The document discusses how architecture can benefit from understanding how children learn and play. It argues that children are naturally creative and innovative before these qualities are discouraged through social conditioning. Children think in operational models and see the world as something to explore rather than something to be programmed. The document advocates designing architecture and software with a playful, exploratory mindset inspired by how children learn, rather than through strict engineering approaches. This would make architecture more enjoyable, creative, and suited to how humans naturally think.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
Design Fiction: A short slideshow on design, science, fact and fictionJulian Bleecker
http://cli.gs/DesignFictionEssay
An exploration of the entanglements amongst science fiction and science fact, in order to show how they are not distinct, but infinitely knotted together. Why do this? In order to wonder — what are effective ways of designing the future?
Design fiction is making things that tell stories. It's like science-fiction in that the stories bring into focus certain matters-of-concern, such as how life is lived, questioning how technology is used and its implications, its ability to speculate about the course of events; all of the unique abilities of science fiction to incite imagination-filling conversations about possible habitable, life-affirming future worlds.
A larger discussion of this slidshow overview is available here: http://cli.gs/DesignFictionEssay
Design for Physical Thinking by Jody Medich of Kicker Studiojmedich
Talk by Jody Medich, Co-Founder and Creative Director of Kicker Studio, on designing for physical thinking: the importance of Physical Interface given at IDSA 2012 in Boston.
Design Fiction: Something and the Something in the Age of the SomethingJulian Bleecker
Presentation at Design Engaged 2008 of some early thinking on props, prototypes and fiction as frameworks for engaging design activities. Ideas in process.
More at: http://tinyurl.com/45sv3z
The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city. Each card contains an object or situation, followed by a simple action. For example, a situation might be — you see a fire hydrant, or you come across a pigeon lady. The action is meant to be performed when the object is seen, or when you come across the described situation. For example — take a photograph, or make the next right turn. The cards also contain writerly extras, quotes and inspired words meant to supplement your wandering about the city.
Processed in collaboration with Dawn Lozzi who did all of the graphic design and production.
More details here: http://www.nearfuturelaboratory.com/projects/drift-deck/
Context Design (beta2) World IA Day 2013Andrew Hinton
My talk for World IA Day 2013, based on a book I'm writing. This is another permutation, somewhat different from the first "beta" talk I did in the fall. More about book: http://inkblurt.com/contextbook/
Using LEGO Serious Play to boost collective creativity & increase trustPatrizia Bertini
UX is a team effort: So many different skills, points of views, and expertise is needed to deliver best-in-class services and products. But to do this a team must function well, with members trusting each other and communicating smoothly, overcoming differences and diverse point of views. In this session we'll use LEGO Serious Play to think creatively in groups, share ideas, innovate, and co-create the next winning experiences through efficient interaction, participation, collaboration, and a shared goals.
Design for debate, an introduction to design fiction and my research topic (T...Max Mollon
Mollon, M. (2013 Mar. 19th). Design for debate, an introduction to my research topic. Presented at Pôle supérieur de design, DSAA Interaction Design program, Villefontaine (38), France. – http://www.designvillefontaine.com/
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account?
How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these. Questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology.
In this keynote, Rachel will share her thoughts on the challenges and opportunities the current cultural watershed will present to our industry as well as the metamorphosis our field must undergo in order to create great experience across different cultures.
So much attention is focused on how technology makes us sad, lonely, addicted, lazy, and maybe a little stupid. At the same time, we know that technology is actually making all of us feel smart, whole, and connected. What if we could intentionally design technologies for positive emotions and positive outcomes? This is at the heart of happy design.
Learn how to measure for the one thing that matters - happiness - and how to identify the five elements of positive design.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Design Fiction: A short slideshow on design, science, fact and fictionJulian Bleecker
http://cli.gs/DesignFictionEssay
An exploration of the entanglements amongst science fiction and science fact, in order to show how they are not distinct, but infinitely knotted together. Why do this? In order to wonder — what are effective ways of designing the future?
Design fiction is making things that tell stories. It's like science-fiction in that the stories bring into focus certain matters-of-concern, such as how life is lived, questioning how technology is used and its implications, its ability to speculate about the course of events; all of the unique abilities of science fiction to incite imagination-filling conversations about possible habitable, life-affirming future worlds.
A larger discussion of this slidshow overview is available here: http://cli.gs/DesignFictionEssay
Design for Physical Thinking by Jody Medich of Kicker Studiojmedich
Talk by Jody Medich, Co-Founder and Creative Director of Kicker Studio, on designing for physical thinking: the importance of Physical Interface given at IDSA 2012 in Boston.
