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Transcript of Piero Mussio DICO- Università di Milano [email protected] Meta design: approcci al progetto...
Piero MussioDICO- Università di Milano
Meta design: approcci al progetto collaborativo di sistemi interattivi da
parte degli utenti per gli utenti
1. Il contesto: produsage
2. Il brodo primordiale dell’evoluzione: la comunicazione digitale
3. Un caso: il museo Virtuale Tarchna
4. L’utente come progettista: strumenti ed architetture
Scaletta
Il punto di vista di uno studioso della scienza dei calcolatori attivo nel campo dell’interazione persona-macchina
1- Il contesto: produsage
“Meta-design characterizes objectives, techniques, and processes for creating new media and environments allowing ‘owners of problems’ (that is, end users) to act as designers”
[Fischer et al. 2004, CACM]
HCI and web technologies evolution makes user to evolve from content and data consumer
to content and data producer(produsers)[Bruns 2006]
Co-evolution of users and systems
Produsage emerges from a co-evolution process
materialization
interpration materialization
interpretation
Users’ appropriation of the artifacts evolves their practice
culture
cycle 1
artifacts
The user culture and the artifacts evolve
social & organizational
context
technology
cycle 2
Social organizations & technologies evolve Toward user-led content Wikipedia: “ any one can edit”Produsage: collaborative, continuous building and extending
of existing content in pursuit of further improvement
2.Il brodo primordiale dell’evoluzione: la comunicazione digitale
Comunicazione tra umani [after Tondl 81]
channelcod-decod
methods
subjective
worldcod-decod
methods
subjective
world
I(II)
SA I ( II ): State of affairs referred to by message as perceived by comunicant
Phenomena to which the conversation relates
3 3
1
2
2
1
communicant I communicant II
BSA I
SA II
2: refers to
3: stands for
1: perceives
: messaggio
A
Comprensione (valutabile sperimentalmente)
EquivocoGap comunicazionaleSemantizzazione progressiva
Due interpretazioni per ogni messaggio(modello Ogden-Richards: il triangolo cibernetico)
Il messaggio digitale ha una forma interna ed una esterna
Forme esterne(percepibili
dall’umano)
Forma interna
(Contenuto)
Programma 1 Programma2 Programma 3
0100000101010101011000 1101011010101010101010 1111100101010101010110 010101010101010101011011001110011001100110011
videostampa
suono
-il supporto di memorizzazione è diverso dal supporto che rende il messaggio percepibile
-la materializzazione del messaggio è mediata dai programmi che localmente traducono forma interna in esterna
La comunicazione digitale
Novità rispetto ai messaggi orali e scritti.
• La forma esterna è determinata dal programma che la genera• permane fintantoché il programma la fa permanere• dipende dal programma ( e quindi dall’autore del programma)• il sistema ricevente può adattarla all’utente ed al contesto
Il contenuto è persistente ma la forma esterna è labile
• il messaggio è interattivo e pro-attivo (non tace come il libro)• interazione e pro-attività dipendono da programmi (e quindi dai loro
autori )
• l’autore crede di produrre un segnale in forma esterna ma produce una forma interna che solo un programma può interpretare. L’autore:- non può garantire la forma esterna - non può garantire l’accessibilità della forma interna
Comunicazione tra persona e sistema
Designer
Designer's SA
User
User's SA
Mondo percepito dal singolo
Il programma ha un ruolo attivo nella
comunicazione che nessuno strumento ha mai avuto. Codifica e de-codifca secondo
criteri programmati dal progettista
Ma l’uomo interpreta la forma esterna ed il programma quella interna
Il sistema interattivo è un messaggio attivo ():
Un messaggio pro-attivo che il progettista invia all’utente.
Un messaggio che genera e interpreta altri messaggi (a): un meta messaggio
che si comporta come è programmato a fare
La comunicazione…Il sistema è un proxy del progettista (de Souza 2006)
Designer
Designer's SA
User
User's SA
Nuove possibilitàL’utente come produuser: può generare nuovi contenuti- ad esempio
mediante sistemi di annotazione.
