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CHAPTER  ESIGNING FOR INKERABILITY MITCHEL RESNICK AND CHAPTER  ESIGNING FOR INKERABILITY MITCHEL RESNICK AND

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CHAPTER ESIGNING FOR INKERABILITY MITCHEL RESNICK AND - PPT Presentation

Maker Faires Makerspaces Maker clubs In the past few years there has been a surge of interest in making A growing number of people are becoming engaged in building creating personalizing and customizing things in the world around themmaking their o ID: 76452

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ESIGNINGFOR HATIS The tinkering process is messier. Tinkerers are always exploring, experi-menting, trying new things. Whereas planners typically rely on formal rulesand abstract calculations (e.g., calculating the optimal position for aSometimes, tinkerers start without a goal. Instead of the top-downapproach of traditional planning, tinkerers use a bottom-upapproach. Theybegin by messing around with materials (e.g., snapping LEGO bricksThere is a long tradition of tinkering in many cultures around the world.In almost all countries, local craft traditions have evolved over centuries,bricolage. Anthropologist Claude Lévi-Strauss (1966) describeshow people in many parts of the world, acting as bricoleurs, continuallyTinkering and bricolage are closely aligned with play. Many people seeplay as a form of entertainment or fun, but we see it somewhat differently.People often associate tinkering with physical construction—building acastle with LEGO bricks, making a tree house with wood and nails, creating1111Designing for Tinkerability165 HYIS Turkle and Papert (1990) argue for “epistemological pluralism”—thatis, respecting and valuing multiple styles of learning and multiple ways ofknowing. They suggest that logic and planning should be “on tap” (availableMany educators are skeptical about tinkering. There are several commoncritiques. Some educators worry that tinkerers might succeed at creatingbottominto a focused activity (up). It is the combination of bottomand upthatmakes tinkering a valuable process.Of course, top-down planning can be valuable too. But in many settings,planning is viewed as the correct approach for solving problems, not justCOMPUTATION+ TINKERABILITYMany materials—such as wooden blocks and modeling clay—support andIn our Lifelong Kindergarten research group at the MIT Media Lab, weare trying to change the ways that young people use and think about com-1111Designing for Tinkerability167 In this section, we describe two of our group’s computational con -With Scratch (http://scratch.mit.edu), you can program your own inter - Figure 10.1Scratch programming blocks. revising and adapting them, over and over again. To get a sense of thisprocess, consider the work of a Scratch community member who goes byEmeraldDragon experimented with different versions of the script tomake the dragon move in different directions when the user pressed differentEmeraldDragon named her project My Dragon Game (NOT nished), tomake clear that the project was still a work-in-progress (Figure 10.4). In1111Designing for Tinkerability169 Figure 10.2Scratch programming interface. suggestions. EmeraldDragon soon shared a new version of her project, thistime with the name .EmeraldDragon clearly understood that tinkering is an ongoing processof revision and adaptation. As she wrote in her Project Notes: “This is justMaKey MaKeyWith MaKey MaKey (http://makeymakey.com), you can create interfaces170Mitchel Resnick and Eric Rosenbaum Figure 10.3Scratch website and online community. 11112Designing for Tinkerability171 Figure 10.5MaKey MaKey circuit board, with a USB cable and alligator clips. Figure 10.4EmeraldDragons game. can replace your space bar, or any other key, with a banana, or with anyother object that conducts even a little bit of electricity. MaKey MaKeyHere is a scenario, based on several projects we observed at workshops,that illustrates the workings of MaKey MaKey in more detail. Anna, a 12-172Mitchel Resnick and Eric Rosenbaum Figure 10.6A MaKey MaKey circuit. Figure 10.7Banana piano. her own keys that trigger piano notes. She lays out a row of bananas anduses alligator clips to connect each one to a different letter on the MaKeyAs she plugs in more bananas, Anna makes some accidental discoveries.At rst, the bananas are in the wrong order, so instead of forming a scaleLater Anna and Leo experiment with different materials. They searcharound the house and nd several items that work well, including Jell-O,1111Designing for Tinkerability173 Figure 10.8Play-Doh game controller. ITSFOR script is still running. You can also modify a script while it is running (e.g.,changing the number in a moveblock to increase the speed of a sprite) oreven insert a new block into the script. This “liveness” allows you to try outMaKey MaKey is also designed for immediate feedback. Let’s say youmake a keypad out of Play-Doh to control a video game character. As soonas you touch the Play-Doh (to complete the circuit), the character on theSee the ProcessIn most programming environments, it is not possible to directly observeMaKey Makey has some simple indicators of its internal process: LEDlights on the board indicate when a circuit has been completed, so you canScratch has a range of features that allow you to monitor programs asthey run. Scratch scripts always highlight while they are running, so yousingle-steppingmode, each individual block within a script highlights as it runs, allowingThe Scratch interface also has optional monitors that allow you to seethe current values of data stored in variables and lists. In most other11112Designing for Tinkerability175 Fluid ExperimentationThe tinkering process is inherently iterative. Tinkerers start by exploringand experimenting, then revising and rening their goals, plans, andEasy to Get StartedOne of the biggest challenges in tinkering with technological tools is theWhen you launch Scratch, you can start trying things right away. Thereis a default character (the Scratch cat), which already has some media tomoveblock and the cat moves; click the next costumeblock and the cat animates;click the play soundblock and the cat meows. The blocks start withreasonable default values for their inputs, so you can start playing with theMaKey MaKey requires no conguration on the computer because it isa plug-and-play USB device that appears to the computer to be a standardEasy to ConnectThe tinkerability of a construction kit is determined, to a large degree, byhow parts of the construction kit connect with one another. In designing176Mitchel Resnick and Eric Rosenbaum connectors for our construction kits, we take inspiration from LEGO bricks:they are easy to snap together and also easy to take apart, and they haveIn the MaKey MaKey kit, alligator clips are used to attach homemadeswitches to holes in the circuit board. The clips are quick and easy to use,In Scratch, the shapes of the programming blocks constrain how theblocks are put together. When you pull blocks from the palette, it isBlocks that take inputs have “sockets” of different shapes, indicating whattype of block should go inside. For example, the moveblock has an ovalsocket, indicating that it expects a number as its input. You can insert anyifand if-elseand wait-untilblocks have ahexagon-shaped input, indicating that they expect a Boolean (true-false)touching?block thatreports (true or false) whether the sprite is touching another sprite (seesayblock, for example,has a square socket indicating that it can take any type of input (a number,The shapes and connectors make it easy to tinker and experiment withthe Scratch programming blocks, just as with LEGO bricks. You can snap1111Designing for Tinkerability177 bricks—unlike most programming environments, where you need to keepyour workspace tidy and organized.Open ExplorationSupporting immediate feedback and uid experimentation is not enough.Variety of MaterialsScratch comes bundled with a large library of media intended to spark newEven more important, Scratch provides access to an ever-growing andevolving library of projects created by other members of the ScratchUnlike Scratch, MaKey MaKey comes with no materials at all (aside fromthe circuit board and connectors). Instead, the kit is designed to encourageVariety of GenresWhen starting out, tinkerers often have no clear idea of what they want to178Mitchel Resnick and Eric Rosenbaum INKERINGWITH Set themes, not challenges. Rather than posing challenges to solve (as istypical in many design workshops), propose themes to explore. Selectworkshop themes that are broad enough to give everyone freedom toHighlight diverse examples. Show sample projects that illustrate theTinker with space. Consider how you might rearrange or relocate, toopen new possibilities for exploration and collaboration. For example,Encourage engagement with people, not just materials. In addition tohaving a “conversation with the material,” tinkerers also benet fromPose questions instead of giving answers. Resist the urge to explain toomuch or x problems. Instead, support tinkerers in their explorationsCombine diving in with stepping back. While it is valuable for tinkerersto immerse themselves in the process