(upbeat music)
- Welcome to the Humans of Learning Sciences.
I'm your host, Dr. Monlin Monacoco.
The Learning Sciences is an interdisciplinary field
that studies and supports learning and classrooms,
after school clubs, museums, and the outdoors.
And while the learning scientists are united
in their central commitment to trying to understand learning,
there is a great diversity in how we do that work,
and even in how we define learning.
This podcast tries to take stock of
and amplify these diverse perspectives.
Our conversations will go beyond what you see
on a website profile, CV, or scholarly publications.
We want to dig deeper and understand the person
who is behind the work.
We'll ask questions like,
what experiences formed your view of learning?
How do you conceive of the learning sciences?
And where do you think the field needs to go next?
As your host, I'll be learning right along
with you through these conversations
and hope that they inspire even more dialogue
about what it means to study and support learning.
Join me on the Humans of Learning Sciences podcast.
(upbeat music)
Our final episode of season one of Humans of Learning Sciences
is with Dr. Matt Brown.
Matt is a co-director and aquarium,
a design company that works collaboratively
with clients to identify learning goals,
and then develop custom learning environments
and solutions to meet those goals.
Inquiry must taken on vastly different projects,
from designing exhibits at museums,
to developing data visualizations
that help teachers track student growth.
As you'll find out in today's conversation,
InquiryM's approach to tackling
these transdisciplinary multimodal problems
is grounded in part in Matt's experience as a learner,
as a teacher, as well as training as a learning scientist.
He talks about how products that are built
through grant funded projects are often fantastic,
but typically lack that final 10% of refinement and polish
that can make 90% of the difference
in terms of long term uptake.
We also talk about the scariness of starting a company
with other burgeoning learning scientists
at a time when the field was brand new
and how they distinguish themselves
from other design firms with their focus on learning.
And, at the same time,
also adopt the existing practices and workflows
from other disciplines like architecture
to streamline and refine their own work.
You won't want to miss this one,
especially if you love the work of design
and are looking for a non-academic position
in which to use your skill set.
We'd love to hear about your reactions
and takeaways from our first season
and also how we can improve this podcast.
Our email is humans
[email protected].
Design-based research or DBR is a hallmark
of the learning sciences and yet,
the messy, uncertain, and emergent nature
of the design process is seldom discussed and published.
In their book, "Design a Scholarship"
case studies from the learning sciences,
the Necessvilla and Richard Reefright.
Traditionally, published works have been sanitized
to mask the design early complexity
of the work that we do.
This provides not only a poor example of how we do our work,
but further may discourage scholars
with promising ideas from pursuing them.
These unrealistic portrayals of brilliant science
being carried out brilliantly
provides little source of inspiration for others to build on.
In today's conversations, I get to talk to someone
who's been steeped in the work of design
and get a glimpse into what happens, quote, "under the hood."
Dr. Matt Brown is the director of Inquerium LLC,
a design company that focuses on developing
educational technologies to support learning.
Matt and his colleagues at Inquerium
draw on their experiences as teachers,
researchers, technologists,
and importantly, learning scientists to their work.
As they design tools, exhibits, and products
with a razor sharp focus on the learning objectives
they wish to accomplish through their designs.
Welcome to the Humans of Learning Sciences podcast, Matt.
Glad to be here.
Matt, can you tell me a little bit
about how you became interested in studying
and designing for learning?
Were you always aware of sort of how you were learning
and what you were learning as you headed
into the learning sciences?
Well, I was brought up in a context
where love of learning was always at the forefront.
I'm a product of a John Dewey inspired progressive
education in my elementary and high school days
that always prioritized Inquery and Curiosity.
But I think in addition to that,
I've always been kind of interested
in just my own process of learning.
And from a really young age,
we always found myself aware of how my mind was working
in both in terms of cognition and consciousness.
And that predates any involvement that I had as a teacher.
But I think it's probably what inclined me
to head towards education.
So as a teacher, what subjects did you teach?
And where did you teach?
I was a history teacher.
And I entered education actually through the back door.
I had no experience taking any education classes
as an undergraduate.
But I did start out working with a summer program
that put high school and college-age students
as both the teachers and administrators
of an academic program for at-risk middle schoolers.
And the program was all about the premise
of put some exciting fun and interesting high school
and college-age students in a classroom
with these middle school students
and create a fun learning environment
that also supports the development of study skills.
And that helps those middle schoolers
get applied to competitive high school programs.
Programs called summer bridge.
It's now called the Breakthrough Collaborative.
And it has a dual mission of turning young kids
onto learning and then older kids onto teaching.
And so that's how I got into teaching.
I wound up through summer bridge getting a job
as an independent school teacher, a place
that didn't require that I had an educational degree.
