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Packaging a maker-oriented curriculum for Prototyping Interactive Systems (HCC-2) for a new instructor

Manasvi Lalwani

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Spring 2005- Fall 2013

-class first created by Keith Edwards in Spring 2005 (later offerings taught by Mark Guzdial and Blair MacIntyre)

-fulfilled computational portfolio requirement for HCC students

- building level of competency in building medium scale programs(2000-3000 lines of code)

-GUI, client-server networking, web services, databases using Jython

- assignments that build up to common project, an instant messaging/chat program

Fall 2014 - Fall 2015

-class revised by Gregory Abowd and team (Aman Parnami, Elizabeth Disalvo, Zane Cochran)

- HCC students + MS HCI students across all departments

- breadth in hardware and software prototyping

-arduino, processing, laser-cutting, 3D printing, MIT App Inventor, Android

-baseline assignments to impart skills + personalized project based on common requirements

Prototyping Interactive Systems

A tale of two curriculums

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What about 2016?

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My experience

with the class

  • Programming background but no hardware experience

  • Pushed on Android knowledge (had only built one app prior)

  • Transferred to other classes and even internship

  • Main takeaway- overcoming mental blocks!

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Design Process

Overview

Img Source: Google Sprint Material

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Understand

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Fieldwork

16 weeks

3 hours in-class per week X 16 weeks

+ 1 hour per week office hours

+ Classroom Planning

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Constructionism �(Papert, 1991)

  • People learn effectively through ‘making things’ and ‘creative experimentation’
  • Boosts self-directed learning

Physical computing in computer science education

(Przybyla et al., 2014)

  • Using programmable hardware to introduce software

Literature

Review

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Personalized projects- bubble blowing truck

Soldering- skills not covered in class

Self-directed exploration- textile pressure sensor, sought help from resources on campus

Interesting Observations

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Student

Survey

12 Respondents

7 Fall 2015, 5 Fall 2014

1 PhD, 11 Masters

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Key Questions

What were their learning goals for the previous offerings?

How would they revise the old curriculum, if they were to?

What was the class hand-off like during their turn?

What were their concerns about teaching the new curriculum?

What resources would they need to teach the new curriculum?

Interviews with

Instructors

4 Interviews

3 Instructors who had taught the class before�1 potential Instructor for Fall 2016

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Concerns and

Challenges

.. [about Jython chat program] but today doing something more web based and mobile based may be relevant to students.

As professors, we have limited time to learn whatever we need to learn in order to teach a class. I do not get to take a semester off to teach the class they way it was taught. It would be a huge amount of work for me. I do not know the prototyping tools well enough and it's the whole environment there that I would have to come to speed on.

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Syllabus

Slideshows

Homeworks+Assignments

Grading

Common problems students faced

Where to find resources such as Arduino, Laser cutters, 3D printers?

Resources

Needed

The first time if I were to teach the glass, I would want a very closely spelled out document and maybe the second time I would tweak it.

But I would want them[the expert] to make the decision on what platforms to use, what tutorials are the most appropriate, what projects to do so that i do not have to do that because I am not an expert in it.

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Define

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Primary User- New Instructors

-need high resolution of detail (step by step)

-flexibility of curriculum is secondary

Secondary user- TA , students� - can directly use this information although not all of it may be relevant to them

Other user- Expert instructors

  • can use materials as substrate to tweak

How does the Information Architecture look?

How to visually represent all this content?

Requirements

and Design

Considerations

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Not to compare old curriculum with new curriculum

Focus on Physical computing curriculum-

-provide resources

- save planning time

Framing the problem

8 weeks

8 weeks

Software Prototyping (Mobile Phone Programming-can be substituted with another module)

Physical Computing (Introduction to Programming + Fabrication + Hardware Prototyping)

Focusing

Scope

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One of the basic tenets of the concept is that experience is, by its nature, subjective and that the best way to understand the experiential qualities of an interaction is to experience it subjectively.

Marion Buchenau and Jane Fulton Suri on Experience

Prototyping (IDEO)

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3 hour workshop for TCS employees

12 employees software engineers, consultants

Introduction to ‘Making’ and its role in Design Thinking(DT)

Classroom Mockup

Workshop as a

Prototype

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What worked?

EngagementBeyond slideshows >> proof of concept'�

What did not work?Time wasted- employees could not install Arduino IDE on their work computers

Timer to the rescue

Parts acquisition was difficult- no kits

Upon reflection

-70% of my time spent on outlining activities

-30 % of my time spent on logistics and material acquisition

Workshop Reflection

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Diverge

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  • many, many more

Inspiration

and Ideation

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Prototype

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Content as

Prototype

Abstracted classes to- Discussion, Activity, Debrief

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Overview first, zoom and filter, then details-on-demand.

Ben Shneiderman

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Course �Syllabus

Course Goals

The goal of this course is

-to give students the confidence to build a variety of computational artifacts (both software and hardware)

-to demystify technical vocabulary

-to talk about one’s design process

16-week division of course

How to use this curriculum?

First half of the course (Physical Computing)

Second half of the course (Mobile app development, can be substituted with Web)

What is Physical Computing?

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PEER LEARNING

Teach and Learn

EMBRACE EXPERIMENTATION

Do not be afraid to fail

BEING RESOURCEFUL

Look for resources on Georgia Tech and within the Maker community

LEARNING BY DOING

Focus on Making

SELF LEARNING

Somewhat ties back to being resourceful but always good to remember

FOLLOW THE PATH OF LEAST RESISTANCE

Quick and dirty prototypes are alright, you can iterate later

GLASSBOX PROGRAMMING

Bootstrapping programming with examples that can be repurposed

Philosophies and

Mindset

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Class Overview-

Reading Discussion

In-Class Activity

Debrief

Out of Class Assignments

4 modules-

Intro to Programming

Looks-like Model

Works-like Model

Integrating Final Project

Physical Computing

Overview

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Class Outline

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Iteration 1

Iteration 2

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Evaluation 1

Interviews

8 interviews- 2 experts involved with class

3 experts from ID, 1 from DM who taught similar courses

2 potential instructors

30 minutes - 1 hour semi-structured interviews

loosely transcribed

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What worked?

-Validated content, drill down and layout

-found the thoroughness of the notes “compelling”

What could be improved?

- some additions to Philosophy, FAQ’s Which students should take this course? etc.

- week by week overview in syllabus could be represented in table (one glance information)

Other concerns

Class seemed like a team effort- highlight community of support?

Schedule seemed tight. What happens if it slips?

Evaluation 1

Feedback

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Evaluation 2

Workshop

Observations and Instructor Feedback

Handouts were supplemental to demonstration

Pictures worked as good visual aids

Some steps required more specificity(number of cuts to make, size of cuts etc.)

Prepositions used in some steps were confusing

1 hour workshop using handouts Grade 8 kids The New School

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Impact and

Future work

Overview and framework in place along with detailed modules

Detail remanent outlines

Deploy resources in classroom

Improve on the go

Consolidate the visual design and ecosystem

Interaction design of the ecosystem

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Questions?

Thanks to Gregory Abowd, Elizabeth Disalvo, Carrie Bruce, Aman Parnami, Zane Cochran, Keith Edwards, Mark Guzdial, Blair MacIntyre