animock case study 46 updated 06/04 updated 10/04...

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animock design tells (shares) stories about the future C/S/E/L: 2004 Axel Roesler David D. Woods Josh Schoenwald Roger Chapman Magnus Feil Andreas Puskeiler David Tinapple Cognitive Systems Engineering Laboratory contents: why design stories 01 properties of envisioned worlds 04 how to tell better design stories 11 updated 06/04 what is an animock? 14 updated 06/04 point of view in animocks 24 animock case study 46 updated 06/04 visual narrative bibliography 54 updated 10/04 media paper: click on icon (if displayed inside an image) to show a movie embedded in this presentation return to flipping pages mode through clicking somewhere in the white paper background flip pages with the cursor keys. best viewed in acrobat reader 5.0, full screen view mode version 3.03* *this web based version does not have interactive features and linked media. 10-11-2004 for updates: http://csel.eng.ohio-state.edu/animock

Transcript of animock case study 46 updated 06/04 updated 10/04...

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animockdesign tells (shares) stories about the future

C/S/E/L: 2004 Axel Roesler

David D. Woods

Josh Schoenwald

Roger Chapman

Magnus Feil

Andreas Puskeiler

David Tinapple

Cognitive Systems Engineering Laboratory

contents:

why design stories 01

properties of envisioned worlds 04

how to tell better design stories 11 updated 06/04

what is an animock? 14 updated 06/04

point of view in animocks 24

animock case study 46 updated 06/04

visual narrative bibliography 54 updated 10/04

media paper: click on icon (if displayed inside an image) to show a movie embedded in this presentation

return to flipping pages mode through clicking somewhere in the white paper background

flip pages with the cursor keys. best viewed in acrobat reader 5.0, full screen view mode

version 3.03* *this web based version does not have interactive features and linked media.10-11-2004

for updates: http://csel.eng.ohio-state.edu/animock

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design tells (shares) stories about the future

characteristics of envisioned worlds

01

Often development takes a more indirect form where the stories aretold about the potential benefits that will come from advancing someaspect the technological substrate. The more general capability inthese stories seems to address a theme that could be part of manysettings. Quite often the themes raised are cognitive or collaborativein nature (e.g., it seems obvious that increasing capability X wouldenable better [diagnoses, plans, communication, etc.] wherever thatgeneric activity goes on). Others could use these capabilities to cre-ate specific objects for specific settings to get the same envisionedbenefits.

In either case the stories about the future propose solutions thatwould occur if others support building the objects that embody thesolution or the new capabilities that would enable such objects. Thestories told are envisioned operations concepts including both newobjects-to-be-realized and a set of scenarios about practice.

In design and development we create and share stories about the future of opera-

tional settings. These stories concern the impact of objects-to-be-created as a source

of change in a field of practice.The objects in the story embody solutions that would

occur if others support investments in R&D that enable creation of such objects.The

beneficial changes envisioned provide grounds for recruiting investments and support

for prospective organizational change. In effect the envisioned impact justifies the

efforts needed to create and adopt the objects in questions.

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design tells (shares) stories about the future

characteristics of envisioned worlds

02

Those engaged in development usually see the push toward newforms and levels of computerization as a solution to previous limitson performance or to specific performance problems.

As stories of the future focus on anticipated benefits, attention shiftsto building the object that embodies the solution -- create-this-object-within-these-parameters. The framework of expectations is that thebenefits envisioned in the conception will come to pass (and onlythose effects will come to pass). Hence, development will naturallyrun toward technology centered paths (overcoming obstacles andimpasses in the process of realizing the object) as all assume that ifthe object level expectations are met the practice expectations willbe met automatically. However, the development efforts still rest ona base of hypotheses cloaked as stories told about the future.

To design one must speculate about the impact of the object-to-be-realized as a source of change in a field of practice. To design is toparticipate in the process of change with other stakeholders. Thus, indesign we engage in a process of building and sharing stories thatenvision future operations – what it will be like to practice after theobjects-to-be-realized have been deployed.

New tools alter the tasks for which they were designed, indeed alter

the situations in which the tasks occur and even the conditions that

cause people to want to engage in the tasks.

Carroll, Campbell 1988

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moving target for designstics of envisionedworlds

03

There is a gap between the envisioned impact of a new developmentand the actual impact and reverberations of that change. In part thisoccurs because fields of practice are not static; rather demands,pressures and resources are changing. The introduction of new sys-tems transforms the nature of practice in the form of new roles, newjudgments, new forms of coordination, and new paths toward andforms of breakdown. Practitioners adapt to the changes workingaround complexities and re-shaping objects to function as tools intheir hands in ways rarely foreseen by developers and their advo-cates.

New technology is a source of change as performance demands andresource pressures change. New technology becomes wrapped upin organizational change as well. The question then is -- can designanticipate the full range of effects of the change. Usually, technologychange produces unintended and sometimes negative side effects inaddition to new capabilities. Thus we are part of a dynamic processwhich we also wish to understand and influence -- a dynamic processof technology change generating a new set of capabilities and com-plexities, leading to adaptations by stakeholders, producing a chang-ing mix of successes and vulnerabilities to failure.

The design of new technology is always an intervention into an ongoing

world of activity. It alters what is already going on - the everyday practices

and concerns of a community of people - and leads to a resettling into new

practices.