of making, it is also importantOur goal is to provide everyone—of all ages, backgrounds, andinterests—with new opportunities to learn through tinkering. To do thisACKNOWLEDGMENTSMany members of the Lifelong Kindergarten research group at the MIT180Mitchel Resnick and Eric Rosenbaum Brown, J.S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. ESIGNINGFOR HATIS The tinkering process is messier. Tinkerers are always exploring, experi-menting, trying new things. Whereas planners typically rely on formal rulesand abstract calculations (e.g., calculating the optimal position for aSometimes, tinkerers start without a goal. Instead of the top-downapproach of traditional planning, tinkerers use a bottom-upapproach. Theybegin by messing around with materials (e.g., snapping LEGO bricksThere is a long tradition of tinkering in many cultures around the world.In almost all countries, local craft traditions have evolved over centuries,bricolage. Anthropologist Claude Lévi-Strauss (1966) describesTinkering and bricolage are closely aligned with play. Many people seeplay as a form of entertainment or fun, but we see it somewhat differently.People often associate tinkering with physical construction—building acastle with LEGO bricks, making a tree house with wood and nails, creating1111Designing for Tinkerability165 HYIS Turkle and Papert (1990) argue for “epistemological pluralism”—thatis, respecting and valuing multiple styles of learning and multiple ways ofknowing. They suggest that logic and planning should be “on tap” (availableMany educators are skeptical about tinkering. There are several commoncritiques. Some educators worry that tinkerers might succeed at creatingbottomup). It is the combination of bottomand upthatmakes tinkering a valuable process.Of course, top-down planning can be valuable too. But in many settings,planning is viewed as the correct approach for solving problems, not justCOMPUTATION+ TINKERABILITYMany materials—such as wooden blocks and modeling clay—support andIn our Lifelong Kindergarten research group at the MIT Media Lab, weare trying to change the ways that young people use and think about com-1111Designing for Tinkerability167 In this section, we describe two of our group’s computational con -With Scratch (http://scratch.mit.edu), you can program your own inter - Figure 10.1Scratch programming blocks. revising and adapting them, over and over again. To get a sense of thisprocess, consider the work of a Scratch community member who goes byEmeraldDragon experimented with different versions of the script tomake the dragon move in different directions when the user pressed differentEmeraldDragon named her project My Dragon Game (NOT nished), tomake clear that the project was still a work-in-progress (Figure 10.4). In1111Designing for Tinkerability169 Figure 10.2Scratch programming interface. suggestions. EmeraldDragon soon shared a new version of her project, thistime with the name .EmeraldDragon clearly understood that tinkering is an ongoing processof revision and adaptation. As she wrote in her Project Notes: “This is justMaKey MaKeyWith MaKey MaKey (http://makeymakey.com), you can create interfaces170Mitchel Resnick and Eric Rosenbaum Figure 10.3Scratch website and online community. 11112Designing for Tinkerability171 Figure 10.5MaKey MaKey circuit board, with a USB cable and alligator clips. Figure 10.4EmeraldDragons game. can replace your space bar, or any other key, with a banana, or with anyother object that conducts even a little bit of electricity. MaKey MaKeyHere is a scenario, based on several projects we observed at workshops,that illustrates the workings of MaKey MaKey in more detail. Anna, a 12-172Mitchel Resnick and Eric Rosenbaum Figure 10.6A MaKey MaKey circuit. Figure 10.7Banana piano. her own keys that trigger piano notes. She lays out a row of bananas anduses alligator clips to connect each one to a different letter on the MaKeyAs she plugs in more bananas, Anna makes some accidental discoveries.At rst, the bananas are in the wrong order, so instead of forming a scaleLater Anna and Leo experiment with different materials. They searcharound the house and nd several items that work well, including Jell-O,1111Designing for Tinkerability173 Figure 10.8Play-Doh game controller. ITSFOR script is still running. You can also modify a script while it is running (e.g.,changing the number in a moveblock to increase the speed of a sprite) oreven insert a new block into the script. This “liveness” allows you to try outMaKey MaKey is also designed for immediate feedback. Let’s say youmake a keypad out of Play-Doh to control a video game