Terence R. Smith, University of California at Santa Barbara
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The time has come to treat both end-users and knowledge about end-users as first class
entities in the development of electronic information environments that support research
and learning. First class status in this case implies that they are as much an object of
research and development as the information technology itself.
The focus of the report Revolutionizing Science and Engineering
Through Cyberinfrastructure(Atkins et.al., 2003) is the construction of a layer of "enabling hardware, algorithms,
software, communications, institutions, and personnel". This cyberinfrastructure
layer would lie above a hardware layer supporting computing, storage, and communications
but below a layer of "software programs, services, instruments, data, information,
knowledge, and social practices applicable to specific projects, disciplines, and communities."
As the report notes, "technology has crossed thresholds that now make possible a comprehensive
cyberinfrastructure." Hence technology is probably sufficient for supporting the
layer(s) above the cyberinfrastructure layer which would perhaps include the transparent
scholarly communications environments denoted in the Background Paper for the workshop
as Ubiquitous Knowledge Environments (UKEs.) Given Moore's Law and its extensions,
technology will soon, if not already, be able to support analogous higher layers in which
research and learning activities are not subject to the current heavy costs of using digital
technology.
There is one and only one justification for the cost of developing
the cyberinfrastructure necessary for UKEs: its ultimate,
net value to communities of end users. The most fundamental measure
for the net value of DL environments in supporting the discovery,
learning, and application of knowledge derives from their operational
use by communities of users. The Cyberinfrastructure Report
is, however, naturally more focused on the technological aspects
of cyberinfrastructure. It suggests that operations in
support of users is only one of three sets of project activities although
stating that "operations is a competition for users" and that
a "primary point of post-evaluation should be the satisfaction
of the users who are served, and to a lesser extent the number
of users who are service, based on input from the
user community."
The cognitive and physical activities of end-users, however,
are both the most important and least understood component
of any UKE. Yet we lack a deep and coherent body of applicable
knowledge about the cognitive and physical activities of end-users
in research and learning environments. The applicable knowledge
that we possess about end-users is fragmented across a variety
of disciplines and practices including, for example, Interface
Design, Human Factors, Cognitive Psychology, User Evaluation,
and Education.
A systematic and applicable understanding of how researchers
and learners in any scholarly environment discover, learn,
and apply information is surprisingly scarce, given the enormous
literature on human perception, cognition, and behavior. For
example, an understanding of the cognitive or collaborative
activities by which scientists generate new models is clearly
in the early stages of evolution (see, for example, Dunbar
1999) and has yet to see much practical application. A generally
acceptable model of cognitive representations of scientific
concepts is also at hypothetical stages of development (see,
for example, Gardenfors 2000), despite the recent focus of
effort on concept spaces in learning applications of DL technology
(see, for example, Smith et. al. 2003.) Similarly, an understanding
of the role of multimedia presentations in learning is in the
early stages of being applicable, despite the importance that
DL researchers have placed on multimedia. While Mayer (2001),
for example, presents approximately a dozen empirically-established
heuristics for making multimedia presentations effective (some
of which are counter-intuitive) these hardly constitute a general
theory adequate for the design of multimedia presentations
in educational
settings.
The lack of applicable and systematic knowledge has greatly
affected the development of DLs and their natural extensions.
End-users have been of significant, though largely second class,
concern in a large proportion of projects funded under DLI-2,
DLI-2, NSDL, DLESE, and PACI. An integrative and analytical
study of how end-users and a knowledge of end-users have been
integrated into these projects is not yet available. One may,
however, informally categorize the large proportion of activities
that have been focused on end user issues as involving: (1)
proposal writing in which proposed end-users and support for
their activities are given as the rationale for the project;
(2) informally-obtained user characterizations and requirements;
(3) integration of end users as experimental subjects in prototype
testing; and (4) typically informal and non-comprehensive user
evaluations.
Even projects whose activities were based on supporting large,
active bases of "real" end users have faced difficulties in
incorporating knowledge of users into their design and development
and in carrying out compelling, informative investigations
of users. Such difficulties have typically arisen as a result
of our lack of systematic knowledge about end-users and a lack
of funding to support deep studies of end-user related issues.
While the Alexandria Digital Library (ADL) Project, for example,
crystallized around an operational Map and Imagery Library
supporting approximately 40,000 client transactions/day, it
began in 1994 (see www.alexandria.ucsb.edu) with a relatively
informal modeling of user requirements as perceived by members
of the library staff. Its more recent development of learning
environments is based on similar based on relatively informal
models of the learning requirements of undergraduate students
(smith et. al., 2003.) Despite the liberal use of workshops,
consultants, and user-evaluation studies, many of ADL's design
decisions were based on relatively informal knowledge concerning
users and their responses.
Given how little we understand of such issues, it is reasonable
to characterize the design and development of transparent information
environments for researchers and learners as informal, ad
hoc, and occurring by trial-and-error. It is also reasonable
to assert that a knowledge of end-users sufficient for the
effective design and use of DLs, UKEs, and analogous environments
has not passed thresholds that are analogous to the thresholds
of technological knowledge enabling the construction of cyberinfrastructure.
Acquiring such knowledge, or even an understanding or what should
constitute a body of such knowledge,
is clearly a major undertaking.
It is suggested that an investment of the same order of
magnitude as that for cyberinfrastructure ($1B) is warranted
to support an integrated program of research and development
to create a coherent body of knowledge and practice about end-users.
Such knowledge should be applicable and integrable in the development
and use of advanced information environments that support research
and learning in the sciences and the arts. A minimum of activity
that should be supported is in developing an equivalent
of the Blue Ribbon Advisory Panel Report for cyberinfrastructure.
Such a report would provide a map to the knowledge of end-users
that is currently fragmented across many disciplines and practices,
as well as a proposed path for the research and development
necessary to support rational, successful
designs for cyberinfrastructure.
The goal of such a report would be to initiate a program analogous
to, concurrent with, and integrated with a cyberinfrastructure
development program. At the most general level, the foci for
such a complementary program might include developing:
- an applicable understanding of the cognitive and collaborative
activities of researchers and learners that are reasonably
independent of underlying support technology and yet provide
useful constraints on design and implementation (e.g., how
are new research
ideas generated?);
- an appropriate and applicable theory of how science and
learning occur (e.g., what are appropriate levels of
granularity at which scientific knowledge is represented?);
- an understanding of how researchers and learners respond
to specific technologies in operational UKEs developed perhaps
by monitoring, investigating, and evaluating their activities
in operational environments (e.g., how do researchers
respond to machine learning procedures as tools for discovering
new
concepts?);
- a knowledge of how to design DLs, UKEs, and other information
environments in ways that maximize the efficacy of end-user
activities (e.g., what display environments, beyond current
screen displays, are effective for learning?);
- support for end-users, including educational programs in
the utilization of services supported by any cyberinfrastructure
(e.g., are interface "agents" useful methods for providing
education?)
It may well be that an "end-user" project involves a significant
component of large-scale experimental research in operational
environments. By operational environments we mean sustainable
sets of collections and services that while supporting the
activities required in research and learning do not detract
significantly from end-user primary tasks of research and learning
(i.e., they pass some threshold of usability for the user.)
The conundrum here is that we need operational information
environments to understand what makes information environments
operational.
Clearly the issues raised in trying to understand end-user
issues, in ways that are "deep" and at the same time applicable,
are immensely difficult. It is a project for which NSF is well-suited
as a sponsor.
As a closing comment on such difficulties, the author notes
that fifty years ago, the problem of rational procedures for
designing effective medicines on the basis of a deep theory
was considered to be a problem of immense difficulty and perhaps
impossibility.
REFERENCES
Atkins, D. E., et. al., 2003. Revolutionizing Science and
Engineering Through Cyberinfrastructure: Report of the National
Science Foundation Blue Ribbon Advisory Panel on Cyberinfrastructure
(http://www.communitytechnology.org/nsf_ci_report/).
Dunbar, K. (1999). The Scientist InVivo: How scientists think
and reason in the laboratory.
In Magnani, L., Nersessian, N.,& Thagard, P. Model-based reasoning in scientific
discovery.
Plenum Press
Gardenfors, P. (2000). Conceptual Spaces, Bradford Books,
MIT Press
Mayer, R. E. (2001). Multimedia Learning. New York: Cambridge
University Press.
Smith, T. R., et. al., 2003. The ADEPT Concept-based Digital
Learning Environment. European Conference on Digital Libraries,
Trondheim, Norway. |
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