the second opinion
I have to say, I'm with the doctors on this one. The iPad will change things. And I think it's in Synchronous eLearning that things will change. Here's two reasons why:
1. It's not really got a proper keyboard.
This is probably a good thing. Anything that helps people break their writing habit and draw diagrams and mindmaps and back of the napkin stories in their learning and collaborating is a good thing. Relax, there is a keyboard for all you text-heads, this just balances things out a little.
2. It's just a big iPhone.
This is the killer app. You can't sit round an iPhone. The screen's too small. More importantly, you can't sit round a laptop either. There's only one mouse to fight over. It's always someone's laptop to sit round. But the iPad can sit on a table in front of people who can all lean forward and make marks on the screen. If there's anything that will cure us of Picard's Syndrome, it is this.
We understand Synchronous eLearning now to mean an instructor and learners doing their thing at the same time. It's classroom learning in a funky new classroom. But it's learners who'll be able to synchronise with an iPad.
It's natural for all the reviews and Learning Solutions magazines to focus on the technical specification. And this explains why some people felt Steve Jobs' presentation fell a little flat - no exciting new tech. But they're analysing the iPad in terms of its parts, not its components.
The most exciting new component is us.
(I think this will be huge. As I Tweeted - and was ReTweeted - yesterday:It's cheap and it's got good text-entry UI. It's sit-roundable. That's the last barriers to Mobile Learning down. #TKO
What do you think? Have I fallen for the hype and entered Steve Jobs reality-distortion field?
Image of iPad-discussing dolls is from Kathy Sierra with the following caption:
"Ridiculous #19 -- the power of perception. Not that it will matter when the Steve Jobs Reality Distortion Field engulfs us all. A week from now we will ALL be asking, "Why would a feminine product want to name itself after a computer?" -
January 26, 07:13 PM
Just-in-time sexy education and training
What's Jessonade?
You can't control how fast (or how slow) some things happen. We were getting close to home when she asked me, "Daddy, what's Jessonade?"
You can just tell when you enter an empty house. We don't need to resort to anything like a Sixth Sense to explain this. The seven that we know about are plenty good enough. The air is still, we don't hear any of the signs associated with occupation. It's pretty similar with kids; you just know when they're asking something important.
So, I could feel that 'jessonade', whatever it was, was important.
One of the things you learn with kids is that, sometimes, it's important not to laugh when they do something funny or to show too much interest in their questions. Laughter and greater than usual interest are scary.
"Jessonade, jessonade, what's that? I don't think I've heard of that," I said. "Is it like lemonade?"
This was a very weak joke. The way she said it, the word had the stress on the first syllable, JESS-onade.
"No, like in Rwanda," she said.
Explaining genocide to an 8-year old from Hackney is much harder than you'd imagine. She went to a school with more than thirty mother tongues and lacked a sense of how people could be so different you'd want to exterminate them.
"They said that women were raped."
You'll notice that this sentence doesn't contain a question mark. But I refer you to the previous remark on Sixth Senses and empty houses.
So, that's how my daughter got her first taste of sex education. You can't explain rape without sex. So we talked about sex and rape as we sat on the kerb a few steps away from the front door.
Haphazard learning
I learned about sex in a slightly more haphazard manner.
Fighting with my sister, I uttered the immortal words, "Get off me, you . . . pimp!" Mum was on me like a lynch mob.
A burning curiosity, coupled with an ostentatious sense of injustice, forced me to turn to a less reliable source of information when my mother decided my protestations of innocence ("It's just a word! What does it mean? It means something, doesn't it? Tell me, I just liked the sound!") were a ruse. Which was Gary, our 15-year-old occasional babysitter and confirmed child-hater. Gary soon discovered that the word, 'prostitute' wasn't moving things forward as much as he'd hoped. And, well, you can imagine the rest of the conversation.
So, my daughter gets her first sex education from me. And I make sure that, by the time we're finished, it's more about love than rape. And I get mine from Gary, the misopedist babysitter. And he makes sure I know enough synonyms for prostitute and sex to impress my friends in the playground.
Just-in-time learning not just-in-case. . .
This is Just-In-Time learning. You might've seen the positive example in the news recently when an American in Haiti used his iPhone to teach him first aid and stay conscious while trapped under rubble.
It's important stuff. Read Chris Atherton's (@finiteattention) latest blog post, The search for context in education and journalism (wicked problems, Wikipedia, and the rise of the info-ferret) on students suffering from something which sounds like learned helplessness:It’s not about having access to the information; all my students have Internet access at least some of the time. Too many (N > 0) of my students are just not in the habit of looking for information when they get stuck, like someone forgot to tell them that the Internet is good for more than just email and Facebook.
How did they get this way? I would suggest that they didn't. We did. We taught them that learning is timetabled and planned. We taught them that learning happens in order.
How did we do this? Good question, I'll be covering that in a future post. (Yes, yes, I know there's no 'us' any more but I still need to get paid for my work - so, for the time being I am 'we' and they are 'them'. Ha ha ha hee hee hee wo ho ho.)
The obligatory bit where I'm slightly cross
Students don't ask because they're waiting to be told. Workers refuse tasks until they're 'trained up'. It's one thing to struggle to provide just-in-time learning opportunities due to resource constraints. But many of our learners in school and at work are actively prevented from pursuing things that interest them at a time that suits them.
