Wednesday, 26 June 2013

Designing emergent collaboration: lessons from games design



Having written about what learning design has to learn from games design, I've just read an extraordinary account of the development of an extraordinary game, which has something to teach everyone concerned with collaborative learning activity.
The game, called Journey, has already created something of a sensation. Visually powerful, wordless and emotionally intense, it was specifically intended to be a co-operative experience, allowing simultaneous players linked through the PlayStation online network (it's only available for PlayStation, unfortunately) to meet (though not talk) and help each other.
One reviewer's account of playing the game is here. And the designer's account of developing the game is here. What's interesting from the learning design point of view is the repeated playtesting, to check how players were responding to each other the game environment, and the tweaking of the game rules, so that the cooperative and trusting behaviour they wanted the game to afford was positively encouraged.

Later addition. To spell out the take-away point for learning design: if you're designing a collaborative or cooperative group activity, the most important thing to clarify and specify is what kinds of interactions you want there to be between the learners - and then design the task accordingly, and check that those are the interactions which actually happen.

Learning design: where do you get your ideas from?


A recent Guardian Review feature invited several novelists to write about the art forms other than novels which had inspired them. It turned out that, for example, Kazuo Ishiguro got inspiration from films, Colm Tóibín from opera, and John Lanchester from video games. In the editor's introduction, there was a hint that there was something surprising or unexpected about this - which I myself found surprising, because I've always found ideas for my own work in all kinds of places, as is testified by the diverse entries in this blog. Learning design in particular, because it is a form of design - that is, of matching means to ends, of creating a product or structure which will produce certain intended results - is a craft in which it's always possible to learn from designers in other fields, especially those concerned with achieving effects on people's minds, whether cognitive, aesthetic, or affective.

So here are some of the things, other than learning, from the designers of which I've learned.

Websites and interfaces. Like many others, I'm a fan of the writings of Jakob Nielsen and Donald Norman, who in the 1980s between them pretty much invented the whole field of usability, in response to the problems posed by new consumer technologies which people were unable to use. Apart from Norman's own book, the other two great classics of usability and human-machine interaction are John Carroll's observations of office workers trying to use a new IBM personal computer and Lucy Suchman's study of dialogues from people puzzling out the operation of their first duplex sorting photocopier. Their writings, and Nielsen's ongoing Alertbox newsletter, are a rich source of design exemplars, good and bad - the bad ones being especially interesting for the poor design thinking which they reveal: designing for people like oneself instead of actual users, forgetting that users come with and develop mental models of what's going on and what they can do, assuming that users will be happy to read and memorise complex instructions when in fact all they want to do is get on. Learning design, of course, can go wrong in precisely the same ways.

Computer games. There's a close analogy, about which I've written and blogged, between the design of games and the design of learning: in both cases, you're designing a system of resources and affordances which will result in a good and rewarding experience for the player / learner - while having no control at all over what they do with what you've provided. The ways in which games and learning experiences can fail are also analogous: no grab or motivation, too hard, too easy, too boring. The key book on games design, for my money, is Salen and Zimmerman's Rules of Play.

Marketing and publicity. Again this is all about producing an effect (for example, Awareness, Interest, Desire or Action, as they say in marketing) in the minds of people you do not know and with whom you have no direct contact, and whose attention you cannot assume. One blog which I follow is Writing Matters, from an American consultancy which specialises in writing online communications for marketing and sales: mailshots, order processing, complaint handling. Pretty much everything they write about creating and sustaining a good relationship with customers and potential customers is relevant to creating and sustaining a good relationship with learners.

Literature, film, TV drama, comics. Here the central craft is storytelling, of which the basic requirements are the same across all media: creating tension and resolution; changing pace, direction or point of view; establishing voice and relationship; engaging and directing attention; generally taking a narrative from start to conclusion). I enjoy the writings of expert practitioners (such as Ursula Le Guin, Alexander Mackendrick and Scott McCloud), who are both willing and able to reveal the techniques of their own special area (fiction writing, film-making and comic creation respectively). And alongside the techniques of storytelling there are the techniques for planning and coordinating the telling, such as the storyboarding most spectacularly used by Pixar, which allows their animators to check the shape and pace and punch of a storyline, beat by beat, before they ever switch on their computers.

