|
Provide Raw Materials in Various Contexts to Allow Creative Tool Adaptations Problem Space & Initial Predispositions: Intrinsically, human beings should not solely be regarded to as tool users. They are creators. Computers should allow humans to intuitively make creations and adaptations instead of merely following paths that developers have already designed. Such educational meaning would be most beneficial for children. Imagine you were five years old and you picked up a wood board stacked in your backyard and bridged it across the rivulet. Another day, you could not find a place to hang a hanger, and then simply put it on a door knob. When doing your assignment, you grabbed a ruler by the side of you to crop a piece of folded paper as a knife. You may have forgotten these instances because they were thoughtless, tiny things in your childhood, too obvious to be visible. However, rethink these subtle but significant occasions. They are the ways that children react, adapt, and exploit their environment, which is not always tailored to their needs in a particular context. How can children make these creations in a thoughtless way while playing in their backyard or basement? Could the same outcomes emerge from playing with digital technology? My theory is that four main factors make these intuitive creations happen: 1, the ambiguity of raw materials and tools, in terms of function. 2, the affordance that enhances the understandings to the properties of raw materials. 3, the altering contexts. 4, the nature of children as tool makers. More specifically, those artifacts, e.g. the wood board, door knob, and ruler, have multiple properties to exploit. They are open-ended, and could be utilized with different functions in different contexts. After perceiving the affordance of those raw materials naturally, children can adapt in their immediate surroundings for playing based on their own theories and hypotheses freely. However, in regard to computing, most components have fixed functions in current operation systems or applications. For example, in the Drawing Pad application, “pencil” is a well-defined tool with a single and clear function. However, in contexts other than Drawing Pad, it could also be seen as a stick, a tag, or even a bolt for your email box since we could see different properties of a “pencil” as a tool. In addition, in current system, it is also hard to process these digital tools and adapt them to something new by users themselves. Admittedly, targeting one context and fixating on the function of the tool is easy to use by users and efficient to implement by developers. However, on the other hand, it fails in triggering creativity, ending up with forcing users to directly choose from the existing “ready-to-use” tools passively. The concept that I have drawn from these insights is as follows: Basically, the system for children includes three parts: the “box” of basic tools, the “Tool-making-studio” to adapt the basic tools, and the “playground” with different contexts, activities and tasks. Since the contexts and activities keep being altering, and the basic tools are not able to fit every activities, children can not always find the right tool in the tool “box”, so they may need the “Tool-making-studio” to adapt those tools and exploit their properties in new context to fit their needs, and those new tools or new functions could be for self-using, exchanging or sharing in public. For instance, Tom wants to know how long time it will take to walk from his home (A) to MIT (B), and he ponders, “What could I use in my tiny tool box? The Ruler? But could I measure the curve with it? Or I should make it happen now! Additionally, only knowing the distance seems also not enough if I want to know the time...I need to borrow that property from a Timer.” Tom meets a problem in a particular context What Tom has are a tool box of raw materials and tools and some adaptors Tom begins to exploit the basic limited resources to make new tools Tom could use the specific new tool he creates and saves it to his tool box In order to implement this concept, it is necessary to build a pool of basic tool properties according to the physical world in advance, and the properties could be of the shapes, colors, functions and others. Then we need to develop an algorithm that obtains the inputs on which properties of the tools users utilize and how the users process several independent properties to build new tools for a particular context. Finally, it is also important to publish the self-created tools so that others could not only use them, but also break them into parts and reuse the property units to build their own tools. Research on Children: Findings:
Pre-test Exploration I: Methods: Unobtrusive Observation at Childs Elementary School Observe behaviors as well as artifacts Semi-structure Interview Consult Experts Ask parents Ask early educators Process: Consult early education expert Mr. Dave Rowland, former principle of Childs Elementary School, Rogers Elementary School Consult Mrs. Janet Rowland, teacher for Grade 1 in Childs Elementary School. Observe children learning language, mathematics calculation, drawing and making crafts, making and playing with cards, reading and writing, playing with computers Goals: Understand children's preference in design, game, TV programs, books, artifacts to guide the design Learn children's ways of communication and how to play with children and get valuable data from the test Get general idea about their experience of making crafts, manipulating tools and using computers Pre-test Exploration II: Study existing children favored games and TV programs Purpose of the pre-test exploration I & II: Design the design exploration test game play, the graphics, the questions, and the test process Research on Creativity Education Findings: Borrowing the creativity methodology in physical product design, re-using, re-cycling, compounding, breaking into parts, etc, to tool inventor in computer. Physical tools have strong signals to evoke creative re-producing. At the same time, the physical attributes also put some constrains on imagineering. How do we combine the intrisic attributes of the physical tools, the creative methodology, with the easy manipulation in computer? How do we produce an environment supporting children reproducing and inventing tools intentionally. I'm currently experimenting and exploring how to make children intentionally manipulate those attributes of the tools to invent new tools. http://www.designboom.com/contest/view.php?contest_pk=6&item_pk=1807&p=1
http://www.designboom.com/contest/view.php?contest_pk=6&item_pk=2149&p=1
http://www.dolcn.com/data/cns_1/gallery_41/awards_412/aind_4121/2005-01/1104938490-5.html card game design:
2, context:
kids playing the game at their home:
video: |