Documento
Annotazione creata dall’utente
Archivio Documenti
Utente
1 .Richiesta documento
3 studia il documento e l’annota
2. Il documento ritrovato viene mostrato
4. Decide di salvare l’annotazione
5. l’annotazione viene archiviata, e diviene un documento gestibile
In caratteri Agency: azioni che l’utente fa usando il sistema come strumento (ricordare i 4 ruoli)
In caratteri tahoma: azioni che il sistema esegue come secondo agente nella conversazione
SCHERMO
Utente:da consumatore a produttore di conoscenza
Armour: il software è un nuovo medium di conoscenza (Comm.Acm, 2003)
Sfruttare le opportunità, superare i trabocchetti
Riconoscere l’utente come “owner of the problem”
l’utente come co-autore della forma esterna,
interazione, e organizzazione dei contenuti
(progettazione partecipativa)
Riconoscere i nuovi problemi
i gap comunicazionali
tra utenti e progettisti
tra diverse comunità di utenti
2- Un caso: il museo Virtuale Tarchna e l’emersione di un nuovo medium di
conoscenza
The T.Arc.H.N.A. project
Problem: findings, monuments and documents are dispersed throughout European museums.
Visitors can see them, but cannot understand their context of production, employment and role in the Etruscan life.
Etruscan era: 1200 BC- 100 BC
The UE funded T.Arc.H.N.A. project is aimed at making Etruscan Cultural Heritage accessible, understandable and attractive to large public (and remunerative for Museums and Archeological sites)
Archeologist foreseen strategy
Reconstruction of the unity of the Etruscan Cultural Heritage by creating an hypertext (T.Arc.H.N.A. system)..
T.Arc.H.N.A. reconstructs contexts by linking electronic documents describing the monuments and different findings which constitute it.
Each finding is associated to several meaningsA crater is built to contain
liquids…..
…but also used as a funerary container as explained by the context in which is discovered
..but it can assume different functions and play different roles
used in aristocratic
banquets and symposia
..contains wine in a cerimony. A symbol of life, joy and amusement
...contains ashes and bones,A symbol of death and sorrow
Archeologist foreseen strategy
Archeologists need to• associate each finding to its practical and symbolic meanings studying its roles and functions in different contexts of the Etruscan life•reconstruct the spatial context in which it was found and functional and anthropological contexts in which it was plausibly used. •describe the different functions and roles the finding played in in different life situations, from the use in everyday life to the use in rituals.• create texts (narrations) which introduce the different cultural issues connecting findings and documents.
Information scientists foreseen strategyCreate the an hypertext presenting the Etruscan Cultural
Heritage as unified whole (T.Arc.H.N.A. system).
Archeologists
Visitors
Archives of 7 EuropeanMuseums
Derive T.Arc.H.N.A. ontology from
CIDOC Conceptual Reference Model* ontology
Use T-ontology to federate existing European archives.
*The CIDOC CRM is official ISO 21127:2006 standard
ontology for Cultural Heritage
The start: a clash between the two cultures
Different views on reality, different ways of reasoning and teaching
- abstraction, observation, measurement, evaluationmodel based vs analogy basedalgorithmic vs. heuristic
-knowledge representation, organization and diffusioncomputer based vs paper basedexplicit information vs implicit information
- communicating, teaching and learning : formalization based vs practical observationdifferent balance between explicit and tacit knowledge
An observed phenomenon
Communicational and reasoning gaps
- Same word used with different meaning
- Different naming techniques (use of synonymy and context)
- use of tacit knowledge in the development and interpretation of documents leads to misunderstandings and equivoques
To overcome the gaps
Both Archeologists and Computer Scientists
• admitted that dealing with such a complex achievement, they had to accept to teach and instruct each other. (simmetry of ignorance)
• recognized the Need of performing a progressive semantization process to create a common language as a common field of interaction and not only a common terminology
The progressive semantization process
Started from CIDOC Conceptual Reference Model ontology used as a boundary object for reaching a common understanding
Based on the development of incremental prototypes used to externalize stakeholders’ tacit knowledge and as boundary objects
Results:1. A portal “Virtual Museum”2. The emergence of the new digital communication media
“Narration”
1° risultato : un Museo Virtuale
Il museo Virtuale è costituito da un sistema interattivo (Tarchna System o T-system)
T-system permette agli archeologi di creare narrazioni digitalidi che descrivono aspetti della civiltà etrusca.
T-system è capace di interpretare queste narrazioni, e presentarle ai visitatori dei musei
T-system permette ai visitatori di esplorare la civiltà etrusca interagendo con le narrazioni.
2° Result: emergence of a new communication media
A NARRATION appears to visitors as a narrativeTEXT (A) and a set of documents (B) which contextualize the issue in its anthropological and historical context (CS-CONTEXT )
Narration creation (1)
First step: an Archeologist interacts with T-system in domain
oriented languages to define• TEXT • CS-CONTEXT DESCRIPTION.
CS-CONTEXT DESCRIPTION defines which documents may
be of interest
T-system supports archeologists authoring TEXT and CONTEXT DESCRIPTION •makes available scientific abstracts created from narration texts and literature •providing a well suited internal form of TEXT and CONTEXT
A two step activity
A Narration Builder was designed in which interaction occurs according to archeologist mental models and languages allowing them to exploit their tacit knowledge in defining CONTEXT DESCRIPTION without becoming acquainted in computer science.
Music had a great
importance in the Etruscan
society
TEXT
Select all instruments made
of bronze material
CONTEXT Description
Archeologist defines indirect narration
Narration creation (2)
Second step: On user demand, T-system• interprets the CS-CONTEXT DESCRIPTION,• retrieves the documents in the web, • creates on the fly the NARRATION displaying TEXT and
CSCONTEXT (the set of documents).
Observations: CS-CONTEXT DESCRIPTION is a program T-system federates the db of the museums to create the CSCONTEXT on the fly
T-system support usersOn demand, selects a narration, interpret it, creates the contexts, present the result to visitors
An overview of the Tarchna system
Narration Builder: T-system support archeologists and organizes a narration archives
ArcheologistCreates narrations
Visitor
Narration archives
Narration features
A narration cannot be predicted in advance: the TEXT (A) is permanent as defined by the text author.
The CONTEXT (set of documents B) is built on the fly: it depends on the number and current state of the data bases available in the web
New roles for Archeologists, Systems and Visitors
A NARRATION is the result of:
Visitors become active builder of their experience
- social activity the of community of archeologists, in the creation of TEXT, CONTEXT DESCRIPTION and of the documents in the federated data bases.
- T-SYSTEM mediation: T-system interprets CS-CONTEXT DESCRIPTION to create CONTEXT. T-system as a proxy of Archeologits who create it
Archeologists as produsers
In content creation:
•Shift from dedicated individuals and team as producer to a distributed generation of content.
•Fluid roles in production: fluid movements as leaders, participant and users
•Artifact generated are no longer products in traditional sense: continually under development
(evolutionary, iterative)
33
La lezione (confermata da molte esperienze)
Il progetto di dì sistemi che supportano processi di interazione così complessi richiede• l’esperienza di diversi specialisti (un approccio partecipativo)• che operino alla pari ( simmetria dell’ignoranza (Rittel))
Each stakeholder’s knowledge complements the ignorance of the others
• una adeguata infrastruttura digitale di supporto
3- una generalizzazione: la metodologia Software Shaping Workshops
Meta-design
Our view:A design paradigm that includes end users as active
members of the design team and provides all stakeholders in the team with suitable languages and tools to foster their personal and common reasoning about the development of interactive software systems that support end users’ work.
Two-phase process– the first devoted to design the design environment– the second one to design applications using the
design environment
Our meta-design approach
A design methodology (SSW methodology) aimed at designing interactive infrastructures that address the needs of different communities of end users and allow them to design their tools
A software infrastructure is composed by software environments,
and communication channels Each software environment is devoted to a specific community
of stakeholders, organized as virtual workshops, called Software Shaping Workshops (SSW)
A metaphor for conceptual design: artisan workshop(Not workshop as a people meeting)
37
reasoning on the activities to be performed
expressing her/his own view of the interaction process
The software infrastructure
PROVIDES LANGUAGES to support each stakeholder inPROVIDES LANGUAGES to support each stakeholder in
during all the stages of the design & development &use during all the stages of the design & development &use
processprocess
PROVIDES channels to support each stakeholder inPROVIDES channels to support each stakeholder in
communicating her/his view with the others
W-SE
W-RReprX W-HCI
W-ReprY W-ReprZ
…W-EU-Y2
…
W-EU-W2
high
low high
low
Usa
bili
ty f
or
en
d u
sers
Co
mp
uta
tion
al p
ow
er
W-EU-Y1 W-EU-W1…
W-EU-X1 W-EU-Z1…
…
…W-EU-X2 W-EU-Z2…
To Use level
To Use level
Meta-DesignMeta-DesignLevelLevel
Design LevelDesign Level
Use LevelUse Level
Interactive system as SSW network
W-ReprX W-ReprW
Each SSW provides only the tools to perform the desired activities
39
Turing Tar Pit
Turing Tar Pit: “Beware of the Turing Tar Pit, in which everything is possible, but nothing of interest is easy.”
Inverse of Turing Tar Pit: “Beware of the over-specialized systems, where operations are easy, but little of interest is possible.”
[G. Fischer 2006]
40
Case study
A web application to support the CIDD activities
CIDD (Consorzio Italiano Distribuzione Dolciaria) is a consortium of Italian companies operating in confectionery field
The application provides the consortium companies with several services
– price lists– order management– discounts ….– to exchange information and cooperate through the Web
First release of the application did not satisfy the CIDD manager
He wanted to be more powerful, to shape companies Web pages
Next release was developed with SSW methodology, to allow end users to be co-designers of their tools
41
Three types of end users
Power user: sales manager (and his secretary)– To visualize, insert, modify and delete workshop contents– To define access rules – To design workshops
Associated companies: companies representatives– To access contracts, catalogues, promotions, competitions – To make orders – To design workshops for their customers
Registered guests: company customers, partners – To access to specific contents
Each type of user has different interests, responsibilities and skills, and performs different activities
42
SE
SalesManager HCI
AssocRep1 AssocRepN
…CustN.1
…
CustN.K
high
low high
low
Usa
bili
ty f
or
en
d u
sers
Co
mp
uta
tion
al p
ow
er
Partner1 PartnerN…
Assoc1 AssocN…
…
…Cust1.1 Cust1.H …
To Use level
To Use level
Meta-DesignMeta-DesignLevelLevel
Design LevelDesign Level
Use LevelUse Level
The SSW network in the CIDD case study
43
SalesManager workshop
The sales manager designs the workshop for representatives of an associated company,
providing it with some services. He selects the company from a list, a service from
another lists and clicks on the association button to associate the service to that company
44
Workshop for associated company representatives
Services for the workshop users are on the left
The company representative is creating the catalogue for a customer, that will appear in
the customer workshop.
He selects companies that provide products to the customer, indicating prices, % of
revenues, etc.
Communication area for exchanging
messages in the network
45
SSWs permit to design and evolve a system through collaborative negotiations
The negotiation is based on the exchange along the SSW network of two types of messages:– executable specifications of workshops (XML-based
documents)– annotations about these workshops
A stakeholder designs or updates a workshop (e.g. sales manager) by using a domain specific language. His actions modify the executable specification that, when interpreted by the browser, generates the new workshop
SSWs permit to design and evolve a system through collaborative negotiations
The negotiation is based on the exchange along the SSW network of two types of messages:– executable specifications of workshops (XML-based
documents)– annotations about these workshops
A stakeholder designs or updates a workshop (e.g. sales manager) by using a domain specific language. His actions modify the executable specification that, when interpreted by the browser, generates the new workshop
Communication paths in the network
Exchange paths: – among the workshops at the
same levelRequest paths:
– concerned with the communications going from low levels to higher levels
– trigger the co-evolution process, carrying on the feedback from end users (requests for workshop modification or extension)
Generation paths: – represent the activity of using workshops at a
high level to generate, modify or extend workshops to be used at the lower level
– new or evolved workshops are made available to lower levels along such generation paths
Communication path along which the exchanges of data and programs occur
Communication paths in the network
Exchange paths: – among the workshops at the same level
Request paths: – concerned with the communications
going from low levels to higher levels
– trigger the co-evolution process, carrying on the feedback from end users (requests for workshop modification or extension)
Generation paths: – represent the activity of using workshops at a high
level to generate, modify or extend workshops to be used at the lower level
– new or evolved workshops are made available to lower levels along such generation paths
Communication paths in the network
Exchange paths: among the workshops at the same level
Request paths: – concerned with the communications going from low
levels to higher levels– trigger the co-evolution process, carrying on the
feedback from end users (requests for workshop modification or extension)
Generation paths: – represent the activity of using
system workshops at a high level to generate, modify or extend workshops to be used at the lower level
– new or evolved workshops are made available to lower levels along such generation paths
50
Una possibile realizzazione
Un sistema SSW può essere realizzato con diverse architetture: qui ne vediamo una sviluppata da una collaborazione Milano-Bari nell’ambito PCL.
L’architettura richiede la definizione di tre linguaagi e viene istanziata interpretando un insieme di documenti scritti nei tre linguaggi che definiscono il profilo dell’utente, del suo ruolo nell’interazione e della piattaforma usata.
http(s) transportHTTP
requestXML data
Server-sidesystems
Browserclient
User
Per creare un’infrastruttura
dalle caratteristiche volute: architettura
comune ai singoli ambienti
Knowledge Management Engine Basato su ontologia di dominio.
Espone servizi
db1 db2 dbn
Client ricco, con interazione grafica, possibilità di annotazione ricorsiva, indicizzazione di annotazione e documenti
Gestisce l’ inizializzazione del processo, la gestione dell’interazione e della base di conoscenza
SO
AP
In
terf
ace
52
Descrivere il sistema a diversi livelli di astrazione
L’architettura comune
http(s) transportHTTP
requestXML data
Server-sidesystems
Browserclient
BANCO client-side application
BANCO engine BANCO configuration specification
ECMAScript call DOM
Vieweruser interface
User
Web Server
BANCO server-side application
IM2L TLLML
Instantiation and Interaction
Libraries (ECMAScript)
XSLT Processor
XSL rules
54
Il processo di materializzazione
Localized Template
IM2L document
SVG Full DOM tree
XSLT
Transformation Rules
Transformation Rules
XSL TemplateXSL Template
XSLT
55
Il processo di localizzazione
LML document
TL document
Localized Template
XSLT
Transformation Rules
Transformation Rules
XSL Localization
XSL Localization
XSLT
56
Future scenario for Software
Recent projects describe a future scenario for software systems– Software will increasingly be part of integrated, heterogeneous,
and continuously developing infrastructures– End users will actively change the tools they work with and
orchestrate different services as building blocks to provide the functionality they need
– In cases where the required functionality cannot be obtained by simple tailoring, they will communicate and cooperate with local and other professional designers who in turn might call upon a network of peers or developers of the base products and frameworks used
New languages and new architectures are arising to respond to this evolution
References Arias E. et al. (2000), Transcending the Individual Human Mind—Creating Shared Understanding through
Collaborative Design-, ACM TOCHI, Vol. 7, No. 1, March 2000, Pages 84–113.
Bagnasco 2002: Bagnasco Gianni, G. (ed.) Cerveteri. Importazioni e contesti nelle necropoli, Quaderni di Acme, 52. Bologna 2002
Bonghi Jovino, M. (ed.). Tarchna series, I-III, L’Erma di Bretschneider (Roma) 1997-2002.
Mussio P. et al.,, Visual Interactive Systems for End-User Development: a Model-based Design Methodology,. to appear IEEE TSMC, available TR LACAM 02.10.2005
Rittel, H. 1984. Second generation design methods. In Developments in Design Methodology John Wiley and Sons, Inc., New York, NY, 317–327.
Schŏn, D. 1992. Designing as reflective conversation with the materials of a design situation. Knowl.-Based Syst. J. 5, 1, 3–14.
Shneiderman, B. (2002). Leonardo's Laptop: Human Needs and the New Computing Technologies, MIT Press.
Snow, C. P. 1993. The Two Cultures. C. P. Cambridge University Press, New York, NY.Wulf,W., Panel position, Bridging Art and Science with creativity support tools,CC2007, June 13,
Washington.Bruns, A., Blogs, wikipedia, second life, and beyond: from production to produsage ,Peter Lang, New York,
2008
Costabile, M.F., Fogli, D., Fresta, G., Mussio, P., Piccinno, A. Computer Environments for Improving End-User Accessibility. LNCS, Volume 2615, Springer-Verlag, pp. 129-140, 200
M.F. Costabile, D. Fogli, P. Mussio, A. Piccinno. End-User Development: the Software Shaping Workshop Approach. In H. Lieberman, F. Paternò, V. Wulf (Eds), “End User Development”, Springer, 2006. pp. 183-205
M.F. Costabile, D. Fogli, P. Mussio, A. Piccinno. Visual Interactive Systems for End-User Development: a Model-based Design Methodology”, IEEE Trans. SMC - Part A: Systems and Humans, Volume 37, No. 6, 2007, pp. 1020-1046.