OU blog

Personal Blogs

Design Museum

Using Kolb's experiential learning cycle to assess a creative workshop I gave in 2012 as part of the long gone, though brilliant module 'Creativity, Innovation and Change'

Visible to anyone in the world
Edited by Jonathan Vernon, Sunday, 4 May 2014, 09:17

 

Fig. 1. Kolb’s ‘Experiential Learning Cycle’ reversioned.

I did something …

This is my take on Kolb’s ‘Experiential Learning Cycle’ which I will use to explore what I ‘did’. I ran a creative problem solving workshop. The motivation for attendees was to pick up some creative problem solving techniques, to solve a problem we had with using social media and to do some team building. The objective for me was to crack this problem and to introduce a more creative and collaborative approach to problem solving.

Fig. 2. Coach to Olympians running a workshop - part class, part ‘pool side’

I couldn’t help but draw on experience as a Club Swimming Coach planning programmes of swimming for a squad swimmers and as the ‘workforce development’ running training programmes for our club’s teachers and coaches. Planning and preparation when you are putting athletes in the pool several times a week over months is vital. On a smaller scale this workshop required a schedule, to the minute, with some contingency, allowing you to build in flexibility for both content and timings.

 

Fig. 3. Planned to the minute - my creative problem solving workshop

The plan was for five to six creative problem solving techniques to be used, top and tailed by, using terms from swimming, a ‘warm up’ and a ‘warm down’. The modus operandi of the Residential School had been to introduce, experience and play with as many creative problem solving techniques as possible.

Fig. 4. As a prop, food and aid memoir a bunch of bananas has multiple uses

‘Bunch of Bananas’ is a creative problem solving technique that suggests that you include in the group a ‘plant’ - a person over whom other’s will slip, like the proverbial banana. My take on this was to introduce two outsiders - a Russian academic who would bring a different take on things and the a mathematician and senior programmer.

Fig. 5. ‘Mother-in-law, Samurai, Tiger’ is a great warm up.

We did a warm up called  ‘Mother-in-law, Samurai, Tiger’. This is the team equivalent of ‘Paper, Scissors, Stone’ where two teams face each other and on the count of three, having agreed what their response would as a team, they either 'Tut-tut’ and wag their finger like a mother-in-law, 'growl' and get their claws out like a Tiger, or shout 'ha!' while posing like a Samurai warrior brandishing his sword. This is the ‘warm down’ to stick with the swimming coaching metaphor was to have participants get into the ‘streamlined’ position that swimmers adopt - essentially a stretching exercise.

Fig. 6. Human Sculpture and Timeline are useful ways to have people look at and feel a problem in a different way and from a different angle.

In between we did a mixture of physical and mental activities, including Human Sculpture where one person becomes the sculptor and uses everyone else to form a tableau or sculpture that expresses their talk on the problem. Another was timeline where you imagine looking at the problem from the perspective of the past and future.

Now, stand back  …

Standing back I’d say that running a workshop for colleagues has advantages and disadvantages. How would a director or line manager feel about their views being exposed like this. On the other hand if well managed it becomes a team building exercise too.

The challenge is to know what risks to take and how to build in flexibility, not just in timing, but in the kind of activities. This requires that despite the plan you are alert to signals that suggest an activity should be developed or dropped. Workshops and seminars I take have a common element - there is ‘hands on’ activity.The goal is that at the end of the session people feel confident that they could do these things themselves. I’m less comfortable about teaching where the communication is one way - me talking and them taking notes. I value encouraging self-discover and people being on their feet, interacting and having fun.

The workshop was experiential

It was collaborative and iterative, it was problem-based learning that used communication skills.

How did you feel about that ?  

Fig. 7. How we like to be ‘in the flow’ rather either bored or stressed from being too challenged. Mihaly Csikszentmihalyi (1975) Mental state in terms of challenge level and skill level.

I felt ‘in the flow’ for most of the time, suitably challenged and never bored. Though anxious and surprised when a colleague gave me a drubbing the day after feeling that they had been tricked into attending. This came as a surprise, the other surprise was how away from their desk and computers the apparently introverted could become so animated and responsive.

I felt like a party planner. I was hosting an event. The atmosphere of controlled enthusiasm would be down to me. I would be, to use a French expression, the ‘animateur’ or ‘realisateur’ - the one who would make this happen and bring it to life.

Fig. 8. For all the playful activities, we are still reliant on Post It Notes and flip charts

Now what ?

On this occasion we delivered a couple of distinct responses to the problem. People reflected on the experienced and felt it was both enjoyable and of practical value. The request was not that others would host such an exercise, but that I would do more. I was subsequently booked to run a few more workshops on specific topics with different groups in the faculty. The question that we couldn’t resolve was whether were  a ‘creative organisation’ ? My own conclusion being that we quite palpably were not.

REFERENCE

Ackoff, R.L. (1979) The Art of Problem-Solving, New York: Wiley

Csikszentmihalyi, Mihaly (1975). Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, San Francisco: Jossey-Bass. ISBN 0-87589-261-2

Experiential learning theory. (Available from http://www2.glos.ac.uk/gdn/gibbs/ch2.htm. Accessed 22FEB14)

Gundy, A.B. (1988) Techniques of Structured Problem Solving, 2nd ed, Van Norstrand Reinhold. Te hniques 4.01, 4.06, 4.57

Henry, J and the course team (2006, 2010) 'Creativity, Cognition and Development" Book 1 B822 Creativity, Innovation and Change.

Henry, J (2010) ‘Set Breakers’ Henry (P. 96)

Kolb, D.A. 1984 Experiential Learning: Experience as the Source of Learning and Development, Englewood Cliffs, NJ: Prentice-Hall.

McCaskey, M.B. (1988) ‘The challenge of managing ambiguity’, in Pondy, L.R, Boland, R.J and Thomas, H (eds) Managing Ambiguity and Change, new York, pp 2-11

Henry, J & Martin J (2010) Book 2 Managing Problems Creatively

Schon, A.A. (1983) The Reflective Practioner: How Professionals think in Action, London: Temple Smith

Tassoul, M, & Buijs, J ( 2007, )'Clustering: An Essential Step from Diverging to Converging', Creativity & Innovation Management, 16, 1, pp. 16-26, Business Source Complete, EBSCOhost, viewed 22 February 2014.

Permalink
Share post
Design Museum

H810 Using an Activity System to improve accessibility to e-learning by students with disabilities.

Visible to anyone in the world
Edited by Jonathan Vernon, Thursday, 20 Dec 2012, 09:45

 

H800%2520Tutor%2520Group%2520Conference%2520FEB-SEPT%25202011.JPG

Fig.1. The consequences of an activity system - loads of action. Here a tutor group over a period of 27 weeks. 'Activity' is represented by messages in a tutor forum. H810 is an Open University postgraduate course in Education. Technology-enhanced learning: practices and debates

Visualizing actions between people, concepts and things required more than words - models and metaphor start to create meaning.

Why use any model?

A model should be a well-founded visual simplification of an aspect of a complex reality that communicates its concept clearly, is based on thorough research, and is easily shared for feedback and review. Users should find that a model, like an experiment, is repeatable so that in time a body of work including case studies and a critique of the model builds credibility. A conceptual model such as an Activity System is ‘particularly useful when one wants to make sense of systemic factors behind seemingly individual and accidental disturbances, deviations, and innovations occurring in the daily practices of workplaces’. Engeström (2008:27)

Conole and Oliver (2011) mention four levels of description:

1. Flat vocabulary
2. More complex vocabulary
3. Classification schemas or models
4. Metaphors

The vocabularly is inevitable, though talking this through to an audience would be my prefered approach, so that with engagement reponse is invited. The models used here, from Vyogtsy and Leon'tev to Engestrom may appear familiar and set - they not. There is a group that likes to see everything 'triangulated' - diamonds and stars, though evident in the literature on education - maybe akin to complex rather than plain language. From models we move to various metaphors - and you are certain to have your own. While Engeström himself moves on to ideas of 'knotworking' and fluid, organic representations.

Engeström (1987) took a current model - that of Vygotsky (1978) and made it his own and has since offered a metaphor to explain it further.

Why use an Activity System?

Activity Systems derive from a century of analysis of the way people construct meaning (Vygotsky, 1978. Leon’tev, 1978) that later researchers applied not simply to how people think, but how groups of people (Engeström, 1987) act in collaborative ways.

 

Engestroms%2520systems%2520model%2520of%2520activity.JPG
Fig.2. Application of Engeström’s (1987) systemic model of activity featured in Seale (2006)

There are two parts to an Activity System - upper and lower. The upper part is the triangle drawn to represent the interaction of Subject, Tools and Object.

Vygotsky%2520explained%2520in%2520diagrams%2520GRAB.JPG
Fig. 3.  Vygotsky.L.S. (1978) from Mind in Society.

Engestroms%2520Triangle%2520Fig%25202%2520%2520GRAB.JPG

Fig.4. The structure of a human activity system. Engeström 1987.

Historically this is where Vygotsky began in Moscow in the late 1920s (Fig.3) Engeström and others turned the experssion of Vygotsky's model the other way up. This split of upper and lower serves another purpose - Yrjö Engeström likens this expression of an activity system to an iceberg where the top triangle - Subject - Tools - Object is what we see, while the other actions, that give the system context - he added when developing Vygostky’s (1978) original model, are beneath the surface. Engeström. (2008:89). (Fig.4) It's worth remembering that Vygotsky was working on how people create meaning, while later thinkers have adapted this to help scrutinise how communities or groups of people, tools and sets of guidelines create (as Engeström puts it above, 'sense meaning' Engeström 1987).

When is the construction of an Activity System useful?

Engeström (2008:27) suggests that it is particularly useful ‘when one wants to make sense of systemic factors behind seemingly individual and accidental disturbances, deviations, and innovations occurring in daily practices of workplaces’. Someone needs to think it is necessary to study the status quo - perhaps because there is an awareness that something, somewhere is going wrong, or that there has been an actual downturn in business or collapse in profitability, or a desire simply to look at things in a different way to understand where improvements can be made, a change in policy and law, or a reinvented or renewed.

photo%2520%25281%2529.jpg

Fig. 5. Engeström.Y (2008) From Teams to Knots: Activity-theoretical studies of Collaboration and Learning at Work.

Engeström (2008:207) suggests that there are five principles in relation to theories of activity systems.

  1. Object Orientation
  2. Mediation by tools and signs
  3. Mutual constitution of actions and activity
  4. Contradictions and deviations as source of change
  5. Historicity

DSC01597.JPG

Fig. 6 A White Knight from a Lewis Chess Set (replica) playing the role of the Object - the purpose, motivation and idea behind the activity in the system through whom sense is made or an outcome is derived.

1) Object Orientation

The Object is a problem, the purpose, the motivation and opportunity - the modus operandi behind the activity. ‘Object orientation’ (Engeström 2008:222) is a crucial prerequisite of working with an activity system. In the context of accessible e-learning Seale (2006:165) creates an Activity System in which the object(ive) is ‘to make e-learning accessible for disabled students’. As an exercise considering its widest application this object definition suffers because the object is so broad it embraces a myriad of issues and circumstances, each word is open to interpretation - what, for example, is meant by ‘e-learning’, what is meant by ‘accessible’ by ‘disabled’ and by ‘student’. Rather than an object as an opportunity or goal as Seale uses, a fix, the desired outcome, is more likely to be found where, at least in the first instance, we identify a particular context and a tightly defined problem.

Not only that, but to contain the likelihood of ‘ruptures’ across the activity system clarity and agreement is required on the problem that needs to be fixed. In relation to accessibility to e-learning for students with disabilities there are multiple problems, many unique to a student with a particular disability or, where feasible and appropriate, a group that can be identified by the nature of their disability, for example, deaf students who are seen as, and many want to see themselves as a ‘minority language’ group. What is more, a disabled student may have several impairments and the degree to which these are a barrier to e-learning is fluid, perhaps ameliorating with treatment, or getting worse, transmogrifying, or simply being intermittent. As these are known issues that would cause problems or clashes within the activity system and prevent its working it seems futile to build an activity system on this basis - knowing that it will fail.

A problem well stated is a problem half-solved’. (Charles Kettering)

This may be an aphorism, but it rings true. Problem scoping is necessary but where a problem remains elusive, or is ‘messy’ rather than ‘tame’ (Rittel and Webber's 1973, Ackoff 1979, Ritchey 2011) a variety of creative problem solving techniques (VanGundy, 1988. Griggs, 1985). Knowing what the problem is enables innovation - identifying the problem and devising a fix, and in communications, where, for example, advertisers prepare a creative brief that begins by clearly identifying the problem.

‘Object orientation’ and in this context, problem definition and refinement, is the first in five principles set out by Engeström (2008:207) for using activity systems. The drive, purpose and motivation for all the actions between the six identified nodes depends on the object ‘that which is acted upon’. A key component of activity theory is the transformation of this object into an outcome i.e. to solve the problem. If solving a problem is the goal, and recognition of a successful enterprise undertaken, then all the more reason to get the definition of the object correct - the process can be repeated for different problems, at different scales and over time. Without absolute clarity over the object you may find that different people in the system have differing interpretations of what it is. Kuutti (1996) found that having more than one object under scrutiny was a reason for an activity system to fail.  An answer where there are two distinct problems may be to treat them as such and attach them to separate activity systems. Whilst for the sake of scrutiny it is necessary to isolate an activity system, they do of course interact - indeed it is by looking at how two activity systems interact that you may reveal how problems are solved or innovations produced. However, if the object is wrong, or ill-defined or ambiguous then the motives may be out of kilter and it would therefore be necessary to transform all of the components of the activity system, especially and including those at the bottom half of the ‘iceberg’. Engeström (2008:87)

DSC01603.JPG

Fig. 7. The black Queen from a Lewis Chess Set representing 'Tools'

2) Mediation by Tools and Signs

Tools might be evaluation and repair tools and assistive technologies, software or legislation, guidelines or staff development. Tools are a mediating factor between the Subject (student, lecturer, facilitator of the desire outcome) and the Object - the purpose of all this activity.

Tools play a significant role in the history of tackling accessibility issues, to undue, out do or transform resources or interpret platforms in a way that communicates their meaning offering some if not all the affordances of the tools as designed for students, who, having gained a place to study a degree  in Higher Education might be thought of as some the most able’, not simply the ‘able’.Tools in this role at the apex of the Activity System and can include guidelines and legislation where they are an applied ‘tool’ rather than a rule or standard. ‘ A functioning tool for the analysis of teams and organisations’. Engeström  (2008:229) Of course the category includes evaluation and repair tools, assistive technologies and software and equipment. Tools ‘mediate’ between the Subject - the facilitator of change through activity and the outcome of the activities - the Object. ‘To build a website that complies to level AAA’ may be achievable whilst ‘to make e-learning accessible for disabled students’ Seale (2006smile sounds like wishful thinking, rather ‘to build an e-learning module that when scrutinised by a representative range of people with dyslexia’ receives a grading of ‘satisfactory’ or above’. This would suggest the involvement therefore of dyslexic students in the testing of a navigation interface for the virtual learning environment as an ‘action’ between subject and object.

There is a particular congregation of ‘contradictions’ stemming from the relationship between Tools and both Subject and Object:

  1. The array of design and evaluation software applications (Seale, 2006)
  2. The mastery of external devices and tools of labour activity (Nardi, 1996)
  3. No rules of practice for use of that tool (Isscroft and Scanlan, 2002 )
  4. Tools that are overly prescriptive (Phipps et al, 2005)
  5. How do you choose from amongst such a plethora of tools?
  6. The context in which tools are introduced (Seale, 2006:160)

3) Mutual constitution of actions and activity

The links between each component - object, tool, subject and so on - should equate to a burst of electricity or perhaps a chemical induced response between a synapse and a neuron - Engestrom (2008) goes as far as to liken an activity system to a type of fungi - mycorrhizae like formation  Engestrom (1997).

 

Capture%2520Chondrus%2520Crispus%2520as%2520a%2520visualisation%2520of%2520a%2520Social%2520Media%2520Network.JPG

Fig.8. Mycorrhizae - one way Engeström sees an Activity System

An Activity System should be seen not as a concept of a static entity, but rather a living and growing thing. The actions, the double-arrows between each concept, are what gives an activity system structure  - it’s the management  of the disturbances, contradictions and conflicts along these lines of action that disturb effective flow where the role of an activity system comes in - identify then fix these and you move towards achieving the object orientation or outcome. Knorr-Cetina (2003) talks of 'flow architecture' and if neither of these concepts ring true for you in realtion to activity systems then Zerubavel (1997) talks of 'a mindscape' while Cussins (1992) talks of 'cogntive trails'.

4) Contradictions and deviations as source of change

I would have opted for Subject as the third issue, but reading Engeström made me think again. Subject, Tools, Object reduces the Activity System to the far simpler upturned triangle Vygotsky devised to explain how people create meaning (Vygotsky, 1978:86)  without further thought to the deeper and wider issues once learning is put in context, that Engeström (1987, 2008, 2011) added by broadening this way of showing how ‘meaning is created’ in the workplace by adding Rules, Community and Division of Labour.

Rather than picking one more of these concepts at the expense of leaving the others out I think that the ‘Actions’ the double arrows that indicate something happening between the elements is of interest. I believe this would be the fourth of Engeström's five principles - Contradictions and deviations as source of change. This after all is, literally, where all the ‘action’ takes place, what Seale (2006:164) describes as ‘problems, ruptures, breakdowns or clashes’.  (I need to go back and to understand what is meant by Engeström's third principle - ‘Mutual constitution of actions and activity’) I think this is the principle that the Activity System has to be seen as a complete, self-contained entity, that any break or failure or misunderstanding in the system would call it to fail so you’d be better of starting again from scratch until the scale or context works. Engeström uses the metaphor of a very particular kind of lichen (‘mycorrhizae’, Engeström, 2008:229) to describe Activity Systems - he doesn’t suggest however that you attempt to work with this kind of complexity, rather it is a reminder that an activity system is fluid and changing and depends on activity taking places between the defined nodes.

5) Historicity

DSC06471.JPG

Fig. 9. A discontinuous series of Activity Systems ... like Toblerone at Christmas.

'Historicity' - Engeström's experssion (2008) - is a term referring to 'the historical actuality of persons and events',(Wikipedia, 2012) suggests the need to see an Activity System as a snapshot, a sequence and a discontinuous one at that. So take the familiar equilateral triangle of the Activity System model and run a line of them. Seale (2006) suggests there is value to be found by doing some 'archaelogy' - I think 'historical research' would be an adequate way to think of it, for what this may reveal about how these 'rupture, conflicts' Seale (ibid) or 'contraditions and devistions as a source or change' Engeström (2008:223) along the lines of activity. Seale (2006) talks of how an activity system 'incesstanly reconstructs itself. Engeström (1994) talks of an ideal-typical sequence of epistemic actgions in an expansive cycle.

Subject

By definition here the ‘non-disabled’, particularly in the cognitive sense though sometimes with athletic promise too. Ironically whilst ‘non-disabled’ is not a favoured term it does at least relate to a homogenous group, while ‘disabled’ does not given the range, scale and potentially shifting nature of impairments to learning from hearing, to visual, cognitive and mobility.

Subject to be of most importance - this is the person, actor or lecturer, indeed a student - anyone who is responsible for facilitating and supporting the student’s learning experience. This may be a practitioner who works with a Higher Education Learning Technologist or the digital media access group if there is such a thing. Engeström (2008:222).

Any of the team members may be a novice, which may be a positive or negative influence for the actions in the system. A novice is inexpert, on the other hand they are free from the habits that may be causing problems and creating barriers. Because of the way a novice learns they are more inclined to innovate as they are not bound or even aware to rules, guidelines and beliefs that may hold them back.

Rules

DSC01596.JPG

Fig. 10 A collection of pawns from a Lewis Chess set representing 'Rules'

These can be formal, informal or technical rules. They are institutional and departmental policies and strategies. These are rules of practice, and legislation, as well as strategies and research. They are explicit and implicit norms. These are conventions and social relations. These in the context of accessible e-learning are the various guidelines related to web usability and legislation related to accessibility and equality. Universal Design and User Centred Design are rules too. Rules mediate between the subject and the community. The actions, the 'doing in order to transform something' or 'doing with a purpose' are the activities that link Rules with Subject, Rules with Object and Rules with Community.

Community

DSC01594.JPG

 

Fig. 11. An Activity System represented by chess pieces.This 'Community' comprises the King and two bishops from replica of the Lewis Chess Set.

These are 'people who share the same objective' - their being in this activity system is dependent on their wishing to engage with the object, the opportunity, to strive to achieve the stated outcome. Any ruptures are therefore not a consequence of having the wrong person in this community - this grouping, this loose gathering of like-minded people, is what Engestrom has come to describe as a knot and the actions these people take as 'knotworking' Engeström (2008:194) - latent, informal, sometimes impromptu gatherings of people who assemble to address a problem or to take an opportunity - what Rheingold (2002) describes as 'smart mobs'.

Division of Labor (sic)This concept, or node as an ethereal entity is 'how people are organized to realise the object'. Not one to represent by a chess piece and one may think that this ought to be the link that joins people together ... this is where working with a model as the beat of a heart, not the heart itself, requires acceptance of the way a model is designed to work. Division of labor (US spelling for a Finnish academic ... who has bases in Helsinki and San Diego). This is planning and funding, designing and developing, implementing and evaluating, using, specialists vs. the mainstream).

Conclusion

Digitization of assets is akin to the creation of an ocean in which the binary code are the molecules of water - apt then with the shift from Web 1.0 to Web 2.0 and our adopting the use of ‘the Cloud’ and ‘Cloud Computing’ to take this metaphor into a more dynamic form and think of it as a water-cycle. This system is shifting continually horizontally with currents and tides, but also vertically - the exponential growth in computing speeds and memory capacities the energy that drives the system. This global system hasn’t taken adequate account of people with disabilities - as in the real world there are barriers to access caused by visual, hearing, mobility and cognitive impairments - just as these have been addressed in a piecemeal way through legislation, funding, programmes and promotions, by disability groups or holistically, so too with adaptations or changes to the digital world - there is no panacea that will remove all barriers for all people with any disability, of any kind, type or stage of deterioration or amelioration.  Stretching the metaphor further I wonder if at times this digital water-cycle, again like the real one, is polluted, that translucence as well as flotsam and jetsam in this ocean are the barriers - on the one hand the pollutants have to be removed - the barriers taken down - but at the same time, cleaner purer water, in the form a universal design that is simpler and usable would gradually cleanse some of system. Once again, a mirror to the real world responses, specialist schools and associations, say for those with dyslexia are blind or deaf, become an oasis or island in this digital system. 

‘Those not engaging with technologies or without access are getting left further and further behind. We need to be mindful that the egalitarian, liberal view of new technologies is a myth; power and dynamics remain, niches develop and evolve. Applications of metaphorical notions of ecology, culture and politics can help us better understand and deal with these complexities'. (Conole. 2011:410)

FURTHER  READING

Cecez-Kecmanovic, Dubravka, and Webb.C (2000) "Towards a communicative model of collaborative web-mediated learning."Australian Journal of Educational Technology 16. 73-85. Towards a communicative model of collaborative web-mediated learning  (last accessed 20 Dec 2012) http://www.ascilite.org.au/ajet/ajet16/cecez-kecmanovic.html

Hardman, J (2008) Researching pedagogy: an acitivty system approach Journal of Education, No. 45, 2008. PP65-95 (last accessed 20 Dec)  2012 http://joe.ukzn.ac.za/Libraries/No_45_Dec_2008/Researching_pedagogy_an_Activity_Theory_approach.sflb.ashx)

Engeström’s (1999) outline of three generations of activity theory (last accessed 20 Dec 2012) http://www.bath.ac.uk/research/liw/resources/Models%20and%20principles%20of%20Activity%20Theory.pdf

Engeström.Y (2008) From Teams to Knots: Activity-theoretical studies of Collaboration and Learning at Work. Learning in doing: Social, Cognitive & Computational Perspectives. Cambridge University Press. Series Editor Emeritus. John Seely Brown.

Engeström.Y (2011) Learning by expanding: ten years after (last accessed 19 Dec 20-12) http://lchc.ucsd.edu/mca/Paper/Engestrom/expanding/intro.htm

REFERENCE

Ackoff, R.L. (1979) The Art of Problem-Solving, New York: Wiley

Conole, G (2011) Designing for learning in a digital world. Last accessed 18 Dec 2012 http://www.slideshare.net/grainne/conole-keynote-icdesept28

Conole, G. and Oliver, M. (eds) 2007 Contemporary Perspectives on E-learning Research, Themes, Tensions and Impacts on Research. London, RoutledgeFalmer.

Cussins, A. (1992). Content, embodiment and objectivity: The theory of cognitive trails. Mind, 101, 651–688.

Engestrom (2008-04-30). From Teams to Knots (Learning in Doing: Social, Cognitive and Computational Perspectives) (p. 238). Cambridge University Press. Kindle Edition.

Engeström, Y. (1987) Learning by Expanding: An Activity-theoretical Approach to Developmental Research. Helsinki: Orienta-Konsultit.

Engeström, Y. (1994). The working health center project: Materializing zones of proximal
development in a network of organizational learning. In T. Kauppinen & M. Lahtonen (Eds.) Action research in Finland. Helsinki: Ministry of Labour.

Engeström.Y (1999) Learning by expanding. Ten Years After. http://lchc.ucsd.edu/mca/Paper/Engestrom/expanding/intro.htm

Engeström.Y (2008) From Teams to Knots: Activity-theoretical studies of Collaboration and Learning at Work. Learning in doing: Social, Cognitive & Computational Perspectives. Cambridge University Press. Series Editor Emeritus. John Seely Brown.

Griggs, R.E. (1985) 'A Storm of Ideas', reported in Training, 22, 66 (November)

Issroff, K. and Scanlon, E. (2002) Using technology in higher education: an Activity Theory perspective. Journal of Computer Assisted Learning, 18, 1, 77–83

Knorr-Cetina, K. (2003). From pipes to scopes: The flow architecture of financial markets. Distinktion, 7, 7–23.

Kuutti, K. (1996) Activity theory as a potential framework for human–computer interaction research. In B. Nardi (ed.) Context and Consciousness: Activity Theory and Human–Computer Interaction. Cambridge, MA: The MIT Press, pp. 17–44.

Leon’tev.A.N. (1978) Activity, consciousness, and personality. Englewood Cliffs. NJ. Prentice-Hall.

Moessenger, S (2011) Sylvia’s Study Blog (Last accessed 19 Dec 2012) http://sylviamoessinger.wordpress.com/2011/02/26/h809-reading-oliver-et-al-chapter-2-a3-6/

Phipps, L., Witt, N. and Kelly, B. (2005) Towards a pragmatic framework for accessible e-learning. Ariadne, 44. Online. Available HTTP: <http://www.ariadne.ac.uk/ issue44/ phipps/> (last accessed 19 Dec 2012).

Rheingold, H. (2002). Smart mobs: The next social revolution. Cambridge, MA: Perseus.

Ritchey, T. (2011) Wicked Problems - Social Messes: Decision support Modelling with Morphological Analysis.Springer.

Rittel.W.J., Webber.M.M. (1973) Dilemmas in a general theory of planning Policy Sciences, June 1973, Volume 4, Issue 1,

Seale, J. (2006) E-learning and Disability in Higher Education: Accessibility Research and Practice

VanGundy, A.B. (1988) Techniques of Structured Problem Solving, 2nd ed, Van Norstrand Reinhold. Techniques 4.01, 4.06, 4.57

Vygotsky.L.S. (1978) Mind in Society. The development of higher psychological process. Cambridge. MA.

Wikipedia (2012) Definition of 'Historicity' - (last accessed 19 Dec 2012) http://en.wikipedia.org/wiki/Historicity

Zerubavel, E. (1997). Social mindscapes: An invitation to cognitive sociology. Cambridge, MA: Harvard University Press.

 

 

 

 

Permalink
Share post
Design Museum

When is a problem 'wicked' as opposed to 'tame' ?

Visible to anyone in the world
Edited by Jonathan Vernon, Monday, 5 May 2014, 06:30

 

Fig 1. Creativity Problem Solving Precepts

Mindmap 7 From the OU MBA Module 'Creativity, Innovation & Change' (B822)

Discussed in Jonathan Vernon's Blog 'My Mind Bursts'

The term was coined in the late 1960s by someone born in 1919, (Ackoff) it isn't contemporary street speak, or even in Norman Mailer's words 'Beatnik'; rather, in this manifestation of the word it is the opposite of 'tame'.

(Ackoff might be 'messy problems' while I mean Rittell here)

Put it this way, a tame problem can be contained and tamed, like a lion in a cage.

  • Chess is a tame problem. Science problems are tame too.
  • But in the social sciences most issues are complex, hard to fix, shifting, and a lot of bother as they appear impossible to resolve and whatever you try impacts on the problem.

Like trying to catch water in a sieve?

  • It is vital for me to understand that a problem is 'wicked' before I try to tackle the thing with a creative problem solving technique. Not meaning to be flippant, but I don't figure out a chess move by finger painting - though a mind-map or brainstorming might help?
  • Or not?
  • I am hopeless at chess because it doesn't respond to my intuitive approach to everything.

Is the problem 'messy'?

  • Probably, if it requires finger painting, even Flipcharts and PostIt Notes.

Horst Rittel and Melvin Webber

Rittel and Webber's (1973) formulation of wicked problems specifies ten characteristics, perhaps best considered in the context of social policy planning.

According to Ritchey (2007) the ten characteristics are:

  • There is no definitive formulation of a wicked problem (defining wicked problems is itself a wicked problem).
  • Wicked problems have no stopping rule.
  • Solutions to wicked problems are not true-or-false, but better or worse.
  • There is no immediate and no ultimate test of a solution to a wicked problem.
  • Every solution to a wicked problem is a "one-shot operation"; because there is no opportunity to learn by trial and error, every attempt counts significantly.
  • Wicked problems do not have an enumerable (or an exhaustively describable) set of potential solutions, nor is there a well-described set of permissible operations that may be incorporated into the plan.
  • Every wicked problem is essentially unique.
  • Every wicked problem can be considered to be a symptom of another problem.
  • The existence of a discrepancy representing a wicked problem can be explained in numerous ways. The choice of explanation determines the nature of the problem's resolution.
  • The planner has no right to be wrong (planners are liable for the consequences of the actions they generate).
  1. The solution depends on how the problem is framed and vice-versa (i.e. the problem definition depends on the solution)
  2. Stakeholders have radically different world views and different frames for understanding the problem.
  3. The constraints that the problem is subject to and the resources needed to solve it change over time.
  4. The problem is never solved definitively

ABOVE FROM WIKIPEDIA 9FEB12 http://en.wikipedia.org/wiki/Wicked_problem

Messes and social messes

Russell L. Ackoff wrote about complex problems as messes: "Every problem interacts with other problems and is therefore part of a set of interrelated problems, a system of problems…. I choose to call such a system a mess." [19]

Extending Ackoff, Robert Horn says that "a Social Mess is a set of interrelated problems and other messes. Complexity—systems of systems—is among the factors that makes Social Messes so resistant to analysis and, more importantly, to resolution."

According to Horn, the defining characteristics of a social mess are:

Ackoff, Russell, "Systems, Messes, and Interactive Planning" Portions of Chapters I and 2 of Redesigning the Future. New York/London: Wiley, 1974.

  1. No unique “correct” view of the problem;
  2. Different views of the problem and contradictory solutions;
  3. Most problems are connected to other problems;
  4. Data are often uncertain or missing;
  5. Multiple value conflicts;
  6. Ideological and cultural constraints;
  7. Political constraints;
  8. Economic constraints;
  9. Often a-logical or illogical or multi-valued thinking;
  10. Numerous possible intervention points;
  11. Consequences difficult to imagine;
  12. Considerable uncertainty, ambiguity;
  13. Great resistance to change; and,
  14. Problem solver(s) out of contact with the problems and potential solutions.

 

Permalink Add your comment
Share post
Design Museum

Not so much a mind burst as a mind dump : B822 post Resi School and pre TMA2 Tutorial

Visible to anyone in the world
Edited by Jonathan Vernon, Friday, 24 Oct 2014, 07:49

I offer these cryptic notes from the post B882 Creativity, Innovations and Change OU Business School, 'Residential School' as an aide memoir and catalyst.

This sounds like an excuse for poor note taking, yet everyone will have their own view or sense of what occurred during the tutorial and more importantly what they took from it or felt about it.

Rather than being prescriptive then perhaps the following will jog your memory and help you think it through. In any case, I could justify it as a technique, 'stream of conscious' or free form writing: getting it on paper. (though these days everything is jotted down on an iPad).

Were this a Wiki it could be added to collectively.

(As a Belbin Team 'Plant' type I love the idea that a 'Finisher' in a group will come into a wiki and 'get the job done' while I dream, tinker and catalyse invention).

PART ONE

Be careful with the term 'framework' which here means metaphors as exploration for problem solving. Whereas methodologies are 'methods for problem solving' such as Buffalo Three Stage Model, Disney (complete method, not technique).

DISNEY (See Techniques Library)

This used three modes of thinking:

  1. The dreamer
  2. The realistic
  3. The critic.

Dilts (1945).

All three strategies are useful and complementary for a project.

(My successes have utilised three people in these three modes, I am generally the dreamer. Reflecting on this I do see how I can been try to be overly pragmatic and might stall a project and ultimately the projects worst critic ... and so I pull the plug. The trick has to be to find a way back and forth through all three traits, or as I have done in the past, be the dreamer, with a realist and critic part of the team).

Berne (1970) called these:

  • Child
  • Adult
  • Parent

You can role play alone, but best to have others take part so that the 'idea' is given legs.

The technique calls for a FOURTH player:

  • Neutral, Chair or facilitator.

You step from Neutral to Dream, Neutral to Realist, Neutral to Critic in turn.

Guerilla activities : Covert creative problem solving.

Can anyone add more to this?

My concern would be that if already outside your comfort zone it would be too easy to duck the issue; instead of using 'guerilla activities' strategically as the best choice of approach, that they would be used to avoid having to confront fears you may have over facilitating such an exercise with colleagues.

Might the answer be to dilute a mix of people with some outsiders, as catalysts or to tip the balance in favour of the exercise?

Even to diffuse any real or perceived problems?

Energiser games

These are in the Techniques Library or Book 2: 82, 86.

Tiger : Samurai : Mother-in-law

This activity, done in teams facing each other is the same as 'paper, scissors, stone' but with bigger, bolder actions. You 'Tut-tut’ and wag your finger as the mother in law. You 'growl' and get your claws out as a Tiger While you shout 'ha!' and take up the stance of a Samurai warrior brandishing his sword for Samurai.

This is an Ice-breaker which gets people on their feet, smiling, shaking of inhibitions and getting their energy levels up. It's one way to help get people into the right frame of mind for things like finger painting etc:

We shared some of the techniques used at Residential School: Hairy Balls

Actually pom-poms, though any item could be used to throw and catch from a beach ball to screwed-up newspaper.

I first came across this at Youth Theatre in my teens, then used it as a warm-up with video production teams and later with 'Mini Squad' our future elite swimmers, in the water to help them get each other's names in their heads, followed with 'hot potato' in which they are pushed further to retain the basic information while they get suitably warmed up.

The most relevance for this is with a group where people don't know each other already.

The next step at Resi School.

Qualify the person's name and remember both this and the person's name. Concentration game around the room

Q.Q. How to do the virtual version?

(Coming from the Masters in Open and Distance Education I should have an answer for this)

And another one:

Privately we thought if we were an animal, what kind of animal would we be?

We then put the word on a PostIt. One at a time we came forward and described ourselves while others based on this tried to guess what kind of animal we are.

This too went on a PostIt and from this we'd gain some understanding of who we are perceived to be.

Finally we put the two animals together.

How did this go? I should know.

I elected to be a Red Squirrel but only because I happened to be thinking about a certain Management Training Centre in the Lake District (actually the Eden Valley) where my late father lived where we had Red Squirrels. I should have related it to my current role or how I saw myself. Actually I had had 'dolphin' in my mind, which was as much about freedom and personality as my professional and personal interest in swimming.

It worked better with someone else who had described themselves as a leopard 'ready to pounce' as we had come up with a leopard or some such. The next step was to introduce two such 'animals' in 'character' to each other, for example what happens when a 'giraffe' type meets the 'panther' or of course the classic of a mouse meeting an elephant.

At Resi School we did 'Super Heroes' and it worked by people finding complementary powers.

This is good at the solution finding stage by asking people who, why and what.

Ask 'what solutions would your superhero bring to the table?' What have we got to lose? (if you are getting nowhere).

PART TWO

If you've got to tackle lots of incremental changes that are not delivering how do you reframe it and do something more visionary?

From E-Learning V

Our tutor gave a personal example of imagining Charing Cross Metropolitan Police Station as an aircraft carrier.

Sequence of diamonds to have the problem, diverge, then draw it together.

Based on 'systems thinking' Jane Henry and John Martin (2010)

Trying therefore to understand it holistically.

Something 'messy' is when you put stuff together e.g. Hospital, flyover and play park. P.43/44.

(I keep thinking of Engestrom's 'activity systems' and how these were used to think through messy problems in, for example, a live TV production company, or the relationship between a hospital and clinics).

Wicked or Messy problems. What are they?

Wicked: Rittel (1972)

Messes: Akoff (1979)

These have few boundaries

There are Complex systems or sub-problems Mason and Mitroff, 1981 pp.11-13 (p43, B2) All about 'unpacking challenged' 3.10 (pp 42/43)

PART THREE

TMA02 Ask yourself? Why am I dealing with this problem? Use a technique for messy or wicked problems. 3:10 unpacking problems

METHODOLOGIES

Some are techniques, others are complete methods. Eg. Buffalo.

It is an Iterative process

Use 'divergent thinking' first

Remember the 13 precepts as "rules for the environment'

Add Precepts List

Evaluate what did - compare precepts.

If precepts breached, why? What do next time?

Horse shoe and the car story

A company makes great horseshoes then along comes the car; its response is to make the very best horse-shoes. But sales are falling ... So you make increasingly better horseshoes.

You are trapped into doing the same thing.

When around you the world is changing, you need to do something different.

Kodak makes a similar story.

I bought a Kodak digital camera and easy share docking station around 2002.

Both lasted no longer than a novelty Christmas present, the definition on the camera too poor, depends ace on the docking station and frequent, expensive paper fails with the printer.

Other industries that are too stuck in a rut to change?

On reflection I can see that corporate video production companies could fail in the same way if they thought in terms only of video production, instead of seeing themselves as a communications business. I think of how 'Two Four' has, for example, morphed itself into broadcast TV while 'The Bank' went from a record label and music videos, to corporate video, events, commercials and 'experiential' projects.

1) Get as much as you can, so keep diverging.

I recall our Resi School tutor forever pushing, and stepping in wherever (at this stage) someone started to use business terminology (i.e. both converging and becoming glued to a mindset not of your own).

E.g. Don't close down ideas when brainstorming.

2) You want one idea to lead to another.

As soon as you close down you stop the flow of ideas.

E.g Brain writing. 30secs to put ideas/answers on a pad, then quickly pass it around. Interject a game ....

3) Then back to the brainstorm.

4) Do something different.

5) Then back to the brainstorm ...

Converge, Diverge, Statement of the problem.

N.B. One people fully understand what the problem is the following stages follow through quickly.

How you'd do it next time (better when it goes wrong)

Genuinely real problems (nothing trivial)

N.B. Do it in a real context to convince the tutor that you did it.

The Group

Ideally, a group of highly supportive group people at work.

Or virtual. Multiple intelligences. Personalities.

NLP.

Ambiguous problems Activity 6.6  (p107, B2)

Technique Choosing Activity 7.3  (p125, B2)

Facilitation Issues Activity 7.9 (p136, B2)

Non-analytical skills

Manage the context Hamburger or sh1t sandwich : pointing out what went well and reinforcing this to conclude.

How are you going to overcome the constraints of your organisation?

What is the PROBLEM?

The problem is defining the problem.

Problem solving does not mean finding a solution necessarily but finding the most suitable way of dealing with the issues.

Start-up

Exceedingly well educated, but preconditioned on how to solve a problem.

HOW

What people are wearing! Dress down Friday.

Different location (and time)

No hierarchy, include outsiders.

Morning, Afternoon or Evening.

Toolkit (bag of toys)

Party facilitator

Youth Leader (theatre) Swim Coach (pool)

NO IT games! (paid for and restrictive) Role reversal ... In my shoes (personas)

Facing the truth. Lose the passion.

HBS.

Gap analysis: where we are ...

Where we would like to be.

Steps BACK from the end putting in place the steps. Make in convergent, divergent.

Have a pack of colour discs. (To do Timeline)

Lay them out to diverge, then converge.

Physically walk it through.

(Human sculpture) ... Even as a person not the organisation.

TMAO2

Why is the group composed the way it is?

Pace Planning Dress down, especially military.

Don't think the technique will work

View the technique library as a recipe book.

Have back up techniques in your back pocket

See DVD for Facilitation.

Bring your pet to school day (Steve Jobs)

QQ what are you doing differently compared to 2011?

Insightful commentary on the decisions '5W and H' to structure TMA. If you cannot define the problem early on start by looking at the symptoms.

  • What to do with the dominant participant?
  • Judgemental people need the rational
  • Take them back to the process
  • Keep it positive
  • Don't let them close it down

KAI if 10/ 20 apart can cause problems.

REFERENCE

Ackoff, R.L. (1979) The Art of Problem-Solving, New York: Wiley

Berne, E. (1970) Games People Play, Harmondsworth, Penguin Book.

Dilts, R.L. (1994/95) Strategies of Genius, Vol 13, Capitola, Meta Publications

Henry, J & Martin J (2010) Book 2 Managing Problems Creatively

Mason, R.O. and Mitroff, II. (1981) Challenging Strategic Planning Assumptions, Chichester: Wiley

Rittel, H (1972) 'On the planning crisis: systems analysis of the "First and second generations"', Bediriftskonomen, No8. pp. 390-6

Permalink Add your comment
Share post

This blog might contain posts that are only visible to logged-in users, or where only logged-in users can comment. If you have an account on the system, please log in for full access.

Total visits to this blog: 13017179