Landing : Athabascau University

Filling holes: some thoughts on technology design

Introduction and overview

I'm preparing a couple of upcoming presentations in the US and Netherlands in which I and others be talking about the design of social technologies such as the Landing. I have come up with a couple of small incremental insights that I think are worth sharing and that help in understanding what I mean when I talk about soft and hard technology design. This is as much to help me get my thoughts in order as to share a finished piece of work, so comments are welcome if you can disentangle what I mean from the following...

The first small insight is that the shape (structure) of systems in time and space leaves holes: systems are as much about what they exclude as what they include. A jigsaw is a poor analogy as it complete ignores dynamics and the temporal dimension, but I'll use it anyway to help visualise the kind of thing I mean:

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The second insight (more a corollary really) is that, if systems do not do precisely what we want, then we have to fill those holes. We can either extend our system boundaries (difficult) or use other systems to fill the gaps. If the pieces we use to fill them overlap beyond the boundaries of the holes, that is usually a bad thing - confusing, inefficient and messy.

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If the pieces are smaller then it is often easier to fill the holes, but harder to manage the soft and fuzzy boundaries of the pieces with which we fill them. The little gaps must be filled with soft technologies, human-mediated processes, in order to be made to fit.

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We are therefore seeking a process of design that allows us to fill holes with other systems of just the right size, shape and consistency: not too hard, not too soft.

Goldilocks systems, if you like.

The shapes of systems

Systems are about bringing shape and structure to time and space. When we systematise things, we deliberately and intentionally draw boundaries in space-time that separate our systems from the rest of the world. In other words, by designing something we, at the same time, create a line between our creation and the nega-system in which it resides: that is to say, not everything outside the system, but the parts with which it can and may interact, interface or align with. In fact, if we had a large amount of time and energy, we could fully describe our system in negative terms of what it is not: the gaps in time and space that it leaves unfilled. Those gaps are important. They are, often enough, unfilled holes. If we have got our design even slightly wrong, they reveal themselves as at best irritations, at worst frustrations for the people that use them.

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This is particularly true of harder technologies (those that contain more of the orchestration of phenomena that they harness embodied within them). Typically, such technologies are designed to fulfill a fairly specific purpose: a learning management system (LMS) is built to help create and present learning materials and activities, for example, in order to help other people within a particular limited range of contexts to learn something. The tighter the purpose, the harder the technology, the fewer choices it provides to its users. LMS authors perceive a softer system than LMS learners, on the whole, but both are deliberately constrained in their actions because that's how it is designed to work. Without such constraint, it would not be a very useful system, people would have to make more choices and work considerably harder to achieve much the same result. The harder the technology, the fewer choices are needed and the easier it is to use. Hard is easy. However, without the constraints, people would have considerably greater flexibility to do what they want.

Contrast this with a less purpose-specific technology such as email. Email's purpose is communication across time and space. That's about it. There are no obvious limits on what kind of communication, for what reason, for what ends, that email might be used for. That makes it an inherently softer technology - we can can use it for a potentially infinite range of purposes because its function is so simple yet so embracing. The orchestration of phenomena that it provides (such as the capacity to send a message over any distance to an individual or group, or the ability to include an image or sound, or the flexibility of the subject line to convey meaning) can be mediated by humans to achieve myriad different ends: a scheduling system, a coursework submission system, a filing system... whatever. It can even be used to send messages. As a thought experiment, I have long toyed with the idea that it could, with a lot of effort and a little compromise here and there, be made to do exactly what an LMS does. However, it would be so difficult and rely so much on humans doing things machines can do better, more reliably and in a more trustworthy fashion, that it would rarely be worthwhile. And that's the trouble with soft technologies: soft is hard.

