d-projects   projects   organizations   people   content   technology   resources   [home | site map]

resources | davis & hopper, 1992 [research interview]

Ben Davis & Mary Hopper, Passages from Personal Interview, December 8, 1992

Passage 1
Davis: We're interested in trigger materials, which are things like videos or images that will trigger student's curiosity. It is like what an artist does when they do an exhibition. He or she takes their personal vision and goes public.
 
They basically have to teach the public what they think about, and what's important to them when they lay out the exhibition. The way to lay out an art exhibition is to try and lead somebody through a thought progression of some kind, and that same process is the way you design courseware. You lay out the path, both consciously and unconsciously, through the materials. What would be the trigger to get you to look at this point, to get you to read this, or listen to this, and then it's time for the graphic. A lot of it is the orchestration of media. These materials are a lot like operas, because they are about visually creating moments for the viewer, where somebody goes, "Ah ha! I got it!"
 
There are a few teachers in education who know how to create these moments for students. It begins with teachers who are interested in "ways of learning". They are the ones who intuitively understand our work. All they are doing is using the computer to model something they already know how to do. They have to have that knowledge of how to create that moment, and then be able to translate that into the media. They usually want to create that moment with anything can get their hands on. I think the interesting teachers are the ones who are interested in learning. They're interested in the science of learning. So we try or find those people that are inspired to be teachers, because of their own interest in the subject. The technology does not come first. It is an interesting dimension. It's a tool for their pursuit.
Passage 2
Davis: The traditional way to build projects in industry was to write a brief abstract of what the goals and objectives are, build a flow chart of your imagined path through the materials, build story boards for the interface design, and then have a meeting and say, "the deadline for this is one year from now, so you do this and you do this." That's the industry model. But that process falls apart in academia. An important variable in an academic model is local culture. How does your academic organization actually operate, and what are the dynamics of the politics, the funding, the rivalries, the resources and the personalities? There are things that you cannot control as you can in industry, where you can fire somebody if they're not producing the story board. In academia, it's more of a collaborative effort, which requires a lot of latitude. You have to focus on what people are really good at, and what people have time to do. Because in academia, you are doing something that is not in the charter of the institution. Nothing is budgeted to do this, and the technology itself has effects, as Athena proved. No one said that it was going to cause a convulsion in the way the institute does it's educational business. But it does, and the repercussions of that are just beginning to be understood.
 
My function was coordinating among the faculty, the software design people, and the people who wanted to work on interfaces. I would go around, between them, constantly. My training for it was having taught in an Art school, where the process of teaching visual thinking is to work with people, give them skills, have them use the skills on actual things like video tapes or photographs, evaluate those things, and then have them make other things. Also it was important to have the ability to work with creative people's personalities.
 
Hopper: You've been involved in projects that incorporate the digital media that you're going to see in the near future on a common basis. Will a team be important for these projects?
 
Davis: So far I haven't met anybody who knows how to do it all. It's almost too much. To know about text, graphics, animation, video, color composition, interactivity, and all the other things too.
 
Hopper: Why is it too much?
 
Davis: I think it's just too big of an integration. Ultimately, it is also not as interesting as working with a group. It's as if the Beatles was all John Lennon. He wasn't the Beatles. It's more than the sum of its parts. That's what orchestration is about.
 
Hopper: Part of orchestration then is not just the media, but the people involved, and how to orchestrate their particular skills, talents, and abilities into something that is complimentary.
 
Davis: Absolutely. The team has to be people who are interested in everything. The core people have to be interested in how the video works, how the interface works, how the software works, what the content is. They're interested in the connections between things as much as they are the things.
Passage 3
Davis: We're only beginning to understand the process, having done it by falling down and getting up, and trying to step back occasionally to see what's worked and what hasn't. We've come out of the project Athena model, where everything was basically paid for by two sponsors, into a new thing, called CECI, where we actually do fund raising. One aspect of fund raising is to show people new things.
 
I've divided time here between four areas, problem solving, tactical behavior, creative behavior, and miscellaneous activities, and it's a loop. Basically problem solving is the research we get paid to do. The tactical part of it is how do you do demos, and generate new projects.
 
Then the creative part is the part that absolutely has to be there, in order to get back to the beginning of the process. You have to have new ideas to get new income. It's been our experience here, that when we begin having ideas, our loop is closed, and we're creating again. We take new ideas, and we incorporate them somewhere else. So that's how the wheel turns. You have to be doing something. The big frustration here is when we don't have any new demos. So we encourage people here to make things themselves, that may not be for any course, or teacher, but just some little thing that they have played with, that we can all look at, or show. Prototyping is really key. We've been talking lately about a prototyping fund, where people in the group can come and say, "Look, I have an idea about plants. I would like to do a little thing." Everybody has to be an artist of some kind. They have to have the confidence in their creative abilities, they have to come up with new ideas, and defend those ideas, and prove those ideas while having them criticized, and so forth. It's confidence in your own inventiveness. You don't have to know how to draw, or be the traditional artist activities, but you have to have the confidence to say, "This idea goes with this idea, and this is why."
 
Miscellaneous activities means that you're willing to help move the video recorder where it needs to go, you're willing to do anything that precipitates the other three things. It's essential that nobody in the group says, "Gee, I don't move furniture." Another thing that makes the wheel turn is a sense of mission about the product. That people really are interested in improving education, or making learning exciting. So they do whatever it takes to get that condition.
 
Then what is interesting about this technology is, once you show a teacher that doesn't do this, models all in one place on a screen, you are immediately teaching them what needs to be done. It's an incredible sales tool. They go, "Oh, I know what I should do now, because this is more interesting than what I've been doing." Sometimes we get people in who think they just ought to keep up with what's going on in education. But then, within 15 minutes, they are going, "you know what else you could put in there." And once you've done that, you' have triggered their imagination. The demonstration has done its job, and they are different teachers. So it works. That's the interesting thing about us doing demonstrations for people. The minute the client or the teacher you're doing the demonstration for begins designing, by going, "Oh, I could use this for my project I'm doing." You've done it. That is how it goes. It's been our experience here, that when they begin having ideas, that our loop is closed, and we are creating again. We take these ideas, that's a good idea, we'll incorporate that somewhere else. So that's how the wheel turns.
Passage 4
Davis: The professor is going to do this with his students. There's the complete team. That's what we're interested in. We help the teacher create something, then the students use it, and they change it. They teach the teacher something. This is my model of a good teacher. You learn from your students, and if the students are engaged enough to change the textbook, they're really learning.
 
Hopper: But will that change your role then, if it moves to where the instructor's having the students use it?
 
Davis: Hopefully. We don't want to do the same thing forever.
 
Hopper: So you prepare it for the teachers, and then you start new projects. So you make seed projects then?
 
Davis: Well, in a sense, yes. We can't make everything for everybody. The intention is to get that mechanism moving.
 
Hopper: Will your authoring tools then have a gentle enough slope to help support that kind of activity?
 
Davis: Yes. That's the intention. We try to use that model as a way to construct the authoring language, so it would be easy enough for anybody to use at whatever level. We've designed it so you can use the top level graphical tools, the middle level text, or code C++ , or you can move all the way into UNIX.
© Mary E. Hopper [MEHopper] | MEHopper@TheWorld.com [posted 01/01/01 | revised 02/02/02]