Painting and graphic art. A picture can also tell a story, despite presenting only a single moment in time, by its implication or assumption of a past, its suggestion or promise of a future. I'm particularly interested in pictures which create gaps or spaces, calling on the viewer to fill these with their own imagination: Dutch interiors, such as Vermeer's The Letter, are supreme examples of this, and I have already blogged about The Reader - which as I observed is a picture about what is not on the page. I'm also interested in medieval stained glass and wall paintings, such as the spectacular series at Eton College, which were designed with the deliberate intention of educating a largely illiterate population: a useful corrective for those of us who find it difficult to think of teaching other than in words.

Music. Lyrics and libretti aside, this too is a craft which is essentially non-verbal, operating at a non-cognitive, visceral level. If, like me, you're concerned about the affective as well as the cognitive aspect of teaching and learning, it can be encouraging to be shown or reminded - as composer Howard Goodall does in his TV programmes - that the power of music to move and excite is the result of skill and design technique, and not just god-given inspiration. I have a favourite story (which I have just retold) about George Martin, the record producer of the Beatles, who with one small intervention turned a so-so song into the quintessential hit of the band's early years; the beauty of the story is that the George Martin trick is applicable to the design of writing, especially web writing, also.

Psychotherapy and spirituality. Even more obviously than with the other crafts listed here, these are all about the effect on the audience (the client or pilgrim) because there is no persistent mediating artefact: any words spoken are evanescent and their meaning is peculiar to their local situation. Furthermore, these are crafts which depend on the client doing the majority of the work; the ideal therapist, like the ideal teacher, does nothing except create the safe environment necessary for the work and awaken the client's own inner teacher. For these reasons, the design of psychotherapeutic and spiritual practices are difficult to discuss meaningfully, except in an experiential way. There are books about psychotherapy and spirituality, of course; but these are not the craft itself; as Freud remarked, writing about psychoanalysis doesn't cure people, any more than distributing menus relieves hunger during a famine. In these crafts, perhaps more than any other, the best influence on one's own practice is being party to good practice oneself. Writing and talking about learning design can only accomplish so much; to really understand what good learning design is and what it can do, one needs to experience some well-designed learning

Friday, 21 June 2013

Yeah, yeah, yeah!


(I wrote this three years ago, as part of a never-completed course on web writing. Because of my next blog post, it seems relevant to reproduce it now.)

George Martin was the record producer for The Beatles and an expert in turning ordinary songs into hits. If you think students’ attention is wayward and difficult to hold, especially through distance learning materials, think about how much more fickle and hard to win is the devotion of pop fans. One of Martin’s producer tricks can also be used in the writing of distance learning materials – thus showing that we can always learn something from a master, even if their craft is apparently unrelated to our own.

In early 1963, the Beatles had their first number one single with “Please Please Me”. They followed it up with an album of the same name, which at Martin’s insistence was filled out not with the usual hurriedly-arranged covers of pop standards but a selection of their own songs with which they were electrifying live audiences. The strategy paid off, and the album quickly began to repeat the success of the single. So when the Beatles arrived at Abbey Road studios that summer to record their next single, it was a critical moment. Expectations were enormous, and if they failed to meet them they could become like the many other bands which never sustained their early promise.

John and Paul got out their acoustic guitars and played George Martin their new song, which they’d knocked up in their hotel room a few nights before. It can’t have sounded much like a song which would set the world on fire. The tune wasn’t especially catchy, and the words were no less banal than those of most pop songs. The ending, Martin thought, was downright corny. But what he noticed was that the chorus was strong: in fact, the chorus was very good indeed. His suggestion was that instead of starting in the usual way with the first verse, they should start with the chorus and bang it out really loud. That way they might just create enough momentum to save the song. Maybe.

That song, when it was released as a single, had the fastest sales of any record in the UK up to that time, and it remained the best-selling record in the UK until 1978. It became synonymous with the Beatles: it was the early Beatles sound. And it was all down to that opening chorus, which as George Martin had spotted was by far the best bit of the song:

She loves you, yeah, yeah, yeah.
She loves you, yeah, yeah, yeah.
She loves you, yeah, yeah, yeah, YEAH!

Who remembers the rest? (You could never hear it anyway, in their live performances, because the girls were screaming so loud.) The verse gives the song body and substance, but it’s not what sells the song to us, then or now. By opening with the chorus, it starts on a high: the pace and excitement is there from the first bar. We know right away that this is going to be a great song.

So what’s your yeah, yeah, yeah? In the learning materials you’re writing, what’s the thing which is going to get your students excited and make them glad they’re doing your course?

The George Martin trick is to put that thing up front. Don’t make your students wait; let them know right away how good your song is going to be.

Sources


Philip Norman, Shout! The True Story of the Beatles (London: Hamish Hamilton, 1981), pp 177-8.