Flores, Winograd 1988

How to support design when the

introduction of new technology will

transform the nature of practice?

Predict the Reverberations of Change

from objects-to-be-realized

Woods, Dekker 2001

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plurality

underspecification

groundedness

calibration

properties of envisioned worlds:

Woods, Dekker 2001

There are several basic dimensions to envisioned oper-

ation concepts. Each of these have negative and posi-

tive poles with respect to the envisioning process:

04

The following 4 figures use the metaphor of a crystal ball as develop-ers and stakeholders look ahead to envision future operations.Considering how each dimension has an upside and downside leadsto new ideas about how to aid design as envisioning future opera-tions.

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plural

design tells (shares) stories about the future

characteristics of envisioned worlds

plurality: multiple views, but each parochial.

05

© 2001 Roesler / Feil / Woods

Plurality - There are always multiple versions of how the pro-

posed changes will effect the character of the field of practice in

the future. Different stakeholders have different perspectives on

the impact of new objects on the nature of practice.The down-

side of plurality is a kind of parochialism where we mistake a

partial, narrow view as if it where the only or dominant view of

the future of practice, unaware of the plurality of views across

stakeholders. The upside of plurality is the triangulation that is

possible when the multiple views are brought together. In

examining the relationships, overlaps, and gaps across multiple

perspectives we are better able to cope with the inherent uncer-

tainty built into looking into the future.

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underspecified

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characteristics of envisioned worlds

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© 2001 Roesler / Feil / Woods

underspecification: views are open to innovation, but disconnected from real pressures of practice

Underspecification - as a hypothesis and prediction about the impact of new objects on the nature of practice,

each envision concept must be vague on many aspects of what it would mean to function in that field of prac-

tice in the future. The upside of underspecification is the freedom to explore new possibilities and new ways to

relax and recombine the multiple constraints to innovate and improve. This requires a search for leverage

points and a sensitivity to the fact that new envisioned objects only become tools through use.The downside

of underspecification is remaining trapped in a disconnected, shallow, unrealistic view of what it means to

practice then and now. When the view of practice is disconnected from the pressures, challenges, and con-

straints operating in that world, the view of practice is inherently distorted from the beginning, missing how

the strategies of practice are adapted to these constraints and pressures. Starting from a distorted view of

practice guarantees predictions that will prove wildly wrong as objects-to-be-designed come into contact with

the pressures of actual practice. The difficulty is that in envisioning we are pursuing a moving target so that it

is difficult to say how the current vectors of practice play into a changing future.

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grounded

design tells (shares) stories about the future

characteristics of envisioned worlds

groundedness: views ungrounded fromresearch base on actual consequences of thechanges on people, technology and work

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© 2001 Roesler / Feil / Woods

Envisioned modes of operation are predictions about the effects of change

on people, technology and work. As predictions, envisioned concepts can

vary on a dimension of groundedness - are the predictions grounded on pat-

terns derived from the empirical research base on how technology change

effects the interplay of people, technology and work. The research base acts

like binoculars helpings design anticipate likely revererations of change

based on patterns abstracted from previous studies.

The downside is when envisioned concepts remain ungrounded from the

research base on the actual consequences of the changes on people, tech-

nology and work. This is often the case as advocates recruit continued

resource investment needed to develop objects-to-be-designed. Their

claims about future impact are often at odds with or even contradict the

empirical base.

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overconfident

design tells (shares) stories about the future

characteristics of envisioned worlds

calibration: overconfidence that the predicted consequences, and only the predicted consequences, will occur

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© 2001 Roesler / Feil / Woods

Finally, as predictions, envisioned concepts can vary on a dimen-

sion of calibration or confidence (calibration refers to how well

we know how much we know). Envisioning a co-evolving,

dynamic process of change and adaptation is highly uncertain.

Advocates can easily become miscalibrated and overconfident

that, if the systems envisioned can be realized, the predicted

consequences and only the predicted consequence will occur.

Our views of the future are tentative hypotheses. As such we

need to remain open to revision and subject our hypotheses to

empirical jeopardy in the face of feedback about actual patterns

of change and adaptation.

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design tells (shares) stories about the future

characteristics of envisioned worlds

09

Table 1: Properties of Stories about Future Operations

PropertyDownside / Upside

PluralityParochialism / Triangulation

UnderspecificationDisconnected from practice / Re-balancing constraints

GroundednessUngrounded / Grounded

CalibrationOverconfident / Tentative hypotheses

Re-balancing con-

straints

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design tells (shares) stories about the future

characteristics of envisioned worlds

10

The envisioned world problem demands that we develop means toground predictions on relevant empirical results abstracted fromobservations in context. Understanding the dynamic process ofchange and adaptation will lead to better control of the innovationprocess at the intersection of people, technology and work. Armedwith knowledge about the dynamics of change and adaptation, wecan address potential side effects at a time when intervention is lessdifficult and less expensive (because the field of practice is already ina period of change and systems development is in the process of cre-ating tangible objects).

All who would design are susceptible to the fragility of envisionedworld stories. To design one must speculate about the impact of theobject-to-be-created as a source of change in a field of practice. Thequestion is what standards should be applied to that envisioningprocess? What are envisioned world judgments based on? Whatshould envisioned world judgments be based on?

