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Design og interaktivitet

Resumé

Af Lene Nielsen, Visionik
19/10 1999
 

Arkiv med artikler fra Designværkstedet

- referat af konferencen i DGI-byen, København d. 4. oktober 1999

Konferencen fokuserede på to områder:

Børn, computere og undervisning

Design og interaktivitet

 

Birgitte Holm Sørensen

Børns opvækst med interaktive medier

Dagens første oplægsholder var Birgitte Holm Sørensen fra Danmarks Lærerhøjskole. Birgitte Holm Sørensen er leder af forskningsprojektet "Børns opvækst med interaktive medier - i et fremtidsperspektiv" og ansat på Danmarks Lærerhøjskole, Institut for Æstetiske fag og Mediepædagogik. Gennem projektet er der skabt en viden om børns opvækst med interaktive medier, og hvilken betydning de 7 -15 årige børns anvendelse af de nye medier i skole, hjem og fritidsinstitution har for deres socialisation og for børnekulturen generelt.
Projektet startede i 1997 og løber til 2001.

Noget af det projektet har set på er, hvor børn bruger computeren henne, og hvilke aktiviteter det er, der foregår med computeren. Projektet så også på, hvilke funktioner computeren har for børnene, hvad bruger de den til, og på hvilken måde indgår den i deres hverdagsliv.

Hvad bruger børn computeren til?

Børn bruger overvejende computeren til spil, dette gælder især for drengene. Pigerne spiller også spil, men mindre, og i 9-10 års alderen mister de helt interessen for spil. Derudover bruger børnene computeren til:
  • edutainment-programmer
  • chat
  • at surfe
  • at lave hjemmesider
  • at producere i multimedier
  • at lave lektier
  • at sammensætte tekster og billeder
  • at undersøge programmer og Internettets muligheder (drengene)
  • at deltage i nyhedsgrupper

Børnene søger informationer, og de får informationer gennem elektroniske bøger og gennem edutainment-programmer, men de bruger først og fremmest computeren til at få oplevelser. De siger selv, at de først og fremmest bruger pc'en til spil og til chat. Og oplevelsesaspektet eksisterer både inden for chat og inden for spil.

Så myten med det ensomme barn foran computeren gælder ikke. Børnene udvikler et fællesskab om computeren, både i skolen og hjemme. Efter skoletid går børnene sammen og spiller og chatter. Og pc'en er blevet et socialt medium i børnenes kultur.

Samtidig er computeren en orientering mod andre kulturer. Især med Internettet, hvor børnene surfer og chatter. Det betyder, at de bliver nødt til at kunne sprog, og børnene er meget interesserede i at lære engelsk. Og når de kan engelsk, går de på de internationale chat-kanaler.

Men børnene bruger også computeren i en identitetssøgnings og -afprøvningsproces, hvilket især gør sig gældende inden for chat.

Video-citat: Computerens læringsværdi [1]

Computeren som kommunikationsmedie

Børnene har fundet ud af at bruge computeren til kommunikation. De bruger computeren i stedet for telefonen. Og via e-mails aftaler de at mødes, eller de går på chat-kanaler og taler sammen. Nogle børn vender dog tilbage til mobiltelefonen, når de bliver ældre, men de bruger også stadig e-mail.

Børnene kommunikerer også vha. deres hjemmesider, både i skolen og derhjemme. Hjemmesiderne har en speciel status blandt børnene, fordi det er her man kommunikerer om sig selv. Det handler om at være kendt, og det bliver man ved at have en god hjemmeside, der er flot og med mange informationer og links. Hjemmesiderne er noget helt nyt i børnenes miljøer.

Børnene får desuden fælles erfaringer fra computerspil, hvoraf nogle er ved at være klassikere. Spillene fungerer sådan, at næsten hele klassen bruger det samme spil. Og man kan forestille sig, at spillene bliver et fælles erfaringsrum for børnene på linie med tv-programmer.

Læringsstrategi

Forskningsprojektet "Børns brug af computere" har set på edutainment-programmet Miljøstrup - en cd-rom om miljø. Iagttagelserne afdækkede, at børnene brugte en speciel læringstrategi, hvor der var tale om en vekselvirkning mellem at være sociale i gruppen og at hjælpe hinanden på tværs af grupperne. Her gjaldt det, især i drengekulturen, at de hjalp dem der ikke var nået så langt, mens de, der var lige i hælene på en, absolut ikke blev hjulpet.

Den læringstrategi børnene brugte var, at de ikke læste teksterne. De prøvede sig frem, afprøvede noget nyt men læste ikke teksterne. Drengene slog teksten fra med det samme, mens pigerne havde en lille tendens til at læse teksterne. Samtidig brugte pigerne informationer fra deres egne erfaringer hjemmefra. De snakkede mere sammen, mens drengene bare afprøvede noget.