How do I know this? I've done it. I've trained other people to do it. (Not sure about this? Teach an observed class and deviate from your lesson plan and see what happens.) And I've had it done to me. I once waited a month to advertise posts I needed to fill, like, yesterday because the next recruitment and selection training (compulsory, natch) was scheduled for once a quarter. The last organisational induction I attended was delivered by people who'd worked in the organisation for less time than me. And it was all okay because there was 'no way round it'.
We need a JIT strategy (where's that sarcasm mark when I need it)
It's tempting to see blog posts like this as idealistic or impractical. Yes, we know that the curricula teach the map not the territory - and that there's good reasons for this. But the thing about just-in-time learning, though, is this:You can't stop it.
If you're involved in managing an organisation (or lecture in a university), you're choice isn't between just-in-time learning or meticulously scheduled timetable of theoretically sound learning interventions.
Nope, the choice is me or Gary.
Notes on Just-In-Time (JIT)
The reason for writing this post was that most of the people I work with have got no idea what JIT means. And I think it's less likely to confuse/enrage/turn them off than 'informal learning' or learning through social media or unworkshops or whatever else people like me blather on about on Twitter. (By the way, you should follow me on Twitter. Do you know why so many blogs have the 'You should follow me. . .' thing? And what does this mean for the future of teacher and trainer training? All will be revealed.)
The philosophy of JIT is simple. Inventory is waste.
It's interesting to compare this idea with the idea of knowledge stocks and knowledge flows. Harold Jarche has written about this Knowledge Management concept for learning:
The web for learning - from stock to flow
Learning is conversation
Connect, aggregate, filter then train
Most school and training is about building up your inventory.
The phrase Just-In-Time is from the world of things like Lean and Taichi Ohno of Toyota. Which is interesting, but this blog's not the right place to go into it. (Although I kind of did a bit last August with a post on the Five Why technique.)
More posts on Just-in-Time Learning:- Jeff Utecht at The Thinking Stick talks about something I think most trainers and eLearning designers are familiar with, when you're only a half-step ahead of the people you're teaching.
- Jeff Atwood at Coding Horror talks about the only way to deal with learning when you're faced with something as fast-moving as talking to computers.
- Incident Blog on a man who helped his wife deliver a baby by consulting his Blackberry.
- Continuous Learning Lessons from Leaf Blowing - I just like this post a lot (thanks @usablelearning)
If any of you have written a JIT post (or a near-JIT post like the leaf blowing one), let me know and I'll add it to the list.
I had a play around with some ideas on types of learning and where JIT might fit into a Learning & Development strategy/plan over at Hypergogue. The thoughts and diagrams are based on Jane Hart's ideas at C4LPT.
As always, I'm curious to know what other people think. -
January 13, 07:56 PM
Back-to-front eLearning: scaling your jackasses
. . . the thing that we all do at some point: talk expertly about something we don't actually know anything about. It's so common, explains This American Life contributing editor Nancy Updike, that some friends of hers invented an imaginary magazine devoted to such blathering. It's called "Modern Jackass."
So goes the introduction to an episode of This American Life, unquestionably the greatest radio show/podcast on the planet. (Disagree? I'd like to hear your suggestions in the comments!)
In the radio programme, there's a segment on an electrician named Bob Berenz. Who thinks he's found a way to disprove Newton and Einstein. Apparently, this is much more common than you would imagine. It's nice to give in to your inner jackass once in a while.
So, in the same spirit, let me ask a question: what if all eLearning has got it wrong?
To answer this question, I'll have to resort to a bit of conflation, the creation of a straw man or two and, frankly, some outright speculation. (Bonus points for people who manage to spot my logical fallacies and point them out in the comments. And, by the way, not all the logical fallacies will be mine.)
Still, I think I am right. And all you eLearning designers have got it wrong.
Danger: accidental instructional designers!
Karl Kapp thinks that unqualified instructional designers should Just Say No:Perhaps when people find themselves in the situation of accidentally becoming an instructional designer, they should back off. They should refuse to design instruction without proper training! (rather than jump into unknown territory with both feet).
He reasons that training is necessary because:. . . instructional designers are required to make content scalable to large numbers of people and to make the material more "digestible" by applying instructional strategies to aid retention, reinforce transfer and assist in recall.
Scalability
And this seems to be a big part of eLearning's appeal. It's scalable because its digital and there's not that much difference between having one learner or one thousand.
So, qualified ISDs (instructional designers) produce eLearning roughly like this:
They put in all their training in theory (cognitivist or constructivist) and methodology (eg ADDIE or other defined workflow). And the output is effective and/or efficient learning, evidence-based evaluation and scale.
Ubiquitous Rationalisation
There is a problem with all this scale, though. It comes at a price:Students need to know how to approach and problem solve messy problems.
Good questions should have information missing, so students can learn to figure out what else they need to know.
Intuition can be an excellent tool in the problem-solving toolbox, if you can learn how use it well.
These problems don’t necessarily have a single, tidy, correct answer.
This is Julie Dirksen's summary of a presentation by Dan Myer on how (and why) to be 'less helpful' in teaching. The world's a messy place and efforts to try to control it will always come back to haunt you. Simply put, you can't reduce the complexity of a task. You can only shift the burden.
The price of scalable eLearning is that you leave all the complex stuff out.
Julie runs through five different ways to add in complexity or ambiguity to eLearning. But, as she puts it, they all kind of suck. For ambiguity, you need people.
Enter the Jackass
To fix this, you need to turn eLearning on its head. You need to have a quiet word with your qualified Instructional Designers and point out that they've got their model completely back-to-front.- Scale is not a benefit. It's a cost.
