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VISUALITY AND TACIT KNOWLEDGE: The application of multiple intelligences theory to the design of user experience in interactive multimedia contexts Chi Huang Submitted in partial fulfilment of the requirements for the degree of Professional Doctorate in Design Faculty of Design Swinburne University of Technology March 2006

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Page 1: VISUALITY AND TACIT KNOWLEDGE · 2016-12-02 · VISUALITY AND TACIT KNOWLEDGE: The application of multiple intelligences theory to the design of user experience in interactive . multimedia

VISUALITY AND TACIT KNOWLEDGE: The application of multiple intelligences theory to the design of user experience in interactive multimedia contexts

Chi Huang

Submitted in partial fulfilment of the requirements for the degree of Professional Doctorate in Design Faculty of Design Swinburne University of Technology March 2006

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Signed declaration

This thesis contains no material which has been accepted for award of

any other degree or diploma, except where due reference is made in the

text of the thesis. To the best of my knowledge, this thesis contains no

material previously published or written by another person except where due

reference is made in the text of the thesis.

Signed

Chi Huang

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Table of Contents:

i Abstract

ii Acknowledgments

iii Preface

iv CD-ROM for PC

v CD-ROM for Mac

vi List of Illustrations

viii List of Abbreviations

1 Introduction: From modernist rationalism to user-centred design

8 Human-centred Design: Beyond Usability

27 User-centred design from a multiple intelligences perspective

42 The application of multiple intelligences theory to interactive

multimedia technology

64 Conclusion and future study

67 Notes

76 Bibliography

86 Appendix one

94 Appendix two

96 A list of publications produced by the candidate

as a result of the project

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Abstract

The major challenge for multimedia designers is to create user experiences that

enrich the reception of content, designer’s traditional reliance on intuition not

ensuring audience’s interest or understanding. The developing philosophy of

user-centred design argues that designers should begin from an appreciation

of their audience. In design there are various positions on how to achieve this,

ranging from traditional market research through psychological, ethnographic,

anthropological and sociological research to the direct involvement of users

in the design process. This study draws on established knowledge about the

cognitive processes, psychological motivations and preferences of user groups

to advance a model for better-targeted and more effective design. In particular,

it uses Howard Gardener’s multiple intelligences theory to extend design

thinking. Where a specific audience is apparent multiple intelligences theory

implies that (1) the interface should match user’s perceptual tools, cognitive

styles and responses and (2) there is far greater scope than presently recognized

to vary the design of the graphical user interface. The research explores how

interactive multimedia can harness the ‘language of vision’ (Johannes Itten)

for certain audiences, in this case Taiwanese drawing students aiming to

enter tertiary art and design programs where high academic drawing skills

are an important selection criterion. The high ‘visual intelligence’ of the target

audience indicates their heightened capacity to process visual concepts and

elements. The application of Gardner’s ideas is a speculative one, based on

hypothesis and the formulation of an experimental graphical user interface

environment built around predominantly visual cues. The designed outcome

incorporates knowledge and understanding that is widely applicable to GUI

design, challenging designers to develop multimedia products with innovative,

imaginative design approaches that cater for the different needs and interests

of users where the audience is a specific and identifiable one.

i

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ii

Acknowledgments

Many people have contributed to this research. I will always be indebted to

my artist friends Kuo-chun Ho and Jin-Yong Lee whose enthusiasm and talent

for drawing awakened my own love of this art. I would particularly like to

acknowledge the China Academy of Art in Shanghai for accepting my request

to have their talented young artists Dong Lin-fei, Guo Xiao-hai, Li Jun, Liu Ji,

Yuan Bo-Yi and Zhang Lei work with me during the chilly winter of 2002 to

provide the drawings for the CD-ROM. With their patient assistance I was

able to record the step-by-step process of executing twenty-nine, highly

accomplished demonstration drawings. Throughout the long filming process

not one artists ever tired of showing their knowledge and passion for drawing.

I would also like to thank the Taiwanese artists Yo-chi Hsiao and Dai-fun Ko,

proprietors and directors of two renowned Taipei art institutes, for allowing me

to record their incredibly beautiful drawings as well as sharing their precious

experience of how to teach drawing. Their ability to inspire and encourage

students through the difficult process of gaining the skills to win a university

place has been an inspiration to the project.

During the tough years of research my supervisor Dr. Carolyn Barnes took

the most important role in guiding both my study and my spirit. Her earnest

attitude to research has earned my deep respect as well as providing a role

model in how to be a scholar. Her encouragement and sharing when I

sometimes lost my strength in the research process helped me get through all

those difficult times. I also thank my associate supervisor Andrew Haig, who

gave me great inspiration in the design work.

I would equally like to acknowledge Kun-shun University of Technology, Taiwan,

and my co-workers in the Visual Communication Department for supporting my

full time study in Australia, which made this project possible.

Most importantly I would like to acknowledge the support of my parents,

brothers, grandma and friends. Your continuing love and encouragement is

what makes life meaningful. It sustained me throughout this project.

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iii

Preface

This design research project is comprised of a written document and a design

prototype presented on CD-ROM. The document considers the design of

interactive multimedia products through an interdisciplinary theoretical framework.

The design prototype explores the issues raised in the text through design practice.

Please read the written document first and then view the CD-ROM.

The design prototype will need some hard disk space (approximately 300Mb)

in order to view the program. For better performance, please copy the entire

file onto your hard disk and then double click on the ‘start’ icon to begin the

program. Although the prototype simulates a ‘complete’ commercial product

not all of the indicated content is available. Please note that when rolling over a

section of the interface links are only active if the cursor changes from an arrow

to a finger icon. A content directory and translations of the Chinese audio guide

are included in Appendix one to assist browsing the CD-ROM.

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iv

CD-ROM for PC

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v

CD-ROM for Mac

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vi

List of Illustrations

12 Figure 1. Jakob Nielsen’s Website http://www.useit.com

13 Figure 2. Drawing sites that represent layers of images creatively yet

effectively

20 Figure 3. Students practice drawing from the drawing practice

section of the CD-ROM

21 Figure 4. Drawings produced by students using QuickTime VR during

the evaluative testing

22 Figure 5. Drawings produced by students using QuickTime VR during

the evaluative testing

23 Figure 6. Students using the CD-ROM

40 Figure 7. Abstract and complex interface design

45 Figure 8. The required standard of drawing

46 Figure 9. Examples of current drawing teaching VCDs

47 Figure 10. Two examples of text-based instructional Web sites for

drawing

48 Figure 11. Two examples of image-based instructional Web sites for

drawing

50 Figure 12. Local navigation system indicated by visual metaphor

51 Figure 13. Intuitive visual cues indicate the navigation process

52 Figure 14. Throughout the CD-ROM coloured balls link the same

coloured pages

54 Figure 15. Work process with artists

55 Figure 16. The different subjects and levels of drawings presented in

the 'drawing demonstration' section

56 Figure 17. The different subjects and levels of drawings presented in

the 'drawing demonstration' section

57 Figure 18. The different subjects and levels of drawings presented in

the 'drawing demonstration' section

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vii

58 Figure 19. The different subjects and levels of drawings presented in

the 'drawing demonstration' section

59 Figure 20. Changing colours allow the user to visualize the drawing

sequence

60 Figure 21. Animated drawing sequence

61 Figure 22. 360° QuickTime VR allows students to set up their own

composition for drawing

62 Figure 23. The ‘Web Gallery’

63 Figure 24. The red ball leads users to the ‘Web Gallery’

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viii

List of Abbreviations

compact disc CD

compact disk-read only memory CD-ROM

graphical user interface GUI

human-computer interaction HCI

interactive multimedia IMM

intelligence quotient IQ

multiple intelligences theory MI theory

video compact disc VCD

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1Introduction: From modernist rationalism to user-centred design

The contemporary world is awash with information in the form of text,

sound and image. Mostly, a small minority of people decides on the form of

this material despite its mass audience, the designer’s role often restricted

to the comparatively passive tasks of styling and formatting. Recipients may

understand such communication, which means it will achieve its objective to

sell, persuade or inform. However, when design is based on designer intuition

the risk is that addressees will misinterpret or ignore the communication, there

perhaps being only one chance to attract the attention of an audience in today’s

flooded media sector, as shown by the collapse of the CD-ROM industry in the

1990s.1 Designers also regularly struggle against client’s preference for market-

tested approaches, which promise to minimize the uncertainty of new products

that succeed or fail on consumer preference. It is vital that designers have access

to valid research models to convince clients of the importance of recognizing

audience needs and interests. Yet, the emphasis on design as a service to

business has meant the complexity of audiences in terms of cultural frames-of-

reference and cognitive preferences is often neglected in design. The influence

of moderism has also framed the work of the designer as principally one of

translating information and ideas into rational visual communication rather than

discovering the visual languages that appeal to audiences.

In embracing abstraction and geometry, modernist design believed in the

universality of human experience and the importance of function, overlooking

the need to consider viewer’s response to the designed message. During the

1970s and 1980s, however, increasing numbers of graphic designers began to

question the received wisdom of modernist design, the disquiet growing to a

peak in the 1990s in the form of the ‘legibility versus communication debate’.

The anthology Looking Closer: Critical writings on graphic design, edited by

Michael Bierut, William Drenttel, Steven Heller and D.K. Holland, summed up

the dissent against modernism by sampling contemporary writing on design

by designers, design educators and design critics.2 Throughout the book the

modernist belief in the universal meaning of design elements was a primary

target of criticism. From the modernist perspective the role of a rationalized

design in aiding communication was seen as the core of professional activities,

mimicking standards of anonymous objectivity from science. As a leading

modernist, Gyorgy Kepes, for example, argued modernist designers worked

‘with simplicity of single-minded purpose, with an economy which is the logic of

design, carefully avoiding all waste.’3 For Kepes, modernism sought transparency

Introduction: From modernist rationalism to user-centred design

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2Introduction: From modernist rationalism to user-centred design

of meaning through the total correspondence of form and content.4 By contrast,

Katherine McCoy’s essay ‘Rethinking Modernism, Revising Functionalism’ argued

against modernism’s implicit belief that ‘clean’ and ‘simple’ were the highest

design values.5 For McCoy, modernist designers were mistaken in associating

the process of ‘sweeping away the clutter and confusion’ with a ‘professional

rationality and objectivity that would define a new design’. She argued it was just

as possible to view the modernist desire for cleanliness and grided layouts as little

more than ‘housekeeping’.6

The general agreement in Looking Closer was that the overarching concern

for functional efficiency and clarity of meaning had led modernist designers to

neglect the needs and preferences of individual audience members, as well as the

possibility that there were numerous ways to get a message across. Tibor Kalman

argued that far from ensuring utility and legibility modernism had seen ‘style’

become ‘a detachable attribute, a veneer rather than an expression of content.’7

For Lorrain Wild, modernist design was more interested in the production

and distribution of designed artefacts than how they worked for users, the

standardized values of mass production and mass communication perverting

the basic idea of function and its original purpose in serving people’s needs.8 In

many essays throughout the publication writers contrasted the modernist belief

that designers could develop universal forms of communication—which would

work in every case for every person—to the actual diversity of audiences in terms

of identity, and social and cultural background.9 Milton Glaser disclosed that

he for one had never been able to ‘simply subscribe to the idea that any one

principle, such as simplicity or reductiveness, can be universally applied to every

problem.‘10 The critique of modernism outlined in Looking Closer thus shifted the

focus in design from issues of form to designer’s responsibility for the experience

of audiences, stressing the importance of what things ’mean’ to individual users

over the designer’s skilful handling of the designed form as an expression of the

client’s message.11

Many essays in Looking Closer used social constructionist ideas of cultural

reception to reject modernism’s belief in individual authorship and the universality

of meaning, drawing on the poststructural position that it is audiences rather

than senders of designed messages who shape meaning. According to Roland

Barthes’s important 1968 essay ‘The Death of the Author’, writing—which later

came to stand for any medium of cultural production—depends primarily on the

reader’s response rather than the author’s intentions.12 The essay has a number

of important implications for designers, arguing that an author is a bundle of

influences created through society, history and language. For Barthes it was

writing, itself a product of society, history and ideology, that makes an author

and he argued that, ’The writer can only imitate a gesture that is always anterior,

never original. His only power is to mix writings … in such a way as never to rest

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3Introduction: From modernist rationalism to user-centred design

on any one of them.’13 Barthes rejected the idea of a single, purposeful subject as

the source of meaning, giving this role to language:

To give a text an Author [he wrote] is to impose a limit on that text, to

furnish it with a final signified, to close the writing … refusing to assign a

'secret,' an ultimate meaning, to the text (and the world as text), liberates

what may be called an anti-theological activity, an activity that is truly

revolutionary since to refuse to fix meaning is, in the end, to refuse God

and his hypostases—reason, science, law.14

According to Barthes the author has no authority over a text, meaning being

produced in the act of reading.

For poststructuralists like Barthes the subjectivity of the reader is likewise framed

in social, historical and linguistic terms. Judith Butler, for example, contends that

development in language and other symbolic forms of communication (signs,

idioms and visual representations) is explained by the fact each is a social system

in constant use, the modification of meaning over time being the product of

random processes.15 Poststructuralism overturned established ideas about the

reception of cultural texts. From the late 1960s a succession of writers challenged

the ’truth’ of culture, arguing for the collapse of the subject into subjection,

essence into appearance, inside into outside, authenticity into inauthenticity,

rationality into irrationality and signified into signifier, encouraging designers

to engage in textual play rather than to seek fixed meanings. In exemplifying

poststructuralism’s impact on the understanding of how meaning was produced

in design, Looking Closer approached the designed message as a decentred text

in which the roles of sender and receiver were fluid and undetermined, especially

by comparison to modernism’s ethos of formal simplicity and strict adherence to

the rationality of the grid, colour theory and anti-decoration.

Rational design and learning about the user

In one of the most forceful essays in Looking Closer, Phil Baines accused the

Bauhaus of mistaking legibility for communication, arguing that the ‘legibility

hypothesis presents information as facts rather than as experience.’16 For Baines

logic and linearity had value but satisfied only the rational side of the brain,

highlighting the anthology’s general theme that modernist ideas of rational

design and functional efficiency ignored the human capacity for intuition and

simultaneous perception.17 Stripped to formal essence, modernist design spoke

to the intellect but failed to touch the inner qualities of the individual or

stimulate the human senses or emotions. Where modernism saw design as a

problem-solving process, Rudolph de Harak argued ‘successful’ design must

strive to ’communicate with the audiences for which the work is intended.’18 In

registering a fundamental shift in design thinking, the anthology’s emphasis on

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4Introduction: From modernist rationalism to user-centred design

the social and cultural makeup of audiences challenged the idea of the designed

message as a unitary text.19 The basis of such perspectives in poststructural

inquiries into text and meaning offered alternative ways to see reception in

design, suggesting new relationships between audiences, subjectivity, language

and the designed form. In the wake of poststructuralism, representations and

meanings were not simply there, waiting for interpretation. They were seen as

dense, complex, erratic and contradictory while the role of the designer became

one of making meaning from this intricacy by accepting the differences of one

reading from another.

The developers and designers of interactive multimedia (IMM) products who seek

simplicity in graphical user interface (GUI) design should note these arguments

for suggesting design’s potential to deliver content in more meaningful and

diverse ways. The principle of user-centred outcomes is regularly claimed in

texts about interaction design. As early as 1995, Kevin Mullet and Darrell Sano’s

design primer Designing Visual Interfaces: Communication Oriented Techniques

identified the primary purpose of design in the evolving field of GUI design as

determining the approach best suited to the communication of particular tasks

to specific users.20 Yet, the uniform character of much GUI design suggests not

only that designers prioritize the client’s message and the positions of product

developers and usability experts but that interaction design lacks developed

ways to understand or accommodate user’s needs and preferences. This research

agrees that the designer’s role extends well beyond the superficial appearance

of content to determining the essential form of information, but it seeks to

advance the approach to design beyond the understanding that meaning is

arbitrary and unstable. The writers in Looking Closer speculated on the role of

audiences in shaping meaning but left the nature of this process undefined. This

research argues that to serve user’s needs designers must take active measures to

understand exactly who they are designing for and how to reach them.

