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A. Mørch, 30.03.2006, 2.2 1 2) Introducing E-learning with PD and evolutionary design techniques Research question: –How can participatory design be useful.

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Presentation on theme: "A. Mørch, 30.03.2006, 2.2 1 2) Introducing E-learning with PD and evolutionary design techniques Research question: –How can participatory design be useful."— Presentation transcript:

1 A. Mørch, 30.03.2006, 2.2 1 2) Introducing E-learning with PD and evolutionary design techniques Research question: –How can participatory design be useful for E-learning?

2 A. Mørch, 30.03.2006, 2.2 2 Participatory Design Techniques for involving workers in the design of systems that will affect their work Originated in Scandinavia Roots in trade union activities in Norway in the 1970s and some pioneering projects in Denmark, Norway and Sweden in the 1980s, A goal has been to make user participation design-oriented and to leverage actual users’ domain expertise and skills

3 A. Mørch, 30.03.2006, 2.2 3 User interface in cardboard and paper Laser printer made from cardboard box Mock-ups developed in Utopia project in the 1980s

4 A. Mørch, 30.03.2006, 2.2 4 Why PD and e-learning? “One size doesn’t fit all” Complex problem domains (both in education and workplaces) may require tailor-made E-learning Workplaces and schools that can leverage domain-expert users (“super users”) to maintain their e-learning systems may gain advantages

5 A. Mørch, 30.03.2006, 2.2 5 LAP project Learning and Knowledge Building at Work (LAP is the acronym in Norwegian) 3 year project among researchers and service industry companies in Norway Goal: Introduce e-learning in two large corporations in Scandinavia (Statoil Detaljhandel and Visma Services) Empirical studies of the adoption process Analyze empirical and technical innovation

6 A. Mørch, 30.03.2006, 2.2 6 Statoil – The gas station division Goal: develop an e-learning system for gas station attendants and identify new learning opportunities to supplement traditional training The work at the gas stations is until now mostly manual labor; serving customers is the main task of the employees Young staff with average 12 months on the job Knowledge demand is high, ranging from how to prepare hot food to knowing the automobile products

7 A. Mørch, 30.03.2006, 2.2 7 Techniques employed Design workshop: involving employees at multiple levels in the organisation Intermediate abstractions: creating a smooth transition from user representations to software systems Evolutionary design: transfer knowledge and code from one system to another in incremental steps

8 A. Mørch, 30.03.2006, 2.2 8 Design workshop Focus groups Learning scenarios Role playing Mock-ups Breakdown

9 A. Mørch, 30.03.2006, 2.2 9 Identifying work situations that can be improved (focus group)

10 A. Mørch, 30.03.2006, 2.2 10 Learning scenarios Create –Collaborative design in groups of 4 –Including station attendants and regional managers –Recorded on video Act (demonstrated in 3 video clips) 1.Illustrate current work situation (and learn role playing technique) 2.Simulate a future situation that improves upon current work practice 3.Breakdowns and creative work-around (with drama instructor) to invent new ways of working and learning

11 A. Mørch, 30.03.2006, 2.2 11 Role playing

12 A. Mørch, 30.03.2006, 2.2 12 Mock-up information display created by one of the employee groups

13 A. Mørch, 30.03.2006, 2.2 13 Video clip 1 Illustrate current work situation (identifying an opportunity for learning)

14 A. Mørch, 30.03.2006, 2.2 14 Video clip 2 Simulating a future situation (incorporating electronic information display)

15 A. Mørch, 30.03.2006, 2.2 15 Video clip 3 Breakdown and creative work-around ( Breakdown: computer stops working)

16 A. Mørch, 30.03.2006, 2.2 16 Intermediate abstractions

17 A. Mørch, 30.03.2006, 2.2 17 Evolutionary design Transforming a mock-up to a computer prototype Intermediate abstractions aided the process, bridging informal and formal systems

18 A. Mørch, 30.03.2006, 2.2 18 System prototype v.1 First prototype crated by IT in Statoil based on one of the intermediate abstractions Installed at pilot station for 3 months

19 A. Mørch, 30.03.2006, 2.2 19 System prototype v.2

20 A. Mørch, 30.03.2006, 2.2 20 Third prototype: Laptop interface Third prototype has more functionality than its predecessors, but turned out to be less user friendly Company profile alignment became as important as local engagement System integrates well with the company’s advanced information and communication infrastructure Deployed at 25 gas stations as of 7/2004 Mixed results, since less active use Plans for roll-out to more stations during Dec/2004

21 A. Mørch, 30.03.2006, 2.2 21 System prototype v.3

22 A. Mørch, 30.03.2006, 2.2 22 System prototype v.4 The prototype has been intregartedb into the cash register, during 2005 It has been deployed to many gas stations We have not yet made any follow-up studies of current use

23 A. Mørch, 30.03.2006, 2.2 23 References Mørch, A.I., Engen, B.K. and Åsand, H-R. H. (2004). The Workplace as a Learning Laboratory: The Winding Road to E- learning in a Norwegian Service Company. Proceedings of the Eighth Conference on Participatory Design (PDC 2004). New York, NY, USA: ACM Press, pp. 142-151. Mørch, A., Engen, B., Åsand, H., Brynhildsen, C., Tødenes, I. (2004). Introducing E-learning in a Norwegian Service Company with Participatory Design and Evolutionary Prototyping Techniques. Paper presented at Workplace Learning- From the learner’s perspective (WL-2004). Copenhagen. Nov. 25-27 2004.


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