Interviews med børn og forældre viste, at børnene ikke bare blev underholdt, men at de også lærte noget. Børnene havde fået udviklet begreber og fået udviklet strategier til at lære. De afdækkede ikke begreber og strategier uden for spillet, men det var interaktiviteten og spillets logik, der var bærere af læringen.

Spillet Miljøstrup havde i sig selv en begrænset værdi. Og det gælder for spil af denne karakter, at for at omsætte indholdet til handlinger skal der handlingsanvisninger til i den øvrige undervisning, som ligger uden for spillet.

Børns brug af chat

Børns chat kan opdeles i to former: Den virkelighedsorienterede chat og den fiktionsorienterede chat.

Den virklighedsorienterede chat er en anonym samtale i det virtuelle rum. I den fiktionsorienterede chat foregiver man at være en anden.

I den virklighedsorienterede chat taler børnene om sig selv, om lektier, forældre og skole. Nogle af børnene siger, at de er mere sig selv, når de chatter med fremmede. De ser det som en befrielse, at den fysiske konfrontation er fjernet. De små børn lærer at chatte ved, at de aftaler at chatte sammen. De kan ikke finde på så meget at sige, men opøver sig i det at chatte.

Der findes to typer af fiktionorienteret chat:

  • Den fiktionsorienterede chat, hvor man opdigter sig selv, men man tror, at den anden er en virkelig person. Her digter de fleste børn sig 3-4 år ældre, og det kræver meget viden af dem at kunne holde chatten gående.

    Video-citat: Et eksempel på en fiktion [1].

  • Den fiktionsorienterede chat, hvor man godt ved, at den anden også er en fiktiv karakter. Også her handler det for børnene om at holde fiktionen gående. Børnene henter stoffet til fiktionen fra andre medier og fra deres hverdagsliv. I denne form for chat er der nogen børn der bliver kendte, fordi de siger noget, der er spændende og derfor er gode at chatte med.

Chatten er en fortsættelse af børnenes leg, af deres rollelege. Legen køres videre på chat-kanalerne når de er blevet for store til at lege. Chatten er en afprøvning af deres identitet, og de opdigter forskellige identiteter for at finde ud af "hvad er mig?" og "hvad er ikke mig?" De afprøver sig selv i pubertetsfasen, og de leger med kønnet. De prøver sig selv af som pige eller dreng, afprøver hvad det vil sige at være pige eller dreng. Og dette kan begge køn prøve af.

I forhold til det sociale udvikler børnene nogle sociale relationer til det, de kalder deres netvenner. Nogle af børnene siger, at de næsten betragter deres netvenner som ligeså nære som deres kammerater. Dette er noget helt nyt i børnenes liv, også at kroppene ikke går ind som en barriere i kommunikationen.

Chat som læring

Der er nogle meget væsentlige læringspotentialer for børnene i chatten. Dette læringsaspekt bliver ikke indoptaget på skolerne. Børnene sidder faktisk flere timer på fritidshjemmene, efter at de har forladt skolerne og skriver uafbrudt. Samtidig er børnene meget påpasselige med deres retskrivning, for den kan afsløre dem, når de gør sig flere år ældre. Så der foregår en træning i retskrivning, og også i at skrive et nuanceret og varieret sprog. Fiktionen lærer også børnene at digte.

Drenge og piger

Video-citat: Drenge og piger bruger computeren forskelligt [1]

Drengenes og pigernes brug af computere er meget forskellig. På Internettet søger pigerne efter forskellige emner, og drengene surfer rundt. Pigerne spiller meget lidt, og de fleste spil er spil som f.eks. kabale.

Om Birgitte Holm Sørensen

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Artikler af

Lene Nielsen
 (11/07 2007)

 

Lydia Plowman

The Meno-project

Lydia Plowman er Senior Research Fellow på forskningsprojektet Multimedia, Education and Narrative Organisation (MENO) og ansat på Scottish Council for Research in Education. MENO-projektet undersøgte en række undervisningsprogrammer for at se, hvordan design og struktur påvirker elevernes indlæring. Lydia Plowman talte om multimedia og læring med fokus på "narrative guidance". (Da hun talte på engelsk, er det følgende skrevet på engelsk.)

The purpose of the MENO project was to look at the learning task, the narrative, the class-room context and the users - both children and teachers. The main mode of interactive media was CD-ROMs. The project focused on encyclopaedia type CD-ROMs used by children between 11 and 19 years of age.

Focus was on students' interaction with computers, but you can't look at children using computers without looking at students interacting with each other while they are using the computer. Cognition and learning was a field of interest too as well as the classroom and school context.

Video-citat: Elevernes opgave og resultat [1]

Lack of guidance creates frustration

We observed the children while they were using a programme about the Second World War. The programme got the children very frustrated, they could not figure out what was going on because they couldn't find what they were looking for. This was an example of how poor design has an impact on group dynamics. The children could not find what they were looking for, and they assumed that it was their fault and started arguing.

