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Enhancing Communication, Facilitating Shared Understanding,

and Creating Better Artifacts by


Integrating Physical and Computational Media for Design
Ernesto Arias, Hal Eden, Gerhard Fischer
Center for LifeLong Learning& Design
University of Colorado
Boulder, CO USA 80309-0430
Email: {ernie, haleden, gerhard} @cs.colorado.edu

ABSTRACT
INTRODUCTION
Frequently, the design of interactive systems focuses
The power of the unaided mind is highly ovemated-
exclusively on the capabilities provided by the dynamic
without external aids, memory, thought, and reasoning me
nature of computational media. Yet our have provided
all constrained [Norman, 1993]. This paper describes our
many examples in which physical models provide certain
efforts to develop, use, and assess “design languages”
strengths not found in computatiotxd models. Rather than
(i.e., means to express our designs [Ehn, 1989]) that act
viewing this as a dichotomy-where one must choose
as external aids to enhance our cognitive abilities in the
between one or the other-we are exploring the creation of
areas of design, decision making, and planning. These
computational environments that build on the strengths of
design languages allow us (1) to overcome the “symmetry
combined physical and virtual approaches.
of ignorance” [Rittel, 1984], (2) to create shared
Over the last decade, we have developed different design understanding [Resnick et al., 1991], (3) to analyze
environments to support stakeholders engaged in design breakdowns [Fischer, 1995], and (4) to incrementally
processes by enhancing communication, facilitating shared construct domain models [Fischer et al., 1995] that do not
understanding, and creating better artifacts. Until a few a priori exist but instead are socially constructed over time
years ago, our work explored physical and computational by communities of practice [Lave, 1991]. To account for
media separately. this, our approach emphasizes the prominent role that
In this papw we present our efforts to develop integrated domain practitioners must play in constructing an initial
design environments linking physical and computational model of the domain rooted in work practices and in
dimensions to attain the complementary synergies that evolving this model over time to suit their changing needs
these two worlds offer. Our purpose behind this of the users [Fischer et al., 1994].
integration is the development of systems that can
DESIGN AND DESIGN FRAMEWORKS
enhance the movement horn conceptual thinking to
concrete representations using facebface interaction to Our Domain: Urban Daelgn
promote the negotiation of meaning, the direct interaction Urban design can be seen as the art of designing cities
with artifacts, and the possibility that diverse stakeholders without designing buildings, and tkefore it is really the
can participate fully in the process of design. To this end, design of public policy [Barnett, 1982]. The focus of
we analyze the strengths, affordances, weaknesses, ad urban design is on decision-making with the
limitations of the two media used separately and illustrate implementation of its outcomes (policies and plans) as its
with our most recent work the value edded by integrating central aim, Urban design decisions affect many people;
these environments. zoning, natural resource and hazard management,
improvement programs for center city districts and
Keyworde neighborhoods, and many other design interventions ate
new design methods, integration of different design medi% meant to improve the quality of life for individuals ad
participatory design, symmetry of ignorance, domain- groups. Frequently, for example, stakeholders’ goals,
oriented design environments, shared understanding such as those of neighbors, are incompatible with
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design. Each major design decision is influenced or
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Inc. To copy otherwise, to republish, to post on servers, or to who also “hold stakes” (e.g., populations at the margin of
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1
or overworked citizens) are reluctant or unable to that design is an argumentative process in which w
participate in the decision-making process. do not prove a point but instead create an
environment for a design dialog [Simon, 1981],
Therefore, urban design as decision making needs support
when different interests and opinions conflict, alternative ● using the symmetry of ignorance as a source of power
proposals compete for resources, and several stakeholders for mutual learning by providing all stakeholders with
need to be enabled and encouraged to join the design means to express their ideas and their concerns
process. These decisions are often dit%cult to support, as [Rittel, 1984],
they deal with ill-defined problems [Rittel & Webber, ● incorporating an emerging design in a set of external
1984; Simon, 1981] because there is no set of commonly memory structures, and recording the design process
acknowledged problem dimensions. Each stakeholder has a and the design rationale [Fischer et al., 1996],
(sometimes narrow) view of the problem and an agenda to
● creating low-cost modifiable models that help us to
satisfy his or her particular goals. Stakeholders are often
create shared understanding, have a conversation with
unaware that achieving their own goals can make things
the materials [Schon, 1983], and replace anticipation
worse for other stakeholders. An interent characteristic of
(of the consequences of our assumptions) by analysis,
ill-defined problems is that it is not only unclear how to
raxl
solve them-it is also unclear what exactly constitutes the
problem and how to judge a proposed solution. Many ● using simulations to engage in “what-if’ games
urban problems axe based on vague dissatisfaction, an [Repenning & Sumner, 1995].
imprecise demand for “improvement,” and have “no Decision support in urban design, viewed from the design
stopping point” —i.e., they cannot be solved once and for perspective outlined above, faces many challenges to the
all. Due to the lack of valuative clarity within and among design of interactive systems. Many in urban design
stakeholders, judgments about a proposed (or even situations stakeholders (e.g., neighborhood residents) ate
implemented) solution will differ among stakeholders. As not experienced in decision making,. Especially with ill-
stakeholders come and go, and as new aspects surface, defined problem situations having fuzzy borders, unclear
judgment will also change over time. success criteria, and shifting opinions, many of the most-
To cope with ill-defined problems, implementation is af%cted stakeholders cannot effectively contribute. They
central. A design not implemented is really not a design, are likely to be overwhelmed by the rhetoric of their
that is, “resources must be committed, rules enforced, ad professional, experienced counterparts. Uninfomwd
behavior changed” [Grigsby et al., 1977]. If interactive compliance in urban planning and design has often led to
systems are to support the implementation of design in even more severe problems in the long run, as has been
domains such as urban design they need to support documented, for example, in past U.S. urban renewal
problem definition in a way that is amenable to solution; literature [Fried, 1963; Gans, 1968; Rainwater, 1973].
reduce areas of dkagreemen~ suggest directions that ate Support of decision making faces several challenges:
consistent with opposing positions, as well as determine
Discussion tends to be unstructured, repetitive, ad
what the different stakeholders are willing to do to resolve
dominated by rhetoric in the absence of a visual,
the problem as they pemeive it [Grigsby & Rosenburg,
possibly tangible, and comprehensible model of the
1977].
situation that represents all relevant aspects for any
When complex systems such as cities and their districts one stakeholder.
are designed, the emphasis of design is on (a) achieving
shared understanding among multiple stakeholders, and (b) Incompatible levels of argumentation and abstraction,
using symmetry of ignorance as a source of power. as well as hidden agendas further obscure the view of
Within the urban design domain, design operates with the relevant aspects of a problem. They make it even
modelshepresentations that (1) help stakeholders keep more difficult to come to an informed compromise.
track of complex events; (2) serve as objects-to-think- Many people do not apply consistent, rational criteria
with; (3) enable social communication; (4) capture the when making decisions [Simon, 1981]. They act
essential elements of the event (deliberately leaving out under “bounded rationality,” that it, they act in
the rest); (5) match the representation to the task; and (6) context and react to a particular situation rather than
use simulations that answer “what if” questions. adhering to a fixed utility function. In unstructured,
A Framework for Deeign unsupported, and hence, unfocused negotiations,
Crucial processes in design that have guided our work of many concerns, arguments, and aspects remain tacit
integrating physical and computational media are: [Polanyi, 1966].

● dealing with a set of possible worlds effectively (i.e.,


exploring design alternatives) to account for the fact
THE ROLE OF DIFFERENT MEDIA IN DESIGN attributes such as its location and size, other spatial
“One cannot use smoke signals to do philosophy.
Itsform excludes the coruerri”(N. Postman) characteristics such as political boundaries, or pre-emptive
descriptors such as floodplains. It usually includes only
As discussed in the introduction, media are used to extend
those areas that define the study setting, e.g., a district, a
our cognitive abilities. The form that these media take
city block, a street or a river corridor. The physical pieces
affect how we do things and communicate with others. In of the various vocabularies of the language are placed on
this sense, the nature or attributes of the materials we use
top of the gameboard. Generally, three types of pieces are
limit or enhance how we design [McLuhan, 1964]. In this
involved. Descriptive pieces represent the empirical
section we explore how the “conversation with the aspects of the decision problem. Evaluative pieces express
material” [Schon, 1983] is different in physical versus
the evaluator nature of both empirical and policy-making
computational environments.
aspects of the problem. Prescriptive pieces represent
Physical Media policies, plans, and decisions (see Figure 2).
The challenges and increased awareness of the value of The interaction between the pieces end the board allows
collaborative design [Resnick et al., 1991], participation stakeholders to focus on the argument. It enables them to
[Greenbaum & Kyng, 1991], and face-t~face interaction complement subjective aspects, such as emotion or
in attaining shared understanding have led us to the design intensity of conviction with more objective considerations
and development of various physical games ad such as descriptions of functionality. It permits W
simulations as urban design decision support flexibility in the discussion to interact with the situation
environments at our Urban Simulations and Games further: for example, to make evaluations, to make
Laboratory (SIMLab) at the University of Colorado. These changes or modifications to the situation, or to describe a
environments represent models of reality and are developed problem solution. Identified stakeholders in real decision
to help stakeholders frame or address domain-specific situations act as players and are selected based on whether
problems and their associated urban planning and design they are aflected by or are eflecting a design action. Thus,
interventions (e.g., a simulation to analyzezming the selection identifies the members of the critical
decisions or a game to understand policies affecting coalition for a planning action [Arias, 1994]. In this
neighborhood change). These include (1) a horizontal manner the players have a “vested interest” in the
simulation-gameboard; (2) a three-dimensional language outcomes of the game-simulation.
comprising vocabularies of physical elements (or “pieces”
Although some of the ground roles as to how a game is
as stakeholders refer to them) that provide the tools with
allowed to develop are predetermined (e.g., the physical
their descriptive, evaluative, and prescriptive support
laws governing streamflow are predetermined ad
capabilities; and (3) a set of rules and protocols developed
invariant), much of the definition and use of the
for each game application to guide the interactions among
evah.ratory and prescriptive game pieces is left to the
the players, as well as those between the language and the
participants. As our experience has shown, the most
board (Figure 1).
successful games are those in which participants
The garneboard is a map that affords easy visualization of themselves develop a shad understanding regarding the
the setting of concern in terms of its crucial spatial

Environmental design sWents working with Ptarrnirrg Sudenta learn how to collaboratively
hrw.portation experts eoilaborativeiy describe a deai~ zoning regulations ard tiratand lhelr
major arterial corridor in b City d Eaider ad d&~~wacts in different kxdions &
evaluata its problems with neighbors

Figure 1: The simulation and gaming tools of SIMLab


Envirorsnante in SIMLab support deciaii maidng ml H in m interactive, experiential d cmllalxwative manner. They act es
vehmies for ewweenusem ~a~n*4L_~~J~r~W~=~#:W a fiexlbl~w for
the users tore
%nkxrnedcomprumiaes bydanging.rmfnds

3
possible alternative designs (prescriptive pieces) and their ● Direct, naive manipulability and intuitive
evaluation criteria (evrduatory pieces), even though the underskznding: It is very natural to pick and place
actual evaluations may show profound differences across physical objects; certain characteristics (size, weight,
different interests. In short, whereas the descriptive pieces color, shape) can be used to communicate meaning.
more or less set the physical and legislative boundary ● Tactile interaction: The sense of touch provides an
conditions for problem solving, the meanings of the
additional dimension of interaction. In augmenting
prescriptive and evaluative pieces are developed throughout
the visual, the tactile aids understanding and retention.
the game in a complex process of social interaction
[Schneider & Arias, 1997]. ● Mediation of communication and social interaction:
Games and Once a meaning has been negotiated for a game piece,
An Assessment of Physical
the piece becomes an implicit part of the
Simulations. Our experience in the development of
communication. The objects act as a means of
more than 60 of these 3D-simulation-games, and the
focusing the conversation and a conduit for emphasis,
deployment of some of them in actual urban planning
feeling, and conviction. The physical support
domains such as the revitalization of the Cole
interaction between players—the ability to give a
Neighborhood in Denver [Arias, 1996] have made us
physical object to another player and associate a
aware of some of the benefits and limitations of these
meaning with that transaction can enhance ideas and
simulations games and provided us with a deeper
viewpoints more directly.
understanding of different media. The strengths of physical
media are: ● Some degree of$delity to reality: As physical pieces,
it is easy to place and move objects in 3D physical

Language of Pieces Support

I DESCRIPTIVE
II
EVALUATIVE II
PRIMCRIFITVE

II I 11== ●=== II I II

Pigure 2: A Common Physicai t.anguage.

Eiements of ths three vocabularies in a Imguaga provide descriptive, evaluative


md prescriptive support to decision making through their interactions with ttte
gameimr’d.

4
space and to avoid inadvertent co-location (boundaries generic software because users directly interact with
of the physical are enforced). familiar entities and do not need to learn new
computer-specific concepts.
Many of these advantages are interrelated and interact with
each other. On the other hand, weaknesses are associated increase in the “back-tdk” of the situation by
directly with the limitations of the physical material: incorporating critics [Fischer et al., 1991a] that
● The models are passive, incapable of changing represent the knowledge and insights of “virtual
stakeholders” (Figure 5).
representation without intervention by users.

s Behavior is not easy to visualize: All interpretation of make argumentation serve design [Fischer et al.,
meaning has to come from users 1996] by allowing critics to lead designers to design
rationale that is relevant to their task at hand.
● Automatic feedback on the consequences of a decision
provide access to contextuaiimd information by
is not provided,
retrieving cases in a catalog that come closest to the
. Fidelity to reality is limited due to problems such as ongoing design activity [Fischer & Nakakoji, 199 1].
scaling. Weaknesses of computational media.
● Alternate realities are not easy to model—it is not Computational systems (unlike rnechanicaI systems) am
possible to do actions that are not possible in the often opaque [Brown, 1986]. The whole environment is
physical world. “insi&’ the box. Users are often fomed to “work the
computer” rather than being able to focus on the task.
. Management of information is difficult. Results Depending on the background of the stakeholders
generated by the game (descriptions, evaluations, ad involved, even operating a mouse may (in the case of
prescriptions reached by the players) must b computer novices) draw substantial amounts of their
transcribed into some other form for posterity and attention away from the actual task. The decentmlized
future use. Information from other sources that needs control (or the natud ability to contribute) that is
to be brought to bear on the problem is not available possible in the physical media described before is often
in the physical model. lost in computational environments (a problem ddteamd
As discussed subsequently, both strengths and limitations by the “live board” technology [Stefik et al., 1987].
point to the need for an integration of computational
functionality with these physical tools. THE INTEGRATION OF COMPUTATIONAL AND
PHYSICAL MEDIA
Computational Media The preceding discussion touches on strengths and
The dynamic nature of computational media can help to weaknesses of the physical and computation media for
mediate some of the limitations of physical models by modeling in design. Our observation is that these
providing the ability to process and provide information in attributes are complimentary-where one approach has a
a manner that supports the decision-making processes at weakness, the other can bring its strength to bear.
work in design. Computational simulations can provide
For example, in the context of urban design, we are in the
insights into the dynamics of the design. Although there
process of developing an environment for designing
are many approaches to providing computational support
sustainable neighborhooda (Figure 3). This work has been
for design [McCullough et al., 1990], we have explored
proceeding using both computational and physical media,
some specific approaches to this.
and has reinfomed our characterizations of strengths ad
Examples of Computational Media: Domain- weaknesses. Although the computational version provides
oriented Design Environments. For a number of information relevant to and in the appropriate context of
years we have developed computational support for design the design process, it is not conducive to naive
activities in the form of domain-oriented design manipulation; whereas the physical version exhibits the
environments [Fischer, 1994] based on lessons learned converse @deofT.
from other design disciplines, specifically architecture ml
Although the complimentary aspects of these media argue
urban planning [Arias, 1995; Schbn, 1983]. Transcending
for their integration, there are additional synergistic
other computational environments, domain-oriented design
relationships that extend this reasoning further:
environments:
● B&r repe~ire the combination of physical and
● support human problem-domain communication
computational elements extends the set of choices for
[Fischer & Lemke, 1988] by bringing task to the
what goes into and is left out of the model, providing
forefront and by reducing the conceptual distance
a greater degree of Ileedom to make appropriate
between the world to be modeled and the modeling
choices based on the goals of the design process.
world. Domain-oriented software is more usable than

5
et workshop

Figure 3: Mr. Roger’s Sustainable Neighborhood:


Developed Initiallyas a computational simulatii (upper porthm), Mr. R~er’s Sustainable Neighborhood allows citizens to learn
about issues that affect the design of their communty as they face decisions WI neighbcshocddevelopment. While navigating
through the ccsnputadonalrepresentation of their locale, design decisions are presented almg with ar umentafion related to the
issue at hand. Although the computational version provided Impo!tant capabilities, a physical version (fower potion) was created
to explore and contrast the strengths of MS medium. A combined version is currently under development.

6
● Continui~ of argument. By integrating the physical This allows them to follow the arguments and
and computational models, giving game pieces reasoning applied in their negotiations as well as
meaning and defining or redefining rules ard increase the reliability of the interpretations.
evaluator pieces can take place without the cognitive
interruption of switching to a separate computer ad ● Enhanced conjlict resolution, shared understanding and
its user-interface. That is, as the player moves and problernholution ownership. Taken collectively the
places a piece representing a street light in a particular usefulness and usability benefits of the tools affond
location, she argues the point that higher levels of users the ability to resolve conflict by facilitating
illumination at night would make her feel safer as she discussions and bringing tacit knowledge of problems
walks from the bus to her home. Her verbal from the different stakeholders to a shared
argument includlng subjective factors such as understanding. Such an understanding is the basis
intensity of conviction (emotion), or description of from which informed compromises in the resolution
functionality (level of illumination) m of conflict c~ be reached. In addition, the face-to-face
complemented through the artifact (the 3-D language participation capability offered by these tools better
element) representing the more objective factors of affords a shared ownership of the solution to the
the argument (specific location or even higher level problem by the stakeholders, leading to the formation
of illumination). This continuity is especially of critical coalitions that support implementation.
important in light of findings that, even for very Making the Computational World Aware of
friendly computer-user interfaces, the added value of What is Happening in the Physical World. In all
real-time modeling and plan evaluation can get lost environments where physical worlds are modeled in
almost entirely in the cognitive buden of having to computational environments, we need mechanisms to map
work the computer [Reitsma & Behrens, 1991]. events back and forth between the two. The p~oblem is
Similar arguments can be found in a comprehensive not as challenging in our work because in the domain
review by Landauer l@ulauer, 1995] of studies into chosen, namely design activities, many interactions ad
the usefulness and usability of computers. events happen within the environment (thereby we avoid
● Transparency. If properly designed, understanding of tracking the location of physical objects moving through
the meanings associated with the physical, 3-D space [Bolt, 1984; Harper et al., 1992] and analyzing
attributes of the gaming simulation is intuitive. speech and vision [Torrance, 1995]). Domain-oriented
However, the inability of the physical model to design environments contain specification components
provi& feedback on the consequences of actions or [Nakakoji, 1993] and embedding mechanisms that make
visualization of behavior creates a certain lack of the environment not only the keeper of an artifact, but
capture the discussion about the artifact within the artifact
transparency. Further, although great strides have
[Reeves, 1993]. The Electronic Cocktail Napkin [Gross,
been made in representing 3-dimensional objects such
as buildings or entire neighborhoods in computers, 1996] is a computational drawing environment that can
architects still heavily rely on physical models of parse drawings produced with pen-tablet technology into a
these objects when communicating their designs to form that is interpretable by computer. This allows
the public and their sponsors [Anthony, 1991]. By designers to take advantage of computational support
combining the physicaf and computational medi% a mechanisms (such as editing, critiquing, and simulation)
in their work.
greater degree of transparency is achieved.
The lnterSim Project
● Interpretation of meaning. Endowing the 3D physical
Based on the synergies arising fhm the complementarily
tools with meaning is something that players can do
of displayed strengths and weaknesses of both media, we
well in social interaction. This attribution is
am now developing a computationally Interactive
extremely difficult to support with traditional logic
Simulation-gameboard (InterSim) as a joint project
formalisms used for computer representations
between the SIMlab in the Coliege of Architecture and
Ninograd & Flores, 1986]. Experience with visual
Planning and the Center for LifeLong Learning and
rule-based languages show a high degree of similarity
Design in Computer Science [Arias et al., 1996]. This
to the rules used by players in the physical games,
effort has at its core the creation of a that supports new
making this a natural means of capturing and
paradigms of interaction—with an emphasis on support
supporting the interpretation of meaning by
for shared interaction to mediate social aspects of iearning,
computational media. The development of a common
design, and planning. IrtterSim integrates the use of
language of gaming elements by the players using the
physical media-to support and encourage face-to-face
physical attributes of the tools and the assistance of
interaction among the participants-with computational
the computer, supports making the selection,
placement, and relocation of pieces on the gameboard.

7
media, providing support for the model underlying the Although these challenges are not trivial, the
simulation (Figure 4). opportunities for new approaches at the user-interface level
are even more exciting. In oder to support face-tmface
Unlike its three-dimensional physical predecessors, the
interactions, we need to rethink the objects of the interface
new integrated environment will have capabilities for
so that they am accessible regardless of position around
flexible displays of the setting being planned. Diffenmt
the table, This accessibility includes issues such as
settings can be visualized as overlays on the same
readability and “reachability.”
gameboard monitor, e.g., changes from one neighborhood
to another or relocating easily from the whole One example of this problem is the use of menus: In
neighborhood to a particular block or street within it. current interfaces, menus are orientationally moded. When
Simulation data and results can be visualized through this is translated directly to a horizontal interface, the
computational windows. For example, impact on the menu bar is unreachable by those individuals across the
safety of a street from physical objects representing cars table, and unreadable by those closest to it. One solution
moving at 25 MPH instead of 40 MPH can be visualized in this case would be to provide “pull-up” menus along
in order for the users to have a shared understanding of each edge of the work surface, with the words oriented
meaning. Likewise, information can be stored in toward the individuals along the edge.
databases as it is produced during sessions. Thus, Other examples of challenges in the user interface include:
computational functionality can be integrated to enhance dialog messages (how to make them readable from all
the contributions of the physical simulation-games directions), window controls (if windows are still a part of
approach while retaining the physical media’s the interface), and icons. These examples are all based on
participatory, experiential and social interactive the current paradigms of user interfaces. InterSim forces us
characteristics and ameliorating most of their observed to reconceptualize and take advantage of new possibilities
limitations. In this manner, we are enhancing the interface may afford. For example, the command
communication, facilitating shared understanding and structure could be emW in certain special sensor
creating better artifacts, which can support concepts such pieces-a file+open dialog could be accessed and
as learning and decision-making on demand in future manipulated by placing an “opener” piece on the board.
human-to-human interaction. Overall, our guiding principal in this effort will continue
Technical Challenges to be an emphasis on environments (physical and
InterSim presents challenges at many levels of the design computational) serving as both as mediators of human-to-
of interactive systems, including hardware, operating human communication and human-computer
system, and user interface. communication.

The hardware and the operating system need to be extended Assessment


to permit interaction with multiple input sensors The conviviality of a design medium [Illich, 1973] is
simultaneously. The system needs to: ofien determined by a user’s sense of control, which rests
on a robust understanding of how a given system
● track and identify multiple sensors,
functions and of why the procedures for operation are as
● support multiple layers of sensors (i.e., multiple they are. The level of understanding, the sensation of
sensors at the same XY location), directness [Hutchins et al., 1986], is always relative (1) to
the general knowledge background of the stakeholders, (2)
● allow sensors with state or control information (e.g.,
to the experience with specific mdla, and (3) to the
they might be used in the same way as a mouse with
relationship of the model to the world that is modeled. As
a button in current interfaces),
our work with different design media has shown,
● handle multiple OS level software cursors, rather than computational artifacts and models have to be learned, and
the single locus of control available in most current hidden mechanisms have to be understood, whereas
systems, and physical media provide a feeling of directness resulting
from the commitment of fewer cognitive resources.
● pass information on events (change of position, state
change) from the various sensors to applications that There is a growing interest in understanding the trade-offs
need to utilize that information, between different design media. Members of our research
center have pursued the analysis and integration of
We are currently pursuing the use of technology similar to
different design media for a long time. We have (1)
that used in graphic drawing tablets with wireless pens,
identified the similarities and differences between technical
These system use a sensor that responds to low-level radio
construction kits and programming [Fischer & Boecker,
frequency pulses with a resonant response, which allows
1983]; (2) overcome the abstract nature of mathematics
the position of the sensor to be tracked without the need
with Hypergami [Eisenberg & Nishioka, 1996] by
for a sensor battery.
integrating both the abstract and real-world aspects of

8
3d simulation

e]

/
video projector

Figure 4 The Intersim Worketetion:


The prupoeed amhlteeture for the Intersim statb dewbpad at the SIMLabmet the Canter for LifeLowLeardng ml Design
- tie ifr- of*D ~“ng and Sm@ti SPP*S to dedsimmskhw arrd hming cmdamand..

mathematics by allowing chiklren to design and construct augmenting comprehension there is greater and faster
polyhedral models and sculptures; and (3) integrated capability to elicit tacit knowledge of other points of view
technical construction kits with programming by associated with a problem through face-to-face interaction
developing a programming environment (called between players. The physical language supports the
“Legosheets”), which empowers end-users to program the ability to describe, evaluate, and prescribe (critical
behavior of the computationally enriched physical objects thinking) in a flexible manner and interactively between a
[Gindling et al., 1995]. Beyond our own work, there is a player, the tool, and other players [Arias, 1996].
growing interest in blending ml-world artifacts with In the Cole neighborhood, where such tools wae
computational media as documented in [Ekenberg & developed to support neighbors in the revitalization of
Mackay, 1996]. their neighborhood, a baseline survey was carried out with
In the context of the physical gameboards, we have already 115 subjects [Fey, 1991]. An augmentation of
studied some impacts of the use of our systems on understanding of the boundaries of the neighborhood was
comprehension and retention. Through the experiential observed in the cognitive maps of “my neighborhood”
characteristics of selection, placement and replacement of drawn by those neighbors who had used the tools over the
the physical elements, comprehension, and retention are ones who had not used them. Cognitive definitions of
facilitated for various reasons. For example, in the case of neighborhoods me important to planning because as

9
images they inevitably structure reality [Huxtable, 1973; In efforts to enhance communication and facilitate shred
Lynch, 1960; Sanoff, 1973]. Likewise, discrepancies understanding we see the real need in innovative tools that
between the cognitive and the real political definitions of a do not force the user to change the situation at hand to fit
neighborhood are relevant since their existence can limit a particular medium or model. Instead, future frameworks
neighborhood participation in design and policy-making should facilitate the integration of the computational ad
processes. physical worlds, not by translating them into an “either-
or” type of support, but rather by providing users with
FUTURE WORK flexibility to move about this spectrum in order for them
Despite the hype for “virtuality” in today’s world, there is to identify the proper blend of computational and physical
an important place for people to interact with rerd objects. capabilities that the learning or design situation demands
As we argued in this paper, the physical and the from the user.
computational world each have their strengths ad
weaknesses, and the integration of the two worlds can led ACKNOWLEDGMENTS
to new design media that retain the respective strengths We thank the members of the Center for LifeLong
and eliminate some of the weaknesses of each. Based on Learning and Design (L3D) at the University of Colorado
our work so far, we can imagine numerous future for helpful discussions on these issues. This research was
directions that our work could follow. supported by NSF grants Nos. REC-963 1396 and CDA-
Rather than outfitting the physical models only with 9529549 and NYNEX.
sensors [Torrance, 1995], computationally enriched
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