This project explores design as a process of creating and sharing sto-ries about the future. In this project we seek ways to enhance envi-sioned operations concepts so that they

• are better grounded on empirical patterns of change and

adaptation,

• serve as tentative hypotheses subject to empirical

jeopardy,

• synchronize with the dynamics of change and adaptation,

• support anticipation of the reverberations and side effects

of change

• enhance participation of diverse stakeholders in exploring

and creating the future of practice.

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story telling engine

design is telling (sharing) stories

a framework for supporting envisioning

The frame work we are developing and testing in different design projects consists of three parts. The center is the (1)

envisioning cycle which is supported by a new role and type of prototype – (2) animocks which reflect current views of

future operations to various stakeholders for sharing, exploring, elaboration and critiques. Envisioning is supported

through the development of (3) a storytelling engine where aspects of narrative – how to tell stories – guide the creation,

sharing and revision of stories about the future. Patterns and models of cognitive work are critical as storylines and story

archetypes for developing narratives.

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envisioning cycle

animockas reflector

operations concepts

Design Stories

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design tells (shares) stories about the future

story telling engine

supported by: animock as reflectorenvisioning cycle

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© 2001 Roesler / Feil / Woods

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operations concepts

envisioning cycle

animockas reflector

conceptsketching

PAST FUTURE

Envisioning Cycle

storytelling

Envisioning Cyclestorytelling engine

design tells (shares) stories about the future

envisioning cycle

plurality: multiple views, but each epochial

telling: stories of how situationsand operations play out

sketching: how objects-to-be-realized would proveuseful

13

© 2001 Roesler / Feil / Woods

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14

Design is not about shaping the future throughartifacts,

design initiates new types of human/technolo-gy interactions through the introduction ofnew artifacts and operations frameworks.

The new artifacts and their organizational inte-gration are responses to unsatisfactory cogni-tive work situations that were observed in thecurrent field of practice.

The intent behind a new design is to improveaspects that were identified as unsatisfactorythrough the introduction of innovative change.

Designers want to know:

How could a human/technology interaction

situation be improved?

What does not work in the current work setting?

Will the predicted changes come about as predict-

ed?

If not, in how far is the designers’ model of the

observed field of practice wrong and could be

improved?

design tells (shares) stories about the future

designers need to predict the future.

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15

In the course of design, designers involve project leaders and practitioners to

• present the designers’ direction

• verify domain knowledge and assumptions

• get feedback from practitoners and stakeholders

To formulate design states that can be dis-cussed, designers communicate their design using design stage representations.

A series of these design work meetings leadsto refined design formulations of the problemspace and further design committment.

Design stage representations are:

•Problem statements as reviewed and re-written by

the designers, based on observation

•Observation materials that back up the designers’

functional model of the design situation

•Design scenarios that lead to

•First design concepts

•Mock ups of selected design concepts

•Further defined, partially working design models

•Prototypes

•Final design definition

design tells (shares) stories about the future

presentations of design intent

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16

A clear representation of design stages is essential to

avoid misinterpretations and resulting designerror – likely caused by misguided resource allocation and the inability to successfully represent design potential.

The format of the

design representation matters.

The different types of common design representationshave upsides and downsides:

Problem statements, observation materials and

use scenarios:

+ low investment cost since text based

+ basically found material as illustrations

- inability to show design approaches in plausible

form - much is left to the viewers’ imagination

Design mock ups and models

+ show the shape of things to come in tangible

form

- are static representations and need story support-

their future performance is up to imagination

design tells (shares) stories about the future

upsides and downsides of design representations

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17

In the face of design challenges posted by

dynamic and collaborative cognitive sys-

tems,the isolated and static representation

of design directions as mock ups and

written reports do not pay justice to the

demands posted by the design environ-

ment.

On the other hand, storys as use scenariosalone do not provide the participatory designteam with common ground concerning thelook and feel of the envisonned artifacts andinteraction activities.

Miscommunication is likely, because differentstakeholders have different imaginative repre-sentations in mind that can’t be easily inter-changed. (Designers use to sketch and tell sto-ries while they explain the functions of adesign concept)

Design representations need to be integrated

mock-up + animation = animock

A mock up as premature design representation is

animated by a story that integrates the appearance

of envisonned artifacts with the dynamic nature of

a use scenario.

Since a mock up is animated, the animock is

open for revision.

Both, design mock up and story can be refined or

modified to represent authentic artifacts in

authentic interaction scenarios -

both can be observed in action.

design tells (shares) stories about the future

animated mock-ups

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design tells (shares) stories about the future

animocktics of envisioned worlds

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Animock -- or Animated mock up -- links the scenarios told to thatpoint with the design concepts sketched to that point.

The animock makes future operation concepts:

• Dynamic

• Explicit

• Sharable

• Critique-able

• Co-evolving

all of which help to avoid errors of premature commitment.

When we start with animating our design concepts we must consid-er the scenarios or stories of future operations. Animating an earlydesign concept requires a storyboard, since how the conceptbehaves over time has to be specified. A story without such planningis a series of fortuitous coincidences, that only justify, rather thanstress, the concept.

This focuses design-for-usefulness as a process of telling, sharing,and revising stories about the future across the different stakeholdersin that future. This process does play out early in any design process,but typically it plays out in ways that are implicit, not open to revision,ungrounded, parochial, disconnected, and overconfident. TheAnimock is a critical tool to shift this exploration of possible futuresinto more positive channels. It focuses the process on the usuallyimplicit story that accompanies sketches of design concepts. Sharingthese stories invites richer exploration of future consequences andreverberations of the change envisioned, if we can support theprocess telling these stories.