The challenge of user-centred design

As a leading authority on user-centered design, Donald Norman argues, ‘Design

is really an act of communication, which means having a deep understanding

of the person with whom the designer is communicating.’21 This raises the basic

problem of how to establish that understanding. In many cases learning about

users is market research that abstractly defines audience wants and interests

before the design process begins. Such research cannot provide insight into

how users perceive or process information or what might constitute pleasurable

or successful interaction. Since IMM products only come to life when users

mentally process the content of which they are comprised, cognitive psychology

offers valuable insight to interaction designers about users. This research

argues that where it is possible to identify end-users as a distinct group or

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5Introduction: From modernist rationalism to user-centred design

range of groups, cognitive psychology—especially the theory of ‘multiple

intelligences’—sheds light on the cognitive capacities and perceptual behaviour

that lie at the basis of reception and interaction processes.

The research was developed from the following standpoints. The fundamental

approach is a theoretical one, based on assumptions and hypotheses informed

by cognitive psychology, principally multiple intelligences theory (MI theory),

split brain theory, ideas of tacit knowledge and the discourse of user-centered

design. The research methodology uses these theoretical frameworks to (1)

establish a valid body of ideas and understandings about the nature of a specific

user group and how to cater for their needs and (2) provide the basis for the

design of an experimental, but ultimately commercializable IMM product. The

target audience is Taiwanese students preparing for selection into tertiary art

and design programs by extending their academic drawing skills. This audience

is a self-selecting group with high-visual intelligence. The design prototype

demonstrates the potential to orient GUI design to the particular cognitive needs

and preferences of this group and by inference to other user groups where the

audience is a specific and identifiable one.

Together, the written document and the experimental IMM product frame

a thesis embodying the research aims, which seek to 1) expand of the

understanding of what is possible in GUI design and 2) demonstrate that a

commercializable IMM product can be based on advanced design thinking.

The purpose of the research is to identify and exemplify the user-centered

design strategies that might best connect with a particular audience, reversing

the current situation where content is privileged over communication in much

GUI design. The written document is an amalgamation of a broad range of

knowledge and understanding beyond the general awareness of interaction

and interface designers. While much of its content is synthetic, this knowledge

provides a point of departure for new design thinking and articulates a number

of advanced strategies in GUI design. The role of the design prototype is to

validate and exemplify these hypotheses, providing an alternative model of

GUI design for other designers. While the target audience for the designed

prototype is a highly specific group with preference for visual thinking, the

study challenges designers to be more adventurous in formulating interactive

contexts to enhance user experience and communication—not just for those

with advanced ability in interpreting visual meaning but for users with diverse

cognitive preferences and abilities.

After the introduction the document is divided into three main sections plus

a conclusion. Section two examines existing perspectives on user-centered

design in IMM. It discusses the problems of usability testing and user research

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6Introduction: From modernist rationalism to user-centred design

and why such approaches cannot ensure effective communication or successful

product development. It argues that usability principles might make products

function in a basic sense but the current emphasis on simplicity and functional

efficiency in interface design does not provide engaging user experiences.

Section two argues that usability principles only consider specific dimensions

of user’s interaction with products and do not deliver the frameworks that

designers need to develop compelling, useful and meaningful interface designs.

Section two thus contends that there is a gap of knowledge and understanding

in the field of interaction design, especially in appreciating the complexity of

individual difference. In response, the research proposes aspects of cognitive

psychology can provide designers with a deeper understanding of user needs

and preferences in the development of the GUI and interaction processes.

Section three discusses multiple intelligences theory and its relevance to

interaction and GUI design. It introduces Howard Gardener’s theory of multiple

intelligences, discussing its potential to augment current user research practices

in respect of understanding user’s specific perceptual behaviour and needs.

Given the target audience for the design prototype, section three focuses on

the nature of visual intelligence, drawing on a wide body of writing including

MI theory, split brain theory, and studies in visual literacy and drawing pedagogy

in the attempt to understand (1) the characteristic of visual intelligence, (2)

how visually intelligent individuals process information, (3 ) why the current

form of information is not suited to them, and (4) what might be preferable

ways to design the GUI for such audiences. Section three also discusses the

nature of drawing as tacit knowledge, that is, knowledge beyond or outside

that which can be said or written, exploring the extra challenges this presents

to the interaction designer. This section argues that enlightened practices in

the field of drawing education, themselves informed by split brain and multiple

intelligences theory, challenge interaction designers to become more informed

about the cognitive strengths and preferences of target audiences.

Having established that GUI design is currently skewed toward efficiency and

the performance of technology rather than the affective aspects of interaction

and the orientation of information to user preferences, section four examines

how the flexibility and media-rich character of IMM technology can be used

for (1) the delivery of tacit drawing knowledge and (2) the individual cognitive

capacities of its target audience, using visual message to create more engaging

user experiences and more effective communication. The document also

contains two appendixes containing material relevant to the project. Appendix

one includes a content directory and translations of the Chinese audio guide

to assist browsing the CD-ROM. Appendix two is the results of survey with

the target audience, taken after using the CD-ROM. The role of the CD-ROM

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7Introduction: From modernist rationalism to user-centred design

is a dual one, serving as (1) a concrete expression of a program of research into

immersive interactive environments that promotes reception in the ‘right brain’

mode and (2) the basis of a commercial product.

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8Human-centred Design: Beyond Usability

The great challenge facing contemporary interaction designers is how to create

products that accommodate the needs, interests and preferences of the different

users that make up today’s mass audiences. The history of consumer products

reveals that over time new products evolve into complex product ranges in an

effort to capture the broadest range of market segments. When new products

are invented function is dominant, the market driving the development and rapid

obsolescence of new technology to stimulate and fulfil consumer demand. In

later stages of a product’s life, however, products become highly differentiated,

their features, price and styling targeted to specific ‘niche’ markets. In this

process design becomes increasingly concerned with aesthetic aspects and

end-user factors such as lifestyle and identity.

This pattern is starting to be reflected in the evolution of IMM products. The first

wave of CD-ROMs in the 1980s targeted a general audience by emphasizing

unparalleled access to information in a period in which new media and

interactive technologies flooded the market with a wide range of information

products that promised to transform information delivery. Early CD-ROMs were

largely built on an inherent belief in the value of interactivity and the superiority

of multiple information formats combined in the one package. However, in the

rush to get products on every possible topic to the market Nathan Shedroff

argues most early CD-ROMs provided little more than exotic experiences, failing

to effectively communicate information.22 Likewise, for Richard Buchanan some

new media products were ‘highly effective’ but a significant number failed to

meet the ‘expectations’ of users.23 With few practical standpoints on which to

judge one product from another, individual products failed to attract purchasers

and the market collapsed.

While the judgments of the market place can not be seen as absolute measures

of successful interaction design, the power of individual consumers in a

broad field of product choices reveals some important lessons about people’s

engagement with IMM products. The failure of IMM products in the market

place contests the idea that consumption and engagement with products are

passive states of being and challenges the naive belief in the intrinsic value of

new technology. It also suggests the scope for design researchers to address

shortcomings in design strategies for the development of IMM product where

these can be attributed to gaps in knowledge and understanding about

users.24 Industrial design has led the way in recognizing that designed objects

Human-centred Design: Beyond Usability

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9Human-centred Design: Beyond Usability

incorporate emotional values and generate highly personal responses that shape

the processes of making value and meaning for users while driving consumer

choices. In recent decades, leading manufacturers and product designers have

rethought the nature of products to see desirability, pleasurable interactions and

emotional resonances as critical to commercial success. Companies like Apple,

Nike, Philips and Sony have proved the commercial value of designing all aspects

of the interaction between customers and their brand to create a total product

experience, thereby increasing product appeal, customer satisfaction and

brand loyalty.

Behind this process is the need to ensure that products elicit desirable values,

emotions and experiences for consumers. This is a realization developers of IMM

products have not yet fully appreciated. Similarly, the emphasis on functional

efficiency in fields like usability and Human-Computer Interaction (HCI) has

not yet embraced the affective dimensions of interactive products. The process

of IMM product development presents many hurdles to achieving enhanced

outcomes for users. Designers often have little power in influencing the

nature of products by comparison to clients and programmers. They also have

limited information on which to argue for the importance of innovative visual

communication strategies. Typically, the literature on users in IMM design is

borrowed from HCI. The HCI community provides the designers with guidelines

based on empirical findings from user studies. These are presented in the form

of lavish handbooks on interface design in the belief that such material will allow

designers to make design decisions that meet user requirements.25 Yet providing

primary specifications for structuring tasks like navigation within the GUI cannot

ensure that individual products provide users with the quality of interaction that

makes multimedia products engaging, meaningful, useful and empowering.

The ethos of putting users at the centre of the design process and associated

methods of user research are at an immature stage of development in IMM

design and often conflict with the view of IMM as a medium and a set of

technologies that commercial and corporate interests can exploit for profit.

In developing the GUI there are two primary approaches; (1) the designerly ideal

of using graphic elements to make information accessible and visually compelling

and (2) the engineering ideal of focusing on usability to solve a communication

problem.26 Rigid usability principles echo modernist efforts to establish

fundamental aesthetic laws of the designed form. Conversely, the option of

providing differently styled interfaces or a choice of functional options is not a

solution if it only reflects the commercial imperative of product differentiation.

At present technologies, design strategies, products and consumers in the field

of IMM are mostly shaped by commercial forces and the beliefs that frame them.

This research contends that communication practices, media literacies and design

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10Human-centred Design: Beyond Usability

possibilities demand closer consideration for IMM to develop as a humanized

medium of information and communication.

The rate of innovation in information delivery systems and global communications

networks suggests that the technology that will be used at the end of any future

decade has not yet been invented. Rather than accepting current thinking on the

nature of human computer interaction designers need to play a part in envisaging

new ways of allying design to rapidly evolving technologies and the workings

of the human mind or, as is currently the case, have the perspectives of others

imposed on them. The application of ‘user-centred design’ principles is one way

to explore the needs, purposes and preferences of audiences in their use of IMM

products, as well as the semiotic and cognitive resources they bring to them, in

order to arrive at creative and innovative ways of designing the GUI.

Simplicity and user experience

The term ‘user-centred design’ was first proposed by Donald Norman’s research

laboratory at the University of California, San Diego, in the 1980s and became

popular in the fields of computer systems and industrial design after the

publication of Norman and Stephen Draper’s 1986 book User centred System

Design: New Perspectives on Human-Computer Interaction.27 The goals of user-

centred design are varied but basically aim to provide easy-to-use, desirable

products and user interfaces that match people’s actual needs and patterns of

use. Recently the idea of user-centered design has developed into a broad ethic

among design scholars and some designers in industry, dedicated to respecting

the experiences and preferences of end-users.

The goal of user-centred design is to humanize products and technology by

putting the user at the heart of the design process. For example, Philippe Truillet

and Régis Privat write that:

user-centered design is an approach that can help in [the] process of

conception of more usable systems, because the design is a process that

starts with users and their needs rather than with technology, especially

when trying to "design for all". It requires designers to be able to

evaluate physical devices, communication and action modalities to see

how users employ them in their activities. It also requires [designers] to

evaluate usability, effectiveness, efficiency and user's satisfaction.28

This is a complex set of goals and in many instances efficiency of use wins out

over exploring how people prefer to use products, especially from the perspective

of the more affective aspects of design such as perceptions of value, meaning and

quality of experience. Many interaction designers, for example, tackle the goal

of meeting user requirements by making the appearance of the GUI as simple as

possible, a strategy codified by Jakob Nielsen who argues that the way to create

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11Human-centred Design: Beyond Usability

an exemplary user experience is to meet the exact needs of the user without fuss

or bother.29

As a pioneer in the field of usability, Nielsen has set strict frameworks for page

layout, including typographic specifications and the size and number of images.30

Nielsen disregards the aesthetic and affective dimensions of design, proposing

that, ‘A general principle for all user interface design is to go through all of your

design elements and remove them one at a time. If the design works as well

without a certain design element, kill it.’31 Nielsen put the issue of usability and

usability testing on the map for web designers. While CD-ROMs and web sites

have some different characteristics the interaction design principles are essentially

the same, the preference for CD-ROMs over a web platform being the ability to

deliver larger amounts of media rich content. The far greater number and reach

of web sites means that the web dominates the discussion of usability and design

principles for interaction design, beginning with Nielsen’s book Designing Web

Usability: The Practice of Simplicity,32 of which there are over a quarter of a million

copies in print, and editions in eleven languages, including Chinese and Russian.33

Nielsen’s aim in writing is to ensure usability through the delivery of a simplified

GUI, which he argues will ‘increase users’ quality of life by eliminating a lot of

frustration and the feeling of inadequacy that follows every time you are stumped

by a computer.’34 This statement, however, seems a little off the mark when you

consider Nielsen’s own web site. Fig.1 Renowned for his dislike of graphics, Useit

is visually unappealing and oriented to those adept at processing text-based

information. Nielsen defends his site by arguing, ‘I am not a visual designer, so

my graphics would look crummy anyway. Since this website is created by myself

(and not by a multidisciplinary team as I always recommend for large sites) I didn’t

want to spend money to hire an artist.’35 The simplicity that Nielsen argues aids

enjoyment and ease of use is not evident at Useit. The site’s organization more

often conceals, complicates and confuses than clarifies while reflecting a technical

rationality that disregards the affective aspects of reception.

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12Human-centred Design: Beyond Usability

In his Alertbox column Nielsen’s lists basic things interactive and interface

designers should avoid, such as the use of animation, rollover images and

sound.36 Each recommendation is based on assumptions rather than evidence

and can be challenged by the creative use of such elements to effectively present

layers of information and provide engaging user experiences. Fig.2 Nielsen sees

the user primarily as a conductor of tasks within the GUI rather than

an individual with agency and specific needs and interests, raising many issues.

Nielsen claims that, ‘Users are rarely on a site to enjoy the design’, arguing that

‘polished graphic design probably has little impact on usability’.37 His writings

imply that design only reflects the ‘artistic idea of expressing yourself’, having

Figure 1: Jakob Nielsen’s Website http://www.useit.com

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13Human-centred Design: Beyond Usability

nothing to do with the content of a site its use or users.38 However, it is a

fundamental mistake to formulate designed messages based on what needs

to be conveyed before first becoming aware of what audiences want and

need to understand. Disregarding this often leads to extravagant, generalized

or impoverished transmissions of information, which are neither efficient

nor functional and most importantly fail to reach their audience in any

meaningful way.39

http://www.esao.net/

http://www.mypetskeleton.com//

http://www.jamesjean.com/#

Figure 2: Drawing sites that represent layers of images creatively yet effectively

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14Human-centred Design: Beyond Usability

Nielsen’s reductionist approach to interface design, which foregrounds language

and logic over other semiotic resources and modes of communication, leaves

little scope for the inclusion of affective dimensions and diversity in the design

or testing of the GUI, running the risk of interactive products suiting, or

perhaps more importantly, interesting no-one. The interpretation of user need

as functional efficiency likewise fails to consider whether design enhances

user understanding and interest or whether an interface creates pleasurable

responses. This is despite the fact that market processes indicate that affective

elements of design create competitive advantage. Neither can it be assumed

that users will automatically adopt the patterns of use behind strictly conceived

information structures. By placing stringent limits on communication and

reception processes within the interface and by basing these on restricted

concepts of use and user, designers ignore the complexity of literacy in new

media contexts.

Jakob Nielsen’s idea of functional efficiency and usability testing in the

organization and reception of the GUI echoes the productive ideology of

capitalist society and its rational ordering of labour. In the pursuit of efficiency

capitalism introduced the machine, then information and communications

technology, to the process of labour, applying an efficiency model driven by

the goal of the continual accumulation of capital. The unfolding of capitalism

has seen all forms of social activity defined in terms of such quantitative values.

