Design, Develop, Create

Tuesday, 5 December 2023

Research Writing - when to use 3rd Person or 1st Person

The question I'll try to answer here is; when can we use third person versus first person pronouns in research writing? Contrary to common understanding, the researcher is not always expected to erase themselves or be absent in research writing. Research writers may use both writing styles but should ensure the transition between them is appropriate and clearly signalled. For example, applied in different sections or introduced via a lede, a lead-in sentence or introducing paragraph.

The third person form (collective pronoun terms) is widely accepted as the main style for academic writing. This narrative form is used to present data, facts and findings in a factual and objective style but must not be misused to make exaggerated or unfounded claims. The third person form is highly appropriate for writing the literature review, critique, and analysis. The third person conveys truthfulness and facticity by presenting arguments, data and findings in a balanced objective manner. The construction of objectivity is highly valued and helps to convey and justify the deep trust we place in scientific writing. 

While third person narrative is the dominant style in academic writing, the use of first person voice ("I", "my", "we", "our" pronouns) in a research narrative may be appropriate when describing contexts and motivation. As the research writer, you, the author, are at the heart of a research account. You are the person who ties the various threads together, of research design, its conduct, the account of findings. 

When and why would you use a first person narrative? A first person perspective is inherently interesting and compelling (when it isn't indulgent), but more importantly, is probably more appropriate for describing the researcher's agency. What is researcher agency? Agency is evident in how the research design is arrived at, what research methods are chosen (and why), in how access is negotiated or gained, in devising protocols and analytical methods etc. Researcher agency is implicit (if not usually acknowledged) in devising, conducting and communicating research findings. It is therefore incredibly valuable for the research author to be reflexive. One way to do this is to draw back the curtain, to employ introspection to reveal the hand of the researcher and comment on the potential for omissions, biases etc. and the messy practical reality of research action. 

A final note. The target journal, publication or conference you publish your research in will usually have a house-style or provide guidelines on use of voice in the same way as it does for document template, citation style, number of citations etc.

Friday, 24 November 2023

Exercise: Creative Problem Solving

robot, n. The word ‘robot’ was first used in Karel Čapek’s play R.U.R. (Rossum's Universal Robots), a science fiction play in the Czech language in 1921.

This exercise simulates a creative-problem-setting-solving-setting etc in teams.
Objective: Understanding theory, principles and guidelines for group brainstorming sessions.

Materials
"Lego Mindstorms" Robot Base (1 per group of 4 to 7 people).
Creativity Assessment Sheet.
One hour to run.

Technology Familiarisation Stage
1. Introduce the robot and programming tools.
2. Allocate 7 minutes for individuals to take turns familiarising with the robot's capabilities.

Play Prototype then Try 
Part 1 
1. Turn the robots OFF.
2. Problem 1 is set.
3. Allocate approximately 3 minutes for initial exploration and solution working individually. Individuals working alone write a program to solve the problem on paper.
4. Allocate approximately 5 minutes for group discussion and determination of group program.
5. Robots can now be turned ON.
6. Allocate approximately 5 minutes to program the robots and 3 minutes for the teams to demonstrate.

Part 2
1. Turn the robots OFF.
2. Problem 2 is set.
3. Robots can now be turned ON.
4. Allocate approximately 15 minutes for groups to determine own approach to solve challenge.
5. Allocate approximately 5 minutes to program the robots and 3 minutes for the teams to demonstrate.

Reflection and discussion
Was leadership difficult?
Could you put yourself forward, could you step back?
How did the team feel?
How did the team perform? On the task, overall?
Comment on behaviours that reinforced or diverged.
Was failure evident? How often? Personalised or not?
If you feel you failed do you think you learned more or less than if you hadn't?
Comment on risk taking.
Comment on the workspace.
Describe your ideal workspace; what things would be present, how would space be arranged?
Are you an 'insider', an 'outsider'?
Was 'talk time' shared? If not who didn't speak and why? If not who spoke most and why?
Does physical control of the 'things' limit collaboration?
What behaviours enable collaboration?
What is your motivation?