Design Fiction: Something and the Something in the Age of the SomethingJulian Bleecker
Presentation at Design Engaged 2008 of some early thinking on props, prototypes and fiction as frameworks for engaging design activities. Ideas in process.
More at: http://tinyurl.com/45sv3z
The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city. Each card contains an object or situation, followed by a simple action. For example, a situation might be — you see a fire hydrant, or you come across a pigeon lady. The action is meant to be performed when the object is seen, or when you come across the described situation. For example — take a photograph, or make the next right turn. The cards also contain writerly extras, quotes and inspired words meant to supplement your wandering about the city.
Processed in collaboration with Dawn Lozzi who did all of the graphic design and production.
More details here: http://www.nearfuturelaboratory.com/projects/drift-deck/
Context Design (beta2) World IA Day 2013Andrew Hinton
My talk for World IA Day 2013, based on a book I'm writing. This is another permutation, somewhat different from the first "beta" talk I did in the fall. More about book: http://inkblurt.com/contextbook/
Using LEGO Serious Play to boost collective creativity & increase trustPatrizia Bertini
UX is a team effort: So many different skills, points of views, and expertise is needed to deliver best-in-class services and products. But to do this a team must function well, with members trusting each other and communicating smoothly, overcoming differences and diverse point of views. In this session we'll use LEGO Serious Play to think creatively in groups, share ideas, innovate, and co-create the next winning experiences through efficient interaction, participation, collaboration, and a shared goals.
Design for debate, an introduction to design fiction and my research topic (T...Max Mollon
Mollon, M. (2013 Mar. 19th). Design for debate, an introduction to my research topic. Presented at Pôle supérieur de design, DSAA Interaction Design program, Villefontaine (38), France. – http://www.designvillefontaine.com/
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account?
How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these. Questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology.
In this keynote, Rachel will share her thoughts on the challenges and opportunities the current cultural watershed will present to our industry as well as the metamorphosis our field must undergo in order to create great experience across different cultures.
So much attention is focused on how technology makes us sad, lonely, addicted, lazy, and maybe a little stupid. At the same time, we know that technology is actually making all of us feel smart, whole, and connected. What if we could intentionally design technologies for positive emotions and positive outcomes? This is at the heart of happy design.
Learn how to measure for the one thing that matters - happiness - and how to identify the five elements of positive design.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Shape of Sound is Victoria Meyers' new book. The PowerPoint presentation is Meyers' presentation from sxsw.Eco, where Meyers was an invited presenter. Meyers has a reputation for studying and applying forms of energy to architecture and architectural design. This includes light, sound, and wind. Meyers's most recent book, Shape of Sound, is published May 1, 2014, by Artifice Books, London
A lo largo de 1 año y una búsqueda avanzada, he podido recopilar los mejores diseños con un concepto claro y concreto. Dado a que a veces lo encontraba en momentos de apuro, no he podido apuntar los nombre. En si, el ppt esta en un completo desorden, así que no esperen algo categorisado
Silence, Lines, Fractals, and Woven Operationsvictoria meyers
Silence is based on Zero Carbon Footprint, as well as a lack of sound; A Line is a Concept about a series of points with zero mass, but also stretching to infinity, in two directions; Fractals are complex equations that pertain to most living things, and nature; Woven Operations are ways that Architects and others can create Invisibility, by blending various operations together. Silence, Lines, Fractals and Woven Operations are applied and discussed in selected hMa projects presented by Victoria Meyers at the University of Puerto Rico School of Architecture, March 2015.
Walking Moving Thinking - architecture as movement facilitatorvictoria meyers
Walking Moving Thinking - how architecture creates public space, pubic amenities, and urban places. Includes hMa's DWi-P, across from the World Trade Center Memorial site in NYC.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Esta es la segunda edición de la revista hecha por IDEO.
Se trata de una revista seria sobre cómo ser menos serio ;)
En sus páginas pueden leerse las sabias palabras del Dr. Seuss, conocer a dos hermanos rusos construyendo espacios modulares con robots y explorar el Arte Japonés del "Chindogu" o "extrañas invenciones"
Síguenos en https://www.facebook.com/wif.ideas
Systems Based Gamification Volimen I: PlayEugene Sheely
In this essay I describe the basic philosophy of my consultancy and design practices in education: Play is not about fun, it's evolutionary purpose is to increase the tacit understanding of the complexities in the real world. It supercharges the understanding of relationships between different components in our world.