Klaus Krippendorff argues that since the advent of industrial modernism users

of technology have served as functional figures in a systematized process where

values of efficiency and productivity dominate, that is, as extensions of the

machines they use.40 Countless writers have noted how capitalist production

appeals only to a quantitative rationality, creating a deepening alienation of

humanity from the basic needs of human existence. It is debatable whether

functional efficiency is a value sympathetic to successful communication,

challenging its place in a program of user-centered design where the role

of the interface is to facilitate understanding and enhance user experience.

Alan Cooper stresses the cognitive friction between humans and computers,

highlighting ‘the resistance encountered by a human intellect when it engages

with a complex system of rules that change as the problem permutes.’41

In contrast to Nielson’s views on the straightforwardness of reception through

the GUI, the idea of ‘experience design’ embraces the diversity, complexity and

multi-dimensional nature of effective interactive design. In Train of Thoughts:

Designing the effective Web experience, John Lenker argues that a website

‘must offer more than mere simplicity and practicality to be an effective

mass-communications medium. It must also offer easily comprehensible

message, emotional and social relevance, as well as aesthetic gratification.’42

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15Human-centred Design: Beyond Usability

The key argument in Lenker’s book is that the creators of web sites, under

the guidance of usability experts, ‘dull down’ their sites, achieving clear

information architecture but commonplace experiences.43 The consequence

is that many sites may be highly ‘usable’ but do not fulfill user’s emotional

and psychological needs. Lenker argues that successful information delivery

is not about mechanical cognitive processes but what users feel and what

their senses and imagination engage with. For Lenker creativity, not usability,

should be the driving force behind interaction design. Rather than the fixed

and concrete model of information architecture that many interactive designers

subscribe to, he proposes that the role of the web designer is to guide users in

understanding the content or message of a site. To determine effective strategies

for information presentation, he contends that designers focus on the procedural

nature of interactions rather than content, approaching the process of reception

as a sequence of ‘dialogues between intelligent systems and individuals for the

sole purpose of serving their specific interests and needs’.44

Designing for individual users and their specific needs

This design research explores the need and scope to vary GUI design in the

context of commercial information products. The concept of the market place

suggests a unity of consumers. By contrast, Michael Hardt and Antonio Negri

argue the contemporary ‘multitude’ is ‘fundamentally engaged in the production

of differences, inventions, and modes of life, and thus must give rise to an

explosion of singularities.’45 Hardt and Negri accept that ‘these singularities are,

of course, connected and coordinated according to a constitutive process that

is always repeated’ but they still describe contemporary societies as existing

in a state of ‘paradoxical unity composed only of differences.’46 The field of

interaction design should follow the lead of media studies in recognizing the

fragmented nature of audiences, in which the individualised contexts and

practices of audience members make the idea of ‘generalization’ hard to

support.47 Recently website developers have devised specific strategies to predict

the needs, desires, and motivations of individual visitors to a site. Alan Cooper,

for example, advocates the development of ‘hypothetical archetypes of actual

users’, described as user ‘personas’, to help designers better conceive their target

audience and determine the best ‘look and feel’ for a site.48 Cooper suggests

that by imagining specific members of the target audience and their unique

needs and characteristics designers can develop interactive products that satisfy

the needs of many others who have similar interests and profiles. He argues

that to be even more effective and satisfy a greater number of users, designers

should develop a range of personas, one for each major class of end-user.

In some ways this approach supports the position central to this research, which

argues that interface styles should be developed in a range of forms to suit

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16Human-centred Design: Beyond Usability

individual users. However, the motivation for the development of user personas

can significantly diminish benefits for users. As Stephen Atkinson and Helen

Nixon point out, ‘technologies, texts, and literacies in consumer economies

are significantly shaped in response to market forces and the discourses that

support them.’ 49 The simulation of user ‘personas’ may only establish ‘artificial

subject positions.’50 Media companies routinely use sophisticated market and

ethnographic research to gather information on the ‘identities, aspirations,

and cultural and generational affinities’ of audiences in order to promote

those audiences to advertisers.51 Such attitudes may just mean that the needs,

desires and motivations of users are constructed through commercial values and

imperatives.52 When simulated personas construct users simply as differentiated

subjects of consumption they restrict the form and content of new media

products and user’s interaction with them, reducing the scope to orient form and

content to user’s needs and interests, especially their cognitive strengths

and preferences.

Bruce Hanington argues that a design process driven by user’s needs, preferences

and interests has designer’s empathy with the target audience, not commercial

objectives, as its first priority.53 According to this perspective the designer

becomes the agent and advocate for end-users in the design development

process. Hanington believes it is vital for designers to immerse themselves in

the experience of users from the beginning phases of design in order to build a

practical awareness of their needs and perspectives. This may be obvious but it

does not mean the process is straightforward. Defining who users are involves

complex distinctions that are part of the political discourses of class, economics,

ethnicity, gender identity, sexual orientation and cultural literacy. This should

not be a matter of assumption but should come from actual knowledge. Yet

professional hierarchy, as a primary matrix of the present social structure, creates

the inevitable problem of differential perspectives between designers and users.

Designers, like all other professional-technical experts, gain their power, prestige

and privilege from their specialized knowledge, based on education, competitive

merit and experience. Well-established academic fields of human research such

as anthropology, ethnography and sociology have a poor record of establishing

reliable knowledge by relating to their human subjects.54 The history of human

research in these fields identifies two kinds of methodological and conceptual

issues for designers interested in investigating or working with users. The first

is imposing your own values and assumptions on user groups. The second is

developing culturally appropriate and sensitive ways to conduct research with

users.55 Designers need to consider the unequal power relations and different

cultural literacy of users and researchers in working directly with user groups.

Fundamentally, users should not be seen as passive subjects from whom

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17Human-centred Design: Beyond Usability

useful information can be extracted. Examples of research in anthropology,

ethnography and sociology show that research is most successful when there is

power sharing and collaboration in the research process and it is understood by

participants that they have a real stake in the outcome.56 User research should

be dedicated to producing positive results for all parties but especially users, a

difficult prospect in the context of commercial product development.

In the light of such arguments the designer’s challenge is to select the

appropriate methods of user research for the design context. For Hanington,

methods of user research can be categorized as traditional, adapted or

innovative.57 Fields like product and packaging design have employed traditional

market research in the design process through surveys, interviews and focus

groups that sample the opinions of users. During such research, inquirers,

who are usually not part of the design team, question participants about

their preferences and experience of like products. Designers may or may not

contribute prototypes to this process to elicit end-user responses, perceptions

and recommendations for improvement.58 Such approaches, when performed

well, are effective in collecting data from large numbers of people. However, the

relationship between the design process and the data acquired through market

research is often unproductive because it is only gathered to determine a basic

sense of preference, market research being largely based on what already exists.

Such research may thus not work very effectively when innovation in the

designed outcome is the objective. For example, the quantitative and qualitative

data that traditional research produces can be very generalized because it

is often acquired in a systematized way. Louis Rosenfeld and Peter Morville

also contend that those who participate in market research often cannot

tell researchers what they do or do not like, arguing that ‘most people don’t

have the understanding or language necessary to be articulate about [such]

information.’59 Experience from anthropology, ethnography and sociology shows

that participants may give false or misleading responses when the nature and

process of questioning is ignorant or unsympathetic.60 Respondents may give

answers they think researchers want or skew their answers as a result of wishing

to appear in a favourable light when self-reporting.61 Design work based on

faulty user research is unlikely to reflect user’s preferences and requirements.

Furthermore, if designers do their job designs they should change the way

end-users perceive their wants and needs, making design parameters developed

before the design process begins problematic while suggesting that designers

need to employ different research methods at different stages of the

design process.

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18Human-centred Design: Beyond Usability

Usability testing as user research

In the field of interface design usability testing is the principal counterpart to

market research and the major component of the design process that involves

users, although usability is only one aspects of user experience. Joseph S. Dumas

and Janice C. Redish base usability testing on five principles, arguing that (1) the

goal of testing is to improve a product’s usability; (2) the participants in testing

should represent real users; (3) the participants should do real tasks; (4) during

the test process the testers should both observe and record the participants;

and (5) the tester should then analyze the data and recommend changes to

fix problems.62 Whether usability testing takes the form of a survey or a formal

laboratory observation it has a number of widely discussed shortcomings, though

many who apply usability tests consistently overlook these limitations believing

it achieves the goal of objectivity. Jeffrey Rubin argues that, ‘Even the most

rigorously conducted formal test cannot, with 100 percent certainty, ensure that

a product will be usable when released.’63 Rubin identifies four basic reasons

for this. ‘Testing [he contends] is always an artificial situation. Test results do

not prove that a product works. Participants are rarely fully representative of

the target population. Testing is not always the best technique to use.’64 While

usability testing challenges designers to consider functionality from the end-

user’s perspective it is arguable whether they actually contribute in a significant

way to the design process or enrich user experience, primarily because usability

testing is often late-stage product testing of ‘high-fidelity’ prototypes conducted

after the main product development and design work is complete. Shackel and

Richardson confirm that many HCI advocates find that product developers don’t

use tests until such a time as the design is fixed and major modifications are too

costly to consider.65

The question of when and how to incorporate user research into a program

of user-centred design is as vexed as what constitutes user research in the first

place. The process of this research has exemplified the complexity of these issues

rather than solved the challenges they raise. In 1999, the International Standards

Organization developed Standard 13407 (ISO/DIS 13407) to describe a human-

centred design process based on what it called the ‘Iterative Design Cycle’. ISO/

DIS 13407 argues that human-centred design starts with:

an awareness of the need for such a process … then moves into an

iterative cycle of design based on an understanding of context of use

[which] includes an awareness of the people who will use it, what they

will use it for and the conditions under which they will use it. From this

understanding a set of requirements, especially usability requirements are

drawn up, and a possible design solution is proposed. Following this, that

solution is evaluated.66

From the perspective of ISO/DIS 13407, an iterative cycle of design aims for

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19Human-centred Design: Beyond Usability

continuous improvement and testing of design outcomes with users throughout

the design process until the outcome meets user requirements and the designed

product fits the entire context of use. In the context of commercial products

research and design iteration are compartmentalized in the design process.

Market research is typically conducted before design begins. Usability testing

occurs when it is largely complete. The other paradox of usability testing is that

although the testing of user tasks and behaviour within the interface is seen as

a way to ensure the functional efficiency, legibility and learnability of designed

entities, factors such as desirability, emotional response and user experience are

often excluded from usability testing.

When usability factors and testing dominate the design process mechanistic,

one-dimensional design solutions can be imposed on both designers and end-

users, the latter’s role in relation to the interface diminished to a performative

response. Moreover, usability testing can never be a road map that tells

designers how to apply the results others have gathered to the conception and

refinement of design. This is especially the case when testing is conducted into

general principles of interface design rather than into specific designs or where

testing is not matched against a body of specific user information. By contrast

the user-centred design community has argued for design-test iterations to

be examined in the context of the design process through the involvement of

actual users while being extrapolated through rapid prototyping.67 Janis Morariu

argues that user research should begin in the very early stages of the design

process if designers are to fully understand user’s needs and address them in

specific ways.68 Gould and Lewis’s three principles for user research equally

emphasize the importance of early focus on user research rather than later

product testing.69

The shortcomings and difficulties of user testing were demonstrated in a very

real way in the context of this research. As part of a practice-based doctorate

the designed prototype was necessarily being developed at the same time as

theoretical research was still being conducted, the convergence of practice and

theory determining the research direction. When the design prototype was

operating at a functional level it was tested with users to get feedback on the

design strategy and to seek further insights. Twenty students from an art and

craft high school in Taipei, Taiwan, were involved in the testing. Each was asked

to play the CD-ROM and draw from the screen using the ‘drawing practice’

section. Their drawing activity and the resultant drawings are shown in Figures

3-5. The students were then asked to respond to a twelve-question survey, full

results of which are included in Appendix two. The survey also included the

opportunity to make independent comments.

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20Human-centred Design: Beyond Usability

Figure 3: Students practice drawing from the drawing practice section

of the CD-ROM

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21Human-centred Design: Beyond Usability

Figure 4: Drawings produced by students using QuickTime VR during the evaluative

testing

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22Human-centred Design: Beyond Usability

Figure 5: Drawings produced by students using QuickTime VR during the evaluative

testing

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23Human-centred Design: Beyond Usability

Although the testing took place with representatives of the target audience, the

nature of the test cannot be considered a usability test. The aim of a usability

test is to gather information about a product’s problems in order to fix them. By

contrast, the test and survey was done to validate the application of theoretical

assumptions and design decisions in the prototype. As a sample of the target

audience, the test group showed strong preference for the visual basis of the

interface design. The survey results also revealed strong preference for the studio

metaphor in the navigation system. The voice guide and sound effects were

conceived as an effective support for the visual cues and atmosphere, though

the survey showed students were far more sensitive to sound than expected,

finding it annoying and thereby confirming Koestler’s idea that visual thought

processes are an integral mode of thinking. The user testing and survey revealed

that the target audiences were comfortable with the mainly visual environment.

Even though it was the first time they had used the CD-ROM and not all content

sections were available, the students rapidly adapted to the unusual interface

environment and freely explored all possible content. The following photos

capture student’s immersion in the process of playing the CD-ROM, especially

how they shared their experiences with others. Fig. 6

Figure 6: Students using the CD-ROM

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24Human-centred Design: Beyond Usability

The ‘student’s responses’ challenge the principles usability experts have set

down for designers that broadly state that simplicity is the major aim in interface

design. Reflecting back, however, I realize that when I decided to test the

prototype with users and developed the survey materials I had only a partial

understanding of how regimes of testing and user research might relate to the

design process. The idea of testing and surveying promised a degree of objective

validation and empirical evidence. After the testing process I realised that late

stage testing has little or no influence over design outcomes because all of

the important decisions have already been made beforehand. My experience

confirmed the argument that (1) user research needs to begin before design

activity is started but (2) reinforced the value of cognitive psychology in guiding

designers to format content and the GUI from deeper and more diverse

perspectives than user research or usability testing currently achieve. The process

of testing and surveying showed how designers are generally poorly equipped to

conduct user research, raising the question of whether they should even attempt

it, especially if it is possible to work with those who have sound theoretical and

methodological knowledge in inquiring into the actions, opinions and responses

of human subjects.

Interaction design and cognitive psychology

The field of usability already has its roots in aspects of cognitive science, in which

experts are driven by the goals of scientific rigor and empirical testing.70 Bruce

Hanington sees the use of cognitive psychology in user research as an adapted

research method that does not grow out of the specific conceptual processes and

intellectual culture of design.71 He likewise criticizes adapted research methods

like anthropology and cognitive psychology for mostly not involving users in

the design process. Rob van Veggel argues that anthropology and ethnography

provide cost effective research methods and insightful information to help

designers to translate users’ needs and behaviour into new product designs.

Yet, van Veggel’s accounts of his experience as an ethnographer working in new

product development teams reveals there is often a clash of intellectual cultures

between designers and anthropologists, ethnographic methods and research

appearing ‘academic and indecisive’ to designers:

By training, [van Veggel argues] anthropologists are inclined to perceive

nuances, complex interrelations, and embeddedness in wider contexts,

while designers are trained to look for more concrete problems. And as

anthropologists attempt to evoke the multifaceted experiential world of

the participants, designers have to come up with a “less is more” solution

to the design assignment.72

Van Veggel is right in arguing that designers need a deeper understanding of

user’s needs and preferences than individual users might be able to articulate.

However, among the human sciences anthropology, psychology and sociology

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25Human-centred Design: Beyond Usability

all offer potentially useful information about users that designers should consult

throughout the design process.

In particular, the sophisticated information gained from cognitive research can

provide designers with valuable knowledge on the psychological makeup of

users. Van Veggel argues that psychologists gain understanding by performing

tests in controlled, laboratory environments, seeing the knowledge produced

as ‘too general, too abstract, and too much divorced from real life situations’

to ‘apply in actual situations targeting specific customers.’73 Where in many

design fields characteristics of user’s social and cultural attitudes and outward

patterns of use may be most important to design conception, in interaction

design cognitive psychology is fundamentally concerned with processes of

perception and reception, suggesting their intrinsic relevance to the field.