Additional links
In defense of brainstorming by Scott Burkin, blog post (link)
My creative process workshop 2010 (link)
A student solution (link)
UCD-TCD Innovation Academy has a module on Creative Thinking (link); Also see the module "Inspiring Creative Thinking: Didactic methods in practice" (link)

Results

Class of 2012/13 
Group IDTest 1Test 2Test 3Test 4
aOK-OK-
bOKXOK-
cOKXOK-
e1/21/2OK-
f1/41/2OK-
g1/21/21/2-
hOK1/2OK-
iOKXOK-
jOK1/2OK-

Class of 2012 
Group IDTest 1Test 2Test 3Test 4
1OKXXX
2XX1/21/2
3OKOKXX
4XX1/21/2
5OKOKXX
6OKXXX
7XXX1/2
8OKOKXX

The blame is not for failure

Jørgen Vig Knudstorp: At LEGO, Growth and Culture Are Not Kid Stuff
"The blame is not for failure, it is for failing to help or ask for help"
Grant Freeland interviews Jørgen Vig Knudstorp (Boston Consulting Group video)


Exercise: Construction

DesignConstruction from Allen Higgins on Vimeo.

Preamble:


  1. Do the Lego Mindstorms familiarisation exercise first (see slides)
  2. Then have individuals make their own sketches of a lego robot that can guard a "base",

Objective:
To experience the different activities and issues that can arise in teams constructing a shared object in accordance with a well specified design.
To enable people to get to grips with a particular technology ecosystem to enable reasoned judgement and design thinking relevant to other related exercises.

Preparation:
1x copy of the design/construction document per group.
1x LM construction box.
Index cards, pencils, paper.

Instructions (45”):
e.g. A group race to construct a driving base.
Provide a brief introduction to the construction environment and capabilities of the tools used. 

Outputs:
A completed driving base.

Interjections:

  • At intervals team members have to 'rotate' around the workbench. 
  • About 15' into the exercise pause and reflect how they have ended up organising themselves. Would you choose a different arrangement? Roles? Spatial arrangement? Move things around? Leadership? Democratic?
  • About halfway to completion offer the colour booklet.
  • About 30' into the exercise pause and reflect. Ask 'what is the design? The guide? Which page? The finished product? The small details? The ideas? Did anyone notice errors? What was the impact of colour? Any improvisation? Coping with missing parts?

Debrief:


Class of 2014/15 FT 


Group ID
Time (mins)
a
1 hr 13'
b
non-finish


Class of 2013/14 PT 


Group ID
Time (mins)
a
24'
b
non-finish
c
29'
e
27'
f
non-finish
g
non-finish
h
non-finish
i
23'
j
non-finish


Class of 2013/14 FT 


Group ID
Time (mins)
a
non-finish
b
non-finish
c
non-finish
e
20'
f
non-finish
g
'1'? non-finish
h
non-finish
i
31'
j
non-finish

Class of 2012/13 
Group IDTime (mins)
a20
b35
c40
e29
fnon-finish
g42
h47
i40
j34

Class of 2012 
Group IDTime (mins)
1non-finish
2non-finish
333
440
533
625
728
834

I couldn't resist "Why Your Employees Should Be Playing With Lego Robots"

Arguing for play-like activity in work (not just using Lego to communicate ideas) by Colin Lewis...
"Participants from all backgrounds gain key team building skills through collaborating closely at every stage of ideation, innovation, deployment, evaluation and scaling. At the end of the training teams are required to present their ideas and results, building effective communication skills." (Lewis, 2014)

Monday, 6 November 2023

Requirements (SDLC)

Part of successfully designing and maintaining a high tech system is having a strong top down vision. In the absence of vision nobody has a clear idea of what belongs and what doesn’t.
"It's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them." Steve Jobs, quoted in BusinessWeek (25 May 1998) cross ref. (link)
THE USER AND REQUIREMENTS
Understanding the requirements process. An overview of the need for requirements and how they can be gathered and managed for systems development.
If you have a product or if the product is still just a concept you must be able to answer the question: “what goal does the user attain by using your ‘offering’ or product?”
INTRODUCTION
Why do we need to talk about requirements? Aren’t requirements usually self-evident? Are the really valuable requirements obvious or easily captured?

