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Where Do We Come From? What Are We? Where Are We Going?. Thomas Finholt School of Information University of Michigan. Where Do We Come From? What Are We? Where Are We Going? , 1897, oil on canvas, Museum of Fine Arts, Boston. Data as the instrument. “by-products as products”. Examples. Past
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Where Do We Come From? What Are We? Where Are We Going? Thomas FinholtSchool of InformationUniversity of Michigan
Where Do We Come From? What Are We? Where Are We Going?, 1897, oil on canvas, Museum of Fine Arts, Boston
Data as the instrument “by-products as products”
Examples • Past • public health reporting • Present • virtual observatory • Future? • car versus deer
Network as the instrument “sensors, everywhere, joined”
Examples • Past • Bell system • Present • GPS and TEC plots • Future? • computational and data grids
Global GPS Network (November 1996): Coverage at Ionospheric Heights 10 degree elevation mask. Intersection height of 400 km. Source: http://iono.jpl.nasa.gov/sitemap.html
Simulation as the instrument “seeing beyond the field-of-view”
Examples • Past • physical models • Present • theory/data closure • Future? • multi-scale
SPARC: Simulation and observational data Source: http://sparc-1.si.umich.edu/sparc/central/page/TomsTINGvsObserved
Challenges • Attempts to apply new technology are often framed in terms of familiar technology • First efforts are often awkward hybrids • It is hard to know where the seeds of greatness might lie... Charles King’s “horseless carriage” (1896) Detroit, Michigan Source: American Automobile Manufacturers Association, http://www.automuseum.com/carhistory.html
The culture of simulation • Concrete • Exploratory • Improvisational
Derive a simulation design aesthetic • What makes a design good? • Mutability • Who does the designing? • “just plain folks” • What is a signature design achievement? • the Sims Source: http://www.ea.com/eagames/official/thesimsonline/home/index.jsp?
How to tinker Source: http://www.tam.cornell.edu/~ruina/hplab/
Tinkerers as change agents • They make sense of the world in light of experience • They need to play with applications to appreciate their function • True requirements may only become apparent after false starts
Tinkering skills • Empathy -- can you see things through the user’s eyes? • Flexibility -- can you experiment? • Plagiarism -- can you find and assimilate successful innovations from other systems and services?
Human-centered tinkering • Define requirements in terms of observed models • Test hypotheses in actual communities • Use feedback to improve systems and services
Observe Conceptualize: Observe models
Observe,Build Conceptualize: Observe models Build: Intervene
Observe, Build,Test Conceptualize: Observe models Build: Intervene Trials: Deploy, use, evaluate
Observe, Build, Test, Modify Conceptualize: Observe models Build: Intervene Trials: Deploy, use, evaluate Modify: extend design, evolution
Wired VS reality More raw performance of technology hype Performance “reality gap” “real performance” Less Time
What keeps designers honest? • Give users objects to think with (scenarios, mock-ups, prototypes) • Be patient…let users convince themselves • Know where you’ve been (collect baseline data) and what’s changed (collect data as you go along)