Revolution Lullabye

May 20, 2009

Brown, Fallon, Matthews, Mintie, Taking on Turnitin

Brown, Renee, Brian Fallon, Elizabeth Matthews, and Elizabeth Mentie. “Taking on Turnitin: Tutors Advocating Change.” The Writing Center Journal 27.1 (2007): 7-28.

These four writing center tutors ran a paper through the Turnitin software and analyzed its results, arguing that Turnitin has both pedagogical limitations and ethical problems in the way it handles student writing.¬† It oversimplifies what it means to write with sources, and students can quickly learn how to “outsmart” Turnitin (but not become more sophisticated source-users) by using thesauruses to change individual words in an Internet source. Writing centers, since they come into contact with writers from all over the university, need to take the lead in plagiarism and citation issues and should argue for teaching citation first and giving workshops so that instuctors can interpret Turnitin results into pedagogical solutions.

Notable Notes

who owns the database of papers that Turnitin uses?

universities find it hard to opt out of Turnitin for a different service…all the student papers are stored there; they’d lose what they had gathered.

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January 16, 2009

Schuler and Namioka, Participatory Design

Schuler, Douglas and Aki Namioka. Participatory Design: Principles and Practices. Hillsdale, NJ: Lawrence Erlbaum Associates, 1993.

Participatory design, as opposed to expert and speciality-driven design, asks the eventual users of a product or system to assist in the design and development with it. This collection, which arose out of the 1990 Seattle Participatory Design conference (sponsored by the national nonprofit organization, Computer Professionals for Social Responsibility), focuses primarily on software and system design, but the prinicples of participatory design can be applied across disciplines. Advocates for participatory design argue that it is a more democratic design process and results in higher quality products because more people are participating in the design, especially those who know the intimate context of how it will be used (the workers and users.) Drawbacks of participatory design are mainly logistical: it requires much more time to involve several people in the design process (not all are specialists or professionals, so they don’t even share the same language to talk about the design), it is sometimes difficult to locate appropriate users and find adequate motivation to get them to participate in the process, and it is difficult to keep track of (and continue to motivate) participants to assess the performance of the product or process as it is being used in the workplace. Participatory design theory developed first in Scandinavia and works well with the demographics of their workforce: highly educated, highly unionized, and ethnically and racially homogenous. When participatory design is used in the United States and other European countries, however, researchers and designers need to understand that the demographics of their particular workforces will impact the effectiveness of participatory design (what the participants will expect, what will motivate them.)

Quotable Quotes

“Leaving out the users isn’t just undemocratic – it has serious consequences for worker health, human rights, job satisfaction, and also for the work process and the bottom line” (4) Ellen Bravo “The Hazards of Leaving Out the Users”

“User involvment and iteration are generally acknowledged to be more critical to success in software design than adherence to conventional design paradigms” (xii).

“Participation Design (PD) represents a new approach towards computer systems design in which the people destined to use the system play a critical role in designing it.” (xi)

“Practice as the social construction of reality is a strong candidate for replacing the picture theory of reality. In short, practice is our everyday practical activity. It is the human form of life. It precedes subject-object relations. Through practice, we produce the world, both the world of objects and our knowledge about this world. Practice is both action and reflection. But practice is also a social activity; it is produced in cooperation with others. To share practice is also to share an understanding of the world with others. However, this production of the world and our understanding of it takes place in an already existing world. The world is also the product of former practice. Hence, as a part of practice, knowledge has to be understood socially – as producing or reproducing social processes and structures as well as being the product of them” (63) Pelle Ehn, “Scandinavian Design: On Participation and Skill”

“Central and abiding concern for direct and continuous interaction with those who are the ultimate arbiters of system adequacy; namely, those who will use the technology in their everyday lives and work” (vii)

Notable Notes

secretaries and computers, eyestrain

Expertise is valued as a resource, not an unchallenged authority (xii)

unions and participatory design

participatory design doesn’t mean workplace democracy, but it does mean a bigger chance of participating in decision making.

making products and systems integral to the workplace, not just dumped into it by people who don’t work there and understand the context

using ethnographic field methods to describe and understand before beginning the design process

January 5, 2009

Helfand, Six (+2) Essays on Design and New Media

Helfand, Jessica. Six (+2) Essays on Design and New Media. New York: William Drenttel, 1997.