Product management needs to be grounded in a disciplined approach to managing high tech design and development. The product or project manager, right down to the programmer, must be able to answer the question "how do I know when I'm done?" However requirements may may not capture a clear or coherent statement of the problem we need to solve. Requirements can state outwardly perceived problems but in ways that are value laden and suggestive of remedies (perhaps as band-aids) rather than as simple statements of issues that could be addressed in . In these cases requirements encroach on design and may result in the worst aspects of incremental change. (Foote and Yoder, 2000).

Identifying the real problem is often the problem (Curtis et al., 1988). The requirements process is therefore more often a process of mutual discovery; uncovering and discovering the need and use for a high tech system.

Three simple questions offer a revealing insight into the maturity and capability of the organization:

  1. Show me a statement of the requirements your product delivers?
  2. How were the requirements gathered?
  3. From where does each requirement originate?
User requirements and analysis is often considered to be the starting point for the systems development process but it is rarely a straightforward process of transforming a list of requirements into a product. It is more often a process of intervention and change that impacts “personal and group efficiency, effectiveness, job satisfaction and the quality of working life.” (Mumford, 1985) Edith Mumford suggested that the best possible approach for design teams is to involve users with the developers as part of the requirements capture and design process. To create a situation where user requirements can be clarified and defined in the absence of solving underlying technological considerations. Requirements definition should therefore focus on user problems and needs before looking at current tasks. Identify the goals before looking at the minutia of the current list of tasks undertaken to overcome or satisfy the goals.


AN UNDERLYING THEORY OF REQUIREMENTS?
Why have a requirements process and what are its distinctive aspects? In an ideal world the developer and the user would communicate directly and perfectly. The user would be able to perfectly articulate some need, the developer would understand the need and be able to create and deliver it. However in the real world our understanding of needs and ability to communicate them is imperfect. In addition, in the real world, there isn’t a one to one correspondence between users and developers. A successful product may have hundreds, thousands, if not millions of users (Figure below, a). Conversely a product development team size may be anywhere between five and a hundred people (rarely more). The more users there are the less likely all their various needs can be articulated, communicated, implemented and satisfied. The more users there are the less likely the developers can interact and communicate with them on a one to one basis. The immediate role of an analyst may be quite simply to buffer or manage interaction and communication between users and developers.

The challenge of such a role is its potential to further distort the process of communicating between users and developers (Figure below). But simply adding an analyst to the equation doesn’t address the core challenge of large user communities interacting with small developer communities (Figure below, b). Consider the following three cases as ways of organizing interaction between users and developers. Case I (Figure below, I) corresponds to direct communication between developer and user, case II (Figure below, II) to the business analyst as a buffer between and two, and case III (Figure below, III) to open communication between developers and selected users. The solution to addressing large user communities is to select a representative subset of users and work with them (Figure below, c). As a general rule of thumb we could assume the number of representative users will be of the same size (or order or magnitude) as the size of the analyst/developer team (Figure below, d). The risk with a product requirements document is that it lies between the user and the designer; its use may both communicate and mis-communicate. The key to success is to selectively enable direct interaction to clarify and validate both the requirement and its delivery.

The ETHICS approach
There are many requirements management frameworks most of which are basically templates and checklists for gathering and recording a variety of user-oriented data. Mumford's ETHICS framework is a useful approach to organizing participative problem solving initiatives for systems development. The acronym is also intended to convey that an ethical orientation is also necessary to allow and enable the analyst to contribute to good systems design resulting in increasing “the positive factors and eliminate or reduce the negative factors” (Mumford, 1985) for user interest, effectiveness, job satisfaction and commitment. Mumford's ETHICS approach to structuring systems requirements specification consists of question challenges and resolving activities.

The risk however with a requirements gathering process cast in this format is that it can expand into an open-ended discovery of a range of problems that weren’t previously articulated. You quickly loose yourself in changing, evolving goals. This is amplified by users awareness of the coupling between requirements and design. They understand fully that implementation of new technology impacts and challenges the target organization. New IT alters the day-to-day organization of work, job satisfaction and corporate mission. Impacts and challenges may be both positive and negative thus Mumford’s emphasis on the ethical treatment of people. In this case changing people’s tasks and responsibilities is predicated (and made valid) on the basic assumption that the exercise is to produce changes that improve the conditions, effectiveness and satisfaction of work.


METHODS FOR GATHERING REQUIREMENTS
The end result of any process of requirements capture should be a body of raw data (interviews, statements, recordings, diagrams, images, documents, objects). The requirements are a distillation of that data as lists, categories and descriptions that are wherever possible, traceable back to its originator or source for validation.

Contemporary methods for gathering and managing requirements range from formal negotiated approaches like ETHICS to informal (though still negotiated) processes evident in newer Agile methods (Cockburn, 2002). New methods for organizing systems development such as Extreme Programming (Beck, 1999) and Scrum (Schwaber, 2004) create distinctive roles for the customer or product owner at the heart of the development process (Figure below). Kent Beck popularized the idea that a development team needs an ‘on-site customer.’ Ken Schafer asserts the need for a ‘Product Owner,’ someone who speaks for the customer authoritatively and with ownership. Scrum’s insistence on a product owner is essential as the process is driven by value and therefore it is crucial to identify the person who is responsible for the product’s ROI and who is therefore responsible and accountable for decisions such as what the requirement is and which requirement to deliver first. The ideas of an on-site customer and a product owner are designed to simplify the communication process between users and developers. However they say little if anything about how to choose the users, communicate or interact with them.

Interaction Design (IxD), which has grown in popularity among HCI/CHI designers, directly addresses the methodological challenge of gathering requirements from user communities. Interaction design positions the role of the interaction designer rather than ‘analyst’ as the central figure bridging the gaps between users and developers. A more open interpretation of the role of Analyst or Requirements Analyst is anyone who is involved in requirements gathering and analysis. Various business titles could be applied to the same role: Product Manager, Marketing Analyst, Researcher, Interaction Designer, etc.

Product requirements can be thought of as a rather unique kind of shopping list, a shopping list written by (more often on behalf of) the user, and written for (usually by) the developer to deliver (Figure above). Taking the analogy further the requirements shopping list is for a shop where the shelves are initially empty because the things the user wants haven’t been made yet. Alternatively there may be something on the shelf that approximates what the user wants but it’s not quite right and needs to be customized. To compound this seemingly odd situation we may also find that product requirements may be written (created) by someone who is neither the customer (user) nor the designer (developer). In this situation those charged with requirements capture have a lot of responsibility and power to influence the design process. Product requirements lie between the user and the designer and act as a communication device between the two. The requirements document is merely a representation of a potentially unbounded set of product requirements therefore the process used to create the representation is perhaps more significant that the document itself.

METHODS FOR ELICITING REQUIREMENTS
Methods for gathering requirements from user communities at the early stages of systems development will usually consist of research and data gathering methods that are more exploratory and interpretive that conditional/quantitative (Cooper et al., 2007). After all, you won't know what questions you need to ask or the relevant information until you have undergone a process of open-ended learning and discovery.

A similar categorization of methods attuned towards requirements gathering is presented by Moggridge (2006). Specific methods are indicated for specific situations. Observational and recording methods are indicated when requirements or needs are initially unknown, latent, unvocalised, or problems of physical ergonomics etc. Survey, focus groups and expert opinion are useful for situations where explicit opportunities exist. Conversely the research method may be indicated by the size of the group being addressed. Statistical techniques are essential for assessing large markets or populations of users. Interpretive methods allow the researcher identify and explore concrete cases of use and associated goals.

THE RISKS OF REQUIREMENTS PROCESSES
Requirements are distillations of information, selective presentations of potentially vast unbounded wish lists and issues. The person charged with requirements capture has the power to influence the design process and therefore has a responsibility to carefully record and preserve the data from which selection is based. Creating and managing requirements involves discriminating and selecting information. It carries an onus to be truthful, fair, accurate, factual and impartial. Research data should wherever possible be preserved and indexed so that requirements can be traced back and associated with the users or situations they were generated from.

The task of requirements gathering is all the more difficult because what is learnt was previously unknown or unarticulated. A requirement is often tentative and uncertain. Furthermore, the statement of a requirement does not necessarily equate with its solution. Requirements may be functional and concrete (the product does X, Y and Z) or they may be non-functional and abstract (the product is fast, easy to use, secure). Requirements capture demands a level of attention and rigor to data gathering, storage, management and presentation equivalent to that of academic research. Whenever possible data should be verifiable, traceable, reproducible, and useful. Raw data is the body of evidence and material necessary for reasoned decision-making in the design process. It is no coincidence therefore that many of the methods and techniques for gathering and analyzing data are derived from academic research methods. Among these research tools qualitative research methods have achieved particular prominence in the technology design community (Cooper, 2004, Cooper and Reimann, 2003, Moggridge, 2006).
The value of qualitative research techniques is that they both complement quantitative methods and enable access to information that is impossible to capture via quantitative approaches. More importantly, qualitative research methods involve the researcher analyst directly with the user community and open the possibility for gestalts and insights that quantitative assessment may overlook.

CASE: A vignette on the value of qualitative research (Cooper et al. 2007)
“In one particularly illustrative example, we were asked by a client to perform a user study for an entry-level consumer video-editing product for Windows users. An established developer of video editing and –authoring software, the client had used traditional market research techniques to identify a significant business opportunity in developing a product for people who owned a digital video camera and a computer but hadn’t connected the two yet.
In the field, we conducted interviews with a dozen users in the target market. Our first discovery was not surprising – that the people who did the most taping and had the strongest desire to share edited versions of their videos were parents. The second discovery, however, was quite startling. Of the 12 people whose homes we visited, only one person had successfully connected his video camera to his computer, and he had relied on the IT guy at work to set it up for him. One of the necessary preconditions of the success of the product was that people could actually get video onto their computers to edit, but at the time it was extremely difficult to get a FireWire or video capture card functioning properly on an Intel-based PC.
As a result of four days of research, we were able to help our client make a decision to put a hold on the product, which likely ended up saving them a considerable investment.” (Cooper et al., 2007)

CONCLUSIONS
Contemporary ideas of user-driven adaptation, technology-in-use, and situated use imply that high tech development efforts remain in a perpetually unfinished state. IT, ICT and high tech products more generally are constantly being adapted for use by developers as they observe or become aware of users exploring and adapting technology to fulfil their own needs. We might think of the process of modern product development as being in a kind of constant surveillance with the producer or developers receiving a steady stream of reports from the market place, to try to better understand everyday use as well as user driven innovation. This open-ended orientation to technology requires both developers and users to be agile, as each creates conditions of possibility for shifting the meaning and functions of technology. Such agile approaches assume that technology is typically not used in isolation but that it becomes embedded in users’ everyday practices and lives. These processes of appropriation are creative processes of identifying novel forms of use or shaping the conditions of use.

REFERENCES

Gathering and managing requirements

User requirements and analysis is often considered to be the starting point for the systems development process. There are many requirements management frameworks most of which are basically templates and checklists for gathering and recording a variety of user-oriented data.

Examples:
  • Atlassian's Confluence/Jira offers a sophisticated holistic model for capturing, storing, presenting requirements for future development. See this example from the Confluence/Jira tutorial (link).
  • A typical/conventional/traditional requirements document; source - a student engineering project (link)
hightechrequirements
A selection of typical requirements documents.
Some musings on requirements:
Product requirements can be thought of as a rather unique kind of shopping list; a shopping list written by (more often on behalf of) the user, and written for (usually by) the developer to deliver. Taking the analogy further; the requirements shopping list is for a shop where the shelves are initially empty because the things the user wants haven’t been made yet. Alternatively there may be something on the shelf that approximates what the user wants but it’s not quite right and needs to be customized. To compound this seemingly odd situation we may also find that product requirements may be written (created) by someone who is neither the customer (user) nor the designer (developer). In this situation those charged with requirements capture have a lot of responsibility and power to influence the design process. Product requirements lie between the user and the designer and act as a communication device between the two. The requirements document is merely a representation of a potentially unbounded set of product requirements therefore the process used to create the representation is perhaps more significant that the document itself.

