Posts RSS Comments RSS 400 Posts and 1,389 Comments till now

Archive for the 'Academics' Category

Looking for IA Volunteers for Online Study

I am recruiting information architects, information designers, and any other information experts out there to volunteer an hour or so of their time this week to help evaluate information structures from an IA-related study. This and related work has been part of a card sorting research project I have been working on for the past year (Delphi card sorting ring a bell?).

If you are able and willing, please fill out the participant recruitment form and I will contact you with further instructions.

Presentation: Intro to Delphi Card Sorting

My presentation at the IA Summit 2007 went very well and I had some great feedback.

I would like to again thank the IA Institute for their support via their Process Grants, the University of Baltimore Department of Information Arts & Technologies, and my coworkers at User-Centered Design, Inc..

Download the presentation: (PDF 518KB)

IA Summit 2007 Presentation

I will be presenting preliminary research results of my thesis work on the Delphi card sorting methodology at the IA Summit 2007 in Las Vegas in March.

Abstract:

Card sorting is a common IA activity which aids in information design. It can be a valuable tool in discovering important information patterns and testing the suitability of category organization labels. Although a widely used method, it has disadvantages which potentially effect how difficult results are to obtain as well as how reliable.

The Delphi method is an interactive forecasting technique which incorporates the philosophical argument methods of thesis, antithesis, and synthesis in order to reach an unbiased consensus from a group of experts or users. It has been successfully applied to interviewing techniques, and has the potential to be applied to card sort methods. Some benefits of this adaptation could be the need for fewer participants or more reliable results.

This presentation will introduce the Delphi method and how it can be applied to card sorting, as well as discuss some of the advantages and disadvantages. It is suitable for practitioners of all levels, however familiarity with card sorting and testing methods is recommended.

My research was partially funded by the IA Institute 2006 Process Grant.

View the program and be sure vote for can’t-miss sessions.

Viva Las Vegas!

Decentralized, Non-proprietary Knowledge Production

In Yochai Benkler’s The Wealth of Networks, he models his ideas of knowledge production on a “decentralized, non proprietary” ideal based on the way he understands the history of scientific work.

Benkler’s model of knowledge production is what he calls “commons-based peer production” (Chapter 3). Commons is an idea that property is public (with various restrictions) rather than private. Benkler identifies four types of commons which are based on two parameters: common property open to all and unregulated; common property open to all but regulated; common property only open to a defined group and unregulated; and common property only open to a defined group but regulated. These different commons define the openness of the production community in both who the contributers are and how they can use and contribute to its property.

With this commons model in mind, Benkler makes the comparison of the peer-production of science to the production of other cultural goods. Scientific discovery is built on previous scientific discovery, and is done (for the most part) for the sake of science (ars artis gratia [1]) in collaboration, support of, or conjunction of other peers. In order to produce knowledge in this type of community, an awareness and understanding of all the other knowledge is necessary, which makes commons important. Having this resource allows production members to be more creative, which results in creative thinking, innovation, and knowledge production.

Creative thinking is perhaps a necessary precursor to knowledge creation. There are three basic principles which underlie creativity [2]. First, new ideas are composed of old elements. This is an important first step in order to gather background knowledge on a subject, and to also figure out if what is being pursued has been done before. Secondly, not all ideas are on par. Data is only knowledge if it is useful and meaningful. It is the same idea which supports copyrights; a good is only worth something if it is useful to someone. Finally, creativity is enhanced by the ability to detect connections between ideas. In the context of creating creative goods, Ben Shneiderman has also stated [3] that in order to be creative, you have to be aware of everything else out there. Being creative, or creating goods (all those things associated with creativity) is like traditional academics where the first step is to see what has been done and everyone else is doing (e.g., a literature review).

Many times the production of a new good or idea is not entirely original, but a reworking of an existing idea with a new twist or series of improvements. One of the best examples for this is from the business world. Amazon is perhaps the most successful online marketplace to date. However, it wasn’t “first to market”, as many may think to remember. Instead, it took what it saw its competitors do, improved on it and added their own twist. This has been a successful business model for many companies, and it is no different for the production of cultural goods. However, in our political-copyright world, it is easy to imagine the litigation Amazon would have gone through if it were a production good rather than a market.

The idea of creativity is well recognized in the scientific and artistic communities, however, implementing the concept in more socially-centered productions such as music, video games, and entertainment art is much more difficult. For example, from what we’ve learned from Benkler’s scientific peer-production examples and the principles of creativity, new goods are made from the knowledge of previous goods and often incorporate old ideas and methods in new ways. Therefore, in order to be a successful contribution, the creator must have access to previous work in order to be influenced in some way by previous work. In many cases, previous work is reinvented into new and more useful goods. The most relevant example of this is YouTube. Here is an environment which provides and promotes the release of culture. Popularity of some works could be in many ways judged by how well it inspires similar works [4]. Without this openness to build off of other’s creations, innovation of new ideas is stifled. Needless to say that YouTube is a copyright holder’s biggest nightmare, yet it has become one of the largest repositories and sources of inspiration for popular culture on the Internet.

It is strange how 18th century English Parliament and the authors of the U.S. Constitution understood how important it was to provide cultural goods to the public domain, however innovation continues to be stifled by unreasonable patents and copyright laws. The public seems to prevail, even illegally, in order to continue creating new goods for the good of all. Benkler illustrates this well in his thorough example of the Free/Libre/Open Source Software communities, NASA’s clickworkers experiment, the success of Wikipedia, and virtual communities such as Second Life. These projects have been able to overcome politics of control and property and provide open, creative, and useful products.

(PDF 46KB)

[1] Latin proverb. “Art for Art’s sake”, or, “Art for the sake of art”
[2] Creative thinking: Three basic principles. University of Hong Kong Department of Philosophy
[3] Shneiderman, B. (2006). Creative Support Tools: A Grand Challenge. Potomac Chapter HFES Meeting, October 18, 2006.
[4] Sjoberg, L. (2006). Cats do their turn on the catwalk. Wired Magazine, October 18, 2006. http://blog.wired.com/tableofmalcontents/2006/10/cats_on_treadmi.html

Season of Usability: Call for Student Participation

Are you a design student interested in contributing to an open source project? Here is your chance! OpenUsability is sponsoring their Season of Usability, an opportunity for students to participate in an interesting open source project with the aid of design and technical mentors. OpenUsability is a world-wide non-profit organization based in Germany whose mission is to bring usability and open source together.

These projects are mentored by professionals in the industry who are also very involved in open source. If accepted, these projects are structured enough and provide enough work to fulfill most independent study requirements. Additionally, students receive a $700USD stipend for their time which is a good amount to cover university fees.

~ Release from OpenUsability.org 20 Nov 2006 ~

Season of Usability 2006/2007 is part of a series of sponsored student projects to encourage students of usability, user-interface design, and interaction design to get involved with Freee/Libre/Open-Source Software (FLOSS) projects. FLOSS offers an excellent way to gain experience in the interdisciplinary and collaborative development of user interface solutions in international software projects.

During a three-month cooperation, you will closely work together with experienced professionals and get insights in to their way of work. Depending on your location, you will be invited to a meeting with the development and usability team. Otherwise the collaboration will take place via the established channels of OSS development - email, IRC, VoIP, and etc.

Season of Usability projects are sponsored with $700USD. An involvement of 15 hours per week is expected. The sponsorship will be paid after the successful accomplishment of the project goals.

For more information visit http://www.openusability.org/season/0607/

« Prev - Next »