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storytelling

Animock

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A design mock up is a rough-enough-

representation of an envisonned design

that looks authentic enough while it invites for revision.The physical appearance of the mock up understates committments made and revealsthe small scale investment in the model pro-duction.

It signals that design participants are invited toplay with it, to modify it, even with the possibility that they may destroy it.

Three levels of design mock ups:

• very abstract conceptual mock-up

• appearance mock-up

• partially working mock-up, illustrating functions and dynamic behavior

Mock-ups pre-sample the future design

A mock-up of an

office space - noticethe degree of abstrac-tion in the scene.

A real office space

design tells (shares) stories about the future

properties of the classic design mock up

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Animock

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storytelling

Animock

design tells (shares) stories about the future

link scenarios and design concepts

• avoid premature commitment

• dynamic

• explicit

• sharable

• critiques

• co-evolve

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© 2001 Roesler / Feil / Woods

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design tells (shares) stories about the future

story telling enginetics of envisioned worldsThe story telling engine is a set of concepts and tools to help designteams tell stories of the future in ways that can support effectiveenvisioning of future operations. It supports the designer as a storywriter. In this process the research base on patterns in cognitivework functions as a generator of storylines.

Similar to the authentic enough look of the mock-up that invites forrevision,

design stories that animate the animock need to be good design sto-ries - they have to

• be realistic enough to allow practitioners imagining themselves in the scene

• avoid being predictable stories that take away from truly exploring the scenarios

• be open and constrained to surpise designers and practitioners likewise

• tell believable stories about the future of practice.

StorytellingEngine

PAST FUTUREoperations concepts

envisioning cycle

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To telling better stories of the future,

story creators need to consider a variety

of aspects of narrative structure, such as,

• Tension to be resolved

• Perspective/points of view

• Temporal relations

• Stakeholders.

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design tells (shares) stories about the future

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StorytellingEngine

PAST FUTUREoperations concepts

envisioning cycle

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The issue is how the animock helpsdesigners prepare to be surprised asthey explore the reverberations ofthe technology change in question.Surprises are events, behaviors, orside effects that were not anticipatedin the design to that point. Surprisesindicate places where what isanticipated about the character offuture operations breaks down.This could occur from:

•exploring how people willadapt to work around complexities or exploit newcapabilities,

•exploring how situations willplace new complexities forpractitioners to adapt to,

•exploring how developers’model of practice is incomplete or off target.

As the design evolves an animockevolves and becomes a tangiblerepresentation of what would beuseful—a shared hypothesis thatguides development, but ahypothesis open to revision as newevidence comes in to revise themodel of success in futureoperational situations. As such,animocks have the potential to copewith the moving requirementsproblem in development.

A good story about the future of operationsis open but constrained. Open in that thestory can be elaborated or re-told dependingon the perspectives gathered around theanimock representing different knowledgesources about the nature of operations, aboutpeople in such settings and about the artifactsthat people can manage as resources toaccomplish goals.

Constrained in that the story is based onprinciples of narrative structure such as multipleperspectives and temporal pacing and onpatterns in cognitive work and coordinatedactivity. These patterns from the research base,such as human-automation coordination(Billings, 1996),escalation of cognitive demands (Woods andPatterson, 2000), or oversimplification fallacies(Feltovich et al., 1997) serve as story archetypesto guide the creation and exploration of storiesembodied in a series of animocks.

Narrative:

•pacing•blocking•point of view

Research base as story archetypes:

• oversimplification biases• escalation and cascading effects

When formulating a concept for a future design, an Animock—or Animated mock up—links the scenarios told to that pointwith the design concepts sketched to that point in the designprocess in a public envisioning cycle. Animating mock ups ofobjects-to-be-realized shifts the focus from the developmentof the object itself to the role of the object in future operations.An animock reflects current views of future operations tovarious stakeholders for sharing, exploring, elaboration andcritiques.

Design is Sharing Stories about the Future

••• The upper half of the story telling engine addresses the narrativeelements of a scenario: A certain structure needs to be there to make ascenartio understandable, believable, and interesting.

••• The lower half of the engine is concerned with opportunities andobservations along the storyline: Where are we reminded of other knownsituations similar to this one - a link so to say between what unfolds athand and how we could incorporate responses from our research base.

The two halves of the storytelling engine are connected with an invisiblefold: to fold both halfes on topof each other means to arrive at theparallelness between good storytelling and authenticity: stories that aretruly supportive as design aids.

narrative structure:

how to tell better stories

patterns in cognitive work:

as storylines and archetypes

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design tells (shares) stories about the future

animock components and their relationshipscharacteristics of envisioned worlds

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An animock designed to represent a

scenario consists of three components:

a stage that mocks up the physical design environment

actors in roles that engage in goal directedaction to cope with tasks in the environmet

events that reshape tasks in the physicalenvironment and initiate responses by theactors that experience and produce states intheir environment on the animock stage

Between the three components of an animock exist relationships that represent the three dimensions of

animocks as dynamic worlds. All three dimensions arecharacterized by their continuous change over time:

blocking describes the locations and paths of actorson the stage

pacing describes the varying timing conditions onthe stage as actors engage with tasks in the environ-ment, triggered by events

point of view illustrate the scene access as in-scene views of actors that perform tasks in the ani-mock environment

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point of view in storytelling

design is telling (sharing) stories

the three dimensions of animocks - part 1

In this early animock case study we investigated the implications of point of view for storytelling.