The children had completely sensible search strategies but were not getting anything. After 25 minutes they found what they were looking for as a high-lighted word. One would expect a high-lighted word to be part of the keywords in the search function, but it was not. The children went from a point where they could not find anything at all to a point where they were sort of overloaded with information.

What was happening was that there was a clear lack of guidance both from the teacher and the programme. It took them 25 minutes and 30 means of interaction to find what they needed.

Video-citat: Eleverne brugte mange mentale resourser på at navigere og på at lære. [1]

Overdesign

This example had such a busy screen design and it got quite confusing. What the children get is a fragmentation of the learning process, it comes to them in tiny little units of seconds at a time, then they get to click on something else or choose something else. The problem lies in overdesign. You get an interaction that is not getting you anything which leads you to too many choices, a lack of reflection about what you're learning and an emphasis on operations and procedures. So it is all about how to find the material rather than what to do with it.

Signposts as narrative guidance

Narrative guidance is telling the audience right at the beginning: This is what is going to happen and this is where we are going. In a classical film like "The Stagecoach" the staging posts are like narrative units. They are markers for different sections of the narrative, they are mapping out the film for us and segmenting it. It means that the audience can predict what's going on and that they have got a very clear route through the film. It is thinking of narrative as a connected sequence of events. There are ways of which designers of multimedia could start thinking about using this kind of journey through the content.

We want to look at how we can build in such guidance for learners and thereby shift the cognitive demands that go into the operations and procedures onto the content. What we want to do is to think about how a narrative might work in multimedia and we have noticed that teachers can provide guidance for the children.

Video-citat: The meaning making process [1]

Narrative shapes the creation of meaning

The construction of the narrative is a collaboration between the designers of multimedia, the teachers and the learners, but at the same time the construction is influenced by previous narratives that the learners have come across.

Narrative is constructed as well as found. It shapes the creation of meaning by giving structure and by signposting. It is an aid to memory and it makes a more enjoyable experience. It is a way of linking what is in the head to what goes on in the world. It is a way to provide a sort of macrostructure, and most important, it is a sort of lifeline to hang on to when things get fragmented. If you're able to construct a narrative for yourself you can hold on to it in some way.

 

Mads Rydahl, Daniel Spikol

Subsense

Mads Rydahl og Daniel Spikol har sammen firmaet Subsense, der er en konsulentvirksomhed inden for informationsdesign og Internet. Mads Rydahl er medstifter af The Planet, der er en af de første virksomheder inden for web design i Danmark. The Planet har vundet en lang række danske priser for deres designløsninger. I dag arbejder The Planet inden for spildesign, Web design, cd-rom design og design af tryksager.
Daniel Spikol har tidligere været kreativ leder for LEGO's web site. Før han kom til LEGO, arbejdede han for utallige software-virksomheder, for The Computer Museum i Boston og som forsker ved Arizona State University's Institute for the Studies in the Arts.
Også Mads Rydahl og Daniel Spikol talte på engelsk.

How people use the internet

Statistics from Jupiter Communications show how people use the Internet.

They use it for:

  1. gathering information for personal needs
  2. entertainment
  3. education
  4. working business
  5. wasting time
  6. shopping
  7. communication with others such as e-mail

Social Design

Our aim is to bridge the gap between the designers, the concept developers and the technology people in order to be able to create what we call Social Design. Often the designers have fluffy ideas about design, and the technology people are keen on doing high-tech solutions, but this makes the two groups unable to communicate with each other.

To work with Social Design we came up with a process in five steps:

  1. Identify the need. What is this product about? Who is the target audience? How is it going to be used?
  2. Identify design. How do you make the design work?
  3. Implementation. Atually making the site.
  4. Enhancement. The wonderful thing about the Internet and about testing it is that when you have first made the site and tested it, you can always enhance it.
  5. Evaluation.

User experience

Our function is to focus on the span between technology and user experience. A lot of times energy is spent creating a Web-site no one ever evaluates. Maybe the persons who surf it are actually having a good experience, but is the experience actually the same as the project set out to accomplish?

What is most important is the experience between people. Your web-site, your product or software should offer some kind of experience. People are quite willing to transcend reality with a screen experience i.e. in computer games. We want to create the same kind of immersive feeling that games have. In a sense, it is that ability to transcend into another realm that makes an Internet site or a computer game experience exciting.

