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My contributions to date have been in each of these seven areas, though my greatest effort has been on the first four, leaving questions and analyses about the office of the future and information architecture for my future work.
1.
Methodology: Several years ago I constructed a computational
environment for studying Tetris which allows non-intrusive tracking of
a subject's interactions with a Tetris game at millisecond levels. We recorded the state of the game at each moment
and the type of action undertaken. Massive
amounts of data were gathered and
analyzed on people playing Tetris for tens of hours. This gave us a virtually unique data set of
how people move from novices in an interactive game to becoming experts
10 to 20 hours later. Several companies
expressed interest in using this environment in their research labs and
Interval may still be using it. The
method of recording large amounts of data and then data mining on the
basis of logical queries is now used in several research projects around
the country. I have also grappled
with the challenges of developing a reliable methodology for experimentally
studying how people play and improve at jigsaw, counting coins, solving
block problems interactively. I made solid advances in studying selected
areas of activity and have published most of my results (On
Distinguishing Epistemic From Pragmatic Action, Interactive Skill in Scrabble, Complementary strategies: why we
use our hands when we think – the work on comparing strategy evolution
between young and old is still in preparation).
However, I regard the general problem of how experimentally to
study the natural evolution of cognitive strategies as inadequately solved
and an important topic for future research.
A closely related problem arises in Human Computer Interaction
where experimental approaches seem to leech out most of the real life
aspects of our way of interacting and adapting to computational environments,
and so requires new methodological principles. 2. The nature of cognitive coupling. The general problem of cognitive coupling, and coordination more particularly, is a field rich in possibilities. So far I have undertaken three sets of studies that have contributed to our understanding of the time course of adaptations we make to our environment, and the computational advantage of making such adaptations. a. The first set examines the ways humans use the space around them strategically to help them in their tasks (The Intelligent Use of Space, Complementary strategies: why we use our hands when we think, and in Adapting the World Instead of Ourselves). I showed how the idea of amortized complexity could be used as an explanation of why people prepare their environments and I classified the major ways both humans and, at times, animals have of adapting the world to improve their overall adaptive advantage. b. In the second set I have begun to distinguish forms of coordinative mechanisms and am now pursuing this in the context of command centers for disaster management. I reported on this in my conference opening lecture at the European Cognitive Science Society (Distributed Cognition, Coordination and Environment Design). This work builds on the concepts of epistemic and complementary actions I introduced a few years ago (On Distinguishing Epistemic from Pragmatic Actions, Complementary strategies: why we use our hands when we think, Adapting the World Instead of Ourselves, and Are All Actions Performative or Exploratory). c. In some new studies on the nature of interruption and mechanisms for recovery, (part of which is discussed in A Few Thoughts on Cognitive Overload) I am exploring how interruption is related to frames of activity. People can multitask if they are prepared, but stress and cognitive overload occur the more we have to rely on ourselves alone to re-establish a tight coupling with our environments. d. Finally, in examining the problem of metacognition in elearning environments I have considered how visual design can affect coordination. An initial report of this can be found in Metacognition, Distributed Cognition and Visual Design. 3. How interactive strategies evolve. I am currently completing a paper with Larraine MacDonald on how old and young develop strategies for improving visual search and memory on a pick and place task. We conducted this experiment over a two year period and will be submitting the paper soon. It required administering fairly extensive neuropsychological pretests, a recall post test. Coordination with elderly subjects proved more time consuming than we expected. Another paper that is in progress is a write up of experiments on interruption, how people initially react and then adapt to an environment in which interruption is common. 4. How a theory of interactivity fits with the principles of evolutionary biology. Although I have been interested in the nature of adaptation at different time scales in much of my experimental and analytical work and reported on it in many papers, the only paper in which I explored the implications of the theory for evolutionary biology was in the paper Adapting the World Instead of Ourselves. I believe this paper was well received in the zoological world as immediately after its publication I received letters from several groups of evolutionary biologists at Oxford, Harvard, Princeton and Stanford who, apparently, are now turning to this topic at a non-cognitive level.
5.
Context Aware venues/Office of the
future. In Adaptive
Rooms, Virtual Collaboration and Cognitive Workflow, I articulated
an ontology of objects necessary for designing adaptive rooms. Virtual entities can be classified as passive,
reactive, active and information tools and spaces. Self transforming objects are a special type
of active object. Using this ontology
it is possible to define an adaptive room as a collection of self-transforming
objects situated in an architecturally active room containing information spaces and tools. Well
designed adaptive rooms combine the insights of ubiquitous computing –
that computerization should be everywhere, transparently incorporated
– with the insights of augmented reality – that everyday objects can be
digitally enhanced to carry more information about their use. The result is an integrated virtual environment
in which people can cooperate and collaborate on projects in a way that
leverages the simulation strengths of computers. This work was picked up by Ted Krueger, Director of Information Technology
in the School of Architecture, University of Arkansas and as a result
I was invited to contribute to the Architecture journal Convergence. The
paper I wrote “Changing
the Rules: Architecture in the Millennium”
is an examination of how changes in technology are making irrelevant
some of the architectural principles discussed by Alexander. 6. Information architecture. I have yet to publish on this topic in journals. I have written several technical documents for the Worldbank on the design principles of their intranet but none of these are in the public domain. My contributions on this topic, therefore, should be seen as practical. I designed and oversaw the implementation of a large intranet (with more than 350,000 pages). This design is of interest, not just because of its scale, but because it focuses on the knowledge management needs of a major knowledge producer: the Worldbank. It is still the design which the WorldBank uses after 4 years. I also designed the information architecture for the Worldbank’s external website in 1998-9. (It has more than 100,000 pages), and most recently I designed the architecture of the Global Development Gateway with several hundreds of thousands of pages. I believe these products count as intellectual contributions, much as patents do.
7.
Elearning Environments.
I spent a significant part of the last 5 years building large web
based software systems for elearning.
My systems have gone through several redesigns and will no doubt
go through more. The biggest efforts though were spent on designing
a large course and learning management
system and a team collaboration environment.
Both were written in asp and sql.
a.
To review the learning management
system visit
cogsci 187A – Cognitive Aspects of Multimedia
Design, and Cogsci 25 – Intro to Web Programming To see how to create a course visit our test
site. Try this out login as visitor
(password = test).
b.
To review the collaborative shell for team based projects look are some of
the ways students have used the shell. Login
as visitor (password = test)
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