- Scale is not something you get out of eLearning. It's not a happy accident that people built the internet and then suddenly noticed that, hey, we can fit everybody in here! Scale is something you put in.
What should the content look like?
Web pages. Wiki pages. Google Waves. Reddit-style comment threads. Media from meetings and workshops. Links to blogs and micro-blogs. The eLearning should protrude onto and overlap with the real world. The form follows the function.
Two massive, major, erm, problems
You don't need qualified ISDs for this. It's nice if you have them. They'll always be useful. But you don't need them.
You don't need a Learning Management System (or a VLE) for this. You need the web or a good intranet.
Scale is a critical success factor not a side-effect. Digital solutions, by definition, require scale.
[Classroom image: imgur] -
December 29, 09:59 AM
Resolutions: More flavours, Less Texty
There are two things about the web today - WEB 2.x! - that blogs don't take advantage of:
1. Why are blogs so texty? Most blog posts are resolutely print-like save for the hyperlinks. Why?
2. Why are blogs so readerly? Web 2.x is the Read/Write web. Why don't more blog posts allow collaboration?
Why are blogs so texty?
Smashing Magazine explored texty blog posts in their Death of the Boring Blog Post piece in November, from a design perspective. But there's more to this than boringness and design. Some of the most inspiring things I saw on the web last year weren't text but something else.
I loved this presentation by Alan Cooper on Agile - "The Wisdom of Experience" (it's from 2008 but I found it last year via @choosenick's - AKA Nick Marsh - Service Design blog). And I loved @iOPT's - AKA Donald Clark - series on Agile Learning, which culminated in this Periodic Table of Agile Learning.
While I was posting on using less texty documents to Make Your Intranet Suck Less I thought: why am I not doing the same with this blog?
I've added the odd, slightly sketchy image to the posts. And I've embedded a few 'objects' like Slideshare presentations, animations, Audiboo and YouTube movies. (How to make your intranet suck less has probably the biggest selection of embeds.) But the embedded objects have always been supported/framed by text. Why do I always start with a Presumption of Text?*
Looking back at posts over the last few months, there are quite a few which would have worked better as Slideshare presentations, for instance. There may even have been a few suitable for Audioboo, film clips, animations or cartoon strips. Visitors should have to work as little as possible to get the point. Good writing's important (here's hoping that gets better too) but some media are intrinsically more effective for certain types of message. The Presumption of Text is based on convenience - for me, not you.So, here's New Year's resolution No. 1 - make this blog less texty.
If you want to see what this might look like, jump down to the end of the post for details.
Why are blogs so readerly?
People are big on talking up 'community' and the Read/Write web. Why aren't there more collaborative blog posts? Comments are all well and good. But they don't permit deletion.It's only 'collaborative' if people can add to AND take away from the work. Commenting is mere eLaboration.
I searched everywhere and failed to find a way to embed a wiki into a blog post. But I did find how to embed a Google Wave. I can think of loads of cool things to do with this - and I'll go into that in future posts - Slow Motion GMT-friendly #lrnchat anybody? But for now, here's me asking you to help me out with my texty problem. There's a link to a How To article embedded in the Wave and here. If you're still not sure after reading it, drop a comment and I'll stick up some screenshots or something. If I can do it, I'm pretty sure anybody can :).
What other forms can I use on this blog to make things clearer, quicker and more shareable?
The Wave is embedded below.
You'll only be able to see it if you're logged into your Google or Wave account.
[What to do if you don't have a Wave account? I have loads of invites and they're being turned around in less than an hour these days, so ding me in the comments or on Twitter and we'll sort you one out. (Please, no bots or chancers - anybody else is fine)]:
*There are some good reasons for getting all texty, of course.- The fact that email subscribers and other people might be reading this on a mobile device, for instance. Half the things I subscribe to make almost no sense at all on my phone. It was only when @dajbelshaw asked me to turn on email subscriptions for this blog that I realised this might be a problem here. Any feedback appreciated - nitpickers and fusspots especially welcomed. All of us non-professionals on the web need all the Usability help we can get, I think.
- Immediacy and relatively low levels of self-censorship - this is why I started the Hypergogue blog. Posts over there are much simpler, more frequent and more, ahem, wrong. I think I'm subconsciously trying to pick a discussion with people.
- The 'form' of the blog post is relatively well-understood and people are skilled skimmers, scanners and filterers.
- Screen readers
- Cut and paste-ability
-
December 22, 01:57 AM
2010: Discount Teaching and Hypergogues
What's it like to be a teacher?
You find teachers pretty much everywhere, here's a non-exhaustive list of people who teach:trainers, parents, managers, lecturers, professors, business entertainers, gurus, actors, newsreaders, journalists, writers, bloggers, webmasters, teachers, coaches, mentors, colleagues, every single person on the planet
Some people seem to think teaching should be a bit like this:
Others, of a more analytical bent, think it's like this:
However, there's a good deal of evidence that teachers are actually doing something more akin to this:
Examples of teaching like this are everywhere. (English grammar is an especially exemplary example of this.)
I would suggest that teaching is a little like this (from xkcd):
Though some would take issue with this. (There are a vocal group (a minority? a majority?) who claim that teaching is something that you can only do if you are accredited.) But I think this is pretty near to the truth for large numbers of people who teach.
Here's my version, just to be clear (click for bigness):
Jakob Nielsen writes in his latest post, Anyone Can Do Usability, that in usability:Skill levels form a continuum from beginner to expert; it's not a dichotomy. Every time you learn something, your performance improves. Usability and cooking are particularly suited for continuing education, because anything you learn will remain useful for many years to come. This is why I place so much emphasis on usability training: you get better results for every extra bit you learn.