Wikipedia, ‘She Loves You’, http://en.wikipedia.org/wiki/She_Loves_You (accessed 24 August 2010)

Seen and heard: May 2013


A Chinese Ghost Story - 1987 Hong Kong film. Terrible title, great movie: a perfect blend of traditional romance, supernatural horror (moderate), and martial arts (pre-CGI), with a beautiful theme song. My old VHS copy had become unplayable; thanks for the DVD, George.

Star Trek: Into Darkness - new film. Quite fun, and they have recreated the characters faithfully and interestingly; but this, like its predecessor, is essentially an action film, which the original Star Trek never was (though it contained action elements). There are women science fiction writers who say that they were brought into SF by the original Star Trek; I can't imagine that being said about the reboot.

Clare Teal and her big band - live at Cambridge Arts Theatre, thrillingly recreating the songs of jazz divas such as Doris Day and Peggy Lee. Though most memorable was her low key with solo piano cover of Billy Joel's And So It Goes.

Houghton Hall Revisited - Robert Walpole's original collection of paintings returned to their original hanging sites, on loan from The Hermitage in St Petersburg where they normally reside, having been sold to Catherine the Great two hundred years ago. A 18th century aristocrat's assembly of the greatest classical artworks he could obtain, housed in a purpose-built stately home: historical perfection.

Elidor, by Alan Garner - a re-reading of his potent children's book, which I first read in 1971. As always with Garner, strong on place and period - in this case, inner city Manchester in the 1960s when slum clearances left whole streets as urban wastelands - with supernatural forces breaking through into the everyday world, including most memorably the family's television. "Adjust the Vertical Hold!" "No, try the Contrast!" Who now possesses the then commonplace skill of tuning in and lining up a 1960s TV?

Apollo 13 - the film. Always good to re-watch when things aren't so good, to remind you that they could be worse. What I noticed this time was the NASA engineer preoccupied throughout with covering his own back; for example: "We can't give any guarantee that the lunar module can do that, it was designed to land on the moon." Gene Kranz's model response: "Well unfortunately we're not going to the moon, are we. The question isn't what was it designed to do, the question is what can it do."

Seen and heard: April 2013

The Mystery of Mary Magdalene - Melvyn Bragg BBC documentary showcasing current thinking about Mary Magdalene: definitely not a prostitute, but a financial supporter of Jesus and possibly his number one disciple and "tower" (which is what Magdalene means).

The DaVinci Code - okay, so Mary Magdalene probably wasn't really Jesus's wife, but re-watching this super film on DVD seemed the natural follow-up to Melvyn Bragg's documentary.

The National Gallery - celebrating the fact that it's free, and a great place to spend a spare hour in central London and make discoveries: beside Titian's erotically-charged Noli Me Tangere I found another painting of Mary Magdalene at the scene of the resurrection, by Savoldo. (What is the message in those eyes? Perhaps: "He is not here; he is risen.")

Broadchurch - ITV crime drama with David Tennant and Olivia Coleman. Not so much a story about whodunnit (though that was compelling enough) as a story about a place and its people; tremendous TV.

Paradise - another lovingly crafted adventure game from the pen (both graphic and textual) of Benoît Sokal; not as great as his Syberia series (One and Two), but with the same vivid sense of place and wistful mood.

Neverwhere - radio version of Neil Gaiman's TV drama and novel by Dirk Maggs, who also did the radio dramatisations of the later Hitchhikers' Guide to the Galaxy novels after the death of Douglas Adams. Both confirm my sense that fantasy novels are best dramatised on the radio (though I'll make an exception for Stardust).

Third International Festival of Choirs and Orchestras held in Poreč, Croatia, where Polymnia (in which I sing) was performing.

80! Memories & Reflections on Ursula K. Le Guin - a collection of tributes and gift offerings to Ursula Le Guin on her eightieth birthday last year.

Dans la maison (In the House) - new French film. A teacher becomes obsesed with the writing of his one promising student, whose homework essays on "what I did at the weekend" relate how he first spies on, then insinuates himself into the enviably normal family of another pupil at the school. A neatly crafted film about writer and reader, pupil and teacher, in which you're never quite sure how much is real and how much is fantasy.

Scott and Bailey - third series of the ITV cop drama, which I regret not having followed earlier. Rather as the disreputable surgeons of M*A*S*H remeeded themselves by their professionalism in the operating theatre, the cops with the chaotic personal lives display their professionalism in the authentically-scripted suspect interview scenes.