Interactivity

Teaching, Learning and Mazes

by Andy Polaine on May 25, 2010

in General

The COTEN project is gaining momentum and there are some excellent discussions going on. A lot of the conversation is about different teaching and institutional structures and the styles of learning they encourage or discourage.

I just wrote a response to a post, which delves a little bit into my PhD subject, which is about understanding interactivity through play. As I came to the end of my PhD I realised that the principles of interactivity that I developed (more on this soon) held true for a number of other areas, including teaching and service design. I posted a response on the COTEN forums, but I’d like to air it here as a blog post in its own right:

Teaching, Learning and Mazes

Over my years of teaching I’ve tried all sorts of approaches, from leaving things very open to having things very structured. I have found it to be totally context dependent. Some students love to be left to their own devices while others crave structure. The challenge is to cater for both. It also depends on individual courses and the backgrounds of those taking them.

I also realised that the more I hands-on helped, the more helpless my students became because I was doing all the learning on their behalf. When I first started teaching, it took me a semester before I realised that helping them less actually helped them more because they worked things out for themselves and learned by doing.

Finding the right balance is the main skill of teaching I think and you really have to go with your intuition combined with direct student feedback and ignore most of the other pedagogical literature. I’m sure colleagues will shoot me down for saying that, but I found this when I did study the literature and work on this on a short post-grad course in teaching at higher education level – in the attempt to create the perfect course, it just got over structured and sapped the life and energy out of it for both me and the students.

Writing my PhD on interactivity and play, I developed a set of principles for understanding interactivity through the lens of play that I think applies here. Bear with me, because it’s going to sound like I’m going way off topic, but we’ll come back to the point:

The central principles, among others, are about finding the “magic circle” – the space of play that defines being in play and out of play (such as the lines on a football pitch, the sides of a cardboard box, etc.) and the rules of play. These rules allow for different behaviour during play (e.g. you can tackle someone holding a ball to the ground) than during “normal” life. One of the things that I argue is that knowing these two things is essential to any interaction – from interpersonal through interface to society. On the interactive interface front, users need to understand what game they’re playing and the interface needs to be set up in the right way. In this way you can explore, analyse and design for both tightly controlled UI environments such as an iPhone app or a part of an operating system, but the principles also allow for the same analysis of an interactive art installation. The key is understanding the context. In the latter example, it might be desired that the interactor is deliberately tricked or gets lost or that the interface is ambiguous unlike the clarity of an iPhone app. On the other hand that iPhone app might have playful elements that encourage you to explore the boundaries of the play space (the magic circle) and help you to learn the interface without ever really feeling like you’re learning at all, such as the iPhone’s “one free interaction”.

In the art installation example, the critical aspect of getting the interaction right is that interactors understand that they are meant to be lost. That is, they understand that they’re supposed to not understand the interface straight away and that discovering how it all works is part of the experience. Experienced videogamers will understand this idea straight away, because in most videogames the point is not to read the rules and then play the game, the point is that finding out what the rules are is part of the gameplay experience.

It struck me a while ago as I was deconstructing all of this how much it parallels the learning experience. Learning, by definition, involves a journey into unknown territory, otherwise you would not need to learn it (because it’s not unknown). This is often and usually inherently uncomfortable – nobody likes to feel stupid or confused. It’s rather like being in a maze – at least it is if the teaching and learning experience is going well, because when you are in a maze you know that you are meant to be confused and that somewhere there is a way out and/or if you yell out, somebody will come and help you. This kind of learning experience is usually very positive and why we hear so much terminology of good teachers being ‘guides’. But simply giving someone a map would be “cheating” in play and game terminology and we all know that this takes the fun out of playing.

Another kind of learning experience that is extremely negative is feeling lost, but not knowing you are in a maze that you are supposed to work your way out of. When that’s the case, you just feel lost and confused and it’s all pretty scary because wherever you turn it seems like a dead end. In this example, a map of the maze is equivalent to the tools and methods and technology or techniques that lost students often cling to at the expense of the learning experience they might have if they could work out their own way out of the maze. It’s a completely understandable emotional state, but it doesn’t lead to much lifelong or long-lasting learning.