I feel the same way about teaching and I would add it to the pot along with usability and cooking. Everybody should be doing it. (And almost nobody should be doing only it and nothing else.)
Jakob Nielsen's big idea is Discount Usability. Usability is so important that everybody should do it. We should embrace the amateur because:The true choice is not between discount and deluxe usability engineering. If that were the choice, I would agree that the deluxe approach would bring better results. The true choice, however, is between doing something and doing nothing. Perfection is not an option. My choice is to do something!
(I'm not even sure that this is true. I'm not even sure that the 'deluxe' approach would bring better results.)
If you look hard enough, you'll find people teaching everywhere. Here's a couple I came across today while busy procrastinating during the writing of this last paragraph. (plus one which I share every chance I get because it's one of my favourites - guess which one?)- Scientists arguing.
- Making a game.
- Badgering your followers on Twitter (check out the story bit on Elissa Miller)
- What do you need to know in order to be a 'teacher'?
- Do you have to go to an accredited training centre to learn this stuff?
- What is it that teachers need to know in order to do what they do well?
I'm also pretty convinced that the word teacher is ineluctably associated with schools (which is a shame, because many people I know aren't at all convinced that school is about teaching. . .)
So, I'm calling the project, Hypergogue: a totally made-up word for people who teach but don't necessarily have the word teacher in their job title. And the project has two goals:- to be a resource that people could use to teach themselves to teach
- to be a resource that learners could visit to find out how good (or bad) their teachers are
I'd love to know if you think this idea is good/bad/terrible/vaguely unsettling/incomprehensible. So please leave a comment or @ me on Twitter.
See you in January when I'll be sharing my ten new year's resolutions (with some linky goodness, natch) and asking for help: why is it that I hate eLearning so much and can anybody persuade me how wrong I am? -
December 21, 10:06 AM
2009, Year of The Google
It's the end of the year and I've got two more blog posts in me. This one and a brief Happy Christmas tomorrow, just in case there are people still at work in need of something with a sugary spurious Learning & Development-based centre. It's traditional towards the end of the year to look backwards, so that's what I'm going to do in this post.
There's going to be a lot of posts this year about Twitter. Here's an early contender for the best of that particular bunch by Venessa Miemis who deals much better than I could with the realisation that Twitter is really really important.
And, if I was talking about me personally, I'd have to agree. 2009 will always be the year that I got Twitter and Twitter got me. I'm smitten and can't imagine life without it.
But, I'm guessing that, like me, you have to spend a good deal of your time in the offline world working with offline people. People who aren't on Twitter. People who don't read blogs. For them, 2009 was the year of The Google.
I've been lucky enough to take part in a number of strategic planning events this year, as manager (before I quit my job - yay!), as board member and as facilitator. Strategic Planning events are often pretty samey in the way they're organised. Participants cover forests of flipchart paper to SWOT PESTs while wearing Six Hats and drinking indifferent coffee.
This year, unusually, the conclusions were similar too. People have finally noticed that The Google is affecting everybody. They realise that there isn't a single business in the private, public or non-profit sector that won't be affected by The Google. Everybody's terrified.
This might seem like old news to you. But I'm talking about people whose only connection to the web is via Microsoft Outlook. People who pay underlings to Google stuff for them and book train tickets. These are people whose idea of hi-tech is to send amusing email attachments to each other. All of them can see that the Google is going to affect them or wipe them out - possibly without even trying.
In one of these strategic planning days I took part in, The Google was in every box of the the PEST and the SWOT. And these aren't IT businesses. These are organisations from right across the board. Even a tech-savvy reader like you would struggle to see the immediate effect that The Google might have on them. But they can feel it. (This is one of the silly things about strategic planning days - the findings are often code for 'stuff we probably should have realised last year'.)
Of course, they don't really mean Google Google. Just like we 'Google' things on the web when we actually mean 'search', these people mean disintermediation, obsolescence and displacement.
And they're not just afraid of the bad stuff. They're also beginning to realise that they have whole departments of people they don't need any more. And that those long-term contracts with suppliers which used to feel canny, now feel like handcuffs. They realise they're going to have to face all this and fire some of their friends and restructure whole organisations. Some of them realise that paying people to Google stuff for them won(t wash for much longer. They're not looking forward to any of this. (Yes! We can save hundreds of thousands of pounds a year! Oh, sh. . .)
Because of Malcolm Gladwell, everybody's familiar with the idea of the Tipping Point. So I won't carry on overegging the lily any more.
But 2009 was the year of The Google. For every company and organisation in every area of public, private and not-for-profit enterprise.
Even those in education and training.
2010's going to be fun. -
December 18, 12:39 AM
Intranets as a learning resource
This is a guide to setting up something like an intranet as Knowledge Management and Learning resource. I've used a capital 'L' in learning to make it seem more important. This 'intranet' is suitable for a couple of hundred employees and could be a permanent thing for an organisation. Or a temporary thing for a project.
Note: I use the term 'intranet' very loosely throughout. I'm talking about the alternatives to using anything from a custom-built solution to something like a SocialText wiki or Microsoft Sharepoint.
First, some back story:
I once took over the leadership of a team of Learning Consultants (notice the capital letters). One of the first things I noticed was the impossibility of their ever refinding any of the work they had done previously. They had been lucky enough to have a 'Resource Development Worker' who knew where everything was. Then she left and they were screwed. I locked myself in a room to investigate and search out the handover notes my predecessor had promised were there on the network drive.
I ended up deleting hundreds of thousand of files. This for a team of five people. How did this happen?
The miracle of copy and paste is not unlike folding a piece of paper. How thick would a piece of paper be if you folded it fifty times? The answer is surprising. Starting a new project, people would simply copy and paste whole folders of files into new locations for convenience. Even doing this a few times makes things interesting. In one section I found literally thousands of folders with an average content of less than one document. In some sections there were folders containing literally thousands of files. It's fair to say they'd had their share of lumpers and splitters.
I never found the handover notes. The team was one of about 50 in the organisation who all had similar problems. A significant proportion of people sent themselves documents simply to store them in their inbox, away from meddling clickers in a system of their own choosing. Even though the Mordac-style IT manager had set a limit of 100MB on email accounts (and set up the system to block email after the limit had been breeched).
Think about this: customers' emails weren't getting through because our own IT department was blocking email accounts in order to save space that people were using in order to escape from a filing system containing millions of unusable files. Your organisation is probably the same.
It doesn't have to be that way. I took my team 'into the Cloud' with Salesforce.com (despite Mordac's squeals of protest and a threat 'not to be held responsible when it all went terribly wrong). But this is what I wish I'd done.
How to set up a Knowledge Management and Learning resource in your organisation -
A quick, dirty, naive step-by-step guide:
1. Check your premisesKnowledge managers should lead by example when it comes to finding creative solutions to practical problems. The first step along this path is to question our premises. When we fail to do this, we pursue outdated goals and methods, thereby relegating our KM programs to an increasingly irrelevant position within the firm.
It's a cliche. But you have to ask yourself what you want to achieve. Search the web and you'll find guides to looking for the perfect Learning Management System or intranet solution. But these are often clunky and bloated. And the smaller, neater solutions are limiting. The limited feature-set of something like the 37signals software apps is elegant and perfect for administrivia. I tried Backpack with the team I mentioned above and they liked it, but only as a replacement for Outlook.
Knowledge sharing does not have to equal intranet.
2. Abandon the idea of an IT budgetIf the local bank were offering a sale on dollar bills, ninety cents each, how many would you buy?
Knowledge Management systems are no different. When I was looking into sorting out the mess in the situation above, I didn't have a budget, initially. What I was supposed to do was to negotiate with the IT Manager and 'make my case' for a piece of his budget. Which plainly wouldn't have worked as his budget was tied up maintaining rooms full of largely redundant servers.
Most rational people would say, "I'll take them all please." Especially if you had thirty days to pay for them.
So, why, precisely, do you have an ad budget?
If your ads work, if you can measure them and they return more profit than they cost, why not keep buying them until they stop working?
And if they don't work, why are you running them?
What I did was work out how much money we were losing through lost customers. And how much I though we could gain from getting new customers. If you gain more than you lose, then you're fine. (Sorry, reality is slightly more complex than this - but not much)
The number I came up with astonishing. So much so, that I took it to the Finance Director for her to check with a sheepish expression on my face. (If you don't realise why this was such an unusual thing for me to do, then I'm happy for you.)
You can afford this.
3. Forget the idea of 'ownership'
Either you all own it or nobody does.
This is the weakest point of my guide. Having a manager to 'drive adoption' is stupid. But not everybody likes their job or feels strongly about helping things get better.
4. Use off the shelf solutions. And lots of them
Tumblr is free. Posterous is free. Wordpress is free. The internet is free. Facebook is free. Twitter (or Yammer) is free. There's loads more where they came from.
These solutions are tried and tested. People know how to use them and like them. All of them are capable of serving RSS feeds too, which means you can do interesting things with the information:
You can get information out of systems in lots of different ways. RSS is amazing.
5. Blow all your money on toys
If I had my time again, I wouldn't spend my money on 'solutions'. I'd make it brain-friendly and spend it on toys. Like Flip video cameras. (Incidentally, just in case you think I'm being frivolous about 'toys', consider this. One of the terrible open secrets of the IT industry is that organisations start using something like Sharepoint because the managers need it on their CVs as it's an industry standard. You probably know an IT or Knowledge Manager - ask them if I'm exaggerating and wait for the rueful smile. How's that for a toy?)
Spend more money on input devices than anything else.
6. Turn yourself inside out
If you find information useful, the chances are your customers will too. Give them access to your Knowledge Management systems. In the example I gave above, we ended up storing half of our new files and documents on the customer website - it saved us the trouble of having to email them out all the time.
Keep your Knowledge Management systems separate from your administrivia.
7. Build for people more than data
Knowledge Management experts seem to fall into two categories: those who focus on people and those who focus on information. The latter camp will talk about taxonomies and controlled vocabulary and metadata. And this is all very useful stuff. But, given a choice on how to find out some information, most people prefer to ask.
In the story above, I told you that I deleted hundreds of thousands of files. What I didn't tell you about was the team's outrage. When I asked the IT department if we could recover some of the documents, they gave me a form to fill out. I gave it to the team - and it never got filled in. None of the data was important enough to be worth the trouble of filling out a form.
When we looked at some of the breakthroughs we'd made in our work, we discovered that many of them came from trips to the bathroom or - amazingly - by picking up lost documents from the group printer. ("What, you're working on this too?!")
Knowledge Management systems are about making your experts visible to each other. Your experts are all your staff.