Softening systems

So, a system (and all technologies are systems) has a 'shape' (metaphorically speaking) in space and time that leaves gaps and holes that delineate it. If we wish to change what that system does to enable it to do more, to go beyond its boundaries, we can do one of two things:

  1. change the shape
  2. combine it with other shapes

Changing shapes

Changing shape tends to be much more difficult than assembling pieces in most systems, at least partly because it requires us to think about the internal structure of our system and the effects of a single change on other pieces. There tends to be a lot to juggle. It is especially hard in a multi-user space, where designers must balance many often conflicting needs and provide something suitable for all. The bigger the system, the harder that becomes. It is also very hard to undo changes without affecting many people.

So, the tendency in larger more monolithic systems is for slow development cycles, limited capacity to adapt without major disruption and multiple compromises. When such systems do adapt, they typically need to cater for their entire history of their development, trapped by path dependencies of their own making into carrying the baggage of generations of versions. Though not quite archtypal monoliths (nor is the LMS), think of Microsoft Word, or Microsoft Windows, that have only recently begun to break free from their 30-years of legacy and still retain vestigial growths to support their ancestral inheritance.

In many cases, where we are not the designers/makers, it can be virtually impossible to make significant changes. If I purchase a pre-built piece of proprietary software, for instance, I will rarely have the opportunity to change it beyond the customisations allowed by the maker. I will probably be caught in an upgrade cycle that will take away even more control, relying on a third party to make changes that may or may not suit me. That's bad. 

Assembly

Combining two technologies in order to make at least one softer is more promising and more flexible as a development methodology. If system A does not do X, then combine it with system B, that does. For example, if my learning management system does not have tools to (say) make a drag-and-drop match-the-picture quiz, then use a technology that does. The result is a softer overall system - more flexible, more controllable, more enabling of creativity.  However, successfully combining one shape with another assumes that we can make the two shapes fit together, without leaving holes and without adding overlaps. In real life, that tends to be difficult (though standards and standardized interfaces than help ease the pain). 

It's especially difficult if the systems we are combining are large, as the changes of them fitting together without holes or overlaps are very slim: it would be like taking two pieces of different jigsaws at random and hoping they would fit together.

If we make the pieces small enough, then it is possible to fit them together inside the gaps. Unfortunately, if the pieces are too small, that too is very difficult. Email is a delightfully small thing that can be made to fit many spaces in information systems but, because it is so soft and its hard parts so small, assembling it successfully with a larger technology often requires us to fill most of the holes with soft, human-mediated processes (though, again, intelligent use of interfaces and standards can improve things). For example, if my LMS insists on enforcing a strict submission date but I wish to give flexibility to my students, then I could ask students to mail me assignments that I will enter and mark manually. That kind of approach is difficult, slow, inefficient and prone to multiple errors all the way down the line. Soft, yes. But too soft. So, in the absence of alternatives, most of us toe the line and find ways to make compromises within the harder systems because, at least, they work reliably.

Aiming for the Goldilocks optimum

In a perfect world, we would be able to fit systems together that are not so large that they overlap, and not so small that they need more padding to fill the holes. And that is what we are aiming for with the Landing. The Landing is meant to be a hole-filler, a soft, malleable and controllable technology that can slip between and fill the gaps in other technologies at Athabasca University without being so soft that it takes more effort to use it than email. This design philosophy operates both at the whole-system level (it is built out of around 100 discrete plugins) and at the user-system level (its widget interface is all about assembly of small, functional, moderately hard systems).

We are not quite there yet.

Plugins for the system do quite often overlap, and some are too small, some are too big. Many of them have profound or subtle effects on others, so they are not quite independent systems slotted together so much as filters overlaid over one another, and you have to get them in the right order or weird things can happen.

At the user end if things, widgets are a great invention but they don't do everything, are only partially customisable, have to fit within fixed column limits, are only available in a limited range of contexts and only a few provide the means to connect to systems beyond the Landing.

Outside the widget space is a messy and over-chaotic or un-usefully structured space made of both tiny soft pieces and some big hard ones like blogs, wikis, bookmarks, groups, etc, together with their integrating and mostly inflexible interfaces. The Landing's social forms, its groups, networks and sets, are deeply intertwined and overlap in confusing and confused ways. It is really hard to get oriented because there is not much to kick against and the boundaries change wherever you find yourself. Either there is not enough structure, or the structures that are provided are not those that we need when trying to navigate around. It is too hard in the wrong places, and too soft in others. I speak as perhaps the heaviest user of the Landing and among its strongest proponents.

We are working on this. The next version of Elgg (the underlying framework) that we will add to the site provides far better usability across the whole system, with way more consistency, a better sense of context, clearer navigation and plenty of neat enhancements like auto-saving that make life more comfortable. However, the underlying deep problem is not soluble so easily: in making a space that can become so many things in so many ways to so many people, supporting so many social forms and that has no top-down structure to speak of, the best metaphor I can think of for navigating it is surfing a wave. It is certainly not much like finding your way with a map or orientating yourself by landmarks.

What we need, and what we are researching, is a more controllable, assemblable, customisable space that can be organized/can organize itself to provide the kinds of structures that people need, at the right scale, when they need them, in as painless a manner as possible. We'll be adding more and more tools to make that possible, from tabbed dashboards to smarter menus, to richer tagging, to more configurable group and personal widgets. We're hoping to get better search facilities too. 

The biggest challenge, though, is the big picture: the overall site organization. The last thing we need to do is to provide that organization ourselves as, because we would be systematizing structure, that would create more holes than I could count. On the other hand, we need to avoid chaos: systems that are too soft are difficult for almost all concerned. Through assembly, we can allow authors to have the softness and malleability needed to build spaces that are as hard or soft as necessary for their users, but they remain entangled and lost in a broader mess of different constructs. Now we need to provide the spaces in between so that they make sense as a whole - so the shapes fit together more easily and intuitively. Collective self-organization combined with a socially-oriented structural metaphor is, in brief, the main way we are thinking of going on that one, but that's another story for another time.

Comments

  • Eric von Stackelberg March 7, 2012 - 11:50am

    Describing this as "puzzle pieces" provides some interesting food for thought.

    Imagine the difficulty of taking three 500 piece puzzles and mixing the pieces together versus doing the same with three 5000 piece puzzles.I cringe at the effort it will take to solve the three puzzles larger puzzles. Now, imagine three 500 piece sets of lego versus three 5000 pieces sets of lego. Imagine what could be built with 15,000 rather than 1,500 pieces of lego. This is a familiar argument for objects, components etc in software development, but in social networking systems we need to embed not only the user in the design of the system but also the social structures that have been created. We are not dealing with an individual or one particular target audience but instead many audiences and we need a common language to discuss the needs of those audiences if we expect to fill those needs.

  • Jon Dron March 7, 2012 - 3:33pm

    Good point about the multiple audiences - that's one big reason that most systems are compromises and, as often as not, dictate the audience as part of the purpose (the LMS being a case in point). The Landing populations are a bit more diverse. Common languages would be great, metaphorically and literally. Terry Anderson and I use the group/net/set distinction that makes sense to us, but I suspect would not be as obvious to others: one of our challenges is in finding a language to more easily express that. 'Groups' is pretty straightforward, and networks can be expressed on the Landing in terms of following/followed by, so no big issues there. Sets are trickier - they are about commonilities and shared interests, of the sort expressed in tags and similarities in profile fields (for instance). Maybe 'Topics' or 'Interests' might work, especially as the popular meme going round to describe such things nowadays seems to be 'social interest sites'.

    True that puzzle pieces are not a great analogy, though your example does illustrate the importance of getting the components at the right scale: too small is at least as problematic as too big. I considered but shied away from the Lego analogy. That one is commonly used by learning object enthusiasts too, but is misleadingly simplified. Real-world social and software objects are rarely so easily joined, at least partly because they embody process as well as static form, and some have fuzzy edges. Perhaps more saliently, they are seldom sufficiently alike to be interchangeable like Lego bricks. However, it does inspire a thought: another popular analogy for learning objects is with the cell, as in cells that form a multi-cellular organism, with structural roles, specialisms and interconnections. That might work quite well here!