Our findings indicate that POV impacts both, the spatial and the narrative aspects of animocking. Using the example of

climbing up a slope we illustrate how individual view points control a person’s understanding of spatial characteristics of

the scene one is in and how this understanding guides plans for actions and reflections of actions that were taken.

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design tells (shares) stories about the future

example: points of view in stories of the future worlds

25

One example we have begun to explore is the role of multiple pointsof view in creating effective stories. Two different storyboards in thenext section illustrate the role of point of view in design stories. Ananimation of this example is viewable at the end of this media paper..The storyline is: people are following a routine which is representedas a path through a terrain. Disruptions arise; conceptualized asobstacles or false paths – variations on storylines where practitionersget sidetracked or thrown offtrack.

Typically, designers as authors, with a God’s eye view of the scenario,tell this type of story in a very utopian manner where the idealizedactor on the path sees around obstacles to find the path forward tooeasily (side tracks are too easy to recognize as such and avoid). Suchan idealized actor always has a way forward when confronting in-prin-ciple obstacles and side tracks. In other words, the story writer onlyputs ‘un-obstacles’ in the path of their protagonists – obstacles thatalready have their solution embedded in the situation.

Better stories place tensions in the story line whose solution is notobvious to the actors or to the audience. Actors-in-the-real must rec-ognize when they have shifted off-track and carry out significant cog-nitive work to recover when side-tracked.

Novice story writers have great difficulty creating these tensionsbecause they come to the story with a God’s eye view of the situa-tion, paths and storyline. The author knows of all upcoming eventsand sees the big picture of how all these events are interconnectedwith each other. In other words, the novice author, knowing the reso-lution, has a difficult time developing tensions and surprise as obsta-cles are encountered and the storyline develops. As a result theycreate a very linear, literal, uninteresting and flat story.

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design tells (shares) stories about the future

characteristics of envisioned worlds

26

Experienced story writers focus their efforts on creating tensionsthrough mismatches between what people with different perspec-tives know about the developing story. They use various techniquesto reveal what the unfolding events look like from the perspective ofthe participants – a ground eye view. They juxtapose different per-spectives to help the audience explore or create meaning about thethemes built into the story.

We want to direct this exploration into channels that explore thestory lines as patterns in cognitive work and the role of objects-to-be-realized in a participatory design process.

TempoAnother dimension of narrative and of cognitive work is tempo. AnAnimock forces designers to consier how events flow, grow and sub-side. Dynamic media are needed to mock-up factors such as timepressure, tempo shifts, cascades of effects, synchronization ofactions, or time delays. Temporal relationships in a story are not aseries of linear, quantified, external time steps. Different time scalesand paces play out for different participants in the story and audi-ences who listen in.

Capturing the changing tempo focuses our attention on properties ofthe media for representing concepts and stories that are dynamic.Qualities of movement, threads over time, time scales and otherdynamic characteristics supersede level of detail in appearance thatusually dominates in static mock ups.

The following storyboards juxtapose three different points of view, as if a

camera was following the actor on the ground; as if a camera was in a

drone, following the actor from above, or as if the camera was outside the

situation and outside time revealing all from an omnicient, god’s eye

point of view.

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storyboard, version A an actor climbs a mountain forthe first time. being faced withan unanticipated fork, he makesthe decision to take a right,which (surprise!) turns out to bethe correct track.

scenarios designers create have been generalized around the metaphor

of climbing a slope. the path forward represents being on plan, but

alternative plans can appear, actors can be side tracked.

this scenario illustrates a storytypically told by designers. since they know their answersto their designed problems,everything works perfectly.

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064

on the right trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation, reacting

EYE WITNESS

in-situ model

“I am about to start and have my goal

within sight.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“how long will it take me

to reach my goal and how

difficult will it be?”

“I am right at the begin-

ning and should pro-

ceed.”

actor is about to begin

alternative plan is considered

decision is faced

past alternative is checked

goal is obscured / complication

impasse

workaround

goal reappears,

situation is resolved

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version A: an actor climbs a mountain. being faced with a fork, he makes the decision to goright, which turns out to be the correct track.

design is telling (sharing) stories

28

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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150

on the right trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“the are two alternatives to reach my

goal.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“which one should I take,

which one suggests to be

the better one - and how

can I get information of

what lies ahead ?”

“I have to make a deci-

sion.”

actor is about to begin

alternative plan is considered

decision is faced

past alternative is checked

goal is obscured / complication

impasse

workaround

goal reappears,

situation is resolved

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version A: an actor climbs a mountain. being faced with a fork, he makes the decision to goright, which turns out to be the correct track.

design is telling (sharing) stories

29

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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195

on the right trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS

in-situ model

“Let’s face the decision I made for this

track”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“Is this really the right

alternative to go for ?”

“I should look for indica-

tors that assure me that

this was the right choice.”

actor is about to begin

alternative plan is considered

decision is faced

past alternative is checked

goal is obscured / complication

impasse

workaround

goal reappears,

situation is resolved

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version A: an actor climbs a mountain. being faced with a fork, he makes the decision to goright, which turns out to be the correct track.

design is telling (sharing) stories

30

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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239

on the right trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“Over there is the alternative track to my

goal”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“does it look more prom-

ising than this one?”

“If I have serious doubts

about my choice I should

go back to the fork.”

actor is about to begin

alternative plan is considered

decision is faced

past alternative is checked

goal is obscured / complication

impasse

workaround

goal reappears,

situation is resolved

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version A: an actor climbs a mountain. being faced with a fork, he makes the decision to goright, which turns out to be the correct track.

design is telling (sharing) stories

31

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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292

on the right trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“I can’t see my goal anymore”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“where am I relative to

my goal?”

“I should make sure to

stay on the track which

should lead me to the

now obscured goal.”

actor is about to begin

alternative plan is considered

decision is faced

past alternative is checked

goal is obscured / complication

impasse

workaround

goal reappears,

situation is resolved

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version A: an actor climbs a mountain. being faced with a fork, he makes the decision to goright, which turns out to be the correct track.

design is telling (sharing) stories

32

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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478

on the right trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“I am facing a barrier that stands

between me and my goal.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“was the alternative track

the one to go?”

“I should figure out how

serious my problem really

is.”

actor is about to begin

alternative plan is considered

decision is faced

past alternative is checked

goal is obscured / complication

impasse

workaround

goal reappears,

situation is resolved

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version A: an actor climbs a mountain. being faced with a fork, he makes the decision to goright, which turns out to be the correct track.

design is telling (sharing) stories

33

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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583

on the right trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“This appears to block me from my

goal”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“should I stay on this

track and will it lead me

back to my original

intent?”

“going on a little further

might resolve my situa-

tion. the way back to the

fork seems farther.”

actor is about to begin

alternative plan is considered

decision is faced

past alternative is checked

goal is obscured / complication

impasse

workaround

goal reappears,

situation is resolved

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version A: an actor climbs a mountain. being faced with a fork, he makes the decision to goright, which turns out to be the correct track.

design is telling (sharing) stories

34

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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690

on the right trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“I can see my original goal again. the

detour was due to the characteristics of

the environment that i was unable to

predict then.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“My goal is within reach.”

actor is about to begin

alternative plan is considered

decision is faced

past alternative is checked

goal is obscured / complication

impasse

workaround

goal reappears,

situation is resolved

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version A: an actor climbs a mountain. being faced with a fork, he makes the decision to goright, which turns out to be the correct track.

design is telling (sharing) stories

35

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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storyboard, version B an actor climbs a mountain forthe first time. following a sidetrack takes him away from thegoal and into a dead end.

other than intended by thedesigner, the autonomousactor makes his own decisionwhen he faces the fork.

scenarios designers create have been generalized around the metaphor

of climbing a slope. the path forward represents being on plan, but

alternative plans can appear, actors can be side tracked.

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w159

on the wrong trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“I am going to take this track...”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“What tells me that I

should go this way?”

“I know that there should

only be one option, but

obviously I have a

choice.”

recognize alternatives?

decision faced?

actor questions path?

unanticipated difficulties?

increasing difficulty threatens

dilemma - recover soon?

dead end

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version B: an actor climbs a mountain. being faced with a fork, he turns to theleft, which sidetracks him/her and turns out to be a dead end.

design is telling (sharing) stories

37

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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w234

on the wrong trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“This provides a way forward”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“Is this track what I

expected?”

“I should look for indica-

tions that assure me that

this is the right track.”

recognize alternatives?

decision faced?

actor questions path?

unanticipated difficulties?

increasing difficulty threatens

dilemma - recover soon?

dead end

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version B: an actor climbs a mountain. being faced with a fork, he turns to theleft, which sidetracks him/her and turns out to be a dead end.

design is telling (sharing) stories

38

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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w290

on the wrong trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“Seems I am a little off from where I

was going.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“could it be that I am

sidetracked?”

“According to what I

expected, this seems a lit-

tle out of the way.”

recognize alternatives?

decision faced?

actor questions path?

unanticipated difficulties?

increasing difficulty threatens

dilemma - recover soon?

dead end

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version B: an actor climbs a mountain. being faced with a fork, he turns to theleft, which sidetracks him/her and turns out to be a dead end.

design is telling (sharing) stories

39

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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w320

on the wrong trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“This looks more difficult than I

thought.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“If I am sidetracked - how

do I recover?”

“maybe this is the right

track, and it is more diffi-

cult than I was told.”

recognize alternatives?

decision faced?

actor questions path?

unanticipated difficulties?

increasing difficulty threatens

dilemma - recover soon?

dead end

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version B: an actor climbs a mountain. being faced with a fork, he turns to theleft, which sidetracks him/her and turns out to be a dead end.

design is telling (sharing) stories

40

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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w444

on the wrong trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“I doubt that I will be able to manage

this.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“does it get more diffi-

cult?”

“I can’t see what’s ahead.

should I move on?”

“How can I recover?”

recognize alternatives?

decision faced?

actor questions path?

unanticipated difficulties?

increasing difficulty threatens

dilemma - recover soon?

dead end

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version B: an actor climbs a mountain. being faced with a fork, he turns to theleft, which sidetracks him/her and turns out to be a dead end.

design is telling (sharing) stories

41

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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w498

on the wrong trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“this looks too difficult.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“is this the only tricky sit-

uation?”

“If I manage this, the

remaining track should

turn out easier.”

recognize alternatives?

decision faced?

actor questions path?

unanticipated difficulties?

increasing difficulty threatens

dilemma - recover soon?

dead end

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version B: an actor climbs a mountain. being faced with a fork, he turns to theleft, which sidetracks him/her and turns out to be a dead end.

design is telling (sharing) stories

42

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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w509

on the wrong trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“the track continues behind the barrier.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“should I attempt to mas-

ter the obstacle or go

back to the fork?”

recognize alternatives?

decision faced?

actor questions path?

unanticipated difficulties?

increasing difficulty threatens

dilemma - recover soon?

how to recover?

dead end

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version B: an actor climbs a mountain. being faced with a fork, he turns to theleft, which sidetracks him/her and turns out to be a dead end.

design is telling (sharing) stories

43

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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w579

on the wrong trackanimock storyboard:

camera following the actor in scene

perspective view of the real world condition as the actor wouldactually perceive it, being in the scene. this includes foreshorteningand obscuring according to point of viewlive representation

EYE WITNESS, reacting

in-situ model

“moving on is as difficult as going back.

I am stuck.”

drone camera: local overview

partial axonometric excerpt of theenvironment, as the actor can imag-ine it, based on what just happenendand what might happen next. noforeshortening, but obscured areas.plan/replan representation

REPORTER, interpreting

decision model

“What is the direction to

get out of here - moving

on or going back?”

“I should return, since I

know the way I came.”

“I should have seen this

coming.”

recognize alternatives?

decision faced?

actor questions path?

unanticipated difficulties?

increasing difficulty threatens

dilemma - recover soon?

how to recover?

dead end

axonometric long shot of the com-plete environment. no foreshorten-ing or obscuring.documentation representation

NARRATOR, summarizing

omniscient model

god’s eye view: perfect overview

version B: an actor climbs a mountain. being faced with a fork, he turns to theleft, which sidetracks him/her and turns out to be a dead end.

design is telling (sharing) stories

44

© 2001 Roesler / Feil / Woods

© 2001 Roesler / Feil / Woods © 2001 Roesler / Feil / Woods

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design tells (shares) stories about the future

climbing up a slope,seen from multiple points of view

45

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animock: nasa case study

design is telling (sharing) stories

the three dimensions of animocks - part 2

This animock example takes a real design scenario as a starting point and illustrates the three dimensions of animocks

(blocking, pacing, point of view) and their implications on the representation fidelity/authenticity of the envisioned

design.The design scenario that was chosen is a proximity agent architecture for a semi-autonomous monitoring system

for a water recovery facility. In the case of operations incidents, the DCI system would notify human agents that would

assist the system in trouble shooting the hardware units.The notification procedures involve task interruptions, the

replanning of the operators’ task schedules, and the communication among the human operators. Starting with a video

of the staged scenario and its transcript, we started to review the original scenario under the criteria of waht qualifies it

as a good design story and then went on to represent a revised scenario as a full fidelity virtual animock.

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47

Storytelling patterns form the structure of

the narrative that animates states in the

design mock-up

Designing an animock as a case study for

NASA’s development of a proxy-agent

based automation software system, the

DCI, we identified a set of story patterns inwriting a good design stories that creates aspace of observation when reviewing a cur-rent design stage.The scenario describes a failure responserequest of an automated system.Human operators that are occupied with rou-tine tasks are interrupted and coordinate theirresponse in roles.The prime engineer gets to the problem siteand resolves the problem in remote collabora-tion with a backup engineer.

•Actors are occupied with routine or first order task.

They engage in different such routine tasks while

being at different locations

•An event occures that interrupts the prime

engineer who is, by organizational proceedings,

assigned to respond.

•The prime engineer can’t be contacted

•A coordinating engineer monitors the notification

steps followed by the software agent

•Finally the prime engineer responds and drives to

the problem site.

•Resolving the problem, he is assisted by the back

up engineer who was previously the prime and

had observed symptoms of possible failure the

night before.

design tells (shares) stories about the future

storytelling patterns as framework for stories

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48

200x

200x

200x

+x+x

14.5

mile

s

300’

building 2

building 3

building 1

dave’s office

location of the WRS

carroll’s office

pete’s office

dave’s locationscene 1

his locationscene 1

185’

x

pete’s carhis locationscene 1

colors indicate associations with:

carroll, prime

dave, backup

pete, coordinator

animock blocking - sitemap

Blocking - A blocking map charts the

spatial properties of the stage.

It shows the geographical relationships of story settings and maps the locations andmovements of actors in the course of theunfolding story. It indicates start- and end-points of actor positions throughout the narra-tive and allows for cross-connection with thepacing diagram as it provides options for aspatial allocation of story key frames.

The blocking map is a spatial long shot and

a god’s eye plan view of the animock site.

design tells (shares) stories about the future

blocking in animocks

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49

Pacing - The pacing diagram is a set of

timelines that shows each actor’s activity

over time in relationship to other actors.

The timelines are synchronized by keyframesthat indicate events - or major scene changes,initiated by top-down or bottom-up interven-tions.

These events are marked in addition withcommunication strings that show who is con-tacting whom at what point of time.

Lighter shades in the timelines indicate loca-tion changes.

The pacing diagram is a temporal longshot

of the story progress.