Cognitive psychology does not currently have a developed interest in design

reception but represents a rich storehouse of research on human cognitive

behaviour that designers can use from the earliest stages of design. The field of

HCI already makes extensive use of cognitive science in product development

and testing, though it largely approaches the user’s relationship to the interface

in the limited dimensions of information processing, focusing on general factors

like short-term and long-term memory and particular response biases.74 Research

in cognitive psychology represents a much broader field of investigations than

this, exploring a range of subjects of relevance to interface design. These include

the nature of perception, cognitive processing, learning and problem-solving,

human motivation and other presumed internal mental processes more focussed

on the individual nature of human cognition. The foremost area of cognitive

psychology explores information processing, investigating how information from

the world enters through the senses and is used, retained or forgotten. When

user experience is the primary concern, cognitive psychology offers designers

valuable knowledge about user’s cognition and perception, allowing them to

structure and articulate the GUI in ways that reflect how different people process

sensory data.

This research uses Howard Gardener’s MI theory as an alternative (or supplement)

to other models of user research in being built around a set of circumstances

where it is possible to identify user groups as having specific cognitive

preferences. Recognising the unique nature of intelligence in specific user groups

opens up the understanding of reception in interaction and GUI design, allowing

designers to provide users with the conceptual stimuli and information formats

targeted to their cognitive strengths while triggering interest, understanding and

enjoyment. In this blooming information age, where technological developments

have multiplied the forms of information, it is not acceptable for limited concepts

of legibility to be the only judgmental criteria. In his influential text Emotional

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26Human-centred Design: Beyond Usability

Design: why we love or hate everyday things, Donald Norman proposes a

theory of ‘emotional design’ by locating design creation and reception in the

subconscious and emotional processes rather than rational and functionally

oriented directions.75 For Norman, ‘emotions are inseparable from and a

necessary part of cognition.’76 It is the argument of this research that matching

interface design to the way people think is a fundamental component of creating

useable and pleasurable interface designs when user groups are known and

product content suggests this.

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27User-centred design from a multiple intelligences perspective

Modernism conceived design as a universal form of representation and

communication. The predominant theory of human cognition in the twentieth

century was also based on general principles. Cognitive science argued for the

idea of a single or ‘common’ intelligence quantifiable by a single Intelligence

Quotient (IQ) test. The IQ test was first develop by Alfred Binet in the early

twentieth century, Binet arguing:

It seems to us that in intelligence there is a fundamental faculty, the

alteration or the lack of which, is of the utmost importance for practical

life. This faculty is judgment, otherwise called good sense, practical sense,

initiative, the faculty of adapting one’s self to circumstances. A person

may be a moron or an imbecile if he is lacking in judgment; but with

good judgment he can never be either. Indeed the rest of the intellectual

faculties seem of little importance in comparison with judgment.77

With its strong emphasis on rational judgment, Binet’s theory of a fixed and

quantifiable intelligence presented logic and linguistics as fundamental to human

intellectual performance, helping people to deal with knowledge in all aspects of

life. IQ tests based on Binet’s theory measured an individual’s intellectual ability in

a few specific areas. These were primarily the binaries of verbal and linguistic and

logical and mathematical, their framing reflecting their inventor's ideas about

what was significant in human intelligence conceived as a set of hierarchical,

numerical relations, becoming a widely used indicator of individual’s academic

performance and life prospects.

Though IQ was once seen as a useful tool for understanding individual

intellectual difference, many scientists are now convinced there is no unitary

intelligence and no single measure of intellectual ability. For example, the results

of Robert Sternberg's 1997 Yale Summer Psychology Program Study, which

explored the diverse ways students work and learn, contradict the idea of

general intelligence, Sternberg arguing:

When we did a statistical analysis of the ability factors underlying

performance on our ability test, we found no single general factor

(sometimes called a g factor or an IQ). This suggests that the general

ability factor that has been found to underlie many conventional ability

tests may not be truly general, but general only in the narrow range of

abilities that conventional tests assess.78

Sternberg’s 1997 study built on several decades of research into human

cognition that challenged the previously long-standing belief in intelligence as

User-centred design from a ‘multiple intelligences’ perspective

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28User-centred design from a multiple intelligences perspective

a single, static entity. This began with Dr. Roger Sperry’s work revealing that

the left and right sides of the human brain exhibit different modes of thinking,

for which he won the 1981 Nobel Prize in Medicine. According to Sperry the

left hemisphere is rational, analytical, logical and linear and governs verbal

and linguistic functions. The right side drives the more artistic, imaginative,

emotional, musical, holistic and sensory side of cognition.79 Sperry’s findings

opened paths to more sophisticated views of intelligence, suggesting the need

for a reassessment of human intellectual capacities outside the axis of the

logical and linguistic.80 In particular, Sperry argued that there are two basic

modes of thinking, verbal and nonverbal, representing the left and right

hemispheres respectively.81

Robert Sternberg and Howard Gardner have likewise stressed there is no single

number to capture the complexity of human performance in the real world.

In their landmark work on intelligence, both explore the variety of intellectual

abilities and argue it is possible for people to cultivate them all, providing much

to reflect on for developers and designers of IMM products. A long-time critic of

standardized psychological testing, Sternberg argues society must go beyond IQ

tests to focus on ‘successful intelligence’, which he sees as the ability to adapt,

shape and select environments to accomplish one's goals. In his book Successful

Intelligence: How Practical and Creative Intelligence Determine Success in Life,

Sternberg states that, ‘IQ based academic intelligence is customarily measured

by the ability to solve well-constructed problems whereas real world successful

intelligence is the ability to solve ill-structured problems.’82 Sternberg‘s extensive

writings on human intelligence represent conventional notions of intelligence

as denying the variety and potential of human mental ability. His work views

intellectual ability as dynamic and flexible rather than static and fixed, arguing

that those with successful intelligence, ‘May or may not succeed on conventional

test, but they have something in common that is much more important than

high test scores. They know their strengths; they know their weaknesses. They

capitalize on their strengths; they compensate for or correct their weaknesses.’83

Sternberg argues that humans need creative and practical abilities as well

as analytical skills to succeed in their life pursuits and that intelligence is a

developing and changeable entity that is dependent on context. Those with

successful intelligence think well in three different ways—analytically, creatively

and practically.84 Analytical intelligence is used to judge an idea and to solve

problems. Creative intelligence is used to design ideas and to determine the

problems that the analytical intelligence solves. Practical intelligence is used

to apply these ideas and solutions in real life.85 Conventional standards of

intelligence reward only the performance of analytical intelligence rather than

challenging people to develop their talents in all three areas. While everyone

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29User-centred design from a multiple intelligences perspective

has at least one strong point among these three dimensions of intelligence,

Sternberg argues, ‘It is more important to know when and how to use these

aspects of successful intelligence than to just have them.’86 Sternberg’s writings

imply that the development of information products around logic and linguistics

reflects an impoverished view of human intellect and cognitive capacity.

This is unsustainable in an era in which information and information and

communications technology are a central component of economic production

and contemporary citizenship, and where change occurs at an unprecedented

pace and scale. As Nita Cherry argues, ‘The consequences [of such change]

are profound, the opportunities and challenges both exciting and disturbing.

Every day, we see the creation and convergence of new and diverse knowledge

streams from a range of disciplines and fields. Every day, human beings must

find ways to translate this knowledge and capability into effective practice.’87

It is vital that interface and interaction designers reframe design principles

according to broad social and technological change as an intrinsic part of their

professional responsibility.

The theory of multiple intelligences

In 1983 Howard Gardner’s book Frames of Mind added to the general upheaval

in scientific thinking about human cognition by advancing his theory of multiple

intelligences.88 To challenge the traditional concept of intelligence Gardner

looked for evidence of diverse cognitive abilities from evolutionary biology, and

experimental and psychometric psychology. This included studies of prodigies,

gifted individuals, brain-damaged patients, idiot savants, normal children and

adults, experts in different lines of work, and individuals from diverse cultures.89

Gardner‘s clinical work with brain-damaged patients led him to see that the

different forms of human intelligence operated independently, suggesting the

existence of multiple intelligences. For example, patients who had lost visual

and spatial thinking could not recognize the faces of people but could still read

and talk. They could name the parts of the face as eyes, nose and mouth but

could not put the actual features of a human face together visually to recognize

a friend or relation. Such individuals even used details of clothes or voice to

know whether a person was a man or woman.90 For Gardner, the example of

prodigies and idiot savants demonstrated that intelligence was not a single

entity. Prodigies show extraordinary talent at a very early age in particular areas

but are often quite average in other areas of intelligence. Idiot savants show

remarkable ability in areas such as drawing, music or memory but have only

limited language or social skills.91 Gardner argues that from an evolutionary

perspective it makes more sense to see humans as having multiple, relatively

autonomous mental faculties.

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30User-centred design from a multiple intelligences perspective

Gardner goes even further than Sternberg in arguing that IQ tests measure

only a sub-set of human intelligence. From an understanding of intelligence as

contextual and cultural, Gardner proposes that individuals perceive the world

through at least eight different intelligences, these being verbal/linguistic, logical/

mathematical, visual/spatial, bodily/kinesthetic, musical/rhythmic, interpersonal,

intrapersonal and naturalist.92 His work demonstrates that each person possesses

each of these intelligences but they differ in their degree, creating the variety

of intelligence, which he describes as being as diverse in its composition as

the human face. Following Gardner’s work IQ tests have been criticized for

emphasizing the logical and linguistic over other cognitive capacities, failing to

explain the breadth of semiotic resources available for human cognition or the

basis of creativity and originality while disregarding socio-cultural factors and

motivation in the role of human understanding; a set of salient warnings for

interaction and interface design.

Gardner’s work argues that general intelligence theory is based on many false

assumptions, including the premise that intellectual ability does not change

with age, training, life experience, social and cultural background or context.93

Through his research Gardner has explored the mental abilities underlying the

diverse range of actual human accomplishments found across cultures. He

proposes that the variant of intelligence relies on personal context, as well as

biological and psychological potentials based on the interaction of individual

genetics, life experience and cultural circumstances.94 Initially, he defined

intelligence as ‘the ability to solve problems, or create products, that are valued

within one or more cultural settings.’95 More recently he has refined this to

explain intelligence as ‘a biopsychological potential to process information that

can be activated in a cultural setting to solve problems or create products that

are of value in a culture’. 96 If the intelligences are the neural potentials that will

or will not be activated, how information is delivered to individuals could be

the trigger for that potential. Applying this to design, the assumption is that if

information can be represented in ways that suit the specificity and diversity

of intelligence it is possible for individuals to express their intellectual

strengths completely.

Gardner especially asserts that ‘intelligences are potentials, not things that

can be seen or counted.’97 For Lorrie Shepard, ‘Tests measure what is. If they

misrepresented what is, they would be considered biased; but tests are not

expected to estimate what might have been under different circumstances of

schooling or early development.’98 While IQ test fails to show diverse forms of

human ability they tell nothing about how to cater to it, especially in the non-

verbal realm. As early as 1972 Ruth Hubbard argued ‘IQ tests ignore much in us

that is artistic, contemplative and nonverbal. They were constructed to predict

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31User-centred design from a multiple intelligences perspective

success in the kinds of schools that have prevailed in Europe and the United

States.’99 The history of the IQ test provides a cautionary tale for information

design. Strategies of information design, whether in print or digital contexts,

privilege linguistic and logical thought processes, disregarding the diversity of

forms of communication and representation, the range of conceptual literacies

bound up in individuals and groups, and the potential for literacies ‘to evolve

and shift in response to social and cultural change’.100 The rise of information

and communications technology is a prime example of such a context for change.

Human symbolic systems and intelligence

While contesting the idea of intelligence as a single capacity based around a

combination of linguistic and logical, mathematical skills, Gardner argues that

different intelligences are conveyed through identifiable symbolic systems,

which have developed over time to facilitate expertise and understanding in a

discipline.101 Gardner views the existence of these symbolic systems as ‘one of

the best indicators of intelligent behavior’, with each intelligence having its own

conceptual medium, their purpose being to convey information and ideas in

meaningful and relevant ways.102 Gardner sees each symbolic system, such as

written and spoken language, numerals, gestures, maps, charts, drawings and

musical patterns, as allowing people to exhibit specific understanding, as unique

to itself and vital to completing the set of tasks within a field.103 The implication

here is that the conceptual core of information reveals a target audience’s

cognitive style, suggesting how information can be conveyed to enhance

understanding and enjoyment.

Gardner’s theory advances the idea that all individuals possess different

intellectual strengths, supporting the proposition that the design of information

should take this difference and diversity into account. Currently, the presentation

of information in countless contexts emphasizes linguistic and logical intelligence.

It assumes that by providing everyone with the same information everyone is

equally provided for. In fact, it is exactly the opposite because the emphasis on

text-based information and textually-defined information hierarchies disregards

individual cognitive needs and differences. This attitude equally overlooks

Carey Jewitt’s argument that, ‘reading and writing are and have always been

multimodal’ requiring ‘the interpretation and design of visual marks, space,

colour, font or style, and, increasingly image, and other modes of representation

and communication.’104

When Gardner developed his theoretical model of multiple intelligences he did

not anticipate its use in fields other than psychology. However, immediately

Frames of mind was published MI theory created strong interest among

educators around the world, revolutionising many aspects of teaching and

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32User-centred design from a multiple intelligences perspective

learning. In the context of teaching and learning, Gardner argues, ’these

differences challenge an educational system that assumes that everyone can

learn the same materials in the same way and that a uniform, universal measure

suffices to test student learning’. 105 Gardner contends that since people

learn in identifiably distinctive ways, ‘The broad spectrum of students—and

perhaps the society as a whole—would be better served if disciplines could

be presented in a number of ways and learning could be assessed through

a variety of means.’106 MI theory has obvious relevance to information and

interface design in demonstrating that people take in, retain and manipulate

information in identifiably distinct ways and that these are largely oblivious to

MI theory. Gardner’s writings suggest the continual need to provide individuals

with customized opportunities to apply their intellectual ability in ways that

are consistent with their preferred perceptual competencies and behaviours.

MI theory provides valuable insights into cognitive strengths and preferences,

guiding designers to create more engaging and effective experiences for a wider

variety of users by configuring design elements in specific ways. By understanding

individual cognitive strengths and preferences designers can allow audiences to

be more successful, engaged and fulfilled in the reception and interpretation of

information. Moreover, the experience of information is likely to be successful in

the context of IMM, Gardner arguing that, ‘new technologies make the materials

vivid, easy to access and fun to play with—and they readily address the multiple

ways of knowing that humans possess.’107

The nature of visual intelligence

Gardner defines the linked capacities of visual and spatial intelligence as the

‘ability to form a mental model of a spatial world and the ability to operate

using that model.’108 Diverse groups from engineers, surgeons, sculptors and

painters to early mariners who navigated without instruments demonstrate

highly developed spatial intelligence. In Multiple Intelligences, Gardner in fact

explains visual/spatial intelligence using the historical example of ancient sailors,

for whom:

The positions of the stars, as viewed from various islands, the weather

patterns, and water colour [were] the only signposts. Each journey is

broken into a series of segments; and the navigator learns the position

of the stars within each of these segments. During the actual trip, the

navigator must envision mentally a reference island as it passes under

a particular star and from that he computes the number of segments

completed, the proportion of the trip remaining, and any corrections in

heading that are required. The navigator cannot see the islands as he

sails along; instead he maps their locations in his mental ‘picture’ of

the journey.109

This example suggests how highly developed human visual/spatial intelligence

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33User-centred design from a multiple intelligences perspective

can be. According to Campbell and others, the likely tendency of a person

with strong visual/spatial intelligence is their use of visual images, both inner

mental images and outer graphical images, as aids in recalling and interpreting

information.110 The preference for visual form leads such individuals to see

things in multiple ways. For example, when observing an object it is easy for

those with high visual/spatial intelligence to see both the negative space around

a form and the form itself or to perceive one form ‘hidden’ in another. Such

individuals are also able to perceive both obvious and subtle patterns, including

abstract patterns.111 When a designer conveys information to a visually intelligent

audience it can be presented most effectively, in whole or in part, in visual forms

like charts, diagrams, outlines, concept maps and sequences of visual images.