character. As soonas you touch the Play-Doh (to complete the circuit), the character on theSee the ProcessIn most programming environments, it is not possible to directly observeMaKey Makey has some simple indicators of its internal process: LEDlights on the board indicate when a circuit has been completed, so you canScratch has a range of features that allow you to monitor programs asthey run. Scratch scripts always highlight while they are running, so yousingle-steppingmode, each individual block within a script highlights as it runs, allowingThe Scratch interface also has optional monitors that allow you to seethe current values of data stored in variables and lists. In most other11112Designing for Tinkerability175 Fluid ExperimentationThe tinkering process is inherently iterative. Tinkerers start by exploringand experimenting, then revising and rening their goals, plans, andEasy to Get StartedOne of the biggest challenges in tinkering with technological tools is theWhen you launch Scratch, you can start trying things right away. Thereis a default character (the Scratch cat), which already has some media tomoveblock and the cat moves; click the next costumeblock and the cat animates;click the play soundblock and the cat meows. The blocks start withreasonable default values for their inputs, so you can start playing with theMaKey MaKey requires no conguration on the computer because it isa plug-and-play USB device that appears to the computer to be a standardEasy to ConnectThe tinkerability of a construction kit is determined, to a large degree, byhow parts of the construction kit connect with one another. In designing176Mitchel Resnick and Eric Rosenbaum connectors for our construction kits, we take inspiration from LEGO bricks:they are easy to snap together and also easy to take apart, and they haveIn the MaKey MaKey kit, alligator clips are used to attach homemadeswitches to holes in the circuit board. The clips are quick and easy to use,In Scratch, the shapes of the programming blocks constrain how theblocks are put together. When you pull blocks from the palette, it isBlocks that take inputs have “sockets” of different shapes, indicating whattype of block should go inside. For example, the moveblock has an ovalsocket, indicating that it expects a number as its input. You can insert anyifand if-elseand wait-untilblocks have ahexagon-shaped input, indicating that they expect a Boolean (true-false)touching?block thatreports (true or false) whether the sprite is touching another sprite (seesayblock, for example,has a square socket indicating that it can take any type of input (a number,The shapes and connectors make it easy to tinker and experiment withthe Scratch programming blocks, just as with LEGO bricks. You can snap1111Designing for Tinkerability177 bricks—unlike most programming environments, where you need to keepyour workspace tidy and organized.Open ExplorationSupporting immediate feedback and uid experimentation is not enough.Variety of MaterialsScratch comes bundled with a large library of media intended to spark newEven more important, Scratch provides access to an ever-growing andevolving library of projects created by other members of the ScratchUnlike Scratch, MaKey MaKey comes with no materials at all (aside fromthe circuit board and connectors). Instead, the kit is designed to encourageVariety of GenresWhen starting out, tinkerers often have no clear idea of what they want to178Mitchel Resnick and Eric Rosenbaum INKERINGWITH Set themes, not challenges. Rather than posing challenges to solve (as istypical in many design workshops), propose themes to explore. Selectworkshop themes that are broad enough to give everyone freedom toHighlight diverse examples. Show sample projects that illustrate theTinker with space. Consider how you might rearrange or relocate, toopen new possibilities for exploration and collaboration. For example,Encourage engagement with people, not just materials. In addition tohaving a “conversation with the material,” tinkerers also benet fromPose questions instead of giving answers. Resist the urge to explain toomuch or x problems. Instead, support tinkerers in their explorationsCombine diving in with stepping back. While it is valuable for tinkerersto immerse themselves in the process of making, it is also importantOur goal is to provide everyone—of all ages, backgrounds, andinterests—with new opportunities to learn through tinkering. To do thisACKNOWLEDGMENTSMany members of the Lifelong Kindergarten research group at the MIT180Mitchel Resnick and Eric Rosenbaum Brown, J.S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning.