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Two Research Two Research Methods in Design Methods in Design Computing Computing Mary Lou Maher Mary Lou Maher May 2003 May 2003

Two Research Methods in Design Computing Mary Lou Maher May 2003

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Page 1: Two Research Methods in Design Computing Mary Lou Maher May 2003

Two Research Two Research Methods in Design Methods in Design

ComputingComputing

Mary Lou MaherMary Lou Maher

May 2003May 2003

Page 2: Two Research Methods in Design Computing Mary Lou Maher May 2003

Characteristics of Design Characteristics of Design Computing ResearchComputing Research

Develop an understanding of new design Develop an understanding of new design computing technologiescomputing technologies

Create new models for design computing Create new models for design computing environmentsenvironments

Critical aspect: Create new environments, Critical aspect: Create new environments, new models, new ways of designing using new models, new ways of designing using computerscomputers

Page 3: Two Research Methods in Design Computing Mary Lou Maher May 2003

Two Research ProjectsTwo Research Projects

The role of place in virtual learning environmentsThe role of place in virtual learning environments Objective: study the use of a new design computing Objective: study the use of a new design computing

environmentenvironment Method: empirical studyMethod: empirical study Plan: create environment, collect data, analysePlan: create environment, collect data, analyse

User-centred virtual architecture: develop a new User-centred virtual architecture: develop a new way of thinking about virtual worlds and their way of thinking about virtual worlds and their designdesign Objective: propose a new modelObjective: propose a new model Method: Generate and testMethod: Generate and test Plan: develop a new model, implement, demonstratePlan: develop a new model, implement, demonstrate

Page 4: Two Research Methods in Design Computing Mary Lou Maher May 2003

The Role of Place in a Virtual Learning Environment

Page 5: Two Research Methods in Design Computing Mary Lou Maher May 2003

Premises

1. Virtual worlds have been used as virtual learning environments in many universities

2. The design of virtual worlds assumes that place is an important concept in online activities

3. There is little empirical evidence of the role of place in a virtual learning environment

Page 6: Two Research Methods in Design Computing Mary Lou Maher May 2003

Places are spaces which have meaning (Harrison and Dourish, 1996)

• Evolve out of the activities of those that inhabit them and take on meaningful attachments to those who pass through them

• Physical learning occurs in different kinds of places – Classrooms, Lecture Theatres, Laboratories …..

• Virtual Communities are examples of the significance of a sense of place, contrary to Meyrowitz’s notion of placeless-ness.

Page 7: Two Research Methods in Design Computing Mary Lou Maher May 2003

Research Questions: Role of Place in VLEs

• Does the 3D Virtual Place and its sensory environment encourage the students to be more collaborative and engaged in their learning experience?

• Does having a sense of place help the students to take a constructivist approach to their learning?

• Does the 3D virtual place enable and encourage a more tactile and visual approach by the lecturer to

management of the learners?

Page 8: Two Research Methods in Design Computing Mary Lou Maher May 2003

Research Plan

• Develop a virtual learning environment in a 3D virtual world

• Collect data on students engaged in learning tasks in the 3D virtual world

• Analyse the data to find correlations between place and learning activities

Page 9: Two Research Methods in Design Computing Mary Lou Maher May 2003

Research Methodology

• An adaptation of design protocol studies, except we capture conversations rather than ask students to “think aloud”

• Process:• Data is gathered from the conversations of the

students/lecturers in the VLE classroom. • Data is cleaned and placed in a coding format. • The coding scheme is developed and tested on a sample

of the data. • The data is coded using the Delphi Method.• Coded data is analysed and results produced.

Page 10: Two Research Methods in Design Computing Mary Lou Maher May 2003

Virtual Learning Environment

• The studio has two distinct parts:– Classroom– Student Galleries

• Students navigate and communicate using an avatar.• Students construct and display their knowledge and

learning experience using contextual learning resources and tutorials.

• Student galleries provide a place for a visual representation of students' own design work submitted for peer review and collaborative feedback.

Page 11: Two Research Methods in Design Computing Mary Lou Maher May 2003

Virtual Learning Environment

1. Common Area: a public space for discussion and general meetings. 2. Entrance Area: entrance providing general information. 3. Level One: an open platform providing level one course materials. 4. Level Two: an open platform providing level two course materials. 5. Level Three: an open platform providing level three course materials. 6 – 17. Student Gallery Spaces: places for students to display their designs and customise their own place.

Classroom like place surrounded by Student Galleries.

Page 12: Two Research Methods in Design Computing Mary Lou Maher May 2003

Students communicate ‘Talking by Typing’ and are free to explore and gather information

Virtual Learning Environment

Page 13: Two Research Methods in Design Computing Mary Lou Maher May 2003

Coding Scheme

1. Communication Control

2. Communication Technology

3. Social Communication

4. Learning Communication

5. Place Communication

Page 14: Two Research Methods in Design Computing Mary Lou Maher May 2003

Method of Analysis

There are two key areas of focus

• Communication about learning– Concepts– Objectives– Cognition

• Communication that refers to place– Gestures, Citizenship, Identity, Ownership– Locations, Exploration, and Presence

Page 15: Two Research Methods in Design Computing Mary Lou Maher May 2003

Major Categories of Communication

Control 16% 45

Technology 2% 5

Social 1% 4

Learning 50% 139

Place 30% 84

TOTAL 277

Page 16: Two Research Methods in Design Computing Mary Lou Maher May 2003

Communication that refers to place

Gestures - GES 4% 3

Location - LOC 20% 17

Identity - IDT 31% 26

Exploration - EXP 6% 5

Presence - PRS 29% 24

Ownership - OWN 5% 4

Citizenship - CIT 6% 5

TOTAL 84

Page 17: Two Research Methods in Design Computing Mary Lou Maher May 2003

Place CommunicationPlace Communication in a Course Lecture

Gestures - GES4%

Location - LOC20%

Identity - IDT30%Exploration - EXP

6%

Presence - PRS29%

Ownership - OWN5%

Citizenship - CIT6%

Page 18: Two Research Methods in Design Computing Mary Lou Maher May 2003

Dynamics of Place Communication

• These graphs represent parallel timelines (each time point corresponds to an utterance) for each category of place communication.

• We can see the clustering and scattering of communication events as they occur at various moments during the session.

Page 19: Two Research Methods in Design Computing Mary Lou Maher May 2003

Dynamics of Place Communication

1 5 9 13 17 21 25 29 33 37 41 45 49 53 57 61 65 69 73 77 81 85 89 93 97 101

Utterances

Gestures

Location

Identity

Exploration

Presence

Ownership

Citizenship

Page 20: Two Research Methods in Design Computing Mary Lou Maher May 2003

Communication about location

• We looked more carefully at the first cluster of points related to location.

• By looking at the text extract of the conversation we find that students are being gathered to a specific location.

• Lecturer: Everyone come over to the main entrance area please

• Student 1: I am here• Student 2: I am here too

Page 21: Two Research Methods in Design Computing Mary Lou Maher May 2003

Communication about location

• The second major cluster involves students now moving from the starting point of the session to a new location in the virtual learning environment.

• This new location is identified as the student gallery.

• Lecturer: Ok lets go over to the gallery

• This notion of movement is identified in the chart by the exploration code, which is found to occur at a point close to the three major clusters for location.

Page 22: Two Research Methods in Design Computing Mary Lou Maher May 2003

Communication about location

• The combination of location and exploration identifies a relationship between the two codes

• Implies movement of students from one place to another.

• The implication of movement by the students, is instigated by the lecturer

• This can be interpreted to mean that some type of organisation or management of student movement is occurring in the environment.

Page 23: Two Research Methods in Design Computing Mary Lou Maher May 2003

Analysis of Place Communication

• We can infer a hypothesis from the combination of the two codes - Location and Exploration.

• This is illustrated by looking at a key point in the discussion where the two codes connect at key point 60.

• Lecturer: (to student 1) let us go to the level one area• Student 1: ok

• Our hypothesis is for the management of learning:

• “Places enable students to be gathered to a specific location and to visualise their presence at the location to enable focusing of attention”

Page 24: Two Research Methods in Design Computing Mary Lou Maher May 2003

Analysis of Learning Communication

1. “Learning Communication in a Course Lecture” using the coded transcripts we characterise the learning process by describing the statistical results of the three categories of learning communication - Concepts, Objectives, and Cognition.

2. “Dynamics of Learning Communication” we study the collaborative process that occurs by following the threads of conversation in the discussion sessions.

Page 25: Two Research Methods in Design Computing Mary Lou Maher May 2003

Learning Communication

CONCEPTS

Introduction - IOC 22% 12

Acceptance - AOC 0% 0

Rejection - ROC 0% 0

Clarification - CLC 36% 20

Confirmation - COC 13% 7

Development - DEC 16% 9

Repetition - RPC 0% 0

Referencing - RFC 2% 1

Revisiting - RVC 4% 2

Evaluation - EVC 7% 4

TOTAL 55

Page 26: Two Research Methods in Design Computing Mary Lou Maher May 2003

Learning Communication

Learning Communication in a Course Lecture

Introduction - IOC22%

Acceptance - AOC0%

Rejection - ROC0%

Clarification - CLC36%

Confirmation - COC13%

Development - DEC16%

Repetition - RPC0%

Referencing - RFC2%

Revisiting - RVC4%

Evaluation - EVC7%

Page 27: Two Research Methods in Design Computing Mary Lou Maher May 2003

Learning Communication

• The majority of the conceptual learning process revolves around clarification and development of understanding of the learning concept.

• 22% of the overall discussion involves introducing a new concept this is a ratio of 2.5:1 compared to the clarification/development

• Where evaluation of the learning concept is around 6:1 compared to the clarification/development and about 3:1 compared to the

introduction of a concept.

Page 28: Two Research Methods in Design Computing Mary Lou Maher May 2003

Dynamics of Learning Communication

• we study the collaborative process that occurs by extracting from the transcripts two threads of conversations

• Those initiated by the lecturer and those conversations initiated by the students.

• We look further at the types of collaboration that occur such as conversations that occur between:

• Student (question) to Student (answer/elaboration/development)

• Student (question) - Lecturer (answer) - Student (elaboration/development)

• Where the conversations go

• How long the conversations last

Page 29: Two Research Methods in Design Computing Mary Lou Maher May 2003

Analysis of CommunicationDynamics of Learning

1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 52 55 58 61 64 67 70 73 76 79 82 85 88 91 94 97 100

Introduction

Acceptance

Rejection

Clarification

Evaluation

Repetition

Referencing

Revisiting

Lecturer

Student 1

Student 2

Page 30: Two Research Methods in Design Computing Mary Lou Maher May 2003

Summary of “the role of place”

• Research methodology was adapted from a method used in cognitive science and then compared to methods used in studying new technologies in education and learning

• The analysis of the data is the starting point for finding patterns and therefore identifying principles and characteristics that can generalise beyond a single experience

Page 31: Two Research Methods in Design Computing Mary Lou Maher May 2003

User-centred Virtual Architecture

Page 32: Two Research Methods in Design Computing Mary Lou Maher May 2003

Premises

• Virtual Architecture is a kind of virtual place that uses the metaphor and components of physical architecture to create places for online human activity

• Current virtual architecture follows the same process of physical architecture: design and build persistent infrastructure

• There is potential for virtual architecture to be designed and used as needed, and then removed when not needed.

Page 33: Two Research Methods in Design Computing Mary Lou Maher May 2003

Research Plan

• Propose a model for user-centred Virtual Architecture

• Develop and implement the model• Demonstrate the use of the model• Identify the contribution of the model

Page 34: Two Research Methods in Design Computing Mary Lou Maher May 2003

Research Methodology

• Combines models from artificial intelligence and design research:– Agent models– Design grammars

• Adapt the models for the new context• Incrementally develop, implement, and test the

model• Build a demonstration system

Page 35: Two Research Methods in Design Computing Mary Lou Maher May 2003

Background: Agent Models

Reflex agent and utility agent (Russell and Norvig, 1995): An agent in general. The reasoning processes involved.

Agent models of 3D virtual worlds (Maher and Gero, 2002): A society of agents. Each agent is represented as a component of the world.

Rational agents (Wooldridge, 2000) An agent reasons about its environment An agent has beliefs desires and intentions

?environment

actions

sensors

effectors

agent

Page 36: Two Research Methods in Design Computing Mary Lou Maher May 2003

What the worldis like now

Condition-action rules What action Ishould do now

AgentSensors

Effectors

En

viron

men

t

Basic Agent Model

Page 37: Two Research Methods in Design Computing Mary Lou Maher May 2003

Interpretation

Hypothesizer

Action

Sensors

Effectors

The World

Virtual World Agent Model

Page 38: Two Research Methods in Design Computing Mary Lou Maher May 2003

Design Process in a UcVA Agent

4 computational processes:Interpretation: transform the raw inputs to data for

reasoning and learning.Hypothesising: identifies the design goals for the

agent.Design: reasons about how to achieve the design

goals.Action activation: identifies the actions needed to

realise the design solutions.

Page 39: Two Research Methods in Design Computing Mary Lou Maher May 2003

Shape Grammar Formalism

Shape grammar formalism (Stiny and Gips 1972, Knight 2000): Shape grammar: a set of shape rules. Shape rules: description of the spatial forms of the designs, or

relate to the goals of a project that describe from functions to meanings to aesthetics.

Shapes: basic components of the shape rules, could be points, lines, planes or spatial volumes.

Page 40: Two Research Methods in Design Computing Mary Lou Maher May 2003

Generate Shape Rules

Analysis of the CRC World design: CRC world: a virtual environment in AW supporting

collaborative research. Aim: generate shape rules that capture a specific style. Style: the common characteristics of using forms and

representing functions.

Page 41: Two Research Methods in Design Computing Mary Lou Maher May 2003

Analysis of the CRC World Plan

Page 42: Two Research Methods in Design Computing Mary Lou Maher May 2003

Shape Rules Evolved from the CRC World Plan

Rule 1 and rule 2:

Rule 3 and rule 4:

Page 43: Two Research Methods in Design Computing Mary Lou Maher May 2003

Shape Rules Evolved from the CRC World Plan

Rule 5 and rule 6:

Rule 7 and rule 8:

Page 44: Two Research Methods in Design Computing Mary Lou Maher May 2003

Shape Rules Evolved from the CRC World Plan

Rule 9 and rule 10:

The CRC World plan could be regenerated by applying the above rules in a certain order.

Page 45: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generating the CRC World Plan

Initial Shape of the CRC World plan.

Page 46: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generating the CRC World Plan

Step 1 for generating the CRC World plan.

Page 47: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generating the CRC World Plan

Step 2 for generating the CRC World plan.

Page 48: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generating the CRC World Plan

Step 3 for generating the CRC World plan.

Page 49: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generating the CRC World Plan

Step 4 for generating the CRC World plan.

Page 50: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generating the CRC World Plan

Step 5 for generating the CRC World plan.

Page 51: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generating the CRC World Plan

Step 6 for generating the CRC World plan.

Page 52: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generating the CRC World Plan

Step 7 for generating the CRC World plan.

Page 53: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generating the CRC World Plan

From the initial shape to the CRC world plan.

Page 54: Two Research Methods in Design Computing Mary Lou Maher May 2003

Replacement Rules for Generating 3D Spatial Volumes

Replace 2D shapes with 3D units:

Page 55: Two Research Methods in Design Computing Mary Lou Maher May 2003

Replacement Rules for Generating 3D Spatial Volumes

Replace 2D shapes with 3D units:

Page 56: Two Research Methods in Design Computing Mary Lou Maher May 2003

Re-generated Form of the CRC World Design

Re-generated form of the CRC World design:

Page 57: Two Research Methods in Design Computing Mary Lou Maher May 2003

Design Rules for Representing Functions

Three rules for representing the functions of a meeting room in the CRC World:

Page 58: Two Research Methods in Design Computing Mary Lou Maher May 2003

Generating A Meeting Room Design Using the Design Rules

Generate a new meeting room plan: initial shape.

Page 59: Two Research Methods in Design Computing Mary Lou Maher May 2003

Generating A Meeting Room Design Using the Design Rules

Generate a new meeting room plan: step 1.

Page 60: Two Research Methods in Design Computing Mary Lou Maher May 2003

Generating A Meeting Room Design Using the Design Rules

Generate a new meeting room plan: step 2.

Page 61: Two Research Methods in Design Computing Mary Lou Maher May 2003

Generating A Meeting Room Design Using the Design Rules

Generate a new meeting room plan: step 3.

Page 62: Two Research Methods in Design Computing Mary Lou Maher May 2003

Generating A Meeting Room Design Using the Design Rules

Generated plan:

Page 63: Two Research Methods in Design Computing Mary Lou Maher May 2003

A Meeting Room Design Using the Shape Grammar Formalism

A view of the generated meeting room design.

Page 64: Two Research Methods in Design Computing Mary Lou Maher May 2003

Summary of Virtual Architecture Research

Research Methodology is similar to the methods used in computational models research

The “interesting idea” is to turn the process of designing virtual architecture inside out

The computational model combines models from AI and design computing research

The implementation and use of the model highlights the contributions

Page 65: Two Research Methods in Design Computing Mary Lou Maher May 2003

Comparison of Two Research Comparison of Two Research ProjectsProjects

““Role of”: identify new technology and Role of”: identify new technology and collect data on its use (empirical)collect data on its use (empirical)

““Virtual architecture”: develop a new Virtual architecture”: develop a new model, implement, and demonstrate model, implement, and demonstrate (conjectural)(conjectural)