Links of interest?
https://svpg.com/the-end-of-requirements/

Supporting Exercise?
Share a file or post a link to an example of an actual product requirements page or document. Note. Examples out there might be titled 'pitch' or 'design' (e.g. a game design document), rather than 'requirements' but the substance of the subject matter described in the document will be features, needs, constraints etc.

Wednesday, 11 October 2023

Guindon Design Experiment

Based on designing and building a cantilever beam using spaghetti and sticky tape.
Detailed protocol available at:
https://managingdesignanddevelopment.blogspot.com/2010/09/guindon-design-activities.html

Goal:

Develop an understanding of empirical design and development work as it unfolds over time.

Method:

The experiment will run for ~30 minutes.
At 1 minute marks check one or more activities you underwent in the last period from the following list:
5. "Scenario level"
4. "Requirement level"
3. "High level solution"
2. "Medium level solution"
1. "Low level solution"
0. "Key ideas (lightbulb moments)"

 Results:

At the end of the experiment take a photo of your cantilever experiment and post it to your socials. Potential tags...
"#designing #designprocess #designcollaboration #softwaredesign #digitalinnovation #guindondesignchallenge #thinking-aloud #researchmethods"

Discussion:

Reflect on your graph. Can you relate your findings to Raccoon's Chaos Model?

Guindon Design Notes:

In the late 1980s Raymonde Guindon designed an experiment to observe software designers at work while they were engaged in the process of creating a solution to a set problem. The software engineers, working individually, adopted a ‘thinking-aloud’ protocol and were observed directly by the researcher and videotaped for analysis.
As a consequence of these studies Guindon developed an understanding of design and development work as it unfolds over time; it is in fact a chaotic process of learning and reflection through trial and error. In essence the process of creating a solution to an ill-structured problem is itself un-structured, at least in the simplistic sense of being a planned, logical process moving from high level design to low level implementation in a smooth orderly manner. In fact the observations lead Guindon to the conclusion that software design work is largely underdetermined (Guindon, 1990).
“opportunistic decomposition is better suited to handle the ill-structuredness of design problems… top-down decomposition appears to be a special case for well-structured problems when the designer already knows the correct decomposition. .” (Guindon, 1990)

Guindon’s study demonstrated empirically that top-down design doesn’t occur as such in design work, or at least it doesn’t occur in a linear sequence from top to bottom. This has implications for lifecycles and frameworks that impose linear or staged phase structures based on the concept of top-down design-to-development processes.

Reference: Guindon, R. (1990) Designing the Design Process: Exploiting Opportunistic Thoughts. Human-Computer Interaction, 5, 305-344.

Wednesday, 20 September 2023

Writing a precis


The commentary or précis of a reading/article conveys what you understood, learnt, and how you might use the knowledge. Consider expanding your commentary to include a section for a critical or analytical interpretation, i.e. what is the intention of the authors, who is the audience, how valid are the claims?

Style #1. Simple Q&A pattern...
  • Q: Who are the authors?
  • Q: What is your key takeaway from this article?
  • Q: Can you highlight one key quote for the audience?
  • Q: What do you think is the value or importance of this article?
  • Q: So where are we today in terms of this topic?
  • Q: another question?

Style #2. Written paragraph or section pattern...
  • Sentence 1:Name of author, genre, and title of work, date in parenthesis; a rhetorically accurate verb (such as "claims," "argues," "asserts," "suggests"); and a THAT clause containing the major assertion or thesis statement in the work. 
  • Sentence 2: An explanation of HOW the author develops and supports the thesis, usually in chronological order. 
  • Sentence 3: A statement of the author's apparent purpose, followed by an "in order to" phrase. 
  • Sentence 4: A significant quote from the paper used in a sentence.

Writing tips:

Focus on the article being reviewed, not so much on other readings, books, articles etc.

Please do identify key quotes from the article. These a short statements or at most a sentence or two that distil some essential aspect of the article. A key quote is used: to point to the authors' evidence or claims; to make a justification for your own arguments; to act as a foundation for your own ideas. However, there must be clear delineation between the authors' content and your use of it.

  • For quotes: use quotation marks followed by cite.
  • For paraphrasing: follow with cite.
  • For extracts and transformations like lists and tables: explain source followed by cite.
  • When reviewing, do not quote the author's quotes of other authors. Instead, quote an original passage written by the author of the article you are reviewing.