In both cases you are in a maze, so the context is the same, but the overarching difference is the conceptual space you are in mentally. Setting up this space – the magic circle and the rules of play – seem to me to be the skill that not only the teacher needs to bring to the learning experience, but also that the institutions structures need to encourage.

Most of the time it seems that a lot of effort is spent on making maps to the maze and not on trying to develop the mental space. I think this is because the former is concrete and feels manageable and measurable, while the latter is highly personal and not directly measurable (but the results do show). It’s rather like the difference between Apple’s approach to usability and Jakob Nielsen’s obsessively warped understanding of it (in which he exclaims that, “users don’t know where they can click” when referring to a multitouch device).

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Flap to Freedom

by Andy Polaine on August 16, 2008

in General

Battery hens flap to help battery hens in the Flap to Freedom installation that Chris O’Shea and Icodesign created for the V&A Village Fete to support freedom for farmed chickens.

Contestants flap their arms and their chicken moves in sync. Quickest flapper wins the highest place on the pecking order. More over at the Icodesign site.

flaptofreedom_process.jpg

There are also Flickr sets showing the build process and the chickens in action.

Chris has also posted more details about the Flap to Freedom project as well as a bit of technical how-it-was-done.

For someone like me who is always interested in getting people to act playfully (dare I say stupidly) via interactivity, this is pretty hard to beat. They’re so into the activity, they take the technical ‘magic’ for granted, which is how it should be. I especially like the way the music eggs them on (sorry).

Bet you that music sticks in your head for the rest of the day too.

(NOTE/UPDATE: I thought I’d posted this whole thing before, but it was on draft for some reason, so I’ve combined the two posts).

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Interactive Dangerous Australians

July 23, 2008

Dangerous Australians from Lightwell on Vimeo. Let’s face it, all Australians are dangerous on the sports field, but the the Australian Museum has a new interactive installation called Dangerous Australians that allows you to interact (safely) with Australia’s deadliest top ten creatures. The saltwater crocodile, funnel web spider, box jelly fish, brown snake are among [...]

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Multitouch with a cardboard box

May 23, 2008

Whilst we’re on the multitouch subject (is it multi-touch or multitouch yet?), here’s a short vid from Seth Sandler showing you how to make your very own multi-touch test set-up with a cardboard box and a webcam. Or you can use Mario Klingemann’s technique of a pair of white gloves dyed black, with just the [...]

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3M Interface – Reverse Multitouch

May 22, 2008

My brother, Matt, just e-mailed a link to this interface on the 3M website. Given the multitouch hype at the moment, it’s quite a clever little riff on the theme. Basically it’s as if you are standing to the rear of a multitouch screen. Your mouse controls the finger movements of the person blurred out [...]

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Core77 Broadcast interview with Troika

May 6, 2008

A few weeks ago I had the pleasure of interviewing Sebastien and Eva from Troika, the studio behind the Cloud and All The Time In The World installations at new Terminal 5 at Heathrow. So, if you were one of the hundreds stuck at Terminal 5 when it opened, at least you had something decent [...]

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Playful Revolutions Presentation

April 27, 2008

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I Want You To Want Me by Jonathan Harris and Sep Kamvar

April 18, 2008

Jonathan Harris and Sep Kamvar, who created one of my all time favourite interactive pieces, We Feel Fine, have a new piece called I Want You To Want Me commissioned for MoMA’s Design and The Elastic Mind show. I Want You To Want Me explores the world of online dating, scraping data from thousands of [...]

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Podcast interview with Jason Bruges

April 17, 2008

My latest Core77 Broadcast interview with Jason Bruges from Jason Bruges Studio is now online. In a slightly echoing room in Jason’s studio, accompanied by the usual sirens and car alarms of London’s Shoreditch, he talks about his roots in architecture, the journey to interactive surfaces, sustainability and his thoughts about giving this emerging area [...]

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Programming for children

April 12, 2008

Following on from my post and Nigel’s comments about Clicktoy, I just found Scratch, which is a simple multimedia authoring environment for children. It looks like it outputs to java applets as a playback format. The team is led by Mitch Resnick at MIT’s Lifelong Kindergarten, which would frankly be my dream academic post. Scratch [...]

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