While presenting information in visual form can trigger the motivation and

understanding of visually intelligent audiences, the relationship of vision to

conceptual processes is both highly complex and obscured by its own set of

assumptions. The idea that the senses are only receptors of external stimuli to

be mediated and made sense of by the intellect is an entrenched but inaccurate

belief. Drawing on recent breakthroughs in vision research, Donald Hoffman

contends that vision is not just a matter of passive perception. It is an intelligent

process of active construction.112 Semir Zeki argues that the process through

which human brains perceive visual information and develop spatial awareness

constitutes abstract thought. In the quest for knowledge from visual information,

Zeki maintains that we ‘generate’ the visual image in the brain by ‘discarding’,

‘selecting’ and ‘comparing the selected information to its stored record.’113 For

Zeki, the visual centres of the brain filter and compose visual elements into an

intelligible image, constructing meaning from raw sense data in a way that is

already a form of thinking.

If seeing is a form of knowing those who favour visual/spatial intelligence are

engaged in sophisticated processes of abstract thought. Barbara Seels sees

those with advanced visual ability such drawing students as having ‘the ability

to both understand and make visual statements.’114 In certain cultural contexts

visualisation skills are not only highly respected but theorized and developed.

For example, Frederick Frank describes how the state of Zen can help the drawer

to see from a wider and higher perspective and to sense the details and beauty

often ignored in seeing.115 The intelligibility of vision involves the drawer in

a selective and personalized activity but since these processes happen at an

unconscious level we are often not aware of this powerful ability. Designers,

who are likely to have high visual/spatial intelligence themselves, could be far

more adventurous in formulating visual messages to enhance understanding,

communication and thinking, not only for those with advanced ability in

interpreting visual meaning but for all audiences.

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34User-centred design from a multiple intelligences perspective

Drawing education and cognitive psychology

Howard Gardener’s work suggests that as a self-selecting group with strong

interests in things visual, Taiwanese drawing students aiming to enter tertiary

art and design programs are likely to have an enhanced capacity to think visually

and orient themselves spatially.116 Scientific research into visual intelligence has

already had a strong influence on drawing education, suggesting some specific

approaches designers could use to harness visual intelligence to the design of the

GUI. Investigation into brain lateralization provides significant understanding of

how individual brains develop and implement visual understanding and creativity.

Betty Edwards’s landmark book, Drawing on the Right Side of the Brain, uses

Sperry’s ’split brain theory’ to argue that individuals use the right side of the brain

to process the scene before them when drawing.117 For Edwards, this makes the

cognitive processes that support drawing unusual:

Realistic drawing of a perceived image [she writes] requires the visual

mode of the brain, most often located in the right hemisphere. This

visual mode of thinking is fundamentally different form the brain’s verbal

system—the one we largely rely on nearly all of our waking hours. For

most tasks, the modes are combined. Drawing a perceived object or

person may be one of the few tasks that require mainly one mode: the

visual mode largely unassisted by the verbal mode.118

Edwards contends that people who rely on nonverbal cognition to process

information typically make leaps of insight based on incomplete patterns,

hunches, feelings and visual images.119 The implication is that such individuals

create vivid mental images to make sense of things and are prepared to

negotiate their way through a task or context on the basis of visual intuition,

most likely enjoying the challenge of such an approach in opposition to the

imperative to negotiate information within the GUI in functionally efficient ways

using text-based hierarchies. Ann Marie Seward Barry reinforces this by arguing

that high visual intelligence is a quality of mind developed to the point of critical

perceptual awareness in visual communication.120

Such ideas have encouraged researchers in art education to develop methods

to encourage people to process information through the right brain to enhance

creativity and visualisation skills. Edwards, for example, developed innovative

techniques such as upside-down drawing to shift brain mode from logical left

to imaginative right brain to allow a wide spectrum of people, not just talented

drawers, to develop non-linear and holistic drawing skills.121 The upside-down

technique aids visualisation because it presents the brain with a task that

language systems reject, thus allowing the right side of the brain to attain its full

capability for drawing. When an image is executed upside down, the visual clues

don’t match the literal object in front of the drawer. Even well-known faces

are difficult to recognize and name, and the brain becomes confused. Edwards

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35User-centred design from a multiple intelligences perspective

argues art educators can ‘use this gap in the abilities of the left hemisphere

to allow right brain to have a chance to take over for a while.’122 A related

technique is contour drawing, introduced by Kimon Nicolaides in his 1941 book

The Natural Way to Draw.123 Contour drawing uses complex abstract images

to confuse the logical left brain and allow the brain mode to shift across to the

right. This technique has been widely used by art teachers to get students to

draw more freely by ‘turning off’ the left brain.124

Hypertext and visual thinking

Similar innovations are needed in interaction and interface design to allow a

diversity of users to get the most out of interaction process by stimulating a

greater range of cognitive processes in the reception of the GUI. Where usability

principles advocate the quest for order and efficiency in the design of the GUI,

cognitive science suggests that the human brain is much more flexible and

intuitive in accessing and interpreting information, the arts being an evident

example of alternative ways of discovering and knowing to that of the dominant

paradigm of technical-rationality. The esteemed educationalist Elliot W. Eisner

contends that common confusion about the nature of the human mind,

knowledge and intelligence means we easily overlook the intellectual character

and benefits of the arts:

Artistic tasks, [he writes] unlike so much of what is now taught in schools,

develop the ability to judge, to assess, to experience a range of meanings

that exceed what we are able to say in words. The limits of language are

not the limits of our consciousness. The arts, more than any other areas

of human endeavour, exploit this human capacity.125

The conventional belief, however, is that the logical structures of language are

necessary for thought while being intrinsic to the expression of intelligence.

Current research and debate in the field of IMM focuses mainly on the use of

hypertext as the chief mechanism for the structuring and transfer of information.

This emphasis sees networks of words as the primary means of negotiating IMM

products yet also suggests alternative forms of apprehension since hypertext

transcends the dimension of the logical and linguistic in important ways.

The idea of linked information goes back to a 1945 text by Vannevar Bush who,

as director of the United States Office of Scientific Research and Development,

imagined a microfilm reader that would give access to humanity’s growing

store of knowledge by allowing users to search for information by typing key

words into the apparatus.126 Then, in 1965, well before the development of the

personal computer and the World Wide Web, Theodor Nelson invented the

term hypertext to describe the mechanism of linking dynamic, heterogeneous

collections of documents and multimedia.127 For Nelson tracing linked words

from one document to another would allow readers to follow ideas through

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36User-centred design from a multiple intelligences perspective

a range of information sources. He saw an implicit creativity in hypertext that

disrupted the conventional linearity of text. When the technical means to realize

these visions became available through the personal computer and the World

Wide Web, academics in the fields of language and literature stressed the

creative rather than practical dimensions of hypertext. Approaching hypertext as

an extension of poststructuralist theories of textuality and meaning, they argued

that hypertext transforms readers from passive receivers of information into

‘agents’ who construct their own meanings and experiences.128

For George Landow, for instance, the capacity of users to follow individual paths

through information in ways that do not conform to the linear order of printed

text reflect the influence of reading on writing. In Hypertext: The Convergence of

Contemporary Critical Theory and Technology, Landow claims that the hyperlink

has transformed the basic idea of ‘text’ so that it not longer means discrete

bodies of information that are read but chains of electronically linked documents

and other diverse materials, including image, sound and data.129 Landow argues

that hypertext allows ‘one to create and perceive interconnections’, suggesting

the need for information structures and styles of interface design beyond the

formulaic and functional orientation of current approaches.130 In fact, Michael

Joyce describes hypertext as an implicitly visual form that ‘embodies information

and communications, artistic and affective constructs, and conceptual

abstractions alike into symbolic structures made visible on a computer-controlled

display’.131 For Joyce, digitally linked materials are best approached as visual,

spatial structures. The function of connecting diverse materials in virtual space

challenges audiences and designers to discard the conception of information as

linear, suggesting the need for alternative, non-textual information structures

that allow users to understand what they are engaged in. Strategies of visual

mapping, which echo the inherent spatial dimension of hypermedia, may be the

best way for all users of IMM to ‘see’ the structure of linked material in IMM

products and orient themselves as they interact with it.

The presentation of information through the hyperlink and IMM may bring left

logical cognitive processes into direct tension with the basic form of information

and the mental processes required to navigate it. The following table, developed

by the educator J.E. Bogen in 1975, contrasts the different functions and

characteristics of the left and right hemispheres of the human brain.132

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37User-centred design from a multiple intelligences perspective

Left hemisphere Right hemisphere

intellect

convergent

digital

secondary

directed

propositional

analytic

lineal

rational

sequential

analytic

objective

successive

intuition

divergent

analogic

primary

free

imaginative

relational

nonlineal

intuitive

multiple

holistic

subjective

simultaneous

The location of the different modes of thought, however, is perhaps not as

important as the differences between the different modes of thought, especially

between intuitive thought processes and logical thought processes. Bogen’s list

highlights the potential range and complexity of human cognition, challenging

interface designers to develop ways to harness this diversity. The fundamental

division between intuitive and logical thought processes suggests very different

ways of responding to the GUI. Jerome Bruner argues that, ‘In general intuition

is less rigorous with respect to proof, more oriented to the whole problem

than to particular parts, less verbalized with respect to justification and based

on confidence to operate with insufficient data.’133 Stephen Wilson contends

that the visual thinking ‘often explores different inquiry pathways, conceptual

frameworks, and cultural associations than those investigated by science and

engineers’.134 In this design project, the GUI is developed to activate user’s

visualisation strengths and encourage them to engage with the interface

intuitively. This is achieved through the predominance of visual cues that

stimulate visual thinking and, most importantly, encourage the pleasure in

visual interpretation and visual processes fundamental to drawing.

Conveying tacit drawing knowledge to visually intelligent audiences

Where the primary aim of GUI design is to facilitate communication between

information and audience, designers need to be responsive to the nature of

the information they impart. As well as requiring high bodily/kinaesthetic and

visual/spatial intelligence drawing also revolves around tacit knowledge. Michael

Polanyi proposed the idea of tacit knowledge in 1958 to describe knowledge

common to daily life, encompassing skill, understanding and unspoken

judgment. In contrast to the paradigm of reasoned and critical interrogation

Table 1: Bogen's list of the organization of the brain

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38User-centred design from a multiple intelligences perspective

in the sciences, Polanyi saw tacit knowledge as a form of knowing that cannot

readily be described in words.135 He characterized much of humanity’s most

valuable knowledge as rich in understanding but defying explanation by explicit

reasoning.136 Furthermore, since the experience held by individuals in things like

physical skills is unique to them, tacit knowledge is usually built up over time

through observation and practice, making such knowledge difficult to formalize

or articulate in a systematic, verbal manner.

Polanyi argues that the ‘explanations’ through which tacit knowledge is imparted

‘must be understood as a particular form of insight’ that demonstrate the

principle that ‘we know more than we can tell.’137 He was especially interested

in how tacit knowledge was formed from a range of conceptual and sensory

information, drawn together in the effort to make sense of things in ways quite

opposite to the formal validation and refutation methods used in establishing

scientific knowledge. For Polanyi, visual perception is central to the ‘know-how’

in tacit knowledge, since it represents a way of seeing the world in gestalts.

Korthagen and Kessels describe the concept of gestalts as ‘the dynamic and

holistic unity of needs, feelings, values, meanings and behavioral inclinations

triggered by an immediate situation’.138 The gestalts, or perceptions, gained

through direct experience constitute ‘tacit knowledge’, and are formed through

a process of perception, interpretation and response that occurs instantaneously

and unconsciously.139 It is this order of complex, intuitive applied knowledge that

is central to drawing. Betty Edwards argues that:

learning to draw means learning to access at will that system in the brain

that is the appropriate one for drawing … accessing the visual mode of the

brain … causes you to see in the special way an artist sees. The artist’s way

of seeing is different from ordinary seeing and requires an ability to make

mental shifts.140

Conveying drawing knowledge should respect the way those with high visual

intelligence process information while they are engaged in the task of drawing,

providing learners with an intuitive and immersive interactive environment that

stimulates aesthetic processes and the ability to see rather than just to look.

Despite the pivotal place of tacit knowledge in human existence, Richard Cherwitz

and James Hikins argue that language is entrenched as the primary and legitimate

form of human understanding, establishing a specific epistemological relationship

between human communication and knowledge.141 Michel Foucault’s theory of

communication likewise sees language and knowledge as completely interwoven,

Foucault arguing that, ‘They share, in representation, the same origin and the

same functional principle; they support one another, complement one another,

and criticize one another incessantly.’142 Foucault’s archaeology of the Western

episteme represents the individual as wholly constituted through the knowledge

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39User-centred design from a multiple intelligences perspective

and power entrenched in language. Similarly, Jacques Derrida’s account of

language as an arbitrary signifying system without positive values nonetheless

gives words precedence over being and acting.

The fusion of language and knowledge is challenged by the nature of

tacit knowledge in areas like the arts. Visual communication scholars often

maintain that visual rather than verbal thought is the primary form of human

consciousness. Before there was language, cave dwellers drew pictures of

animals and other important influences within their experience on cave walls,

suggesting that visualization abilities developed before speech.143 S. I. Hayakawa

asserts that vision determines ‘perhaps even more subtly and thoroughly than

verbal language, the structure of our consciousness’.144 We extract visual

information from the world around us to achieve a certain level of understanding

without any verbal interpretation. Thomas Sebeok argues that the emphasis on

language in many societies over other forms of communication has ‘delayed

the study of communication’, an observation born out by the development

of interface and interaction design.145 Unlike language development, visual

ability remains relatively untutored in many societies. For James J. Gibson

visual perception is ‘richer and more inexhaustible’ and more open to personal

interpretation’ by comparison to language, which while a fluid and evolving

system of meaning is tied to dictionary definitions and the rules of grammar.146

The individual interpretation of visual meaning, by contrast, does not depend on

a customary system for assigning meanings to visual elements. The interpretation

of paintings, for instance, is both highly subjective and projective, placing

significant perceptual and intellectual demands on the viewer. It is also possible

that visual thinking is freer and more capable of representing certain abstract

and innovative thought, Arthur Koestler arguing that, ‘true creativity often starts

where language ends.’147

Western thought generally distrusts such forms of knowledge and they are

poorly catered for by instructional materials, drawing being a case in point.148

While the purpose of this research is not to argue that visual communication is

superior to language, the understanding that visual and verbal thought are two

structurally and functionally distinct systems of human cognition is fundamental

to the development of the designed prototype.149 Although language and image

are powerful forces when applied in the right context, this research proposes

that the tacit knowledge intrinsic to drawing is best conveyed using the visual

approaches implicit in the visual/spatial and bodily/kinaesthetic intelligence

of those who are most likely to be interested in such knowledge. For Sandra

Moriarty visual communication processes are different from language based

communication because of the way observation impacts upon thinking.150

Although language may be effective in explaining theoretical aspects of drawing

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40User-centred design from a multiple intelligences perspective

it fails to transmit the observational and manual activity that is central to drawing

skill. The skills and understandings involved in drawing are gained through

experience and represent a form of contextualized knowledge that relies on

accumulated insights, sensations, and manual facility best conveyed through

practice and exposure to examples and demonstrations.

Arthur Koestler contends that verbal and linguistic processes represent a

conflicting set of cognitive operations, the linguistic disturbing the formation

of visual imagery.151 He argues that even though words are essential tools for

formulating and communicating thoughts, for the visual thinker they ‘can

also become snares, decoys or strait-jackets.’152 To support modes of thought

preferred by those with high visual intelligence, the GUI is configured in mainly

visual terms, text based navigation systems and information hierarchies being

purposely reduced or avoided. The design prototype uses abstract design

elements to suffuse the user in the visual processes of the right brain—the

optimum brain mode for observing and drawing. The abstract, visual character

of the interface is opposite to the established principles of IMM design, which

mainly focus on the logical identification, organization and navigation of

information. Fig. 7

Graphical User interface and visual communication

As the field of digital information design has evolved, new perspectives beyond

simple utility have emerged. As early as 1995 Nanard and Nanard argued that

new developments in IMM should ‘take into account aesthetic and cognitive

aspects … that [the] traditional software engineering environment does not

support.’153 Yet research into the affective aspects of visual interface design

Figure 7: Abstract and complex interface design

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41User-centred design from a multiple intelligences perspective

remains relatively underdeveloped and there being few legitimated examples

of ‘successful’ alternative interfaces for designers to learn from. The connection

between IMM research and the field of information visualization has not been

broadly made, limiting designer’s understanding of the possibility of developing

tailored visual interfaces for specific audiences. Cognitive psychology provides

strong insight into how visual imagery and perception play an active role in

knowledge and understanding. Without this cross-fertilization, design only adds

an aesthetic skin to text-based information.

Edward Tufte’s book Envisioning Information argues that information

visualization can clarify information and aid understanding in a broad range

of circumstances. His text demonstrates how complex ideas and information

can be displayed by visual means such as maps, charts, computer interfaces

and stereo photographs.154 For Tufte, the ‘vocabulary’ or ‘syntax’ of visual

language is especially important in triggering viewer’s conceptual processes.

Johannes Itten’s canonical 1919 theory of the language of vision pioneered the

idea that visual elements can be formed into intelligible meanings.155 Itten’s

idea of visual language is a metaphor that compares the structure of a picture,

diagram or page layout to the grammar or syntax of language, visual meaning

being composed of elements such as dots, lines, shapes, textures and colours

organized as contrasting or complementary arrangements.156 Building on Itten’s

work, in 1944 Gyorgy Kepes, another former Bauhaus teacher, proposed the

idea of design as a ‘language’ founded on abstraction, arguing that, ‘Just as

words can be put together in innumerable ways to form meanings, so the visual

elements [of design] can be brought together.’157

As modernists, Itten and Kepes sought to discover a pre-existing order and form

to the visual elements of art and design in ways paralleling science’s empirical

investigation of human perception. While not suggesting a return to modernist

principles of the universality of the visual sign, the idea of visual language

expands the range of strategies in GUI design, embracing cognitive difference

and empowering individual users. Both cognitive psychologists and neurologists

have found that the senses and emotions are direct forms of cognition and

understanding.158 As such knowledge and understanding cannot simply be a

verbal entity based around the structures of language. Harnessing the affective

dimensions of perception to information visualization through aesthetics and

design should enhance understanding. GUI design based on visual elements has

the potential to orient the form and structure of information, navigation systems

and interaction processes to the cognitive capacities of visually intelligent users

and the inherent nature of the drawing task.

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42The application of multiple intelligences theory to interactive multimedia technology

Although information is plentiful in this computer age what is lacking is the

intellectual work to transform it into useable and compelling knowledge.

Howard Gardner’s MI theory suggests that the differential nature of human

intelligence is fundamental to how individuals and groups process information,

challenging designers to use IMM’s multimodal communicative channels to

create aesthetically rich and evocative GUI environments that orient content

delivery to audience’s specific perceptual preferences. Shirley Veenema and

Howard Gardner argue that IMM technology means there is little need for

information to be text dominated.159 Citing the example of a CD-ROM on

the American Civil War informed by MI theory they argue that, ‘the mind is

neither singular nor revealed in a single language of representation, our use

of technologies should reflect that understanding.’160 They approached the

design of the CD-ROM so that audience members were introduced to multiple

perspectives of the battle, the use of media giving users the opportunity to

access the information through different representations. Source material

was selected in a range of symbolic forms to accommodate the different

intelligences, including things like journalist’s accounts from the time,

contemporary photographs, drawings, and telegraph and signal reports. The

diversity of information allowed individual users to explore the history of the Civil

War through their preferred cognitive approaches, demonstrating the scope of

IMM technology to cater for different types of intelligence and allowing users to

form rich representations and cultivate deeper understanding.161

The implications for individuals and society of ignoring intellectual diversity

are high. Michael Hardt and Antonio Negri argue that just as modernization

and industrialization transformed the ‘processes of becoming human and

the nature of the human’, the transition to postindustrial society has created

a new economic and social paradigm they call ‘informatization.’162 In a

postmodern, service-oriented and information-based society the ‘new mode

of becoming human’ is anchored in ‘the cybernetic intelligence of information

and communication technologies.’ 163 Negri and Hardt contend that ‘Interactive

and cybernetic machines [have] become a new prothesis integrated into our

bodies and minds and a lens through which to redefine our bodies and minds

themselves.’164 Moreover, the ability to engage with such technologies will be

the mark of full global citizenship in the future, if this is not already the case.165

To configure the GUI in ways that privilege linguistic and logical intelligence

shuts out significant groups from full participation in the knowledge and

The application of multiple intelligences theory to interactive multimedia technology

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43The application of multiple intelligences theory to interactive multimedia technology

communication society, wasting the diversity of human talents as well as being

directly discriminatory.

Veenema and Gardner’s work shows how content can be presented in a range

of forms. The work of ensuring diversity in the ways in which interaction

processes and the GUI are configured through design is still to be done.

Moreover, although there is a vast literature on the application of new,

screen-based technologies to formal education almost no writers consider

the application of IMM to the acquisition of tacit knowledge.166 Consequently

there are few models of IMM that start from a non-linguistic base and few

guidelines for the IMM industry in the development of products presenting tacit

knowledge. For Alessi and Trollip the primary problem with IMM products is that

they fail to provide an environment in which the user is able to ‘construct their

own meaningful and individualized’ ways of receiving information.167 Brenda

Laurel argues that the principal issue with all information and communication

technology is how to best present information within the interface, identifying

the constant dilemma for designers in their role of mediating between users and

content.168 Yet today IMM products are mostly formulated in the ways product

developers favour rather than those suited to the individual needs of users.

While there is no ‘right way’ to reflect cognitive preferences or construct the

interface between IMM technology and users, the key to GUI design is to

facilitate access to information so that technology disappears, use becomes

intuitive, content moves into the foreground and the interactive experience is

absorbing. Howard Gardner argues that, 'At the heart of any arts education

process must be the capacity to handle, to use, to transform different artistic

systems—to think in and with the materials of the artistic medium.'169 There

are few IMM products that incorporate visual and audio interactions in a

structured drawing instruction process. Shelley Carr describes an activity in the

Kid Pix program that uses the landscape photographs of Ansel Adams as a

visual resource for students to explore tonal value and texture in their black and

white drawings.170 After selecting a photograph, students study the details and

observe the proportions and composition of objects in the picture, then draw

on the screen with a paint program. As the students draw with the computer

they convert the different tonal values of the photograph to the tonal values

of colours selected from the menu, making their pictures more individualized

and abstract as they work and thereby learning about different aesthetic

possibilities.171 This example shows how the computer can be used as a platform

for creative extension. However, although the computer can encourage visual

and conceptual experimentation it is not currently possible to replace actual

drawing on paper with its technological simulation. The design prototype gives

learners access to drawing knowledge in a digital context in order to shift

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44The application of multiple intelligences theory to interactive multimedia technology

their relationship to this knowledge to one of active engagement while still

anticipating that the translation of knowledge into practice will take place

on paper. The prototype addresses basic problems in the atelier system of

drawing, such as the fact that novice drawers are often unable to move on if

they get lost in some critical step and the drawing master is unavailable. The

application of technology takes drawing knowledge outside the studio context,

allowing students to work independently and to engage in self-initiated

analysis and problem-solving within the drawing task.

Current media products for teaching drawing

Drawing knowledge is traditionally transmitted in the studio environment with

students learning by practice under the guidance of a drawing master who

demonstrates the integral skills of the discipline as required by the exercise

and the student’s stage of development. The master-apprentice relationship

serves the valuable function of addressing the individual learner’s needs and

deficiencies. The master’s greater experience and ability reveals the critical

steps and skills involved in executing a drawing through demonstration. An

experienced teacher can ‘show’ solutions when novice drawers can’t ‘see’

them, while the studio environment provides a motivating atmosphere that

inspires students by observation of other’s work, talk between peers and a link

to artistic tradition. Although high academic drawing skills are required for

entry into tertiary art and design programs in Taiwan it is rare for students to

see how a drawing is executed from beginning to end due to the limitation of

class time. Seeking external support in the form of extra tuition or additional

learning materials is usually vital if students are to achieve the required

standard of drawing. Fig. 8 A range of Chinese language CD-ROMs, web sites,

and videos that teach academic drawing skills are available but all are oblivious

to advanced thinking in art education. The poor quality of such products

means that most of students prefer to buy ‘how to’ books rather than digital

products. Much of the failure of existing products rests on the primarily written

and verbal basis of the information. The impoverished handling of examples

and demonstrations is also a deficiency, imposing lockstep learning processes

on the learner drawer rather than supporting divergent, self-paced practice and

individual experimentation. Products equally fail to harness the unique qualities

of IMM to information provision and are tedious to watch, with lengthy

explanations and demonstrations.

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45The application of multiple intelligences theory to interactive multimedia technology

Figure 8: The required standard of drawing

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46The application of multiple intelligences theory to interactive multimedia technology

The following images were captured from existing VCD titles. Fig. 9 Most

originate from mainland China, which has higher drawing skills than Taiwan

but uses very traditional teaching methods. The examples are outstanding in

representing academic drawing skills in great detail and include some inspiring

lectures by renowned drawing masters. However, they share the common

shortcomings of most instructional VCDs on drawing. For example, though a

linear structure can capture the drawing process in detail, the vast amounts of

information can be overwhelming, making learners lose focus and affecting the

inclination to learn.

Figure 9: Examples of current drawing teaching VCDs

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47The application of multiple intelligences theory to interactive multimedia technology

CD-ROMs and web sites devoted to drawing instruction are mostly provided

by museums, universities, art institutes, art studios, and individual artists. They

appeal to different audiences and have different outcomes but most demonstrate

drawing skills and knowledge in one of two main ways. One is text-based, using

descriptions of drawing skills supported by examples. Products use limited still

and moving images with text descriptions to explain the ‘doing’ process, visual

information only provided to illustrate verbal explanations, such explanations

matching neither drawer’s perceptual behaviour and intellectual strengths nor

the nature of tacit knowledge. Fig. 10 The other is image-based and presents

a large number of small images without any supporting information about

how each drawing is made. Fig. 11 An advantage of the World Wide Web is

that information can be periodically updated, encouraging users to visit a site

frequently. However, the limitation of bandwidth means the content of image

and sound is reduced. Most drawing web sites operate like electronic books

and are not well oriented to the cognitive strengths and preferences of visually

intelligent users, especially when engaged in the process of drawing.

Figure 10: Two examples of text-based instructional Web sites for drawing

http://www. learn-to-draw.com

http://www. ceiba.cc.ntu.edu.tw

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48The application of multiple intelligences theory to interactive multimedia technology

http://www. jdhillberry.com

Figure 11: Two examples of image-based instructional Web sites for drawing

http://artlab.org.uk/drawing/full-index.htm

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49The application of multiple intelligences theory to interactive multimedia technology

For the target audience the use of IMM products such as CD-ROMs and the

World Wide Web is part of their daily activity but books and drawing classes

remain the main source of drawing knowledge. This situation reveals the media

awareness and discernment of contemporary audiences, poorly conceived and

designed IMM products failing to sell.172 The poor uptake of such products also

suggests that relying on designer intuition or the functionality of new media is

not an effective way to create successful communication. Contemporary users

are sensitive to the information they receive. They can be impatient and irrational

but it is not the user’s responsibility to conform to designer’s conceptions

of correct design. Rather, it the designer’s job to make the experience of

content engaging and meaningful. It is also a fundamental mistake to privilege

technology over content and design. Lev Manovich argues that emerging media

automatically encompasses something of its communicative function. ‘Today’ he

writes ‘we are in the middle of a new media revolution—the shift of all culture

to computer-mediated forms of production, distribution and communication.

The computer media revolution affects all stages of communication.’173 Manovich

traces the history of new media from the invention of photography to our

present digital era, exploring the different ways information has been captured,

processed and distributed. His text emphasizes the need for any new media

to communicate a message, the implication being that in working in IMM the

designer’s role is to bridge the divide between information and technology by

orienting both to user’s needs, preferences and interests.

Design practice for conveying drawing knowledge

The design prototype translates the best qualities of traditional studio teaching

methods and experiences to a new immersive, technological context, based

around the specific cognitive capacities of the visually intelligent user. The use

of visual metaphors is fundamental to this. Sallie Gordon argues that such

metaphors help familiarize audiences with the structure and organization

of information, allowing them to use prior knowledge and experience to

give structure to abstract concepts within the GUI and to learn how to use

a computer system.174 The use of metaphors has a long history in computer

operating systems, helping users to learn the elements and processes of the

interface.175 The most famous visual interface metaphor is Apple’s ‘desktop

metaphor’. While there are no actual folders or trash bins in a computer such

metaphors, especially when enlivened with animation and sound, allow users

to do things with the systems of the computer intuitively. The use of metaphors

enhances recognisability and recollection through the primarily visual and

audio environment of the GUI, providing, as Donald Norman argues, an instant

expectation for users about what is going to happen, and harnessing user’s

satisfaction to the task of system use.176

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50The application of multiple intelligences theory to interactive multimedia technology

The design prototype uses the drawing studio as a metaphor for the conceptual

space of the program and adopts attributes of the studio to represent various

elements of the global and local navigation systems. The use of metaphors

encourages drawing students to explore the program intuitively and to

understand what its various elements are and how they work. Features and

implements of the drawing studio add recognisability to local information

structures and navigation systems. An easel, for example, represents the area

where a range of technical knowledge about drawing is presented. A palette

represents the control panel. Fig. 12 Research confirms that visual elements

play an important part in information accessibility.177 Visual hints supported by

aural cues identify the majority of features within the CD-ROM. Those with high

visual intelligence are likely to enjoy the challenge of interpreting visual symbols,

including visual elements of a highly abstract nature. Users can choose any

available action without having to remember its name or description simply by

recalling a colour or a symbol. Fig. 13 The different coloured pages, for example,

link with the same coloured balls, allowing users with a strong capacity for

abstract, visual recognition to determine where they are in virtual space at any

given point. Fig. 14 The virtual production of space through software creates a

user experience that incorporates the material and aural qualities of the studio

environment, restoring the sense of physical experience in an age of escalating

technological mediation and information overload.

Figure 12: Local navigation system indicated by visual metaphor

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51The application of multiple intelligences theory to interactive multimedia technology

Figure 13: Intuitive visual cues indicate the navigation process

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52The application of multiple intelligences theory to interactive multimedia technology

Figure 14: Throughout the CD-ROM coloured balls link the same coloured pages

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53The application of multiple intelligences theory to interactive multimedia technology

The complex and subtle of nature of tacit knowledge is the major challenge

in teaching drawing through IMM. Stuart Card and others contend that visual

elements can convey more information, lead to fewer errors and be more

engaging for the user, especially where the visualization of information is not just

a case of the addition of illustrations.178 To best present how artists draw, the

drawing process was photographed at intervals. Fig. 15 Once the drawings were

divided among the different subjects and levels of drawing skills the challenge was

to develop visual means to show process. Figs. 16-19 Still images, video footage,

animation and QuickTime VR harnessed the power of the computer to present

complex drawing processes and knowledge using time and sequence while

emphasizing important details that are easily missed. For example, in the ‘Drawing

demonstration’ section, the drawing process is divided into 12 to 30 steps. As

users look at any individual step in the drawing, the previous and subsequent

steps are highlighted in colour to show progression. By comparing any three steps,

the user can visualize the sequence to advance and ultimately complete a drawing.

Fig. 20 The 2D animation of the drawing process enhances the dynamic formation

of drawing and highlights the key steps in the process. It also provides an image

map of the number of areas in a drawing that have changed from step to step,

and the nature and extent of the changes. Fig. 21 In the ‘Drawing practice’ section

Quick Time VR presents 3-dimensional environments that allow the user to set up

their own compositions and engage in drawing practice. Fig. 22

The external ‘Web Gallery’ demonstrates how a virtual community could be

developed to address the isolation of practicing drawing through a CD-ROM. The

Web Gallery provides users with opportunities to connect with a broad community

of user who like themselves are striving for entry into tertiary art and design

programs. There users can upload their works, see the work of others, discuss

their work with master drawers and drawing teachers, providing something of

the social context of the drawing studio. Fig. 23 Unlike the visual environment of

the CD-ROM, text is included in the interface design of the Web gallery, relating

it to the more ‘left brain’ activity of the Web site. As a prototype design the web

site has been converted to a CD-ROM format. When the ‘red ball’ is clicked the

interface to which the user is transferred may look like a website but all the web

pages are delivered through the CD-ROM. Fig. 24

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54The application of multiple intelligences theory to interactive multimedia technology

Figure 15: Work process with artists

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55The application of multiple intelligences theory to interactive multimedia technology

Figure 16: The different subjects and levels of drawings presented in the 'drawing

demonstration' section

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56The application of multiple intelligences theory to interactive multimedia technology

Figure 17: The different subjects and levels of drawings presented in the 'drawing

demonstration' section

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57The application of multiple intelligences theory to interactive multimedia technology

Figure 18: The different subjects and levels of drawings presented in the 'drawing

demonstration' section

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58The application of multiple intelligences theory to interactive multimedia technology

Figure 19: The different subjects and levels of drawings presented in the 'drawing

demonstration' section

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59The application of multiple intelligences theory to interactive multimedia technology

Figure 20: Changing colours allow the user to visualize the drawing sequence

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60The application of multiple intelligences theory to interactive multimedia technology

Figure 21: Animated drawing sequence

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61The application of multiple intelligences theory to interactive multimedia technology

Figure 22: 360° QuickTime VR allows students to set up

their own composition for drawing

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62The application of multiple intelligences theory to interactive multimedia technology

Figure 23: The ‘Web Gallery’

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63The application of multiple intelligences theory to interactive multimedia technology

Figure 24: The red ball leads users to the ‘Web Gallery’

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64Conclusion and future study

This research has explored a core issue in user-centred design in interactive

multimedia, proposing one way of establishing preliminary knowledge about

users through recourse to cognitive psychology. It highlights the challenge of

information delivery within the context of interface and interaction design,

where knowledge and how to acquire it is understood as a deeply variable and

personal thing, gained through a combination of sensory input and organised

according to diverse personal schema.179 The text has argued that there is a basis

of reason in usability experts and the HCI community calling for simplicity in GUI

design. However when simplicity and functional efficiency are pursued at all cost

the communicative power bound up in IMM is lost, as are the diverse creative

strategies available through design. Generic approaches to interface design fail

to deal with the heterogeneous composition of audiences and depend on the

untenable position that all users are the same and have the same needs.

Ignoring the needs of audiences becomes acute when designers aspire to

the principle of ‘form follows function’ rather than grounding design in user

research. Typically designers confirm their knowledge and methods through

design practice but without research it is impossible to claim the adequacy,

communicational fidelity or user satisfaction of any so-called ‘good design’.180

To fully utilize visualization skills and create successful communication with users

Dietmar Winkler argues designers must base their work on an ‘understanding

of the human acquisition of knowledge, retention and comprehension, as well

as perception and language.’181 The value of MI theory in a process of user-

centred design is suggested by the application of MI theory in education. Mindy

L. Kornhaber, a researcher with Project Zero, identifies a number of reasons

why teachers and educationalists have responded positively to MI theory, often

dramatically changing their approach to teaching and learning.182 For Kornhaber,

Gardner’s theory:

validates educators' everyday experience: students think and learn

in many different ways. It also provides educators with a conceptual

framework for organizing and reflecting on curriculum assessment and

pedagogical practices. In turn, this reflection has led many educators to

develop new approaches that might better meet the needs of the range

of learners in their classrooms.183

Kornbacher’s comments hint at why communication designers may lack

interest in cognitive psychology, their primary contact being with the clients

who commission design projects rather than the audiences who use them. The

Conclusion and future study

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65Conclusion and future study

nature of the design industry means designers have little knowledge of how

audiences experience their work. Emerging philosophies of user-centred design

challenge this state of affairs, moving theories of the user, such as MI theory,

into the foreground of design.

I have argued that in the field of interface and interaction design, MI theory

provides a viable way of understanding the needs of users when they represent

a specific group of people with identifiable cognitive preferences, allowing

designers to orient their work to the different perceptual and conceptual styles

of users. The challenge of Gardner’s work is how to harness the uniqueness

and complexity of human intelligence through interface and interaction

design, implying that designers should stop providing everyone with the same

information in a standard form.184 Gardner’s work is implicitly recognized in

some of the literature on GUI and IMM design, Nathan Shedroff, for example,

arguing that:

the key to the development of cognitive models [of design] is the

diversity of people’s learning styles and abilities ... Since everyone

has different skills and experiences, no one way of organizing data is

capable of creating understanding for everyone ... Multiple views and

other redundancies may seem like a waste of time and resources, but

the duplication is critical to creating understanding for a variety of

people.185

As Shedroff intimates, MI theory both highlights the dilemma of individual

difference for interface design and identifies a broad, new field of research for

design. While such investigations exceed the scope of this practice-based study,

which speculatively explores Gardner’s ideas through experimental design work

into the development of a commercial product. Gardner’s work throws doubt on

the ability of current GUI design to successfully communicate with users due to

its one-dimensional nature.

This research asserts that if designers accept the complexity and diversity of

the human mind then GUI design must change. In their current form IMM

products mostly neglect the potential of IMM technology to cater to individual’s

unique qualities of perception and conception. Changing this situation will be

a long-term process involving diverse research, collaborative effort and wide-

ranging design exploration. This project’s contribution to the diversification

of GUI formats is in exploring how GUI can be oriented to the needs of a

specific user group—those with high visual intelligence—in the transmission of

tacit knowledge, contrary to the current situation where text largely governs

the structure and articulation of the interface. It also suggests that interface

design structured around visual cues might be equally useful to the general

user in seeking to understand the abstract, spatial nature of linked information

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66Conclusion and future study

and media. Howard Gardner argues that visual/spatial intelligence is intrinsic

to human conception and an important conceptual skill in negotiating the

world. MI theory suggests the potential of designers to cater for other forms

of intelligence in the design of the GUI when the substance of information

suggests the specific cognitive makeup of user groups. For example, a GUI for

those with a high measure of musical intelligence might have a predominance

of audio cues. Interfaces for general audiences might cater to a range of

intelligences through the combination of elements to the provision of alternative

interface designs. At the most fundamental level MI theory challenges designers

to be more adventurous in how they conceive the GUI, pushing design into

new territory.

While the application of Gardner’s ideas is a speculative one, based on

hypothesis and the formulation of an experimental design to validate the thesis

about the role of visual cues in interface design, there is ample scope for future

researchers to test differently formed GUI designs against individual user’s

cognitive strengths.The research demonstrates how IMM technology can take

into account a target audience’s perceptual behaviour to create more varied,

stimulating digital environments that go beyond simple usability to achieve more

absorbing learning experiences. The research asserts that different audiences

require different forms of representation and symbolic systems. The issue of

user experience and understanding cannot be solved from the standpoint of

designer’s personal experience or standard market research. MI theory provides

designers with a tangible basis for understanding users before the design

process starts. By incorporating a well developed understanding of human

factors in the design process, GUI designers can begin to determine if their

approach can support the specific needs of the user group. This should not only

ensure success in the market place but also stimulate innovation in design. MI

theory allows designers to immerse themselves into the user’s world. To ensure

the quality of user experience requires user’s involvement from the early stages

of design process but neither should user’s lack of insight into what is possible

in design limit design invention. MI theory gives designers an important insight

into the world of the user to fire the early stages of the design process so that

together users and designers might arrive at truly innovative and satisfying

design outcomes.

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67Notes

Notes

1. Nathan Shedroff, Experience Design 1, Indianapolis, New Riders, 2001, p. 10.

2. Michael Bierut, William Drenttel, Steven Heller and DK Holland (eds.),

Looking Closer: Critical writings on graphic design, New York, Allworth

Press, 1994.

3. Gyorgy Kepes, ‘Function in Modern Design’ in Michael Bierut, Jessica

Helfand, Steven Heller and Rick Poynor (eds.), Looking Closer 3: Classic

writings on graphic design, New York, Allworth Press, 1999, p. 98.

4. Ibid., pp. 98-105.

5. Katherine McCoy, ‘Rethinking Modernism, Revising Functionalism’ in Bierut

and others, Looking Closer: Critical writings on graphic design, p. 50.

6. Ibid.

7. Tibor Kalman, J. Abbott Miller, and Karrie Jacobs, ‘Good History/Bad

History’, in Bierut and others, Looking Closer: Critical writings on graphic

design, p. 28.

8. Lorraine Wild, ‘On Overcoming Modernism’ in Bierut and others, Looking

Closer: Critical writings on graphic design, p. 57.

9. Kalman and others, p. 28. Dietmar R. Winlker, ‘Morality and myth: The

Bauhaus reassessed’ in Bierut and others, Looking Closer: Critical writings

on graphic design, p. 38. Massimo Vignelli, ‘Long Live Modernism!’ in Bierut

and others, Looking Closer: Critical writings on graphic design, p. 51.

10. Milton Glaser, Ivan Chermayeff and Rudolph de Harak, ‘Some Thoughts on

Modernism: Past, present and future’ in Bierut and others, Looking Closer:

Critical writings on graphic design, p. 43.

11. John J. Rheinfrank and Katherine A. Welker, ‘Meaning’ in Bierut and others,

Looking Closer: Critical writings on graphic design, p. 165.

12. Roland Barthes, ‘The Death of the Author’ in Image-Music-Text, Stephen

Heath (trans.), Fontana, Fontana Paperback, 1977, p. 148.

13. Ibid., p. 146.

14. Ibid., p. 147.

15. Judith Butler, Bodies that Matter: On the discursive Limits of ‘Sex’, New

York and London, Routledge, 1993.

16. Need to read Phil Baines ‘The first consideration of typography is to be

clearly read’, public debate, Chartered Society of Designers, London, 11

March 1991. Cited in Rick Poynor, ‘Type and deconstruction in the digital era’

in Bierut and others, Looking Closer: Critical writings on graphic design, p. 85.

17. Ibid.

18. Glaser and others, p. 48.

19. Ibid.

20. Kevin Mullet and Darrell Sano, Designing Visual Interfaces: Communication

oriented techniques, Englewood Cliffs, SunSoft Press, 1995, p. 9.

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68Notes

21. Donald A. Norman, The Design of Everyday Things, New York, Doubleday,

1989, p. x.

22. Shedroff, p. 10.

23. Richard Buchanan, ‘Good Design in the Digital Age’, AIGA Journal of

Design for the Network Economy, Vol. 1, No. 1, 2000, pp. 1-5.

24. See Owain Pedgley, ‘DDR4 (Designing Design Research 4) Event Review and

Reflections’, Design Issues, Vol. 21, No. 3, Summer 2005, pp. 82–85.

25. Jenny Preece (ed.), A Guide to Usability: Human factors in computing,

London, Addison Wesley, 1993, p. 40.

26. Jakob Nielsen, Designing Web Usability: The practice of simplicity,

Indianapolis, New Riders, 2000, p. 11.

27. Donald A. Norman and Stephen W. Draper, (eds.), User Centered System

Design: New perspectives on human-computer interaction, Hillsdale,

Lawrence Erlbaum Associates, Inc., 1986.

28. Philippe Truillet, ‘From Ideas To Prototype: A way to improve experienced

feedback’, Technology And Persons With Disabilities Conference 2003,

Northridge, California State University. Available for download at: http://

www.csun.edu/cod/conf/2003/proceedings/154.htm

29. Nielsen, p. 22.

30. Ibid., pp. 143-149.

31. Ibid., p. 22.

32. Ibid.

33. http://www.useit.com/jakob/webusability/

34. Nielsen, p. 7.

35. http://www.useit.com

36. Jakob Nielsen began publishing his Alertbox column in 1995, which

became one of the main sources of usability information for designers.

37. Nielsen, p. 92.

38. Ibid., p. 11.

39. John C. Lenker, Train of Thoughts: Designing the effective Web experience,

Indianapolis, New Riders, 2002, p. 79.

40. Klaus Krippendorff, ‘Intrinsic motivation and human-centered design’,

Theoretical Issues in Ergonomic Science, Vol. 5, No. 1, 2004, pp. 43-72.

41. Alan Cooper, The Inmates are Running the Asylum: Why high tech products

drive us crazy and how to restore the sanity, Indianapolis, Sams Publishing,

2004 [1999], p. 19.

42. Lenker, p. 6.

43. Ibid., p. 8.

44. Ibid., p. 113.

45. Nicholas Brown and Imre Szeman, ‘What is the Multitude? Questions for

Michael Hardt and Antonio Negri’, Cultural Studies, Vol. 19, No. 3, May,

2005, p. 378.

46. Ibid.

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69Notes

47. Stephen Atkinson and Helen Nixon, ‘Locating the Subject: Teens online@

ninemsn’, Discourse: Studies in the cultural politics of education, Vol. 26,

No. 3, September 2005, p. 395.

48. Cooper, p. 124.

49. Atkinson and Nixon, p. 387.

50. Ibid.

51. Ibid.

52. Ibid.

53. Bruce Hanington, ‘Methods in the Making: A perspective on the state of

human research in design’, Design Issues, Vol. 19, No. 4, 2003, pp. 17-18.

54. Meredith Gibbs, ‘Toward a Strategy for Undertaking Cross-Cultural

Collaborative Research’, Society and Natural Resources, Vol. 14,

2001, pp. 673–687.

55. Ibid.

56. Ibid.

57. Hanington, pp. 17-18.

58. Ibid.

59. Louis Rosenfeld and Peter Morville, Information architecture for the World

Wide Web, Cambridge, O’Reilly, 2002, p. 233. See also Rob J.F.M. Van

Veggel, ‘Where the Two Sides of Ethnography Collide’, Design Issues, Vol.

21, No. 3, Summer 2005, pp. 3–16.

60. Gibbs, pp. 673–687; Van Veggel, pp. 3–16.

61. Ibid.

62. Joseph S. Dumas and Janice C. Redish, A Practical Guide to Usability

Testing, Norwood, Ablex, 1994, pp. 99-367.

63. Jeffrey Rubin, Handbook of Usability Testing: How to plan, design, and

conduct effective tests, New York, Wiley, 1994, p. 27.

64. Ibid.

65. Brian Shackel and Simon Richardson, (eds.) Human Factors for Informatics

Usability, Cambridge, Cambridge University Press, 1991, p. 99.

66. ISO 13407, Human-Centered Design Process for Interactive Systems, 1999.

67. Preece, p. 40.

68. Janis Morariu, ‘Hypermedia in instruction and training: The power and the

promise’, Educational Technology, Vol. 28, No. 11, 1998, pp. 17-20.

69. John D. Gould and Clayton Lewis, ‘Designing for usability: Key principles

and what designers think’, Communications of the ACM, Vol. 28, No.3,

1985, pp. 300-311.

70. Donald A. Norman, Emotional Design: Why we love (or hate) everyday

things, New York, Basic Books, 2004, p. 8.

71. Hanington, pp. 17-18.

72. Van Veggel, p. 15.

73. Ibid.,p. 4.

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70Notes

74. Stephen M. Alessi and Stanley R. Trollip, Multimedia for Learning: Methods

and development, Boston, Allyn and Bacon, 2001, p. 19.

75. Norman, Emotional Design, p. 11.

76. Ibid., p. 7.

77. Alfred Binet and Theodore Simon, The development of intelligence in

children, Baltimore, Williams and Wilkins, 1916 [1973] [1983].

78. Robert Sternberg, ‘What does it mean to be smart?’, Educational

leadership, Vol. 54, No. 6, Mar 1997, pp. 20-24.

79. Roger w. Sperry, Science and moral priority: merging mind, brain and

human values, New York, Columbia University Press, 1983.

80. Thomas Armstrong, Multiple Intelligences in the Classroom, Alexandria,

Association for Supervision and Curriculum Development, 2000, p. 3.

81. Roger W. Sperry, ‘Lateral Specialization of Cerebral Function in the

Surgically Separated Hemispheres’ in J. McGuigan and R.A. Schoonover

(eds.), The Psychophysiology of Thinking, New York, Academic Press,

1973, pp. 209-29.

82. Robert Sternberg, Successful intelligence: How practical and creative

intelligence determine success in life, New York, Simon and Schuster,

1996, p. 171.

83. Ibid., p. 12.

84. Ibid., p. 127.

85. Ibid.

86. Ibid., p. 128.

87. Nita Lilian Cherry, ‘Preparing for practice in the age of complexity’,

Higher Education Research and Development, Vol. 24, No. 4, November

2005, p. 309.

88. Howard Gardner, Frames of Mind: The theory of multiple intelligences, New

York, Basic Books, 1993 [1983].

89. Ibid., p. 9.

90. Ibid.

91. Ibid., p. 85.

92. Howard Gardner originally proposed the existence of seven intelligences.

He recently added naturalist intelligence to this list and suggested there

may be others including spiritual and existential.

93. Howard Gardner, Multiple Intelligences: The theory in practice, New York,

Basic Books, 1993, p. 237.

94. Howard Gardner, ’Multiple Intelligences after twenty years’, Paper

presented at the American Educational Research Association, Chicago, April

21, 2003. Available for download at: http/www.howardgardner.com.

95. Gardner, Frames of mind, p. x.

96. Howard Gardner, Intelligence Reframed: Multiple intelligences for the 21st

century, New York, Basic Books, 1999, p. 33.

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71Notes

97. Ibid.

98. Lorrie Shepard, ‘The case for bias in tests of achievement and scholastic

aptitude’ in Sohan Modgil and Celia Modgil (eds.), Arthur Jensen:

Consensus and controversy, London, Falmer Press, 1987, p. 177.

99. Ruth Hubbard, ‘Correspondence’, Science 178, 1972, p. 232.

100. Douglas Kellner and Jeff Share,’Toward Critical Media Literacy: Core

concepts, debates, organizations, and policy’, Discourse: studies in the

cultural politics of education, Vol. 26, No. 3, September 2005, p. 369.

101. Gardner, Intelligence reframed, p. 37.

102. Thomas Armstrong, Multiple intelligences in the classroom 2nd Edition,

Alexandria, Association for Supervision and Curriculum Development,

2000, p. 8.

103. Gardner, Intelligence reframed, p. 179.

104. Carey Jewitt, ‘Multimodality, “Reading”, and “Writing” for the 21st

Century’, Discourse: Studies in the cultural politics of education, Vol. 26,

No. 3, September 2005, p. 315.

105. Howard Gardner, The Unschooled Mind, Basic Books, New York, 1991,

pp. 12-13.

106. Ibid.

107. Howard Gardner ‘Can Technology Exploit Our Many Ways of Knowing?’, In

Gordon, David T. (ed.), The Digital Classroom: How technology is changing

the way we teach and learn, Cambridge, Harvard Education Letter, 2000,

pp. 33-35.

108. Gardner, Multiple intelligences, p. 9.

109. Ibid., p. 21.

110. Linda Campbell, Bruce Campbell, and Dee Dickinson, Teaching and learning

through multiple intelligences, Needham Heights, Allyn and Bacon, 1996,

p. 97.

111. Ibid.

112. Donald David Hoffman, Visual Intelligence: How we create what we see,

New York, W.W. Norton and Co., 1998, p. xii.

113. Semir Zeki, Inner Vision: An exploration of art and the brain, New York,

Oxford University Press, 1999, p. 22.

114. Barbara Seels, Visual literacy: the definition problem, in David M. Moore,

and Francis M. Dwyer (eds.) Visual literacy: A spectrum of visual learning,

Englewood Cliffs, Educational Technology Publications, 1994, pp. 97-112.

115. Frederick Franck, The Zen of Seeing: Seeing/drawing as meditation, New

York, Vintage Books, 1973, p. 5.

116. Gardner, Frames of Mind, pp. 186-204.

117. Betty Edwards, The New Drawing on the Right Side of the Brain, New York,

Jeremy P. Tarcher, 1999, pp. 28-47.

118. Ibid., p. 54.

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72Notes

119. Ibid., p. 44.

120. Ann Marie Seward Barry, Visual Intelligence: Perception, image, and

manipulation in visual communication, New York, State University of New

York Press, 1997, p. 204.

121. Edwards, pp. 55-64.

122. Ibid., p. 57.

123. Kimon Nicolaides, The Natural Way to Draw, Boston, Houghton Mifflin,

1941, p. 9.

124. Edwards, p. 88.

125. Elliott Eisner, in Beyond Creating: The place for art in America's schools, Los

Angeles, Getty Center for Education in the Arts, 1985, p. 69.

126. Vannevar Bush, ‘As We May Think’, Atlantic Monthly, July 1945, http://

www.theatlantic.com/doc/194507/bush

127. Tina Andersen Huey, ‘Thinking Globally, Eating Locally: Website linking and

the performance of solidarity in global and local food movements’, in Social

Movement Studies, Vol. 4, No. 2, September 2005, p. 126.

128. For example, George Landow argues that ‘hypertext has much in common

with some major points of contemporary literary and semiological theory,

particular with Derrida’s emphasis on decentering and with Barthes’s

conception of the readerly versus the writerly text. In fact, hypertext creates

an almost embarrassingly literal embodiment of both concepts, one that

in turn raises questions about them and their interesting combination

of prescience and historical relations.’ George Landow, Hypertext: The

convergence of contemporary critical theory and technology, Baltimore,

Johns Hopkins University Press, 1992, p.32.

129. Landow.

130. Ibid. p. 11.

131. Michael Joyce, Of Two Minds: Hypertext pedagogy and poetics, University

of Michigan Press, 1995, p. 19.

132. Joseph E. Bogen, ‘Some Educational Aspects of Hemisphere Specialization’,

UCLA Educator, Vol. 17, 1975, pp. 24-32.

133. Jerome Bruner, ‘Interaction, communication and self', Journal of the

American Academy of Child Psychiatry, Vol. 23, No. 1, 1984, pp. 1-7.

134. Stephen Wilson, Information Arts, Cambridge, MIT Press, 2002, p. 35.

135. Michael Polanyi, Personal Knowledge: Towards a post-critical philosophy,

Chicago, University of Chicago Press, 1974.

136. Michael Polanyi, The Tacit Dimension, New York, Doubleday, 1983 [1967], p. 4.

137. Ibid.

138. Korthagen, F.A.J., and Kessels, J.P.A.M., ‘Linking theory and practice:

Changing the pedagogy of teacher education’, Educational Researcher, Vol.

28, No. 4, 1999, pp. 4-17.

139. Ibid.

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73Notes

140. Edwards, p. 55.

141. Richard A. Cherwitz and James W. Hikins, Communication and knowledge:

An investigation in rhetorical epistemology, Columbia, University of South

Carolina, 1986.

142. Michel Foucault, The Order of Things: An archeology of the human

sciences, (trans. anonymous) London, Tavistock, 1970, pp. 86-87.

143. Campbell and others, p. 96.

144. Samuel I. Hayakawa, ’The Revision of Vision’, in Kepes Gyorgy, Language of

vision, New York, Dover Publications, 1995 [1964], p. 9.

145. Thomas A. Sebeok, A Sign is Just a Sign, Bloomington, Indiana University

Press, 1991, p. 57.

146. James J. Gibson, ‘The Information Available in Pictures’, Leonardo, Vol. 4,

Winter, 1971, pp. 27-35.

147. Koestler, p. 177.

148. Bruce Metcalf, ‘Craft and Art, Culture and Biology’ in Peter Dormer (ed.)

The Culture of Craft, Manchester, Manchester University Press, 1997,

pp. 67-82.

149. David M. Moore, John K. Burton and Robert J. Myers, ‘Multi-Channel

Communication: The theoretical and research foundations of multimedia’

in Jonassen, David H. (ed.), Handbook of Research for Educational

Communications and Technology, New York, Simon and Schuster

Macmillan, 1996, p. 981.

150. Sandra Moriarty, ‘Visual Communication as a Primary System’, Visual

Literacy, Vol. 14, No. 2, 1994, pp. 11-21.

151. Koestler, p. 176.

152. Ibid.

153. J. Nanard and M. Nanard, ‘Hypertext design environments and the

hypertext design process’, Communication of the ACM, Vol. 38, No. 8,

1995, pp. 49-56.

154. Edward R. Tufte, Envisioning information, Cheshire, Graphics Press, 1990.

155. This theory was elaborated in Johannes Itten’s Basic Course at the Bauhaus,

initiated in Weimar in 1919.

156. Ellen Lupton, Design, Writing, Research: Writing on graphic design,

New York, Kiosk, 1996, p. 65.

157. Gyorgy Kepes, Language of Vision, New York, Dover Publications, 1995

[1944], p. 23.

158. Antonio Damasio, Descartes’ error: Emotion, reason, and the human

brain, New York, Avon Books, 1994. Stanley I. Greenspan, The Growth of

the Mind: And the endangered origins of intelligence, Reading, Addison

Wesley, 1997.

159. Shirley Veenema and Howard Gardner, ‘Multimedia and multiple

intelligences’, The American Prospect, No. 29, November-December, 1996,

pp. 69-75.

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74Notes

160. Ibid.

161. Ibid.

162. Michael Hardt and Antonio Negri, Empire, Cambridge, Mass., Harvard

University Press, 2000, pp. 284-285.

163. Ibid., p. 289.

164. Ibid., p. 291.

165. Ibid., p. 290.

166. Nicola Wood and Chris Rust, ‘Designing for Tacit Learning: An investigation

of design strategies for multimedia supported learning in the crafts’,

European Academy of Design Annual Conference, Barcelona, 2003.

167. Stephen M. Alessi and Stanley R. Trollip, Multimedia for Learning: Methods

and development, Boston, Allyn and Bacon, 2001, p. 6.

168. Brenda Laurel (ed.), The Art of Human-Computer Interface Design, Reading,

Addison-Wesley, 1990, p. 17.

169. Howard Gardner, ‘Toward more effective arts education: Journal of

Aesthetic Education’, Vol. 22, No. 1, 1988, pp. 157-167.

170. Broderbund Software, Kid Pix 2. 1994.

171. Shelley Carr, ‘The Values of Computer Art’, Arts and Activities, Vol. 116,

No. 3, 1994, p. 15.

172. Jodi Forlizzi and Cherie Lebbon, ‘From Formalism to Social Significance in

Communication Design’, Design Issues, Vol. 18, No. 4, 2002, pp. 3-13.

173. Lev Manovich, The Language of New Media, Cambridge, MIT Press,

2001, p. 6.

174. Sallie E. Gordon, Systematic training program design: Maximizing

effectiveness and minimizing liability, Englewood Cliffs, Prentice Hall,

1994, p. 154.

175. Aaron Marcus, ‘Metaphors and User Interfaces in the 21st Century’, in

Interactions, Vol. 9, No. 2, 2002, pp. 7-10.

176. Interview with Donald Norman on Mental Models, Interviewer: Avi Parush,

Publication of the Human Oriented Technology Lab Carleton University,

2004. Available for download at: http://www.carleton.ca/hotlab/hottopics/

Articles/InterviewwithDonaldNorman.html

177. Stephanie Rosenbaum and J. O. Bugenthal, ‘Measuring the Success of

Visual Communication in User Interfaces’, Technical Communication, Vol.

45, No. 4, 1998, pp. 517-528.

178. Stuart K. Card, Jock D. MacKinlay and Ben Shneiderman, Readings in

information visualization: Using vision to think, San Francisco, Morgan

Kaufmann Publishers, 1999, p. 4.

179. Polanyi, Personal Knowledge, pp. 3-15.

180. Dietmar Winkler, ‘Profiling the communication designer’ in Jorge Frascara,

User-centred graphic design: Mass communications and social change,

London, Taylor and Francis Ltd., 1997, p. 135.

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75Notes

181. Ibid., p. 134.

182. Project Zero is an educational research group at the Graduate School of

Education at Harvard University. Project Zero's mission is to understand and

enhance learning, thinking, and creativity in the arts, as well as humanistic

and scientific disciplines, at the individual and institutional levels. See:

http://www.pz.harvard.edu/

183. Mindy L. Kornhaber, ‘Howard Gardner’ in Joy A. Palmer (ed.) Fifty Modern

Thinkers on Education: From Piaget to the present, London, Routledge,

2001, p. 276.

184. Gardner, Multiple Intelligences, p. 250.

185. Shedroff, p. 72.

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86Appendix one

Appendix One

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87Appendix one

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88Appendix one

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89Appendix one

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90Appendix one

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91Appendix one

Translation of audio guide for local navigation of 'Drawing studio'

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92Appendix one

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Translation of audio guide for global and local navigation of 'Drawing practice'

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93Appendix one

Translation of text for 'Web gellery'

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Appendix two

The following is the results of the survey from the target audience. The red numbers indicates the results.

How long have you been learning to draw? 1 year 0 2 years 13 3 years 2 4 years 3 5 years 1

In what contexts have you learnt to draw? (please tick all relevant boxes) school 18 private drawing studio 13 friends 1 relatives 1 individual practice 9

What resources have you previously used to help your drawing? (please tick all relevant boxes) book CD-Rom television web site video/VCD

1. There is no text in the CD-Rom interface. Please grade the effectiveness of the pure visual and audio environment of the CD-Rom.

excellent 2 great 8 acceptable 8 not satisfied 2 poor 0

2. How appropriate did you find the visual design of the CD-Rom to the activity it supported?

excellent 3 great 11 acceptable 6 not satisfied 0 poor 0 3. Please grade the experience of navigating through the CD-Rom.

excellent 1 great 14 acceptable 4 not satisfied 1 poor 0

4. Please grade the value of the visual metaphor of the drawing studio to the overall design and effectiveness of the CD-Rom.

excellent 4 great 12 acceptable 4 not satisfied 0 poor 0

5. Please grade the role and design of the buttons.

excellent 3 great 7 acceptable 4 not satisfied 5 poor 1 6. Please grade the effectiveness of the colour-coding of the design.

excellent 5 great 8 acceptable 7 not satisfied 0 poor 0

17 1 40

1

Appendix two

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7. Please grade the usefulness of the voice guide in the CD-Rom. excellent 0 great 11 acceptable 9 not satisfied 0 poor 0

8. Please grade the role of the sound effects (environmental sounds and button sounds) in the CD-Rom? excellent 0 great 10 acceptable 9 not satisfied 1 poor 0 9. Please grade the effectiveness of the animation sequences in understanding the drawing process?

excellent 5 great 10 acceptable 5 not satisfied 0 poor 0

10. Please grade the effectiveness of the CD-Rom as a learning environment for drawing.

excellent 2 great 10 acceptable 8 not satisfied 0 poor 0

11. Please grade the effectiveness of the CD-Rom in allowing you to learn at your own pace and in an individual way. excellent 0 great 10 acceptable 9 not satisfied 1 poor 0

12. Is this CD-Rom helpful in skills acquisition for art and design in general? excellent 3 great 12 acceptable 5 not satisfied 0 poor 0

Appendix two

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A list of publications produced by the candidate as a result of the project

1. ‘Enhancing User Experience Through Design’, in Proceedings of

International Design Congress, International Design Congress-IASDR 2005,

1-4 November, Yunlin, Taiwan, R.O.C., 2005, p. 170, and CD-ROM P32.

2. ‘Human-centred Design: Beyond Usability’, in Proceedings of The 1st

International Design Management Symposium, D2B-The 1st International

Design Management Symposium: Shanghai 2006, 16-19 March, Shanghai,

China, 2006.

A list of publications produced by the candidate