Please use double quotation marks and page number to identify "the quoted text" p. 23. You could apply one of the standard citation methods if you like e.g. Harvard style:

  • (Surname et al., Publication Year, p.#)
  • (Surname et al., Publication Year, pp.#-range)
Something like "some text" (Surname et al, 2033, p.7), or similar according to the citation standard required for the document.


Tuesday, 19 September 2023

Relax and play

Take timeout and feel free to play some of the Board Games in the Smurfit restaurant...
  1. Ticket to Ride
  2. Saboteur
  3. Hanabi
  4. Ubongo – (completely in german)
  5. Bang!
  6. Love Letter 
  7. Dixit
  8. Carcassone + Carcassone Expansion box 
  9. Stratego
  10. Risk


Exercise: World Café (and Word Cloud)

World Café exercise

The World Café: A method to learn from and harness the power of groups.


4/5 people per group max

#1. Find words. Individual activity – 7” quiet, write notes.

#2. Share. Connect, cluster, name, move, organize, link

  This happens on a shared wall/whiteboard

#3. Assign champions.

#4. 10”/round. Others move around over three rounds. Champion gives each a voice. Champion facilitates a conversation. Champion helps scribe.

  First move; second move; third move.

#5a. 3” Champion synthesis. Devise a single key discovery and debrief to the wider group.

#5b. Alternate synthesis. 30" arrange a coffee break for the participants and the champions to come together to harness the materials that were gathered during the group rounds. Create a distillation/synthesis by drawing, sketching, writing, and/or typing up, a sense-making dialogue or cartoon or flow diagram or combination of all, to present by way of debriefing to the wider group. Will you ask them to create a combined synthesis or separate?

Word Cloud. An extra step, visualising words

What are the challenges of digital innovation?

Enter your response in the following form.

Admin to paste and share the results in the word cloud generator (free and requires no download).

Monday, 28 August 2023

Exercise: NATO conference proceedings

approximate time: 1h15'

Objectives (5') - S1-S2 

To produce and present a critical analysis
To conduct independent research
To experience and reflect on group work

Transition (5')

Identify groups
Provide readings

Group work starts (20') - S3 

  • Critically evaluate one of the articles provided.
  • Preparing a group review (without visual props). 
  • 20' to read and prepare of which 5' quiet time.
Without giving too much guidance up front simply ask the students to spend 20 mins critically evaluating their article and then each group can present their critique for a maximum of 2 mins (without powerpoint) to the rest of the class. After all of the presentations there should then be approximately 15 mins for the lecturer to provide some feedback based on the key touch-points.

Presentation delivery (30')
10x 2-minute presentations followed by one quick Q&A on the subject matter


Articles

Document 1: From Naur & Randell "NATO Conference on Software Engineering," 1968 (link)
  1. Group Discussion: User Requirements (pp 40-43)
  2. Group Discussion: The Nature of Software Engineering (pp 19-23)
  3. Group Discussion: Software Engineering Management and Methodology (pp 24-30)
  4. Group Discussion: Design and Production in Software Engineering (pp 31-32)
  5. Keynote Speech, by A. J. Perlis (pp 135-137)
  6. S. Gill: Thoughts on the sequence of writing software (186-187)

Document 2: From Randell & Buxton "Software Engineering Techniques; NATO Conference Proceedings," 1969 (link)
  1. Group Discussion: Case Histories; A Survey (pp 41-42)
  2. Group Discussion: Apollo Programming Support (pp 43-47)
  3. Group Discussion: The Electronic Switching System (pp 48-50)
  4. Group Discussion: Software Engineering Education (pp 61-66)
  5. R. M. Needham: Software engineering techniques and operating system design and production (pp 111-113)
  6. R. M. Needham and J. D. Aron: Software engineering and computer science (pp 113-114)
  7. J. I. Schwartz: Analyzing large-scale system development (pp 122-136)

Thematic Discussion (10")
  • What can we take from these passages?
  • What were they concerned about in the 1960s?
  • Are old concerns still contemporary issues? Why?
  • What did they think would solve these problems? Based on what knowledge?
  • Was there agreement as to the problems? The solutions?
  • Is the work we do today and the ways we manage it essentially different or only accidentally different?
  • In what ways is the work then and now similar?