  • an unauthenticated user of the Landing March 7, 2012 - 8:52pm

    How about water (in all its states) vapour as a model to describe the cloud you constructing ?



    - Steve

  • Eric von Stackelberg March 8, 2012 - 10:14am

    I like the puzzle pieces to demonstrate where we are today, I just do not think it takes us where we need to go as it is to driven by design. (Tower of London puzzle is always the Tower of London) The multi-cellular analogy works for me because it brings into play growth and specialization rather than distinctly engineered components.

    I prefer "Threads" instead of "Topics" or "Interests" mostly because I can visualize multiple threads being woven to form a stronger entity.

  • an unauthenticated user of the Landing March 14, 2012 - 9:18pm

    I think you should continue using the term set with net and group.  Set (even to non-mathematical types like me) suggests commonalities that terms like topics or interests do not convey. The words also work well together and from a stylistic viewpoint reinforce the connections betweent the ideas (esoteric - granted but these connections are the strength of our language). 

    I'm intrigued by your comments about the chaos you see on The Landing.  I do agree that it can be chaotic but I'm wondering where the inevitable chaos of learning becomes something that is undesirable needing to be controlled. Teaching techniques of course are designed to minimize chaos in learning but is there not a certain amount of chaos that drives learning?



    - Mary McNabb

  • Jon Dron March 15, 2012 - 8:22am

    I'm glad you like 'sets' Mary - it certainly makes sense to me, but it is a little abstract, in the sense that Facebook is moree inclined to talk about adding a friend rather than adding someone to your network.  I guess the sensible thing to do will be to try it and see what happens!

     I like your thoughts on chaos and agree that one of the great benefits of a system like this is connection of disparate ideas and serendipitous encounters, but in order to achieve that there's a pragmatic obstacle to be overcome that you need to be able to find what you need/want (which may not be what you are actually looking for) in the first place. That implies a little structure for the most part, but not necessarily the traditional top down tree structures and teacher-guided paths, though that should be an option if it is what people want too. One of the things we have waiting in the wings, for instance, is a collaborative filtering widget that provides recommendations of where to go next: bottom-up, ever-changing, but definitely structure of a sort. It's about control. Sometimes chaos is ideal, sometimes it can get in the way of learning, it varies from one person and one context to the next, so we need to find ways of controlling the chaos.

    Jon

  • Mary McNabb March 16, 2012 - 6:51am

    I agree, Jon.  It's a very fine balance between chaos that allows for creativity and growth and chaos that overwhelms a learner.  I'm wondering if there is a connection between learning preferences or personalities and tolerance for chaos in learning.  I've certainly seen both extremes in students I've had over the years.  This could have implications for teaching/learning strategies online and in MOOC settings.

  • Eric von Stackelberg March 16, 2012 - 2:24pm

    While focused on creativity, I found Rietzschel, Dreu and Njstad's article [1] on personal need for structure and creative performance interesting and it suggests to me individual tolerances for chaos and structure.

    I believe it would be interesting to store individual tolerances and motivations so content delivery can adapt to the current state in the individuals profile. This way a group is not attempting to control chaos, but rather chaos is adapted to individuals needs.

    @Jon, is structure always about control? I would have described this as order/chaos and see equating control to order as a cultural bias.

     

    [1] Personal Need for Structure and Creative Performance: The Moderating Influence of Fear of Invalidity, Eric F. Rietzschel, Carsten K. W. De Dreu and Bernard A. Nijstad, Pers Soc Psychol Bull 2007; 33; 855 originally published online May 3, 2007;
    DOI: 10.1177/0146167207301017