Unit 8 - Final Project Paper for ED722, Interface Design
Main Topic:Unit VIII Finishing Up

Created by:

Leanne C Boyd on 28-May-00 at 10:19 pm
For:Unit 8 Assignments



Course: ED722 — Interface Design, Capella University
Teacher: Beverly Enns
Student: Leanne C. Boyd
Email: refugeearth@uswest.net
Due date: by June 30, 2000 — end of Capella University Spring 2000 term
Actual submission date: May 28, 2000

 



Evaluating Internet Techniques and Methodologies in
Areas for the Multimedia Instructional Design Team:

Incorporating the Works of Pierre Lévy, Philosopher of
Contemporary Virtual Culture, Paris, France



 
Multimedia and Instructional Design: 
Designing the Design Team for New Technologies

. . . What I ask of the text is that it make me think, here and now. (Lévy,  1994). This statement is almost a purified form of the very essence of Interface Design, or the structural elements of Web-based courses and Distance Learning in this Information Age. The man who phrased this apt summary is Pierre Lévy, a philosopher of contemporary virtual culture, of Paris, France. He teaches in the Department of Hypermedia at the University of Paris-VIII. He was commissioned by the French Ministry of Education under the auspices of Michel Serres, where he developed a network concept known as Arbres de connaissances (Trees of Knowledge) with Michel Authier. Lévy is also interested in collective intelligence studied in an anthropological context. (Georgetown Univ. & CCT,  1996). 

For this writer, engaged in research of and by the Internet for establishing the most profound and useful system for the training and support of a multimedia instructional design team, Lévy has also come to represent one of the “heroes” of our time. His thoughts are certainly not universal in the undulating world of design or instruction or even of computing — however, his theories empower those who have immersed themselves in the auspices of instructional design and who have committed their talents to the furthering of a perfected system for the improvement of learning environments. Lévy’s works embody the spiritual and the mystical found in any of humanity’s finer works. He has explored the spirit of the Internet, the soul of discovery, the wizardry of the online worlds, waiting for the purposeful or accidental explorer. His words bring excitement, as the designer searches for reasons and support, while creating learning scenarios that leave traditional education far, far behind. Lévy explores the leaps of imagination and the fire of yet undiscovered means of exploration. He brings a vision when most simply suffer from a lack of words to describe the miracles of today’s electronic hyper-journeys. 

This writing is purposed for outlining methods, techniques and tools for the leader of an instructional design team. As the path led deeper into more mystical aspects of the actual PURPOSE of learning, the place and yearning of the learner, the status and desire of the teacher, and the unknowable reaches of the cyberspace highway — more and more of Lévy’s writings began to make sense to this author. In many ways, this IS a spiritual journey, for we take much on faith. We lunge into a huge unknown, and we accept much that is written in terms we can never understand, by entities we will never meet. Lévy expressed that we embark on creating a Superlanguage. For now, the things we create and learn, remain in a shadowy limbo, only a suggestion of what may be around the corner, in time and space. Of many readings, Lévy’s works exhibit the intense excitement of the Internet as no other writer or philosopher has been able to capture. 

In creating the most succinct and helpful environment for a design team, the logistics of space, equipment, software and thousands of helpful tools are essential, even critical. Throughout this search, however, this author realized that the internal search was the most important factor. For those of us who have worked in arenas heavily influenced by copyright law, for instance, Lévy’s words hold great impact. He theorizes that hypertextual systems and digital networks have deterritorialized the text, the writings, the actual objects of copyright law. Through these systems and networks, there has emerged a text — a mode of communication — without distinct borders. Now, we can say, “there is the text,” like one might observe that there is water or sand . . . millions of grains and fathoms of water. Endless. The text has been put into movement, it has whirled into a torrent, it has been made into the conveyor, the messenger — it has become an entity of constant metamorphosis. “It is thus closer to the movement of thought itself, or closer to the image of thought that we share today.” (Lévy,  1994). 

Lévy further states that perhaps the deterritorialization of the written word that we are witnessing today is nothing but a prelude to the emergence of the newest type of connection with knowledge. Through a kind of spiraling return to the oral base of the original communication of our ancestors, knowledge is once again being transported by living human collectivities, rather than by the colder, material devices on which we currently rely. There is a difference, however. Perhaps, this time, the undeviating carrier of knowledge would no longer be the physical community with its carnal memory — but cyberspace, the territory of virtual worlds, and the only garden where a collective intelligence might be cultivated. (Lévy,  1994). 

The visage of the design team — any design team — is changing in drastic and determined ways. Each hour of each day that we spend studying and refining methods and means for bringing improved and aesthetic media to the masses, what we have just learned and implemented often is already destined for that closet named “archaic.” It is outmoded often before it is made available for the target audience. The purpose of this research and writing has been to study the paths necessary for gathering, teaching, and unifying a team of designers that will embrace all new technologies and learn to bring the art of new learning to the troubled world of Education. This team of designers must not only be well-versed in instructional design, but also in the rapidly expanding areas of multimedia. New horizons stretch ahead for this Global Village. It remains in the hands of a chosen few to actually design the face of learning — for the near and distant future. No one will understand this burden better than the Project Leader for such a team, immersed in multimedia instructional design. Not just the learning content, but the impact of the five known senses, as well as the emotions and many other internal structures are being “face-lifted” by teams who are currently re-shaping the way humanity views learning. As the paradigm continues to shift, this will become increasingly true. 

A successful creative department is one that constantly researches for tools that will provide extremely strong solutions for multimedia and content design. In earlier research, this writer discovered that well-known software companies have added their prowess to this pressing need for new structure in education means and methodologies. Adobe Systems, Inc. has made a powerful set of tools that help in achieving aesthetic and business goals. Their Web site includes everything a Project Team Leader would need in the way of invaluable tools needed in a startup for a highly technical, state-of-the-art department. Their online tutorials and simulations provide a melting pot of ideas on how other design professionals use these software to do far-reaching works. 

If there is any catch-phrase that is catching on quickly, it might be the term, “multi-purposing.” In this new, on-demand world, one attribute of any service or product must be its ability to serve in more than one direction. It needs to be not only functional, but also adaptable and flexible. Adobe’s site provides extensively detailed reviews on how to multi-purpose work for print, Web, broadcast, and multimedia delivery. When the multimedia team’s final goal is the creation of learning content for delivery by computer, this means that there is a high need for creating work with the ability to multi-purpose. Adobe’s Web site offers a wealth of information in case studies in the design, illustration, and multimedia industries, showing point-by-point reviews in how to make these concepts work. (Adobe,  2000). 

Adobe’s site includes helpful areas in the training of an instructional design team, with unique tools for leading the design team. They offer tutorials that explain the basics of developing Web pages, links to tips and techniques for using their newest miracle-makers and latest versions of old companions. Examples such as Adobe LiveMotion, Adobe PageMill, Adobe After Effects, and Adobe Classroom in a Book, their very comprehensive training series for all their software — these are all useful software tools for a multimedia design department. (Adobe,  2000). Although these are company-specific products, the theories and design concepts are universal. The list of resources goes on to include Web publishing and graphics software, and an exhaustive list of additional online educational resources. 

Adobe recognizes its partnership with companies and individuals that stand as models or exemplars in the design and education communities. Although these examples could also be considered simply as resources, there is more to it than that. Each model is seen in the profession as an entity that not only is state-of-the-art, but also trend setting — artistic as well as technical. Members of one’s team will draw encouragement, will learn to establish high goals in their work, and will learn to look for the leaders in their profession, in order to emulate that high level of success. 

Adobe isn’t the only high tech software firm that is putting a real practice behind their preaching! Here is another exciting prospect, also based in a software-directed academy — the creation of a new system that will enhance and elevate the quality of education that students receive. Allen Communication, a pioneer in the multimedia training and education arena, has been working with educators and educational institutions at all levels for the past decade to fashion, form, and test a solution aimed at integrating technology into a unique educational environment. The solution arrived at is the Allen Academy of Multimedia, a grassroots program designed to provide the opportunity for both students and teachers to learn about, practice, and then produce interactive technology-based courses as part of their normal curricula activities. (Allen Communication,  2000). 

Where is all this new thought for new designs in learning, leading us? Paul D. Houston, Executive Director of the American Association of School Administrators, recently said, “The demands of the 21st century require new thinking about education. We must abandon the ‘re’ ideas such as re-form, re-engineering, re-thinking, and create new systems for learning which involve all the environments that impact children and life-long learning, the home, the community, and the workplace.” (Allen Communication,  2000). 

This form of re-formed and re-engineered thought is evident in new trends that are being shown — as well as new levels of competency — in the upcoming generation of employees. It is vital that the multimedia team members keep current! And, while studying the new competencies, it must be realized that the very acts of thinking and observing are being re-structured. It can be compared in some ways to the participants in demonstrations of recent years, who have loudly proclaimed: “WE are the people.” Lévy states this even more loudly: 

“We will also be able to pronounce a somewhat bizarre phrase, a phrase that will resound with the totality of its significance when our bodies of knowledge will inhabit the cyberspace: ‘We are the text.’ And our freedom will be greater, the more we become the living text.” (Lévy,  1994). 

This metamorphosis is shown clearly in current text- and visual-based creations being produced within the parameters of our new paradigm. There are also essential components in learning new technologies and applying them to the ever-changing scenario in learning products! Even the seasoned designer learns new approaches when creative problem-solving techniques are applied. A recent trend on Web sites such as Adobe’s shows that inclusion of educators on the Web site allows a multimedia instructional design team to begin to compile a list of references of the professionals they encounter in their Internet searches. The advice or critique of an educator such as those associated with corporate “tools entities” such as Adobe, might some day make or break the project-in-progress.  

It isn’t just educators or educational institutions who are awakening to the importance of these issues. There are just as many business entities deeply committed and ensconced in leading programs that will change the face of learning activities. Just who is leading the way in expanding new media instructional practices and tools? The New Media Centers organization is a collaborative network of academic institutions and vendors, serving as a synergist to integrate new media into education. Adobe was one of the founding vendor members of this network, and has worked with its academic and corporate members, worldwide. 

In helping institutions of higher education to enhance teaching and learning through the use of new media, organizations such as these help in bringing together pioneers in the new media field from academia and industry. New Media Centers identifies academic institutions around the world best suited to serve as models for innovation, both on campus and in their communities. Its corporate members then help them appropriate and use state-of-the-art new media technology to create hands-on laboratories. These laboratories offer an ideal setting for beta-testing, software development and the training of tomorrow’s workforce. 

Acting as the program hub for its members, the NMC national staff convenes both traditional conferences and electronic forums to discuss the key pedagogical, technological and legal issues facing educators and corporations in the new media realm. New Media Center institutions work with each other and with NMC corporate members to develop the new technology needed for education. Individual centers are also encouraged to develop community-based programs, such as in-service training workshops for primary and secondary school teachers and professional development courses for lifelong learning. NMC Corporate Members are working together in the New Media Center program to provide technology solutions for and form close relationships with academic institutions. (NMC At A Glance,  1998). 



Thoughts on the Esoteric Nature of New Technology:
Re-Designing The Design Team
 

If New Media Centers is identifying academic institutions that are best suited to serve as models for innovation (both on campus and in their communities), there are also private business entities who are already well on the way to identifying and setting standards for the multimedia design community. The need for the team environment that works healthily together is an almost universal criterion for the business world. Sometimes, the best description for any subject is the one that is given in current vernacular. According to the currently unrivaled 3D-production outfit named Protozoa, the team needs to “plan ahead, but don’t be afraid to use duct tape.” (Fox,  1998). Members of Protozoa’s team advocate that perhaps real-time animation is the best description of what they do. Even though their core business is selling software and knowledge, in order to use all those things, a user needs more than just the technology. A knowledge of how to design for the technology is also needed — skills such as being able to manage all that data, knowing how to use the various media such as VRML or television, and learning how to “staff and budget” the business. The Protozoa team admits that “you can spend forever dinking around with this stuff [3D animation].” (Fox,  1998). 

Keeping one’s sights set on the final use of the hard work of design leads to often non-standard — or at least “non-corporate” thinking. Because 3D creation is such a rigid medium, users don’t really take a freeform approach, but (sometimes sooner, sometimes later) they get down to really planning out the “nuts and bolts” of a project. Where true creative genius is evident is when that same team of excellent planners manage to keep a large chunk of chaos in it. “Really good web designers or really good artists usually just kick stuff out. Some of the best web design I’ve ever seen has been created out of experimentation.” (Fox,  1998)  

Protozoa likens this process to feeling like the team members feel a freedom to make something really unique and spontaneous — “fast and cool with duct tape.” The real success happens when the team, then, can turn the 3D (or any art form) “into brush strokes.” They, of course, are referring to the taking of the rough diamond of the idea, and refining it into a true art form. 

It is interesting how a very "Gen-X" and slam-dunk culture such as Protozoa can then directly link us back to the more esoteric and mystical thought patterns of a man like Pierre Lévy. It isn’t just the modern multimedia or 3D design team that has had insight into the partnership, or even closer relationship of “marriage” of creativity and learning, of technology and communication. Certain artistic experiments have attempted to establish instruments of communication and of production — collective happenings intricately involve the receivers, transforming the interpreters of the art into actors. This act links the interpretation with a collective action instead of conforming to the established scheme where messages (art, sound, or whatever) are sent toward the receivers, who, of course, are situated outside of the process of creation. The receivers are then invited to somehow make sense of the work after it is completed. “Artists experimenting along these lines could well be the first explorers of the new architecture of cyberspace.” (Lévy,  1994). In fact, this small discourse by Lévy, in so many words, describes the exact theories of art and communication, as those expressed by Protozoa. 

These are profound theories to ponder, for the creative multimedia design team. The ART of instructional design is changing, screaming perhaps, for the receivers to be intimately involved in the process of the creation of the learning scenario. It is in this manner that the student becomes the teacher, the teacher becomes a student, and the cyberspace environment fosters this fertile soil for such a collaborative work. It seems to this writer that the Project Leader, then, assumes a position much like a referee in a game — helping to position the principals in an extraordinary contest — where, hopefully, all will win. 

If we extend this line of thought further, we can see that 3D, or any form of visual augmentation in the online environment, begins to resemble the attributes of the text — the digital hypertext. It all begins to take on an automatic response, allowing the operations of actual reading to unfold and emerge — it extends the dimensions of the reading. Hypertext, hypermedia — they are always in a cyberspatial process of reorganization. The navigator, the learner, can create a particular text according to the needs of the moment. All of the databases, the expert systems, the tables, the hyperdocuments and interactive simulations and other virtual worlds — they are ALL potential rich soil for texts, images, and sounds. With the advent of extreme 3D such as that of Protozoa, perhaps cyberspace will also be a rich field for even tactile qualities. These may be eventually actualized by individual situations by digital realms yet undiscovered. 

When pondering a concept such as “undiscovered digital realms,” members of any design team, as well as individuals caught in the Internet flurry, must also think deeply about the methods that demand to be used, to stay current. The possibility of being passed by, as new techniques and manners of development constantly whirl around cyberspace corners, is very great. One exceptional tool that the Project Leader will embrace, is a standard set of organizational and research tools for ways to stay current with multimedia and development offerings. The content of the Internet is CONSTANTLY changing, as tools, resources and documents are added or deleted daily. The search tools we use are susceptible to the ebb and flow of the Web. Many are very good, but none is perfect. The ironic act of researching for further research tools, is a very “real reality!” One very good safeguard is to develop a list of reliable resource pages, and to refer to them very often, making note of all pertinent changes. Some very effective resource sites include the “Librarians’ Index to the Internet: What’s New This Week,” the “Internet Scout Net: Happenings,” “Yahoo! What’s New,” dozens or hundreds of searchable Usenet Newsgroups, and an expanding set of project- and skillset-connected resource sites (many of which are listed on university or distance education Web sites). (Ackermann & Hartman,  1997). 



Goals For New Technology: 
Re-“Dreaming” A Design Team For A Superlanguage
 

The uncharted reaches of the Internet — might they be compared to a kind of small-scale Copernican revolution? It is no longer the reader following the instructions of reading and moving about in the text — but now it is the text, mobile and kaleidoscopic, turning, folding and unfolding itself, manifesting facets of itself, in front of the reader. More importantly — at his prompting. (Lévy,  1994). 

As designers, Lévy’s writings instigate the most profound of introspection — not just of our talents or skills, but to the core of our belief systems and our commitment to the vast worlds of learning adventures. The concept of collective intelligence refers to intelligences: distributed everywhere, active everywhere, placed boldly and with firmness everywhere, coordinated and vitalized with synergy. It is a unique world in which we travel, with the communication being almost like a communion. 

Even if we begin, as members of the design community, by pondering the charted areas of the Internet . . . we have to realize they will “un-chart” and reorganize along new lines by tomorrow. Should we begin to consider knowledge as a continuous and pulsating space, where it is the same for all, and, ironically, different for everyone? It is time to begin to imagine a galaxy of virtual worlds that give expression to the diversity of human knowledge, a heavenly route that reflects the movement through space by its explorers. Almost living, these electronic byways structure and restructure themselves, chart and re-chart collective actions of all its members — each of which have embarked on their own small trip into distance learning — with writing and reading, and adopting each twist and turn as it appears. 

As authors in the awesome whole of restructuring the knowledge of our race, will we embrace the unknowable as a challenge and incorporate it into our media team as easily as a new copy of Adobe’s latest software? Or will we continue to “communicate” through the metal media we know today, thinking only in diminutive manners, detached from one another? Will we yet, once again, reorganize the methods of the suffocation of inventiveness and the division of our intelligences? 

As harvesters of the online world, foragers into virgin forests of knowledge, and nurturers of unpredicted mental giants in future learners, do we dare to take the route of the collective intelligence? Amazingly, as we clasp these new methods and truths, and don them as honorable vestiges of commitment to an electronic superworld, this author believes that we would gradually invent techniques, systems of signs, social forms of organization and of regulation. These will permit us to think together, to concentrate our intellectual and mental power, and to multiply our imaginations and our experiences. Could it be that the Internet and all of the mental prowess behind its creation, has also brought us to the Redeemer, who will help us to work out practical solutions for the complex problems affronting us in real-time and on all levels? 

None of us — not “we, the author,” nor “we, the learner” — none of us have EVER known, nor do we know NOW, the capacities that we have designed and implemented. No amount of assessment will ever reveal the true depth or breadth of our contributions. While embracing the speculation of collective intelligence, it is mandatory that we know that this does not mean the mastery of others or ourselves by creating writhing, painful human collectives. It is more like a fundamental loosening of the grip, a softening of the hard hand of the lack of enough knowledge — and the altering of the very concepts of our identities. 

Collective intelligence, perhaps, is the goal of the multimedia design team. This discourse has attempted to tie the hard edge of technology to the softer lines of the vulnerability and the sword-bearing strength of humanity’s finest goal and also it's finest tool — the search for knowledge. The mysteries of this connection are as old as our race. Our goal should become the manipulation of information so that it can be distributed everywhere, so that it will no longer be the privilege of a separate social class. It will naturally be circuited into every human activity as a tool in the hands of everyone. 

Lévy states that “we are destined for an encounter with Superlanguage.” (Lévy,  1994). In the opinion of this author, it is like a first and foremost directive for an instructional design team. We must not only comprehend the essence of collective learning, but inject this concept into our work, as it is what drives this new Information Age. 

The hardest task is gulping down and digesting the awesome honor of being a part of the generation that is planning humankind’s next great Communications Epoch. We are authoring more than just content or learning methods . . . we are carving the numbers on the yardstick. The astounding growth and importance of the Internet, for multimedia, for education, for seeking to be architects of our own learning systems, we MUST listen to those who have paved the eRoads! 

In an “on-demand” world of instant knowledge retrieval, those who create the settings for learning must judge their works by the availability and usability of their design systems. Now, more than ever, we must consider Lévy's words: “. . . What I ask of the text is that it make me think, here and now. 




References

      Ackermann, Ernest, and Hartman, Karen. (1997). Searching and researching on the internet & the world wide web. Appendix D: Ways to stay current; p. 443. Franklin, Beedle & Assoc., Inc.: Wilsonville, OR.

      Adobe, Inc. (2000). Adobe Systems online [home page]. [Online]. Available: http://www.adobe.com/

      Allen Communication. (2000). Academy of Multimedia. Web search: May 2000. [Online]. Available: http://www.allencomm.com/academy/what.html

      Georgetown University and CCT (Communication, Culture, and Technology Program). (1996). Pierre Lévy. The Graduate School of Arts and Sciences, Georgetown University, Washington D.C. Design by J. Garrett. Site last modified, 1996. Web search May 2000. [Online]. Available: http://www.georgetown.edu/grad/CCT/tbase/levy.html

      Fox, Barrett. (1998-2000). Real-time rebels: Find out what makes the creative genius at Protozoa tick. 3D Design [magazine]: Miller Freeman, a United News & Media publication. Issue: July 1998. Pp. 36-43. Web search May 2000. Company info available online: http://www.3d-design.com/

      Lévy, Pierre. (1994). The next generation: Toward superlanguage. [Hypertext theory from the 5th International Symposium on Electronic Art (ISEA94)]. ©1994. Translated from French by Riikka Stewen. Last Modified: Nov 7, 1998. Web search May 2000. [Online]. Available: http://www.uiah.fi/bookshop/isea_proc/nextgen/01.html

      New Media Centers. (2000). (Current web site). NMC corporate members. Web Search: May 2000. [Online]. Available: http://www.newmediacenter.org/
      • (2000). Our Mission. Web Search: May 2000. [Online].
         Available: 
http://www.newmediacenter.org/about/about.html
      • (2000). Corporate URLs. [Online].
         Available: 
http://www.newmediacenter.org/members/corp2.html
      • (1998, 1999). New Media Centers. (Previous web site, sponsored by Adobe Systems, Inc.).
         NMC corporate members. Web Search: May 1998. Web search May 2000, web site is no
         longer active. [Online]. Previously available:
http://www.csulb.edu/gc/nmc/Corporate.html
      • (1998). At A Glance: Quick Read Summary. Web Search: May 1998. Web search May
         2000, web site is no longer active. [Online]. Previously available:
        
http://www.csulb.edu/gc/nmc/AtAGlance.html

 






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