Animock Dimension: Pacing

Animock Notation: View this pacing diagram in parallel with the blocking map onthe left. Notice the connections between the two diagrams:Events in an animock take place in time and space.

Key frames (Synchronize with the video DVD), total duration 23min53sec.

is in cliffs office

is in his office

walks over to cliffs office

walks to his car in front of b1

drives from building 1 to b3

is at WRS in b3

walks to his car in front of b3

drives from b3 to b2

walks into b2 towards his office

is in his office

drives from outside to b1

is in his office

walks into b1 towards his office

is at the WRS unit

walks into b3 towards the WRS unit

00:05 phone call from cliff

00:00 checks PBBWP

04:48 WRS incident05:58 DCI sends orange alert

06:58 DCI sends red alert07:48 DCI notifies pager

11:00 pete checks on state of response

pete assists carroll with WRS repair

04:48 WRS incident

carroll confirms action

checks WRS property independently

prime

DCI

coordinator

backup

1 3 4 5 6 7 8 9 10 112 end

design tells (shares) stories about the future

pacing in animocks

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50

Point of view

design tells (shares) stories about the future

point of view in animocks

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51

Animock Dimensions: Blocking and Point of View

Animock III / The built virtual narrative in time and space: Scenario notationAxel Roesler, Josh Schoenwald, Roger Chapman, and Dave Woods. The Ohio State University.

Animock Dimension: Pacing

Animock Notation: View this pacing diagram in parallel with the blocking map onthe left. Notice the connections between the two diagrams:Events in an animock take place in time and space.

Key frames (Synchronize with the video DVD), total duration 23min53sec.

200x

200x

200x

+x+x

14.5

mile

s

300’

building 2

building 3

building 1

dave’s office

location of the WRS

carroll’s office

pete’s office

dave’s locationscene 1

his locationscene 1

is in cliffs office

is in his office

walks over to cliffs office

walks to his car in front of b1

drives from building 1 to b3

is at WRS in b3

walks to his car in front of b3

drives from b3 to b2

walks into b2 towards his office

is in his office

drives from outside to b1

is in his office

walks into b1 towards his office

is at the WRS unit

walks into b3 towards the WRS unit

00:05 phone call from cliff

00:00 checks PBBWP

04:48 WRS incident05:58 DCI sends orange alert

06:58 DCI sends red alert07:48 DCI notifies pager

11:00 pete checks on state of response

pete assists carroll with WRS repair

04:48 WRS incident

carroll confirms action

checks WRS property independently

185’

x

pete’s carhis locationscene 1

colors indicate associations with:

carroll, prime

dave, backup

pete, coordinator

animock blocking - sitemap

prime

DCI

coordinator

backup

1 3 4 5 6 7 8 9 10 112 end

1 2 3

1 2 3 4

2

3

4

1 2 3 4

4

1

3

2

3

2

1

1

design tells (shares) stories about the future

synchronizing the three dimensions of animocks

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52

Patterns in blocking:

Blocking describes the relation-

ships between actors, stage and

events. It is driven by the loca-

tion of actors

•Being at the work site

•Transfer from one location to another

•Being sidetracked in a different location

•Navigating in a building

•Unnoticed encounter with another actor while driving, navigating on the road: parallel re-location

Patterns in pacing:

Pacing describes the relation-

ship between events and actors,

driven by the temporal distance

or frequency of events.

•at times boring situation, with little or no change

•immediate alarm initiates shift to time pressure - addressee can’t be contacted

•cooperation over a distance undertime pressure

•time available to help, but contactcan’t be established

Patterns in point of view:

Point of view decribes the rela-

tionship between individual

actor and event-environment as

a goal driven activity.

•Finding the right location

•Finding interfaces to enagage inthe situation

•Miss the other person while driving by

•God’s eye view not available

•Wrong god’s eye view assumed

design tells (shares) stories about the future

discovering design patterns in animocks

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design tells (shares) stories about the future

conclusion

53

Animocks and Storytelling Engine are intended to support design as aprocess of building and sharing stories that envision future opera-tions. These labels start our exploration of how to help stakeholdersexplore what it would be like to practice if potential objects-to-be-real-ized have been deployed in their field of activity.

But the concept of Animocks and Storytelling Engine are themselveshypotheses about the future of design. This media paper and futureexplorations of the concepts in the context of design projects func-tion as second order animocks. As a tool for envisioning, the role andcharacteristics of Animocks and Storytelling Engine will change andevolve as we participate with other design stakeholders in tangibledevelopment projects at the intersections of people, technology andwork.

Acknowledgements

The ideas were developed, first, as part of a series of research proj-ects on Cooperative Cognition sponsored by NASA (NAG 9-1005) andsecond as part of research projects on Data Overload sponsored byWPAFB. We would like to thank Debbie Schreckenghost of Metricaand NASA Johnson Space Center for sharing designer scenarios andher insights on design processes. The further development of theseideas is being carried out through participation in the AdvancedDecision Architectures Collaborative Technology Alliance sponsored bythe U.S. Army Research Laboratory under Cooperative AgreementDAAD19-01-2-0009.

Animocks, envisioning and storytelling engines is part of line of workabout how to link research -– understanding/discovery of patterns incognitive work, to one layer of design – discovering what would beuseful.

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design tells (shares) stories about the future

characteristics of envisioned worlds

54

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