Basically, I'm talking about blogging, chatting and Personal Learning Networks. It works for millions of us online, it can work at work too. How wrong am I? -
December 17, 08:44 AM
How to make your intranet suck less
An intranet can be a powerful tool for learning in organisations. But, very often, the company intranet sucks. One way to overcome this is to make them more social. But this is easier said than done. Here's one suggestion to make intranets more social and less sucky.Virtue of patienceThis morning I visited a Tokyo primary school to see my seven-year-old nephew in concert and was amazed to see they'd laid on a whole orchestra. Why not stick to something simple like the recorder? An orchestra seemed like a bit of a song and a dance to me. I suppose I should have known better. Japanese teachers are just like the rest of us - they like an easy life. But, unlike the rest of us, they're not dumb enough to go for the 'easy' option.The kids treated us to the theme from the Mickey Mouse Club with ten kids playing the 'call' of the first few notes on a melodian answered by another ten providing a 'response' on xylophones. Add in a bass drum, some tambourines, triangles, drums and, yes, some recorders and you have yourself a show. Each kid simply needs to learn about ten notes and the patience to wait till it's their bit. Guess which is harder for the average seven-year-old?Virtual LearningLearning organisations should take of this. Intranets are often used for mundane clerical tasks or as glorified filing systems. But they have the potential to be so much more. You only have to look at something like Facebook or Twitter to see this. This hasn't gone unnoticed by managers.But success in launching an in-house version of Facebook is far from inevitable, especially if it's half-baked. One company I worked with included some simple (ie rubbish) games on their intranet so that staff had 'something to do at lunchtime'. You can guess how well that went down. It's an example of what's called the creepy treehouse effect in education. From this, the company concluded that further efforts weren't worth it. And guess what? Unless your company has the resources of, say, Facebook your intranet will always seem half-baked.Here are some other facts which get in the way:- Specially-designed 'enterprise' versions of social media are often ugly, sucky and buggy.
- Learning Management Systems and Virtual Learning Environments are as ugly, sucky and buggy as anything on the market.
- Managers want to make sure staff are 'on message' so moderate everything
- People don't compare their intranet to another intranet. They compare it to Amazon or the BBC website.
- Intranets are full of documents written by managers.
- Company documents are formal. They're rarely fun.
- Intranets tend to reflect the silos of their parent organisations. They often have bits for each department and the HR bit and the training bit. This makes them a Usability nightmare (and results in madness like email bulletins reminding people people not to use email for tasks that can be completed using the intranet - this does happen)
- Crappy Information Architecture. Sometimes no Information Architecture.
- For every Facebook there's a hundred iYomus which fail.
I don't have a magic cure for the problems above. But I do have an observation. Most organisations will struggle to get anything that feels half as intuitive or with anything like the lobster-trap power of Facebook. So it's silly to even try. But you can have something useful if you remember that intranets are like school concerts. They're easier with an orchestra.It's at about this point in a typical blog post that my analogies begin to stretch and fray. So, I'll come straight to the point. An orchestra in this case means as many types of content options using as many types of media as you can think of.
What kind of stuff am I talking about?
Some people might make podcasts. If podcasts seem complicated, people might like to record a little interview or they might make Audioboos:
Or make a simple animation:
GoAnimate.com: Teaching Personas Scaffold Classroom Management by monica22284
Oh, please don't it last forever. How many intranets have I seen with a document with the footer reading something like, "Produced aeons ago, due for review an aeon ago"? If somebody visits an obviously dormant website on the internet, they leave and never come back. Your intranet is no different.
Next post - The naive guide on how to set up a brain-friendly Knowledge Management system to leverage the virality of workers' social graphs in your Small to Medium Enterprise. -
December 16, 08:55 AM
Leveraging the virality of bold brain-friendly learning
Twitter is good for people saying stuff like. . .
Jargon is so comforting. Here's a tasty piece that I've put together Frankenstein-styley from a number of people on Twitter to protect the innocent:
Seeking to leverage the virality of employees' social graphs for bold brain-friendly pull-learning initiatives?
The saddest thing about this sentence is that it actually kind of makes sense. The trouble is, if a full-on 'change agent' comes to your workplace and starts spouting off like this, they're not liable to get far. Can we rescue our Change Agent from this sticky situation?
Sticky situation. . .
Michael Eury (@stickylearning) has a great post on Viral Expansion Loops, among other things. He knows all about them - and now I do because he's part of my social graph.
Here's the basic idea of a Viral Expansion Loop in organisational development:- Design a learning resource (eg a wiki, intranet, LMS/VLE)
- Add content
- Add in a bit social networking magic (friending, commenting, <3-ing)
- Sit back and admire your handiwork**
In other words, it's Facebook or Twitter or Ning or Wikipedia or (cough) Babysham. But at work.
Bold Brain-Friendly Pull-learning Initiatives
As if that's not exciting enough you can also use your virally expanding social networking platform for learning - Facebook as a platform for eLearning 2.0!.
Instead of pushing people towards consultants and trainers and clunky eLearning courses, you reap the rewards of your employees socialising and learning from each other. They're pulled towards the honeypot (or the lobster trap) of the network and learn in the way that nature intended - by volunteering to share, observing peers and playing games.
A cynic might say that all this simply encourages people to do the things that come naturally but that the bureaucratic structures of pathological organisations prevents them from doing.
But let's forget the cynics. Back to our hapless jargon-ridden Change Agent. How can we express this idea in a way that even the most old-school, jaded, unnovative, just-two-more-months-till-retirement sexy executive will shout, "Hallelulah!"**
Or should we even try? Is this just another passing phase?
Tomorrow's post: why your intranet should be more like a Tokyo primary school concert.
PS Bonus points for anybody who can spot my rather Freudian typo on the above.
** Of course, without getting too carried away. Not forgetting to measure ROII, for instance. (That's not a typo, by the way)
[Image: Geek and Poke, daily geeky cartoons.]
For more on intranets (and the bold part of above is the bit where we scrap our current intranet solutions), here's a report on Intranet Usability from Jakob Nielsen. Note that it's mostly about 'tasks' and productivity. Which gives you a fairly clear idea of what most intranets are used for - booking travel, annual leave and downloading Word documents.
I'm not at all convinced that using an enterprise version of Facebook, for example, is the right way forward for any organisation that can't afford to make their own version that's at least as good as the real thing. This is one of the key lessons of Harry Beckwith's Selling the Invisible - you don't get to set the quality standards for your products, all your competitors do. Whether they're in your industry or not. It's not just the staff at theme parks who have to smile like the people at Disney. If you're intranet (or your eLearning) isn't like a 'real' website, people will switch off. -
December 03, 04:54 PM
The Armageddon Problem
First, this is a post about teaching. So here's a little note about what I mean when I say, "teaching."
Teaching happens almost everywhere and pretty much everywhen. In fact, it is almost as common as learning. Some people are schoolteachers. They do a lot of teaching but they also do a lot of stuff that isn't teaching. They don't have a monopoly on the word 'teaching'.*
And, by extension, any training that teachers (see above) do to help them teach is teacher training. Moving on...
A Big Mistake
A while back, I was putting together a team for a big Learning and Development project. It was a small team working on a change project with frontline workers, the lowest paid and least skilled workers in their organisation. I knew I needed a data/systems person, so I started looking for one of those. I also needed somebody else and the choice I had was simple - a trained teacher or a rookie-teacher but experienced frontline worker.
Obviously, the trained teacher wouldn't know much about the area we were working in, but would be able to design processes and help create environments for learning. And vice versa for our rookie. Which one did I go for?
This, by coincidence, is roughly the central plot device of the 1998 film, Armageddon.
For those of you who haven't seen the film, Armageddon is about an asteroid heading to Earth with potentially catastrophic consequences. NASA decide to send a team of oilmen to land on the asteroid to drill to its core, plant explosives and avert disaster. Although the oilmen are 'the best' at what they do (we're talking Bruce Willis here, people), they're all rookies in astronaut years. Hi-jinks ensue.
Around the time of the film's release, I read an earnest article criticising the film from a Learning & Development perspective (not that the nerdy author realised this). Put simply, they said, it would be easier to train astronauts to drill into an asteroid than it would be to train oilmen to become astronauts. Drilling? It's not exactly rocket science.
To my shame, I actually used the phrase 'Armageddon Problem' during discussions of my hiring dilemma and eventually decided to hire a professional teacher. It was easier to 'skill up' a qualified trainer than to train up an experienced worker. Teaching, unlike drilling, is rocket science, I thought.
Let's revisit the problem and see what I would do now
Note that originally, I went for the 'easiest' option. That was stupid. I had two rational choices. I could've sought to reduce the risk of failure or I to maximise positive outcomes.
Would my rookie have caused the project to fail? Almost certainly not. Teaching's just not that hard. Not if you know what you're talking about and you're committed.
Would my rookie have achieved more? Almost certainly yes. For a start, we'd have given a frontline worker the chance to become a better teacher. And the difference in results between a very very good trainer and an average one aren't that great. Plus, my rookie would have all kinds of insights into the processes and experiences of our learners.
As a minimum, we could reasonably expect:- Project with professional teacher = success
- Project with rookie = success and an experienced teacher
Everybody does this. The example I've given is, I believe, relatively clear cut. But this is exactly the same choice we make every single time we hire a teacher. It's the easy option.
A problem with professional teachers is that they're often baseball players, to use Jeffrey Sonnenfeld's term. They often care more about their profession than they do about the work or the service or the organisation itself. They're like HR people, most CEOs and lawyers in this respect.
Every time you hire a teacher, you rule out any chance of somebody else learning to teach.
Postscript
As somebody's who done a lot of teaching, I also know that appearances can be deceptive. I'd say the chances are it's just as hard to help somebody learn how to drill into rock as it is to train them to be an astronaut. There's something about drilling that involves tacit knowledge and intuition and know-how that I imagine is absent from NASA's shiny machines. (I'm quite willing to be wrong about this. I find the idea of astronauts thumping their control panels like Doctor Who quite appealing.) The point is, I just don't know. My 1998 self says drilling is not rocket science. My 2009 self says rocket science is not drilling.
*There are other words that describe people who teach but who aren't schoolteachers. Like 'trainer', 'coach', 'mentor', 'guru', 'manager' etc. I'm using 'teacher' because it's the one with the most affordance and because this is my blog. I do have an alternative suggestion and I'm in the middle of building a website to showcase it. -
November 27, 05:30 AM
Cognitive Load Stories
I watched a documentary about disruptive kids. If you know anything about documentaries, you can probably guess that we either (a) follow the kids as they learn not be disruptive or (b) they're not really disruptive and there's something else going on.
This was the second kind. What is the 'something else'? Cognitive Load Theory.
The picture above illustrates a one of the main points below. Probably the main point. What is it? Answers in the comments if you think you know. Only those who get the answer exactly right will receive a chirpy point - and it's about us, the teachers, not the learner.
Background story:
Researchers want to know why some kids are disruptive. They do an experiment. We get to watch.
At the end of a class, the teacher and pupils tidy up the room of all the materials. It is at this point some kids are disruptive. In general, the kids are not disruptive when they're occupied and in learning flow.
The Four Experiments
Experiment one:
The teacher says something like, "Well done. Put away the pens." The result is that everybody does what they're asked and there are no disruptive kids.
Experiment two:
The teacher says something like, "Well done. Put away the pens and then return your books to the cupboard." The results are positive and there are still no disruptive kids.
When we get to Experiment four, something different happens:
The teacher says something like, "Well done. Put away the pens, return your books to the cupboard, put the waste paper in the bins and line up for lunch." The results are startling.
Most of the class immediately set to the task. But some of the kids are frozen to the spot. After a few moments, these kids get restless and start to distract some of the 'good' kids. A few moments more and half the class is diligently carrying out the task while the other half are being 'disruptive'.
I wish I could find this documentary to show you. What you're missing here is the 'disruptive' kids' expressions when the teacher gives them four tasks to carry out. I never ever get tired of six-year-olds giving it the 'WTF?' facial gesture.
What is Cognitive Load Theory and how does it help us understand the kids?
Okay, here's Cognitive Load Theory based on Ruth Clark's (with Frank Nguyen and John Sweller) in her book Efficiency in Learning (link to PDF sample of first chapter). It's my summary, but you can go and read Ruth Clark's chapter if I don't make sense. It's only 15 pages long.- Working memory has a limited capacity
- Beyond a certain 'cognitive load', performance will suffer
- Intrinsic = load caused by content
- Germane = relevant load caused by a learning activity
- Extraneous = irrelevant load caused by a learning activity
- Cognitive load is cumulative, not parallel.
We can explain the kids' disruptive behaviour in terms of Cognitive Load Theory:- The teacher gives simple tasks. The intrinsic load of the content itself is low in all four experiments.
- In the first three experiments, the kids have to remember one to three instructions. The germane load (ie the instructions for the activity) is also low. Low intrinsic load and low germane load means the task isn't taxing.
- In the fourth experiment, the germane load is higher because there are four tasks to remember. Even though the intrinsic load of the task themselves is low, the instructions are too much. Performance suffers.
- Not only that, but some of the disruptive kids start to distract the other kids, who are near to maxing out their attentional capacity. This extraneous load is too much for some. Performance suffers.
Cognitive Load Theory explains why your brain sometimes says, "WTF?"
And that's Cognitive Load Theory.
Three problems:- Learning Styles is mostly a load of cobblers, but they are actionable. So people like them (even me, in moderation). Cognitive Load Theory is much harder to make use of. The theory itself is unpersuasive and far less effective than stories like the one above. I have some stories about the Marines and the Rule of Three, but what about you? Can you think of any teachable stories?
- Cognitive Load Theory might be suspect. @usablelearning pointed me to this piece which urges that we treat the theory with caution. (But not the above story. See?)
- Cognitive Load Theory - even if the theory was sound - is a recipe for North Korean re-educational-camp-style learning experiences. I'll be talking about that in the Soul of a Stick. And, there are alternative ways to maximise attention. Which I'll be talking about it Soul of a Carrot.
If you've made it down this far, chances are you'll be interested in this post which explores a similar theme:It's one of my favourite posts but isn't really actionable, as such. Which is a pity.
[Image: Caleb Brown, who rules.]
Posts
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June 22, 05:46 PM
Origin Post
Somebody tweeted (we’ll explain who ‘Ohno’ is later, if you’re not sure):
Ohno pointed out that changing behaviour & process is agile & cheap, whereas investment in tools is reverse. Focus on value!
Partly, in answer to this:
Toolism is a problem – the tool’s capabilities colonise the soul of the approach, it’s true. But tools can be boundary objects?
Compare this description of boundary objects:
“. . . objects which are both plastic enough to adapt to local needs and constraints of the several parties employing them, yet robust enough to maintain a common identity across sites.”
With this description of what a tool is:
“. . . a device that can be used to produce or achieve something, but that is not consumed in the process.”
A Boundary Object, in other words, is a tool.
Taiichi Ohno is considered to be the father of the Toyota Production System. From Shmula:
Taiichi Ohno is known to have said that “having no problems is the biggest problem of all.” He viewed problems not as a negative but as a “Kaizen opportunity in disguise.” Whenever problems arose, he encouraged his staff to investigate the problem at the source and to as “ask ‘why’ five times about every matter (src).”
It’s fairly common to hear people quoting Ohno-san. He’s an inspiration for many. He’s also a Boundary Object.
It’s easy to get hung up on tools. And toolism. A fool with a tool is still a tool. To a man with a hammer, every problem looks like a nail etc. Another definition of Boundary Object:
“Artifacts, Documents and perhaps even vocabulary that can help people from different communities build a shared understanding. Boundary objects will be interpreted differently by the different communinities, and it is an acknowledgement and discussion of these differences that enables a shared understanding to be formed.”
Toolism isn’t inevitable. They can ‘enable a shared understanding to be formed’. Tools are good.
CleaveFast is about tools. We’ll be focusing on five main types of tool, five main types of mental machine:
- Boundary Objects – to gather round and use for collaboration
- Cognitive Load – to help people see things more clearly
- Divergence – to help people think of new ideas
- Convergence – to help people decide
- Organisation – tools to help people store and retrieve information