“The child amidst his baubles is learning the action of light, motion, gravity, muscular force; and in the game of human life, love, fear, justice, appetite and man... interact.” Ralph Waldo Emerson
It's a dry and probably boring work but I lay down some the scientific principles for game-based learning I've developed as a designer. I introduce why a lot of the currently popular gamification attempts for education are psydoscientific and give out principles backed up by scientific research on how to develop cognitive skills with games and their pedagogy.
A lot of the popular engagement techniques in gamification for education are based on techniques developed by casual game companies like Zynga. This is fundamentally a flawed approach filled with psudoscientific claims by the "gamification gurus."
This work bases it's design principles on scientific research on games with origins outside the virtual-world like chess and the process grandmasters have to go through to achieve world-class performance. It's disregards the popular techniques that claim they'll fix education by discovering how Farmville got people to water virtual crops.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
"Impact of front-end architecture on development cost", Viktor TurskyiFwdays
I have heard many times that architecture is not important for the front-end. Also, many times I have seen how developers implement features on the front-end just following the standard rules for a framework and think that this is enough to successfully launch the project, and then the project fails. How to prevent this and what approach to choose? I have launched dozens of complex projects and during the talk we will analyze which approaches have worked for me and which have not.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
4. Our venustas sucks
"In software engineering — if there really be
such a thing — we have worked thoroughly
on Firmness, some during the last 10 years
on Commodity, and none on Delight. To the
world of computer science, there can be no
such thing as Delight because beauty and
anything from the arts or the so-called soft
part of human activity has nothing to do
with science — it is mere contingency.” —
Richard P. Gabriel
5. Design has given
way to engineering
Creativity and innovation are
fundamental to problem-solving
Engineers (ingénieur?) learn
technique and formal grounding
We don’t teach or encourage
innovative behaviour
Children are born with
imagination; social need for
compliance drives it out of them
6. Children Might
have an Answer
The tabla rasa human — a great
problem-solver
Most mental modes are shaped
by culture, language, and
grownups
We confuse design with
engineering
There is a strong kernel of
“nature”
8. Birth - 2 months:
3 months old: living “in time”
4 months old:
Surfaces move together
if connected and separately
Gravity and inertia, otherwise
6 to 8 months
Causality develops starting
at 6 months but is available
at 12 months
3D objects are cohesive
as they move
9. !
!
We would like to hook into his
current modes of thought in order
to influence him rather than just
trying to replace his model with
one of our own.
— Alan Kay, 1972
!
“Teaching Machine”
10. Learned Behaviour is
Arbitrary and Predestining
Even our models of time and space are
learned — even symmetry!!!
Mental programming models are learned —
not “natural”
Early teaching programs followed the
“behaviouralist school” of Skinner
Architecture becomes fashion: what’s playing
in academia today?
11. Should the computer program
the kid, or should the kid
program the computer? —
Papert (the father of LOGO)
If we teach kids programming, we’re back
to the computer programming the kid
We must re-design computers to fit the
human mind
We might find the primordial human
mind in children
12. Two of Piaget's fundamental
notions are attractive from a
computer scientist's point of
view.
The first is that knowledge,
particularly in the young child, is
retained as a series of
operational models, models
each of which
is somewhat ad hoc and need not
be logically consistent with the
others. (They are essentially
algorithms and strategies rather
than logical axioms, predicates
and theorems.)
What is an operational model
if not an algorithm, a procedure
for accomplishing a goal?
13. Objects from
Piaget? 1972:
However, “The Piagetian framework
contained a hierarchical explanation of
development with procedural memory
emerging during the first five sensorimotor
We feel that a child is a "verb" rather than a
"noun", an actor rather than an object; he is not
a scaled-In particular, up pigeon it or has rat; been he is suggested trying to acquire
that
sub-stages and declarative memory
a model children of his are surrounding not sensitive environment to the need in
for
order empirical to deal and with logical it; his theories consistency are "practical"
in their
notions representations of how to get of from the world. idea A The to idea findings
B
rather of the than study "consistent" presented branches here do of formal
not support
logic, etc. We would like to hook into his
current modes of thought in order to influence
him rather than just trying to replace his model
with one of our own. — Alan Kay, 1972
beginning in the sixth and last sub-stage.
Contemporary investigations of infant
memory have clearly demonstrated that the
infant-toddler has the capacity for
this position.
declarative memory before their temporal
system emerges in their language.
14. Games are a form of
Programmed Instruction
Games create
conformity to a set of
rules
Often appear in
cultures as a way to
prepare children for
adulthood (think
Monopoly / Matador)
At its very best,
architecture is a game
Play
Games
Method
15. We should continue the process of
learning into architecture with play
but in a way that honours our
deeper instincts.
16. Plato
No society has ever really noticed how important play is for social
stability. My proposal is that one should regulate children’s play. Let
them always play the same games, with the same rules and under the
same conditions, and have fun playing with the same toys. That way
you’ll find that adult behaviour and society itself will be stable.
As it is, games are always being changed and modified and new ones
invented, so that youngsters never want the same thing two days
running. They’ve no fixed standard of good or bad behaviour, or of
dress. They fasten on to anyone who comes up with some novelty or
produces something with different shapes, colours, or whatever. This
poses a threat to social stability, because people who promote this kind
of innovation for children are insidiously changing the character of the
young by making them reject the old and value the new. To promote
such expressions and attitudes is a potential disaster for society. . . .
20. But though this method is
precise, it cannot be used
mechanically.
!
The fact is, that even when we
have seen deep into the
processes by which it is
possible to make a building or
a town alive, in the end, it
turns out that this knowledge
only brings us back to that
part of ourselves which is
forgotten.
!
!
Architecture supports “what happens
there” (operational models !!!)
!
21. Although the process is precise, and can be defined in exact scientific
terms, finally it becomes valuable, not so much because it shows us things
which we don’t know, but instead, because it shows us what we know
already, only daren’t admit because it seems so childish, and so primitive.
!
Indeed it turns out, in the end, that what this method does is simply free
us from all method.
!
And in later traditional societies there are bricklayers, carpenters,
plumbers-but everyone still knows how to design. For example, in japan,
even fifty years ago, every child learned how to lay out a house, just as
children learn football or tennis today. People laid out their houses for
themselves, and then asked the local carpenter to build it for them.
!
A child who helps to shape his room will also help to generate the larger
patterns for the stairway and the common space outside his room.
!
The prismatic buildings of our own time, the buildings built with the
simple geometry of cubes, and circles, spheres, and spirals, and rectangles;
this geometry is the ridive order, created by the childish search for order.
24. Mental Model
Constructed on-the-spot to fit a
situation
Preserve the structure of the thing they
represent
Possible that some are stored away
We use both procedural (implicit) and
declarative (explicit) models
26. ““In every job that must be done
there is an element of fun
You find the fun, and snap!
–Mary Poppins
The job’s a game!”
“Play is perhaps the only human
behavior that integrates and
balances all aspects of human
functioning—a necessary component
for all of us to develop our full
potential (Rogers and Sawyers 1988).
27. What is Play?
Play is intrinsically motivated.
Play is relatively free of externally imposed rules.
Play is carried out as if the activity were real.
Play focuses on the process rather than any
product.
Play is dominated by the players.
And play requires the active involvement of the
player.
28. Play
Architecture encodes recurring past forms
But good architecture also explores alternatives!
Boyd (2009) speculated that the amount of play in
a species correlates with flexibility of action in
the species. If play prepares animals for necessary
adult activities, what are the necessary activities
for which pretend play prepares humans?
Is architecture organised?
29. Play
(Dansky 1980; Dansky and Silverman 1973).
Dansky and Silverman found that children
who played with objects during a play
session produced significantly more uses for
those objects than did a control group.
There is evidence that when pretend play
occurs in multiple sessions over time,
creativity increases. (Kasari, Freeman, and
Paparella (2006))
30. Greek thought
Leisure
(scholē)
Learning
(paideia)
)
Work
Play
(paizein)
Symposia
(drinking)
31. Finite and Infinite
Games
Two kinds of games
Finite games: Constrained by
rules, designed to produce a
winner and a loser
Infinte games: Goal is to keep
playing the game
34. Child as Architect:
Wearing Many Hats
A number of the principles which led to Moore’s “talking typewriter” are
worth examination. He feels that it is not so much that children lack a long
attention span, but that they have difficulty remaining in the same role with
respect to an idea or activity. The role of “patient listener” to an idea can
quickly lead to boredom and lack of attention, unless either roles can also
be assumed such as “active agent”, “judge” or “game player”, etc. An
environment which allows many perspectives to be taken is very much in
tune with the differentiating, abstracting and integrative activities of the
child. — Kay, 1972
35. DCI
… was created from primitives of
human mental models
Follows from the principles of Kay’s
use of software for children
… seems to solve a lot of problems
innate to academic design approaches
36.
37. Child as Architect: Beyond
Pavlovian programmed
Learning
It’s exploratory rather than
methodological
… powerful application of operative
mental models
… so we can focus on delivering
what helps the end user
38.
39. Conclusion
Learning is play
Learning dynamics require reflective play
Dispense of the formal crap in
architecture
Think playful exploration
Find the child in your end users