The good web-site

There are three things that make a good Web-site:
  • Design
    Design creates the visual experience and it provides the visual identity. Here we need to take into consideration who the target audience is and what the target platform is. Some web-sites are purely design-based, in a way overdesigned. Their whole existence is to celebrate design. The mere existence of some commercial sites is to support the brand.
  • Information
    Information is the content, but it is also what you try to sell. It has to be relevant, but frequently the information is irrelevant. There are classical examples of the differences between what the consumers want and what management thinks they want.
  • Functionality and technology
    How does your user actually use your Web-site? Only recently companies in Denmark have started to use usability tests. It is very relevant that you see how people actually use your Web-site. Software development it still often done in a vacuum. Usability is a new field, but as more and more money is put into web-site development it becomes increasingly relevant to the companies.
    Is it still easier to use the phone to book a ticket than to use the DSB web-site? If you think of how much money DSB saves on booking over the Web-site and still the on-line experience is as frustrating as waiting in a queue over the phone.

    AOK is another good example. They think that their target group is people from Suburbia. But they are not the people using the Internet, it is used by young people from the city who want a night out.

Video-citat: Communication gap [1].
Video-citat: Indholdet på et websted skal altid være opdateret og virke [1].

The interactive experiences and the design

To sum up what is important about making interactive experiences and design is:
  • That you need to be able to communicate. That is not only communicating with clients, it is to be able to communicate on a team level too. If you cannot explain to your team what you want, and if you cannot explain it to your boss or stakeholder, you are never going to have a successful product.
  • You need to have a clear understanding.
  • You need to have some type of test.
  • A good process based on some type of rapid development model that is flexible, fast and able to change.
  • Education and exchange within the team and with the client. The clients needs actually to be learning something. If they don't learn anything about the project or the process they are not going to care about whether it is a good project.
 

Alex Mayhew

The Dreamer project

Alex Mayhew arbejder på "Dreamer", et spil for voksne der kombinerer et følelsesmæssigt engagement med et dramatisk indhold. Tidligere var han kreativ leder og chef designer på "Ceremony of Innocence", en produktion fra Peter Gabriels firma Realworld. "Ceremony of Innocence" er en fortælling om kærlighed på vanviddets grænse, hvor interaktivitet og følelser går op i en højere enhed. Programmet har vundet en lang række priser i hele verden.

Det er svært at gennemgå Alex Mayhews pointer, da de er tæt forbundne med det visuelle indtryk og tæt forbundne med de eksempler, han viste. Som et eksempel på den interaktivitet, han arbejder med, viste han et interaktivt julekort, som han designede for Realworld Multimedia. Også Alex talte på engelsk.

Video-citat: Interaktivt julekort. [1]

The Christmas card demonstrates an interaction that is not particularly non-linear. It is an almost complete linear experience, but the key thing is not where you go, but how you get there. To me, as a presenter of multimedia fiction, it is not necessary that you have multiple paths. If you have multiple paths it is very hard for the artist or director to get the message across, to make an emotional impact on the user or player. And if you don't make an emotional impact there is no point. You can still present a more or less linear format and make the player feel responsible for what happens.

The Ceremony of Innocence Web-site.

Video-citat: Creativity [1]

I got given the job to head the team of basing a CD-ROM on the books of Nick Bantock "Griffin and Sabine". The reason why I chose to work on Ceremony of Innocence was partly because it is not often you get a chance to head a fairly big team, with a fairly big budget and partly because I could see interactive potential in the books. Nick Bantock, the author, was open enough to changes and let me change images that I felt had an interactive potential.

The Ceremony was based on Nick Bantock's narratives and after I finished I wanted to do something that was entirely based on my own ideas. The project I'm doing now is not based on anything, but is my own story and images.

A dream world

In Ceremony of Innocence the interactivity happens in little blots. But with my new project you have a time-line, which is a relatively linear thing, but instead of having interactivity in little blots that sit on top of the story, you actually put the interactivity inside the pipe. So it has the parameters which the author has imposed, but it also has the freedom to move within these parameters and you are always moving forward. I want to do something more akin to a dream. If you can take control over your dreams, you can do almost anything you want to do. It is more akin to a novel or a painting. So the idea of an interactive dream came up - why not make an interactive dream you can enter into.

One of the things I feel multimedia should do is to let you do something you can't do in reality. There is no point in actually mimicking reality, that's why I don't like 3d rendering. Why try to mimic what is in front of you. Generally I try to avoid cursors. You have to imagine that you actually control the figures or the insects or whatever.

The Dreamer Web-site.

Emotions

There is a misconception about technology. Technology can prevent us from doing things that engage us emotionally. But it is not about technology, it is about content. For me narrative is the element that can allow games to engage people on an emotional level, beyond the adrenalin rush, and I want to make games that engage people on an emotional level.

Markets

I think that there is an unattacked market for games that engage. Ceremony of Innocence was very successful with women because they like games that are more emotional.

 

Note

  1. For at kunne se video-citaterne forudsættes det at man har installeret en RealPlayer på maskinen. Har man ikke det, kan man hente en hos RealNetworks ved at klikke på nedenstående knap: