Bridging Qualitative and Quantitative Approaches in Evaluating
the Educational Effectiveness of a Shared Design Memory
Daniela Giordano
Department of Education
Graduate Program in Educational Technology
Concordia University
1455 de Maisonneuve Blvd. W., Montreal, Quebec, H3G1M8, Canada
E-Mail: giord@alcor.concordia.ca
Abstract:A shared design memory emerging from the contributions
of novice designers affords, theoretically, unique opportunities to support
individual and organizational learning. Evaluation must take into account
the "distributed" nature of the system that becomes realized.
The proposed evaluation model is based on a cross-analysis of: the contents
of the shared design memory, the quality of the design artifact produced
be the designers teams, the characteristics of the student population,
and their perceptions of the adequacy and usefulness of the representational
formats adopted for the shared memory. Effects being sought are generational
changes that indicate that design weaknesses typical of novices are being
offset, and that good design practices are diffused and gradually incorporated
as new quality standards. Preliminary results of the evaluation of a shared
memory for Information Systems design show that shared memory underpinned
an emergent quality in the new designs, characterized by increased structuredness,
communicability, and attention to the dynamics of interactions in the system
being designed. The shared memory was deemed useful and usable by the learners.
Findings also clarify the relative merits of some representational formats
(links among design cases and reviews attached to design cases) used for
conveying design knowledge.
Keywords: shared design memory, organizational learning, information
systems design, evaluation
Categories: K.3.1, K.3.2, H.5.1, H.5.3, H.2.1
1 Introduction
One emerging class of educational software comprises environments that
are meant to facilitate learning by encouraging productive forms of collaboration
among the learners and by making possible the creation of accessible, shared
resources instrumental to the activities of a specific community of learners.
Broadly, such environments may be seen as applications of Computer-Supported-Collaborative-Learning
(CSCL) (e.g., [Silverman, 95]; [Koschmann,
96]).
The intermediate or final product of collaboration, e.g., the solution
to a problem, or the argumentation towards building a shared understanding
of a phenomenon, or a design artifact, can be recorded for later use by
other groups or members of the community. In this case, the supporting
software also aims at creating electronic "organizational memories",
where the "organization" can be the classroom [Bruegge
& Coyne, 94] or the virtual community of learners who have been
enrolled in the
same course in different years [Giordano, 97a].
Peculiarly, such learning environments, typically based on distributed
hypertexts architectures augmented by communication and repository technologies,
are "content-free". They rather provide basic mechanisms affecting
the structure of communication and the way resources for learning can be
organized and accessed, thus encouraging (or discouraging) specific kinds
of interactions and activities. For example, the learners' notes and discussion
threads can be labeled according to types such as "the problem",
"my theory", "evidence", "I need to understand"
and so on [Scardamalia & Bereiter, 93]. On the
other hand, such environments are "mode of discourse-dependent"
because the nature of the learning goals, the domain pertaining the competencies
to develop (e.g., scientific, technical, design, literary discourse and
reasoning) and the constraints of the instructional situation may decree
the appropriateness and efficacy of one set of communication and content
organization mechanisms over another one.
Although the design of collaborative systems is increasingly grounded
on principles of learning mostly stemming from the cognitive tradition
to motivate the design features of the systems [Koschmann
et al. 96], and deployment is informed by the accumulated wisdom on
how social actors interact, these theoretical foci are not sufficient to
ensure that learning is taking place. Evaluation of these environments
is challenging both on methodological and theoretical counts [Brown,
92], because their deployment amounts to a complex intervention that
largely affects the space of educational affordances and is often associated
to emphasis on worthwhile but elusive learning goals such as fostering
reflection, communication, articulation of ideas, collaboration, motivation,
or enhancing metacognition.
Separability of the effects and their tracing to specific features of
the technological environment and of its underlying pedagogical model is
further complicated by the inherently social and distributed nature of
the system that becomes realized, as it is accounted for in the paradigms
of situated and distributed cognition [Brown et al.,
89]; [Lave, 88]; [Salomon ,
93]; [Pea, 93].
Most of the evaluation studies have focused on rich descriptions of
how the system is being used, with much emphasis on its educational affordances,
mostly following the case study method; the few quantitative studies that
have been done have focused on the relationships between types of usage
pattern and individual conceptual progress [e.g., Oshima
et al., 96]. However, the relationship between the individual dimension
of learning and the social, or "organizational" one, seems always
to be left in the background as an unresolved issue, especially when it
comes down to defining and evaluating the efficacy of the learning environment.
The article focuses on the approach that is being used to evaluate the
instructional leverage afforded by a shared electronic design memory which
is emerging from cycles of contributions of communities of learners engaged
in Information Systems analysis and design [Faro &
Giordano, 97a]; [Giordano, 97b]. The system allows
the students to retrieve precedent design cases developed by other students,
possibly for reuse and adaptation to their current design problem, and
to examine (if any) the peer reviews, or any other comment, that have been
made to such design cases.
The proposed evaluation method has at its core the relationship between
individual learning and the learning of the community that hosts and sustains
the process. The latter is referred to as "organizational learning" [Levitt
& March, 88]; [Huber, 91]; [Brown
& Duguid, 91], and accounts for the fact that although in such
learners' communities there is a complete turn-over of the participants
(typically with a yearly frequency), they still manage to transmit myths,
procedures and expectations, as well as content knowledge and misconceptions
that both enable and limit the performance of the organization. The leading
evaluation questions are to what extent designers are facilitated in carrying
out tasks notoriously difficult for novices and in what respects the quality
of their analysis and of their design artifacts is affected by using and
contributing to the shared design memory. The units of analysis are both
individuals or small design teams and the community of learners as a whole.
The article is organized as follows. [Section 2] briefly addresses the
rationale behind the educational use of a shared design memory. [Section
3] illustrates how the general architectural principles of a shared
design memory have been actualized in a system to learn Information Systems
Analysis and Design. [Section 4] presents the evaluation
model, which is based on a cross-analysis of data originating from the
contents of the shared design memory, the actual design artifacts produced
by the teams, and from questionnaires to gather individual attitudes. [Section
5] presents and discusses the results concerned with the students'
attitudes and the contents of the shared memory. [Section
6], after illustrating the approach adopted to evaluate design quality,
completes the preliminary assessment by characterizing the emergent properties
of designs produced under shared memory. Some concluding remarks are in
[Section 7].
2 Shared Design Memory as a Learning Tool
Key to the problem of supporting organizational learning is finding
ways to make the knowledge embedded in artifacts, documents, and pointers
to human experts more resilient and more widely available to the potentially
interested members in an organization, i.e., enhancing the organization's
"memory" [Walsh & Ungson, 91]; [Giordano,
97a]. The informal social networks that are established among the members
of the organization are an essential component of the organizational memory,
by providing (or blocking) the necessary pointers to relevant expertise
sources, and by fueling, mostly through a process of narrative construction,
the creation of a shared culture and knowledge base anchored to practice
[Brown & Duguid, 91]. In a learning context,
the processes above partly concretize in the informal talks with peers
who have undergone the same experience, in the exchange of resources (notes,
references, etc.) and originate the expectations and understandings that
are brought by the students in approaching a new course. The relevance
of such informal component of the organizational memory also underscores
the limits of what can be represented and "recorded" to make
the organization less vulnerable to turn-over of key members, and in general,
perform better.
Electronic support of the organizational memory can take many forms,
ranging from maintaining an updated system of answers typically asked of
the experts [Ackermann & Malone, 90] to case-based
reasoning systems [Kolodner, 93], which allow the
retrieval of the cases (similar to the problem at hand) with the relevant
solution. Experimentation on recording the rationale for decisions, especially
those occurring in design meetings, has generated research into languages
and graphical notations for expressing the argumentation underlying the design decisions, by structuring
the discussion that surrounds any particular design decision, according
to
categories such as "support", "object", "goal"
[e.g., Conklin & Begeman, 88]. On the one
side, the choice of one representational language amounts to a commitment
to a certain mode of discourse or to the assumption that it fairly represents
the one that is used in practice. On the other side, later intelligibility
of the rich resulting picture is difficult even for those who participated,
for the lack of context or contextual clues [Buckingam
Shum, 97]. This makes even more difficult the transfer or "reuse"
of that design experience across different projects or teams. The two points
above highlight two requirements central to our discussion, i.e., that
both what is recorded and the underlying representational format be as
much targeted as possible in supporting the knowledge transfer to new generations
of users (as the supervening students in a design course) to support continuity
and enhance the process of acquiring and transforming design practices.
Part of the rationale for incorporating the process of using and building
a shared design memory in the context of learning a design practice is
that this process supports many modes of learning, such as learning by
example, learning by collaboration, learning by critiquing, learning induced
by the effort of clearly articulating ideas or formulating a query to search
for a needed resource. The possibility of inspecting a variety of design
artifacts is useful because such artifacts embed technical knowledge about
how certain design cases are solved, the variety of cases can suggest more
refined dimensions for analysis and help develop cognitive flexibility
[Spiro et al., 91].
Most of the above modes of learning could be activated simply by using
any resource that can provide enough richness in the examples, such as
a ready-made, case-based system [Barber et al., 92],
or a cognitive flexibility hypertext [Spiro et al.,
91]. However, using and contributing to a shared organizational memory
that is owned by the learning community in which it is used, because it
gradually emerges from what has been done in the past and mirrors what
is of current interest, provides some unique opportunities.
First, it is an experience that is "authentic", al least in
two respects: the learners are introduced to a process of knowledge construction
in which they have to take personal responsibility, rather than taking
knowledge as a given, and they exercise the communication skills that facilitate
transferring and reusing experience, in the effort to making their contribution
as intelligible as possible (even to those that did not share the context
of its creation) [Giordano, 1997a]. This latter aspect
is especially important in domains in which competence requires being able
to participate in the collaborative efforts of an interdisciplinary team.
Second, especially in the domain of design (in which there is a marked
creative and personal component both in the way of framing problems and
of finding solutions) the fact that the design cases are shared provides
a reference model of the quality that can be achieved. This can be a motivational
drive for those learners that are truly novices to the field, and also
for those who are more experienced and confident. Thus one element of educational
leverage is provided by the means of creating individual "identities"
as a designer in the space of the shared design memory, which implies
being able to relate and differentiate one's own artifact from those
that already exist [Giordano, 97a].
Because the contributions to the shared memory originate from novices,
variation in their quality must be expected. This is an opportunity for
the students to exercise
critical skills and avoid "blind reuse"
of the design cases. It is also an opportunity to highlight design weaknesses
in context and make them meaningful to a wider audience. But it is also
entails the risk of promoting uniformity or the diffusion of incorrect
or unproductive practices if the users do not generate enough variety and
insights to make the system self-correcting. Thus, to fully gather the
potential educational benefits, the adopted representation and structuring
mechanisms must be carefully tailored to the design domain, ensuring consistency
with the sought after modes of discourse, and must embed some features
that counteract the risk of uniformity.
These issue s are central to the context problem, i.e., preserving and
enhancing the meaningfulness of the information, and to deciding to what
extent product and process must be represented in the memory, for example
by summarizing the process that led to the solution of a problem together
with the solution. How the above issues have been taken into account in
the architecture of a shared design memory in the domain of Information
Systems analysis and design, is illustrated in the next section.
3 StoryNet: a Shared Design Memory for Information
Systems Analysis and Design
StoryNet [Faro & Giordano, 97a]; [Giordano,
97b] is a shared memory for the introductory course to Information
Systems (IS) Analysis and Design at the undergraduate level in an information
engineering program. Broadly, Information Systems analysis and design involve
gaining knowledge about the business organization, building a conceptual
model and "transforming" it into a formal representation detailing
the requirements in a form suitable for design and implementation considerations.
This transformation is very demanding because structured analysis and design
methodologies, although providing procedural guidelines and diagramming
notations, support only partially analysis, requirements acquisition and
comprehension [Sutcliffe & Maiden, 92]. Capturing
the requirements specifications in a conceptual model of the system requires
solid analytical skills but is also affected by familiarity with the application
domain, which underpins a sense of relevance in identifying the data and
key processes in the organization. Mastering specific modeling techniques
such as data modeling (e.g., the entity-relationship formalism), function
modeling (e.g., data flows), process and event modeling (e.g., Petri networks)
is a relevant component of IS analysis and design competence, but at its
core are processes of continuous analysis and synthesis involved in the
integration of different views, in tracing specifications to requirements,
validating the semantic and dynamic aspect of the model under construction,
and performing the ill-structured transition from the conceptual model
to the architecture of the system to be implemented (e.g., in our case,
a relational database).
StoryNet aims at supporting individual learning by enhancing the ability
to carry out a deep, user-centered analysis of the business organization,
soliciting uniqueness in the proposed design solution, and consolidating
the ability to critique and verify the design, and organizational learning
by supporting the circulation and acquisition of design ideas and practices.
Its architecture stems from the idea of getting instructional leverage
by jointly operating on an explicit model of the biases and difficulties
of
novice analysts and designers, and on the methodological approach to
design.
The extant literature on the cognition of novice data modelers [Batra
& Antony, 94] and systems analysts [Maiden &
Sutcliffe, 92] highlights some recurrent difficulties and biases in
carrying out the analysis and design process. The difficulties involve
scoping the problem and recognizing its boundaries; performing problem
decomposition; reasoning on model completeness; and generating and testing
hypothesis about the model by robust problem-solving strategies (such as
heuristic-based reasoning or use of scenarios). The biases are: the tendency
to concentrate immediately on implementation issues at the expense of high
level analysis concerning the requirements; piecemeal modeling by "literal
translation" of nouns to entities and verbs to relationships resulting
in sub-optimization in the design solution; paying more attention to the
syntax of the application than to its semantics; lack of specificity in
the universe of discourse.
StoryNet embodies an analysis and design methodology akin to scenario-based
design, i.e., the Story Telling Theory (STT) [Faro &
Giordano, 97b]. Such methodology provides a template to formalize the
use-cases of the Information System in a set of stories and episodes that
inherently take into account the user point of view, and allows the designer
to organize the requirements in such a way that propagation of effects
among stories tend to be confined, thus allowing partial and incremental
verification of the model. The method helps lessen the cognitive load involved
in performing such task, and provides a contextualized framework that facilitates
interpretation of the relevant data and process models.
Thus the prime organizing theme of StoryNet are "stories"
and "episodes" that model the organization following the STT
design methodology. The template ensures fine-grained indexicality of the
materials to identify parts of any project that could be relevant to the
domain selected by the student. Attached to these stories and episodes
are multimedia documents illustrating the data models and snapshots of
the user-interface of the implemented prototype. By examining cases organized
in stories and episodes, their structure can be readily perceived, but
not the motivations underlying that structuring. This might contribute
to a stereotyping problem that has been observed when the students of the
IS analysis and design course have access to previous projects but don't
have ways to evaluate how they stand relatively to each other. Although
methodologically correct, the approach to the analysis tends to re-propose
surface level analogies with other organizations, rather than focusing
on the differences, as required by truly user-centered design.
To counteract this tendency, cases in StoryNet are incrementally linked
in a network of old and new related design cases to highlight how design
solutions evolve across time and different groups of learners. Reference
links point to units (stories or episodes) that have been used in the design
of the retrieved unit and are typed to make apparent how and why that unit was taken into consideration. Available
typed links are: `Correct', `Extend', `Detail', `Adapt', `Use as is', `Restructure',
`Other'. Links are mediated by nodes that further qualify the typed conceptual
link, by including an additional comment or "explanation". The
annotated references of the project should make apparent the analytical
and critical effort invested by the student in the project, his or her
personal contribution in structuring and introducing new cases, and indirectly
foster in the learners greater specificity in their analyses. The structure
of
the case representation and the network is sketched in [Fig. 1]. StoryNet
is currently implemented on Domino Lotus Notes.

Figure 1: The StoryNet architecture.
An additional component of the shared design memory are the design critiques
that are attached to the design representations. Such critiques are based
on a guideline for reviewing a project that is an implicit model of how
an expert would approach the evaluation of the design. The philosophy of
the shared design memory is that there is some added value in sharing such
documents beyond the process of producing them. Accordingly, the reason
for sharing the critiques is that they have potential to provide a contextualized
representation of the possible weaknesses in the reviewed precedents, and
function as an intelligible and illustrative warning. The load of creating
such resource is distributed among the students and, on average, if each
team critique one precedent, as it is required, a representative sample
of the biases and misconceptions can be generated.
The relationship between the design features of the shared memory and
the hypothesized influence on the biases is sketched in [Fig. 2]

Figure 2: Hypothesized influence of some features of the
shared design memory on typical novice biases and difficulties in design
activities.
4 The Evaluation Model
As a consequence of the perspective that a shared design memory is just
a part of a distributed system, evaluation of its effects on individual
and organizational learning must take into account dimensions pertaining
to the design artifacts, the community of learners, and the shared design
memory, as being an artifact itself. The overall learning environment's
effectiveness in supporting analysis and design skills can be evaluated
by traditional measures of quality of the design output, although a better
picture must include also aspects related to the process of using this
environment, such as to what extent students are facilitated in the start-up
of their projects, and how
the overall process of designing taking into account the shared design
memory is perceived.
The underlying model is illustrated in [Fig. 3]. A community of learners
comprises small groups and individuals, linked by networks of friendship,
trust, recognized expertise Each of these "units" engages in
the activity of producing a design artifact, which is eventually represented
in the shared design memory. In the process, they resort also to the precedents
available through the shared design memory and possibly contribute some
useful knowledge, in the elementary form of a pointer to design resource,
or of an articulated design insight.

Figure 3: A model to approach the evaluation of a shared
design memory.
Relevant dimensions to the community of learners are the group profile,
the attitudes towards the shared memory, and the overall organizational
learning of the community as a whole. Group profile must be considered
when investigating the system because it can be a factor that affects the
trends with which the overall system evolves, or that underlies possible
failures of specific features of the shared memory to correspond their
intended use. Level of initial competence in the design area of interest
or in related fields is one aspect to normally include in the definition
of the profile. As an heuristic criteria, any features that vary mostly
in the overall community (such as schooling background, interest in the
subject, to name a few)
might be worth attention. Conversely, those features that are strongly defining of
the community have to be taken into account too.
Attitudes towards the shared design memory must be seen both globally
(in terms of the community's acceptance of the system) and at the individual
level (in terms of how each actor responds to the overall mode of dealing
and thinking with representations enforced by the system). Thus one angle
to investigate - the students' perception of the shared design memory -
must regard the pedagogical rationale underlying the approach, i.e., the
utility of examining precedents, the utility of critically reviewing some
of them and the utility of sharing both the precedents and such reviews.
Another angle of analysis must focus on the effort or difficulty involved
in the conceptual and communicative operations that are requested of the
students in order to sustain and develop the contents of the shared memory.
Finally, another angle of analysis must directly address the assumptions
made by the designers of the shared memory concerning the effectiveness
of the formats chosen to represent the precedents, to link them, and the
solutions adopted to browse and to contribute to the system. Related to
this latter angle of analysis (and to the first one) are preferences that
the users of the system might express on any kind of information that they
would like to see in the shared memory.
Indicators of the organizational learning that is taking place due to
the introduction of the shared memory are:
- the kind of design features or solutions that have become standard
(i.e., tend to be present in the majority of the more recent projects,
whereas they were rare in a former generation);
- the degree of innovation, i.e., the percentage of projects within a
generation that exhibit new features;
- the number and type of design weaknesses, possibly related to the novice
cognitive biases and difficulties, that tend to disappear or persist.
To highlight any trend of improvement, quality of designs can be compared
to the quality attained in the former years, if the key elements in the
used pedagogical approach have been kept constant (except for the introduction
of shared memory) and the salient characteristics of the target population
of students enrolled in the course for which the shared memory is implemented
have not changed. Thus evaluation has an across-generations component and
a within-generations component aimed at pointing out any differential effect
that might be taking place. In this respect information about
the group profile is essential to understand the limits of comparison
and generalization.
Concerning the shared design memory, case representation, architecture
and usability must be taken into account explicitly because it is necessary
to see whether (beyond the raw cases) the quality of the additional representations
(e.g., comments, reviews, links) is good enough to be conducive to the
hypothesized effect of highlighting from many perspectives design strengths
and weaknesses. This amounts to evaluate whether the community is able
to produce such statements and to use them productively.
Thus the evaluation method involves a cross-analysis of three types
of data originating from: 1) design artifacts; 2) the shared design memory
contents, i.e., cases, peer reviews, comments and links; and 3) an individual
questionnaire, which collects personal data aimed at characterizing the
student population, and asks questions to elicit the student's perception
of the effectiveness and usability of the shared memory and a reflection
on the kind of difficulties encountered in the design activities.
5 Applying the Evaluation Model: Some Preliminary
Results
The first evaluation of StoryNet was conducted based on the data obtained
from the period that goes from the initial deployment of the shared memory,
March 1997 to the end of July 1997. At this point the shared memory contained
34 new design cases, relevant to the course activity of the then current
academic year. At that stage, 56% of the students had taken the final exam
(64 students out of 114 enrolled in the course). Data reported on the following
originate from the questionnaires collected from the above 64 cases.
5.1 Characterizing the Students Population
The indicators chosen to characterize the student population are: a)
the level of experience in database design prior to the course; b) an index
of overall competence in skills potentially relevant to the course prior
to enrolling at the university; referred to as p.r. (previous related)
competence; c) grade point average (g.p.a.); and d) level of interest in
the subject. Overall p.r. competence was computed by summing the levels
of computer experience, programming experience and database design experience,
after asking the students to rate their competence on a five level scale
(none = 1, novice = 2, intermediate = 3, advanced = 4, expert = 5).
 |
Individual level of interest in the subject |
(a) |
 |
Individual level of database design experience |
(b) |
 |
Overall p.r. competence of individual forming teams |
(c) |
 |
Overall team p.r. competence by Team average g.p.a.
| (d) |
Figure 4: Characteristics of the student population.
The population of students can be characterized as having a strong interest
in the subject, with only 22% declaring a medium interest, 58% a high interest
and 20% a very high interest [Fig. 4a]; specific prior competence in database
design has a majority of cases with none experience (63%), and is skewed
towards the none - novice end of the scale, which together account for
approximately 80% of the total [Fig.4b].
Of the 34 design projects, 7 were carried out individually, 24 were
carried out by teams of two members, and the remaining 3 were carried out
by teams of three members. Those individuals who preferred to work alone
(11%) did not differ with respect to the mean p.r. competence and mean g.p.a. from those individuals
who formed teams.
An analysis of how teams were composed was performed to highlight whether
there was any unbalanced distribution of the team characteristics that
needed to be
considered when evaluating the achieved design quality. The
distribution of the overall p.r. competence of individual who formed teams
is shown in [Fig. 4c]. There was a tendency of students in the novice to
intermediate range of forming groups with students in the intermediate
to advanced range, whereas students with none or minimal experience mostly
grouped among themselves. An indicator of overall team p.r. competence
was obtained by summing the scores of the members and recoding them into
three levels. The resulting distribution of the overall team p.r. competence
(factored by team average g.p.a.) is shown in [Fig. 4d]. It indicates that
the three types of teams had approximately equal proportions of students
in the low and medium range of g.p.a., whereas the majority of the students
with a high g.p.a. were in the none to novice category of overall team
p.r. competence.
There was no correlation between the individual grade point average
of the team members, and 58% of the teams were formed by students who had
previously worked together.
5.2 Individual Attitudes Towards the Shared Design Memory
The responses concerning the individual perceptions of the shared memory
were gathered by an individual questionnaire which ensured confidentiality
of the results, and that was administered when the students turned in their
projects, before undertaking the oral discussion, and returned at the end
of the exam. A total of 64 questionnaires were collected. The first section
of [Table 1] shows the ratings of the utility of examining precedents,
critiquing them and sharing the critiques; the second section shows the
rating of the ease of navigating and contributing to StoryNet.
Data in [Table 1] consistently report perceptions skewed towards the
medium-high end of the scale, indicating a substantial agreement on the
key tenets of the rationale underlying the use of the StoryNet. There are
no particularly revealing differences among frequencies of the responses
in the medium category and the sum of the responses in the high-very high
categories, except for the utility of sharing the critique, which shows
a clear orientation of the responses towards the high-very high categories
of the scale, accounting for 54.8% of the cases, versus the 38.7% in the
medium category and the 6.4% in the low-very low end of the scale. This
result is particularly interesting because, regardless of the perceived
utility of actually doing the critique exercise, the students seem to place
a very high value on the possibility of looking at the reviews authored
by their peers. Interestingly, there is a negative correlation between
level of initial design competence and utility of doing the critique exercise
(Kendall = -.281, p<.05)
|
Rating |
m.c.
|
|
very low
|
low
|
medium
|
high
|
very high
|
|
Utility of examing precedents |
-
|
17.7%
|
45.2%
|
32.3%
|
4.8%
|
2
|
Utility of the critique exercise |
1.7%
|
15%
|
45%
|
28.3%
|
10%
|
4
|
Utility of sharing the critique |
1.6%
|
4.8%
|
38.7%
|
40.3%
|
14.5%
|
2
|
Ease of navigation in StoryNet |
4.8%
|
11.1%
|
52.4%
|
27.0%
|
4.8%
|
1
|
Ease of contributing to StoryNet |
4.8%
|
9.55%
|
49.2%
|
30.3%
|
6.3%
|
1
|
(*) m.c.= missing cases
Table 1: Individual responses on the tenets of the pedagogical
rationale for shared memory and on the overall usability of StoryNet.
For the cases who rated low the utility of precedents (17.7%) the most
frequent motivations for holding such view were: poor quality of the available
precedents, incompleteness, diversity from the theme to be addressed in
the new design case.
Although relevant only to a minority of cases, such responses highlight
one risk inherent to using a shared memory constructed by the students
themselves: that is, unless specific measures are taken, the weaknesses
in the novice artifacts might not be for every student a helpful point
to start exercising critiquing skills. However, a mitigating factor for
the seriousness of theme diversity as a hindrance, is the start-up effect
of the shared memory. In fact, to start the memory, the students were given
by the instructor the precedents for review, based on criteria of availability,
if relevance to the new design theme could not be satisfied. Therefore,
at the time the responses were collected, there was not enough variety
of cases formed in StoryNet to provide more relevant examples.
The average number of precedents examined individually is P = 2.36 (SD
= 1.39, ranging from 0 to 6) and there is no interaction with level of
design experience and level of overall p.r. competence. Concerning the
source of the precedents that were examined, 42% of the students resorted
to other design cases provided either by colleagues authors of such projects
(96%) and/or by colleagues that were not the authors of the design case
themselves (30%). These figures are indicative of the social phenomenon
of exchanges naturally occurring among the students, and raise the questions
of whether and in what respect a shared design memory adds to this process.
The first section of [Table 2] summarizes the agreement level, in a
seven points scale, on some statements concerning the conceptual and communicative operations
the students were required to perform. The set of questions concerning
the links stem from the hypothesis that deploying links entails examining
precedents with the aim of
finding proper elements for reuse, and that
once the design has been carried out, one can still remember what specific
aspects of the precedents have exerted influence. This distinction, that
might seem unnatural, is due to the fact that in the phase of the start-up
of the memory the actual design cases are examined outside StoryNet, and
then represented. It is expected that at regimen this splitting will occur
to a less extent and that the linking process will support the development
and refinement of ontologies in stories and episodes within StoryNet.
The second section of [Table 2] summarizes the agreement level on statements
aiming at capturing the possible roles that StoryNet, as a social system
and as an instrumental tool, might perform.
The results in [Table 2] show substantial agreement with the statements
that:
- to deploy links supports the process of articulating the reasoning
that went on during design;
- such links can be useful to peers;
- StoryNet is useful as an index to cases;
- it is a tool that fosters reflection.
This shows acceptance of the system as implemented, and complements
acceptance of its pedagogical tenets. On the other hand, the angle of analysis
concerning the conceptual operations that are needed to sustain StoryNet
reveals a difficulty in the retrospective reasoning that must be performed
to articulate what aspects of the current design have been influenced by
the precedents (40.6% neutral and 46.3% in the agree side of the scale),
and that in the preliminary phase of scanning such precedents it is difficult
to anticipate what specific aspects will prove useful in the development
of the new project (31.5% neutral and 43.6% in the agree side of the scale).
Less difficult is the process of formulating comments in a usable form
to peers.
The above difficulties are interesting because whereas there is agreement
on the utility of the linking mechanism (response n.1) there is also an
indication that it requires an effort that not everybody can sustain, either
because of an objective lack of experience that hinders the process of
anticipating what might be important, or because there has not been sufficient
training in the process of examining the precedents with an attitude towards
comparing and contrasting. On the other hand, the difficulty of retrospectively
tracing what features have been imported in the new design can also be
symptomatic of a process of personal internalization and restructuring
of the contents and representational formats that have been encountered.
These considerations call for a more detailed analysis concerning whether
the process of examining precedents is done more with the spirit of learning
or with the spirit of reuse.
|
Rating |
m.c. |
|
strongly disagree |
disagree |
somewhat disagree |
neutral |
somewhat agree |
agree |
strongly agree |
|
Links express
design reasoning |
1.6% |
- |
3.2% |
32.3% |
25.8% |
22.6 |
14.5% |
2 |
Links are useful to
peers |
- |
4.8% |
1.6% |
19.4% |
37.1% |
24.2% |
12.9% |
2 |
Links are
technically difficult
to deploy |
15.1% |
22.6% |
13.2% |
18.9% |
13.2% |
11.3% |
5.7% |
11 |
It is difficult to
foresee influences
of precedents |
1.9% |
3.7% |
7.4% |
40.7% |
29.6% |
5.6% |
11.1% |
10 |
It is difficult to
isolate influence of
precedents |
11.9% |
1.9% |
11.1% |
31.5% |
25.9% |
14.8% |
3.7% |
10 |
It is difficult to
express comments
to be useful to
peers |
15.9% |
14.3% |
22.2% |
17.5% |
9.5% |
12.7% |
7.9% |
1 |
Cases in StoryNet
should be
anonymous |
39.7% |
11.0% |
3.2% |
30.2% |
3.2% |
1.6% |
3.2% |
1 |
StoryNet is more useful if authors reply to critiques
|
5.6% |
3.7% |
9.3% |
16.7% |
22.2% |
13.0% |
29.6% |
10 |
StoryNet is useful as an index to cases |
- |
3.2% |
1.6% |
25.4% |
17.5% |
31.7% |
20.6% |
1 |
StoryNet can be useful without visioning the whole
design case |
19.0% |
12.7% |
11.1% |
6.3% |
20.6% |
19.0% |
11.1% |
1 |
StoryNet is useful as a reflection aid anyway |
- |
1.6% |
3.2% |
9.5% |
30.2% |
22.2% |
33.3% |
1 |
(*) m.c.= missing cases
Table 2. Responses on the process of links deployment and
on the possible roles performed by StoryNet.
There is also agreement on the idea that the StoryNet could benefit
if authors respond to the peer reviews. Although StoryNet supports this
mechanism, this is unlikely to happen because of the marked asynchronicity
with which the groups carry out and complete the design. Indeed, most of
the contributions occur just when the project has been completed, shortly
before presenting the exam. So any after-course volunteering of information
is completely discretional. The deployment of links (from the technical
point of view) was rated as being somewhat difficult by approximately 30%
of the respondents. This finding had a counterpart: a closer examination
of the links actually deployed showed that in some cases the students created
the typed links or the explanatory nodes attached to the design cases to
be eventually connected but failed to complete the process by skipping
the step of actually "closing" the connection among such nodes.
Thus the next version of StoryNet must ameliorate this latent usability
problem. On the other hand, the overall ratings of the ease of navigating
and contributing to StoryNet are quite satisfactory, as shown in [Table1].
[Table 3] summarizes the opinions about examining in StoryNet different
kinds of design representations and the various contributions coming from
the participating social actors. Ratings vary on a three points scale:
no utility, little utility, and much utility.
|
Rating |
|
|
No
utility |
Little
utility |
Much
utility |
m.c. |
Stories |
- |
27.9% |
72.1% |
3 |
Episodes |
- |
32.8% |
67.2% |
3 |
Data Flow Diagrams |
9.7% |
12.9% |
77.4% |
2 |
Entity Relation Model |
5% |
16.7% |
78.3% |
4 |
Peer Comments |
6.8% |
32.2% |
61.0% |
4 |
Instructor Comments |
3.3% |
18.0% |
78.7% |
3 |
Links |
6.7% |
56.7% |
36.7% |
4 |
Critiques |
6.7% |
21.7% |
71.7% |
4 |
(*) m.c.= missing cases
Table 3: Relative perceived utility of the StoryNet representations.
A marked diversity of opinion characterizes the issue whether StoryNet
can be useful if the whole design case cannot be accessed, which directly
brings to bear on the issue of adequacy of the case representational format.
Whereas [Table 3] indicates that the supported representations are rated
mostly as having much utility, responses to an open-ended section asking
whether some other kind on information was needed in the StoryNet indicated
the following: a) entire analysis, 2) the software prototype, 3) the dimensioning
of the system, 4) other diagrams, 5) best solutions, 6) the
instructor evaluation. Only 36% offered this information. [Table 3] shows that
the rating of the links is markedly different form the other items, indicating
a much more cautious attitude (56.7%) towards the utility of examining
links. This result apparently clashes with the responses in Table 1, in
which links are rated as a useful vehicle to express design reasoning.
A plausible interpretation at this start-up stage, is that for the first
generation of students who deployed the first links, the number of links
to actually examine in the system was too low to generate the perception
that the mechanism is worthwhile representing and has utility as an additional
indexing and navigational mechanism.
5.3 Content Analysis of the Critique Exercise
The reviews produced by the teams were analyzed by classifying each
critique statement as belonging to one of the following problem areas:
- Dynamics: concerns the dynamical and simulation aspects of the
domain analyzed, and the correct use of the appropriate modeling techniques;
- Breakdowns: concerns the anticipation of possible breakdowns
in the normal functioning of the system and devising exception handling
procedures;
- Problem scoping: concerns the definition of the problem boundaries;
- Structuring: concerns issues of decomposition and organization,
and includes the appropriate use of generalized structures;
- Language: concerns the specificity or ambiguity of the language
used;
- Domain accuracy: concerns the accuracy of the description of
the domain, including the omission of major defining features;
- Design discourse: concerns all the aspects of data modeling
and methodology application;
- Communication: concerns all the aspects involved in the effective
communication of the analysis and design representation, from the graphical
layout to the explanatory comments to the design representations.
A total of 32 reviews were analyzed, yielding the distribution of detected
weaknesses shown in [Fig. 5].

Figure 5: Distribution of the type of weaknesses highlighted
in the reviews of precedents.
For the purposes of the present analysis, it can be remarked that the
distribution shown in the graph must not be interpreted as representing
the average quality of the reviewed precedents. Rather it is a representation
of what was perceived by the students at their current level of maturation,
given the "observation lens" of the critique guideline, the particular
precedent examined, and their expressive ability. In fact, the most frequent
counts in a problem area could be accounted for partly by a better sensibility
of the reviewers towards the underlying issues. Thus the distribution is
better interpreted as meaning that the overall system, socially, was able
to find instances of issues to be aware of in the whole spectrum of problem
areas, certainly with a varying degree of penetrating insights, but demonstrating
that there was no "organizational blindness" to any if them.
Each review was also coded as to whether it was effective in highlighting
the strengths and weaknesses of the precedent, by meeting the criteria
of clarity of expression and localization, i.e., justification by direct
reference to an easily identifiable part of the precedent itself. Additionally,
a statement was considered as: a) conveying domain knowledge when the authors
justified their evaluation making explicit reference to the application
domain, and b) conveying design knowledge when the authors justified their
evaluation by proposing design solutions, or by introducing a novel dimension
other than those suggested in the review guidelines.
Approximately, half of the contributors were able to communicate effectively
the strengths and weaknesses of the reviewed cases, and approximately 40%
did so by referring to the domain application.
A similar pattern occurs for the links among the design cases. Of the
overall contributing teams or individuals, 85% placed links to the precedents.
The average
number of links placed was 2 (ranging from 1 to a maximum of 4). The
majority of the links were of the type "Adapt" (24%), "Use
partially" (18%), and "Other" (18%).
However, the links
that cogently expressed design reasoning beyond the synthetic type were
only 32% of the total. Relatively, precedents' reviews appeared to be a
medium more easily tapped to augment the knowledge in the shared memory.
The findings that 40% of the reviews and approximately 30% of the links
explicitly convey knowledge are important to estimate the actual potential
of the shared memory for highlighting design weaknesses and strengths in
context (when the number of cases increases) and the information gain with
respect to the knowledge implicitly conveyed by the case representation
itself.
6 Design Changes across Generations: Evaluating
Design Quality
Although there are some "intrinsic" qualities of the conceptual
model as a representation (such as its syntactic correctness or its readability)
these are second order regard to the issue that the semantic of the model
is correct and complete with respect to the domain and the activities that
the information system is supposed to support. Syntactic quality,
semantic quality, and pragmatic quality (i.e., that the model
is understood by the interested parties) must be addressed in terms of
feasibility goals [Lindland et al., 94]. Total validity
and completeness, defined, respectively, as the property that all statements
made by the model are correct and relevant to the problem, and as the property
that the model contains all the statements about the domain that are correct
and relevant, cannot be achieved except for very simple problems. The goals
of semantic quality are feasible validity and feasible completeness
of the model, and the goals of pragmatic quality are feasible comprehension
of the model. Quality properties of the model such as correct, minimal,
annotated and traceable, consistent, unambiguous are mostly subsumed by
validity and completeness. Feasibility provides a stop rule to terminate
the modeling activity, i.e., when the model has reached a state where further
modeling is less beneficial than applying the model in its current state.
Quality of information is related to how data are used, thus quality
of the data generated by the information system should not be couched in
terms of "data centric" concepts such as entities, attributes
and values, but in relation to intrinsic dimensions, assuming that the
true intentions of the users have been captured in the conceptual model
[Wand & Wang, 96]. Such intrinsic dimensions
are: 1) Complete (there is no loss of information about the application
domain, 2) Unambiguous (data generated by the information system
cannot be interpreted in more than one way, 3) Meaningful (data
can always be interpreted in a meaningful way, and 4) Correct (data
derived from the information system conform to those used to create these
data. This view complements the notion of feasible quality in the conceptual
model by emphasizing the mapping process from requirements to data, in
such a way to project the data model towards aspects of design more oriented
the prototyped information system.
An important overlooked dimension in traditional approaches to quality
is how the conceptual and data model that are being crafted handle issues
of interactivity of the overall system, also considering that within
a scenario-based approach to design (such as STT) the interface of the system is not a separate aspect of the
design. A way to indirectly address this aspect of quality is to place
emphasis also on the modeling of the dynamic interactions in the system,
resorting to different representations to
carry through the design the
user and his or her interactions with the data. This kind of modeling effort
is also beneficial for the consistency of the data.
6.1 A Framework for Evaluating Design Quality
The framework adopted for evaluating the design quality is centered
on the following points:
- Semantic quality of the overall conceptual model, especially focused
on feasible validity;
- Emphasis on completeness meant as multidimensionality of analysis relative
to the stories/episodes identified by the students, which set the internal
standard for evaluating the design;
- Feasible completeness and validity of data modeling, relaxed with respect
to the fact that small errors cease to assume relevance if they are corrected
or disambiguated in further representations, often complemented by the
prototype;
- Integration of a dimension that explicitly takes into account interactivity;
- Communication, to address feasible pragmatic quality of the design.
Accordingly, the design scoring template has been developed following
a design features approach (i.e., grading 0 or 1 - either the absence or
presence of a certain design feature, mostly concerning representational
or stylistic solutions) and a graded quality evaluation for Domain modeling
specificity and Data modeling (0.5 if a minor weakness is present, 0 if
a major weakness is present and 1 for feasible validity).
The feature-based approach is particularly appropriate in our case because
whereas in other studies the designs are comparable because they deal with
the same problem, in this context it is necessary to find a common reference
point across designs that tackle different problems. Also, a feature-based
analysis is a more effective way to detect, from an organizational learning
point of view, what tends to become consolidated, what is emerging or tends
to disappear generation after generation.
The set of features and their values have been mapped to contribute
to the definition of the values of the following quality indicators:
- Domain modeling specificity
- Structuring (decomposition)
- Structuring (composition)
- Data modeling
- Dynamics of interactions
- Breakdown
- Communication
- textual communication
- visual/hypertextual communication
The list of features that concur to form the indicators and the range
of variation of the scores is reported in [Table 4].
Domain modeling
specificity |
Structuring (Decomposition) |
Structuring
(Composition) |
range : 0-4 |
range : 0-8 |
range : 0-6 |
- Ratio of domain specific entities to total entities
- Ratio of domain specific functions to total functions
- Ratio of domain specific interactions to total interactions
- Use of organization charts
|
Use of "consist of" structures
ELH associated to the episodes
PO associated to the episodes
DFD structured by episodes
ERM structured by episodes
Prevalence of representations of actors vs. functions
Use of story/entity matrix
Top-down decomposition of episodes
|
Use of colored arcs in the DFD to identify stories/episodes
Use of colored functions in the DFD to identify stories/episodes
Link from ELH to episodes
Link from ERM to episodes
Diagrams obtained as incremental block composition
Top-down DFD within episodes
|
Data modeling |
Dynamics of interactions |
Breakdown |
range :
0-11 |
range :
0-6 |
range :
0-2 |
- Analysis by aspects
- Use of "consist of" structures
- Datastores correctness
- From entities to relational tables transformation
- Relational tables partitioned by stories
- ERM correctness
- Relationships correctness
- Use of "is a" structures
- Ternary relationships
- Normalization
- Normalization correctness
|
Animated ELH
Episodes tree
Animated episode tree
DFD animated in synchronization with the episode
Animated Petri networks
Petri Networks with animated captions
|
Insightful What Can Go Wrong
What Can Go Wrong represented in the episode tree
|
Legend: DFD = Data Flow Diagram; ERM = Entity Relation Model; ELH =
Entity Life History; PO = Process outline; PN = Petri Network
Table 4: Features in design quality indicators and range
of variation of the scores.
Communication
(textual) |
Communication
(visual-hypertextual) |
Index of design
Complexity |
range : 0-4 |
range : 0-13 |
|
- Commented matrices
- Introduction to the methodological approach
- Introduction to the domain
- Description of high level scenarios and use cases
- Commented organization charts
|
Iconic diagram boxes
Iconic arcs
Use of colored arcs in the DFD to identify stories/episodes
Use of colored functions in the DFD to identify stories/episodes
Loose animation: PN presented in blocks
animated entities in ERM
"Live" entities
"Live" relationships
"Live" arcs
Animated normalization
Petri Nets with animated captions
Animated Petri nets
DFD animated in synchronization with the episode
|
Computed as the sum of the following :
- N. of stories
- N. of episodes
- N. of functions
- N. of entities
- N. of interactions in the DFD
- N. of entities and relationships in the global ERM
- max (states and arcs in the global ERM)
- max (transition, places in the Petri Nets)
- max (arcs and states in the automata)
|
Legend: DFD = Data Flow Diagram; ERM = Entity Relation Model; ELH =
Entity Life History; PO = Process outline; PN = Petri Network
Table 4 (cont.): Features in design quality indicators and
range of variation of the scores.
The novice difficulties and biases mentioned in [Section 3] are mapped
in the above dimensions as follows. "Domain modeling specificity"
is an indicator the specificity of the language, derived from the ratios
of domain specific entities to total entities, domain specific functions
to total functions, and domain specific interactions to total interactions.
"Breakdowns" addresses depth of analysis and indirectly
indicates the ability to generate testing scenarios against which evaluating
the quality of the data model. "Structuring (decomposition)"
aggregates the design features that indicate an effort toward organizing
the decomposition the static and dynamic data models by one or more of
the following strategies: 1) decomposition of the static and dynamic data
models following the story/episode approach, or the top-down approach,
or both; 2) use of "consist of" structures in modeling the entities;
3) use of cross-reference matrices between stories and entities. "Structuring
(composition)" aggregates the design features that indicate an
effort towards maintaining in a global representation explicit information
about the elements that are aggregated and composed, either by color-coding
or with links, or by simulating through animation the incremental creation
of the global representation.
6.2 Results
To evaluate the trend of design quality a random sample of 16 projects
was drawn from the pool of 32 cases belonging to the new generation (henceforth,
2nd generation) and a matching set was created by selecting
the corresponding reviewed projects from the old generation (henceforth,
1st generation). Because one of the reviewed precedents was
missing and two cases from the sampled 2nd generation had reviewed
the same precedent, the matching set was completed by adding two other
cases drawn from the pool of precedents available to the students. The
projects were scored blindly by an independent rater, an expert in the
field, following the template elaborated in the previous section. Data
from the two generations were screened separately for outliers and plotted
for a qualitative analysis of variations in their distributions. A t-test
was performed to compare the mean score of each quality dimension for the
two generations of design cases. A correlational analysis using the Spearman
rank correlation coefficient was performed to investigate the relationships
among the various dimensions of the design quality for the second generation,
taking into account the characteristics of the teams. Also, a correlational
analysis for elementary design features and generations was performed to
highlight, at a micro level, what were the practices, or representational
modes starting to become diffused in the new generation. The descriptive
statistics for the dimensions of design quality are reported in [Table
5].
Gen. |
Descriptives |
Mean |
Median |
Std.
Deviation |
Minimum |
Maximum |
Range |
Domain modelling
specificity |
1st Gen.
2nd Gen. |
2.63
3.40 |
3.00
3.00 |
1.02
.79 |
.00
1.00 |
4.00
4.00 |
4.00
3.00 |
Structuring
(Decomposition) |
1st Gen.
2nd Gen. |
2.75
3.97 |
2.00
4.00 |
1.45
2.16 |
1.00
1.00 |
6.00
7.00 |
5.00
6.00 |
Structuring
(Composition) |
1st Gen.
2nd Gen. |
2.19
2.00 |
2.00
2.00 |
1.52
1.15 |
.00
.00 |
6.00
4.00 |
6.00
4.00 |
Data Modelling |
1st Gen.
2nd Gen. |
5.28
5.34 |
5.00
5.25 |
1.61
2.58 |
1.50
.00 |
8.00
9.00 |
6.50
9.00 |
Dynamics of
interactions |
1st Gen.
2nd Gen. |
1.06
2.25 |
1.00
2.00 |
.57
1.06 |
.00
.00 |
2.00
5.00 |
2.00
5.00 |
Breakdown |
1st Gen.
2nd Gen. |
1.53
1.38 |
1.75
1.75 |
.56
.74 |
.50
.00 |
2.00
2.00 |
1.50
2.00 |
Textual
communication |
1st Gen.
2nd Gen. |
1.44
2.44 |
1.00
2.50 |
.63
.79 |
1.00
1.00 |
3.00
4.00 |
2.00
3.00 |
Hypertextual
communication |
1st Gen.
2nd Gen. |
1.94
3.63 |
2.00
3.50 |
1.22
1.71 |
.00
1.00 |
4.00
7.00 |
4.00
6.00 |
Complexity |
1st Gen.
2nd Gen. |
121.56
121.41 |
107.00
123.50 |
36.01
34.02 |
79.00
61.00 |
201.00
185.00 |
122.00
124.00 |
(n. of cases: 1st Gen = 16, 2nd Gen. =16)
Table 5: Descriptive statistics for design quality dimensions
in the 1st and the 2nd generations.
Additional information about the trends in the two generations can be
derived from the concise representation of the distribution of the scores
for each variable, as shown in the boxplots in [Fig. 6]. The shaded area
in the boxplot represents the range within which fall 50% of the scores
(25th to 75th percentile) and the line in the box
indicates the median. The vertical lines extending out of the box mark
the largest and the smallest observed value that is not an outlier, i.e.,
more that 1.5 box-lenghts from the upper and lower edge of the box. The
distribution of Domain modelling specificity in the 1st
generation (with 12 cases who scored 3, three cases who scored 0 or 1 and
only one case who scored 4) reflects the bias of lack of specificity or
"stereotyping" frequently observed in the precedents. The situation
is significantly better in the 2nd generation, in which the
lowest value is 2.50 and 15 out of 16 cases fall between 3 and 4. Structuring
(Decomposition) reveals the significant effect for the 2nd
generation regarding the increase in the structuredness of design. This
indicates that some of the features, or different combination of features
relative to modes of organizing and layering the design are becoming common.
Structuring (composition) did not show any change across the generations.
Data modeling reveals that for the 2nd generation there
was an increase in the spread of the values, and an increase in the number
of cases in the higher range if the scale, thus indicating a tendency to
improve. For the variable Breakdown there was no substantial variation,
only the fluctuation of few cases in the lower end of the scale. The index
of complexity remained practically unchanged across the two generations.
Statistically reliable differences among the two generations were found
for: Domain modeling specificity (t= -2.68, p<.05); Structuring
(decomposition) (t= -2.12, p<.05, df = 25 - adjusted for inequality
of variance in the samples -Levene test), Dynamics of interactions
(t= -3.92, p<.05), Communication (textual) (t= -3.95, p<.05),
and Communication (visual-hypertextual) (t= -3.21, p<.05).
The above results indicate that the projects of the 2nd generation
showed more specificity in the language used to describe the domain, more
effort aimed at structuring the analysis and an increased attention towards
modeling the dynamics of interactions. Tapping more communication modalities,
both textual and hypertextual, was also a distinctive mark of the 2nd
generation.

|
Figure 6: Qualitative distributions for the design quality
variables.

Table 7: Correlations among the dimensions of design quality
and team characteristics for the sample of the 2nd generation.
The analysis of the correlations among the design dimensions for the
16 cases of the 2nd generation highlights a set of relationships,
shown in [Table 7], that can be helpful in interpreting the effects achieved
with the shared memory. The following set of correlations is of interest:
- Data modeling is correlated with Structuring-decomposition
(Spearman = .867, p<.05); Structuring- decomposition and Communication
visual-hypertextual are correlated also (Spearman = .538, p<.05);
- Dynamics of interactions is correlated with Communication
visual-hypertextual (Spearman = .761, p<.05).
Although the development of a model is beyond the scope of the paper,
these two broad partitions suggest viewing design quality as emerging from
the interplay of two fundamental activities, that occur at the outset of
the design process, i.e., structuring and finding ways to communicate that
incorporate visual, temporal, and hypertextual modalities. These reverberate
on the quality in data modeling and the quality in the analysis of the
dynamics of interactions.
The correlations suggest that:
- Increased structuring co-occurs with increased quality in the data
modeling;
- Increased hypertextual communication, which inherently carries a temporal
component (related to animations) and a structuring component (related
to the layering of information), co-occurs with a better understanding
and quality of the dynamical aspects of the system being designed.
This latter result is consistent with the results of the qualitative
analysis of the
generations, because generational increases in hypertextual communication
and structuring co-occurred with the generational increases in dynamics
of interactions.
However, the significant increase in structuring did not result in an
equivalent increase for the data modeling dimension (which only improved
slightly across the two generations). The positive correlation between
Data modeling and Team g.p.a. (Spearman r = .597, p<.05).
might explain why an aspect such as this is more resistant to be self-corrected
by the effect of the shared memory. A higher g. p.a., at this stage in
the engineering studies (second year) is strongly indicative of general
analytical abilities, and this could be a factor that accounts for more
variance in the quality achievable in the data modeling activities than
factors such as more sophisticated ways of tackling decomposition, increased
exposure to cases, o some degree of experience with database design.
Interestingly, the dimensions that significantly improved in the 2nd
generation (i.e., specificity of the language, dynamics of interactions
and quality of textual and hypertextual communication, all equally fundamental
for the overall pragmatic quality of the design) were not correlated with
the design team characteristics [Table 7]. The various types of teams were
all represented in the sample. This suggests, conservatively, that in the
conditions created by StoryNet, team typology does not determine any particular
advantage or disadvantage concerning the possibility to benefit from StoryNet,
at least in those dimensions susceptible to improvement. This is quite
encouraging, given the widespread variety in the type of team composition
[Fig. 4d] that is inherent in the social context in which StoryNet is functioning.
A feature by feature analysis of the projects reveals some elements
that distinguish the two generations, and indicates, at the level of features,
what are practices or representational modes that are becoming diffused
in the new generation [Fig. 7]. For example, the use of animated Petri
Networks was quite rare in the old generation, but is a widespread feature
in the new generation; less dramatic, although significant, is the effect
for the additional self-explanation provided by animated captions. More
diffused are also organization chart-like representations to give more
concreteness and structure the domain description, the use of commented
cross-reference matrices and an overall approach to structuring that is
more centered around "actors" rather than functions. Also, it
is interesting to note the appearance of a feature that was presumably
absent or very infrequent in the old generation, i.e., the animation of
the interactions represented in the DFD in synchronization with the unfolding
of the episode in which they occur.

Figure 7: Design features that appear or become more diffused
in the "new" generation.
6.3 Discussion
The most remarkable effect highlighted by the evaluation is that the
community of learners, supported by the StoryNet shared memory, has been
able to orient itself towards a way of approaching design that has led
to measurable improvement in key dimensions of design quality.
Such improvement can be better described as achieving more balanced
designs, in which the data modeling component that was at the core of the
previous designs has been complemented and enriched by a component addressing
all the dynamics of interactions, at the process and the event level, in
a way strongly tied to story-based structuring, and oriented towards impacting
in the interactions in the prototype. This emergent quality seems to be
sustained by the emphasis that the learners have placed on structuring
and communicating according to visual, temporal, and hypertextual modalities,
and on explaining and justifying key analysis and design steps. This has
led to a better semantic and pragmatic quality of their models. Also, structuring
and communication (and their impact on the dynamics of interaction) are
particularly important because the students are dealing with the analysis
and design of user-centered systems that have a strong interactive component.
The fairly close match between the improvements and the profile of the
weaknesses highlighted in the design reviews [Fig. 5] suggests that applying
the review guidelines (and personally finding concrete instances that made
them meaningful) contributed to perceiving structuring, dynamics and communication
as very important. If structuring is "internalized" because many
examples of how to structure stories and episodes are available (and thus the relevant bias on decomposition is offset) on
the other hand, the reverberating effect of StoryNet on
quality of communication
can be triggered also by one critical example, for example having to review
one precedents that is very hard to comprehend.
Also, a micro-process of diffusion of design features across generations
was observed. At the individual, concrete level, this process probably
proceeds by incorporating, initiating or transforming small design features
or representational devices that the students like or perceive to be supportive
of the aspects they want to improve. Interestingly, the features belong
to the communication visual hypertextual and structuring dimensions. By
being "imitated" they have become part of the culture, part of
what it is expected to be found in a good design, and contributed to the
organizational learning of the community. What takes place in the community
it is not simply "reuse" of scenarios or pieces of software,
but it is also reuse and interpretation of representational devices.
Thus the mode of discourse promoted by StoryNet is not only critical
evaluation of models, reuse and adaptation of components (consistent with
authentic activities in the IS domain), but it is also finding ways to
become attuned to what is deemed important in the community, and participating
personally in the re-definition of such perception.
Because of the start-up phase of the StoryNet, it is too early to draw
conclusions concerning the reasons why other dimensions did not improve
as much, for example, the quality of the breakdown analysis, or the overall
data modeling. However, because these aspects can be related to the diffusion
of domain knowledge and to the generation of memorable examples (which
depend on the growth of shared memory) the preliminary evaluation already
suggests an avenue for action. Given that approximately only 30% 40% of
the annotated knowledge in the links and the reviews reaches standards
of clarity and effectiveness some effort must be placed in introducing
more sophisticated search and visualization mechanisms, to quickly address
the documents that enjoy such quality and facilitate the process of diffusing
them as a reference resource.
7 Concluding Remarks
The observed improvement can be ascribed to the activation of the StoryNet
system on different grounds. First, all the other elements of the pedagogical
setting (the program, the professor responsible for the course, the labs)
have not changed in the last two years, except for the introduction of
StoryNet and related activities. Second, a change in the characteristics
of the population of students who enroll in the course is very unlikely.
In any case the preliminary results show that even teams with markedly
different characteristics benefit (although may be for different reasons)
from StoryNet, and the whole range of teams typologies was represented
in the sample. Third, the informal practice of exchanging precedents was
already established, but without making this process "formal"
and "official", and framing it in the modality of reviewing and
acknowledging precedents influences and reuse, the overall quality achieved
in the former generation remained confined in the usual boundaries. By formalizing this process, more people could access more precious
resources (that otherwise would have remained outside their reach), but,
most importantly, it was formalized in a way that was acceptable to its
users.
The results of the analysis of the data provide an additional perspective
in the learning of the novice designers that would have not been emerged
so clearly by relying only on participant observation, although the model
for approaching the evaluation stems from one year of direct involvement
in the process of designing StoryNet and interacting with the students.
The opportunities that have been actualized are: an increase in the quality
standards for the designs; knowledge that starts being represented in StoryNet,
in addition to the "raw" cases; and seeds for new improvements
that are becoming available to the community. Also there are some concrete
indications as to what can be done to improve the process of shared memory
(i.e., link deployment and more advanced search and visualization techniques)
and an indicative estimate of the leverage that can be expected. We need
finding ways to strike the notes that allow the community of learners to
perceive and act on aspects that so far were underplayed (e.g., design
breakdown anticipation and data modeling optimization), without giving
up the achieved benefits. In fact, it is not obvious or to be taken for
granted that the achieved balanced quality of the designs will be sustained
across the coming generations, although there are good reasons to expect
it will. Thus it is important that the evaluation process be continuously
kept in the background. Further research can address the more specific
dynamics of evolution of the shared memory and the role played by each
actor or type of team in it.
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