Class Discussion (10')

What is critical analysis?
  • Evaluating
  • Subjective
  • Persuasion
  • Evidence
  • Scientific
  • Political 
Did typical roles arise? What were they?
  • Manager
  • Timekeeper
  • Recorder/checker
  • Sceptic
  • Big boss
  • Lurker
  • Facilitator
Were roles assigned or volunteered for?
Did people change roles? Why?
Did each member have a voice, make an impact?

What was the dynamic (over time)?
  • Initial analysis
  • Independent research
  • Synthesis
  • Chaos
  • Lost in the desert
  • A cavalry charge
Did the group...
  • Present a brief and cogent piece? 
  • Add value - illustrate, relate etc?
  • Reflect and critically evaluate?
e.g. (t: critical analysis - 30s) / (t: synopsis + 30s) + insightful analysis + impactful conclusions.

Wrap up - S4 - S5 - S6 - S7 - S8 - S9 - S10


Further reading

A process for combining self-directed and group-based learning can be organised as follows. Note, groups should adapt and modify the steps to suit the round style and conditions. (Schwartz et al., 2001) 
  1. First encounter a problem ‘cold’, without doing any preparatory study in the area of the problem.
  2. Interact with each other to explore their existing knowledge as it relates to the problem.
  3. Form and test hypotheses about the underlying mechanisms that might account for the problem (up to their current levels of knowledge).
  4. Identify further knowledge gaps or learning needs for making progress with the problem.
  5. Undertake self-study between group meetings group to satisfy identified learning needs.
  6. Return to the group to integrate the newly gained knowledge and apply it to the problem.
  7. Repeat steps 3 to 6 as necessary.
  8. Reflect on the process and on the content that has been learnt.
The Seven Jump or Maastricht process offers a similar template for structuring small-group tutorial learning. (Grave et al., 1996)
  1. Clarify unknown terms or concepts in the problem description.
  2. Define the problem(s). List the phenomena or events to be explained.
  3. Analyse the problem(s). 
    • Step 1. Brainstorm. Try to produce as many different explanations for the phenomena as you [can] think of. Use prior knowledge and common sense.
    • Step 2. Discuss. Criticize the explanations proposed and try to produce a coherent description of the processes that, according to what you think, underlie the phenomena or events.
  4. Formulate learning issues for self-directed learning.
  5. Fill the gaps in your knowledge through self-study.
  6. Share your findings with your group and try to integrate the knowledge acquired into a comprehensive explanation for the phenomena or events. Check whether you know enough.
Alternatively the MacMaster ‘triple jump’ represents three main stages for student-driven problem investigation: initial analysis, independent research, and synthesis. Each stage consists of a series of activities (not necessarily taking place in sequence).
  1. Initial analysis: identify problems, explore extant knowledge, hypothesise, identify knowledge gaps
  2. Independent research: research knowledge gaps
  3. Synthesis: present findings – relating them to the problem(s), integrate learning from others, generate a synthesis, self-assessment of learning process, repeat ‘triple jump’ if needed.

References:

  • GRAVE, W. S., BOSHUIZEN, H. P. A. & SCHMIDT, H. G. (1996) Problem based learning: Cognitive and metacognitive processes during problem analysis. Instructional Science, 24, 321-341.
  • SCHWARTZ, P., MENNIN, S. & WEBB, G. (Eds.) (2001) Problem-Based Learning: Case studies, experience and practice, London, Routledge.

Wednesday, 25 January 2023

Technology journalist John Sterne launches the Irish Tech Archives

The Irish Tech Archives https://techarchives.irish/ 
"The core mission of TechArchives is to create and preserve the stories surrounding Ireland’s long and convoluted relationship with information technology.

Karlin Lillington of the Irish Times writing about the announcement of this fantastic initiative by Technology journalist John Sterne to record personal accounts of veterans of the industry recalling the history of Irish Tech.

 https://www.irishtimes.com/business/technology/net-results-the-tale-of-ireland-s-technology-history-1.2695334