Helfand’s essays, which all first appeared in Print and Eye Magazines, ask how our ideas are being shaped by new digital media and vice versa, how new digital media is shaping our ideas. She writes as a designer, calling in each of her essays (some more overtly than others) for her fellow designers, whose formal training probably did not address programming code or hypertext or moving visuals, to take up the challenges presented by the internet and digital new media and find appropriate, responsible design solutions instead of leaving the digital landscape open to chaotic, untrained interpretation. Her argument (which she admits is a bit elitist) takes her from an analysis of electronic typography to the relationship between information and form and from questions of access to a discussion of the physical, hardware and software¬†constraints of digital design. Her first essay, “Design and the Play Instinct,” claims that responsible and thoughtful play is an essential component of the design process, and the computer has made play easier and more efficient because of the possibilities of erasing and reverting to previously-saved, “uncorrupted” drafts. She warns against designers relying on old design paradigms, such as those developed for the printed page, calling for designers to find ways to accurately present the overload of information and non-linear narratives found on the internet in ways that allow for clear communication without making complex concepts and relationships overly simplistic. The technology might limit the design, but the concepts a designer can communicate are not limited. The text is a little dated to the new media debates of the mid-1990s (lots of discussion of CD-ROMs.)

Quotable Quotes

Interaction design: “It demands, instead, more comprehensive thinking that involves cognitive, spatial, and ergonomic considerations” (59) Interface designers can’t just rely on traditional design training; they have to branch out and collaboarte with software engineers, psychologists, and other experts who can help them with the unique design challenges of new media.

Designers need new ways of “visualizing stories in multiple layers, for designing with mulitple points of entry” (60).

The problem with websites that “dutifully mimic the form and structure of a paper publication, which is its own restrictive model” (49). Instead, we need “more ambitious thinking, more inventive models, and, undoubtably, more inspired design than presently exists” (49).

“The internet is a dialectic hybrid: a utopian archetype at once pragmatic and mythical, borderless and structured, it is a potentially infinite space with no geographical, political, or otherwise material boundaries” (47).

“Texture is complexity made physically manifest” (22).

“As information overload tips the scales, the demand for editorial and design direction will become more and more critical” (45).

“Thoughtless computer-aided (or driven) design maximizes shortcuts. It delights in gimmickry and exploits for effect. Here, in the land of the gratuitous filter, it is a celebration of bells and whistles, uninspired form and negligble content…This is the play instinct gone awry – devoid of imagination, brain-free, giving way to the loathsome gravitational pull of mediocrity” (10).

Notable Notes

Essay Titles:
1: “Design and the Play Instinct” – play is essential to the design process. Computer and technology facilitate it (and allow it to happen.)
2: “Electronic Typography” – typography is now asked to represent spoken, time-sensitive word, can disapper and appear in the 4th dimension, need for visual literacy to develop, emails are constrained but serve all purposes.
3. “The Pleasure of the Text(ure)” – digital new media is often pushed into linear forms when that doesn’t make particular sense because it gets rid of the texture. CD-ROMs discussion.
4. “The Culture of Reciprocity” – access to new media is limited around the world, how educational institutions are teaching and using new media, new media is formed by and for those who participate in it.
5. “A New Webbed Utopia” – the internet is controlled by its constraints: html code, upload times, ambiguous target audience
6. “The Lost Legacy of Film” – new media designers should look to film designers to help unlock the power and potential of narrative and drama. New media has more choice and participation; the audience become the authors.
+1. “I Design, Therefore I Am” – avatars as identity, one that can be manipulated and edited constantly.
+2. “The Myth of Real Time” – our world has equated real with efficient, and the potential of leisure time as productive time is ignored. Also, digital media seems by its very nature ephemeral, not as a comglomerate of building layers over history.

blue underlined hyperlink developed by U of Illinois for their Mosaic project – now ubiquitous in website design (49)

information highway should be reconceived as an information landscape – by MIT research team

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