And then even in my professional development time,
I was always kind of urged by mentors
to sort of stay away from the traditional educational methods
classes that they're in this sort of innovative,
progressive world of ed reform that I was aligned with,
that I would be much better off sort of following my own,
instincts and guide.
But at the same time, teaching is incredibly difficult.
There are certainly practices and processes
that really certainly do help the development
of becoming a professional teacher.
And also, I think regardless of whether I had
had educational background or not, me and my colleagues,
really, I mean, even though we were teaching kids
and getting good results, there was always this kind of mystery
as to what was happening.
When kids succeeded, when they failed,
what were the causes and factors of that?
Learning was really just a black box.
You could create evaluations and assessments
where maybe you'd kind of see if the kids were succeeding
or failing, but you really didn't know why.
And you really didn't know what was going on there.
And so I think that this was one of the things that--
and this is true both of me as well as teachers
who had gone through formal education training.
And this is one of the things that kind of got me curious
about that.
And also, when I was a young teacher in the mid '90s,
these were the early days of the internet,
I think I was still on AOL dial up at the time.
And you had President Bill Clinton talking about,
let's put every kid on the internet.
And many of us were like, doing what?
What is the goal here?
Like what's the educational aim?
What are we trying to accomplish in terms of teaching
and learning that we can't currently do?
What are the affordances of using technology in the classroom
and how is it going to support learning?
Not new learning goals, but even traditional learning goals.
You also had a lot of schools buying huge amounts of computers
that were sitting locked up in a computer lab down the hall.
If you were lucky, you could book it for one day a week maybe.
By the time you got the kids assembled, got down the hall,
got them set up, got them logged in.
You maybe had 15 minutes left to actually do anything.
None of it was integrated within the curriculum.
And so after a couple of years of doing that,
I was kind of faced with a position
where I was being tapped by my school
to become this new thing called a technology coordinator.
Again, without the conversations happening
school wide about what are our learning goals
and what are we trying to accomplish with the new technology.
So I sort of saw myself as being tapped to basically
fix printers and help teachers who learn how to use a mouse.
Or I could go to grad school and learn a little bit more
about not just what are these mysteries of the learning
process, but also how can we use new tools to unlock them.
When you pursued a degree in the learning sciences,
you were an early cohort, so to speak, right,
in the learning sciences.
Was it what you expected in terms of the reasons
why you were entering into a program?
And are there any sort of highlights in terms of experiences
that you had during graduate school
that you still think back on to this day?
Even though I was sort of in the earlier days of learning
sciences, I would describe myself as part of the second wave,
where the initial wave were a lot of people
with computer science backgrounds, maybe in some cases,
design backgrounds, who were interested in education.
And I was an educator interested in learning more
about the technology.
And so I think in my program at the learning sciences,
there was one person who was a year ahead of me
who had been a teacher before, and but really in my year
was the first group of people who had school-based experience.
So I think one of the goals of bringing in people like me
was that it's one thing to develop a really cool educational tool
built on great ideas about learning.
But if it's not designed in a way that fits with teacher
practices and with the culture and lifecycle of school,
then it's just not going to get used.
So you can have a great idea that could work outside
of a school context, and a lot of the stuff
that was being developed was like that, sort of like,
let's blow up the schools and start fresh.
There also was a group of people with the focus of like,
OK, well, let's work within schools.
But that means thinking about teacher learning.
It means thinking about how classrooms are structured
and how class days are structured,
how professional development happens within schools.
So I was really focused on teacher learning
and understanding teacher practices.
And in particular, as we were designing really cool educational
software, how could we use that to support teacher practices
and how could we develop educative curriculum?
Yeah, that's really interesting thinking
about learning sciences from multiple angles,
like from the technology angle, the computer science angle,
from the school-based teacher student angle.
I think there's also another angle, which
is sort of the informal work.
And it feels like they all kind of push on each other, right?
And all of these different perspectives
inform this really rich perspective on how learning happens.
I think I was drawn to the classroom,
just because that's where I had really
blood and sweat and really sort of cut my own teeth
as an educator.
Ultimately, what I wanted to do was to build tools
and curriculum that impacted classrooms.
And I think that's what was most exciting for me
about getting involved in the learning sciences program
at Northwestern is that I was actually building a software
and curriculum.
I wanted to develop curriculum and global climate change
using GIS software that was based on professional GIS software,
but was designed with the kinds of added supports
and scaffolds that students required.
And so it was sort of a learner-oriented
and teacher-oriented GIS tool, along with a project-based curriculum
that was actually using inquiry techniques
to explore real world problem.
But again, not all classrooms were set up
to just drop everything into a six to eight week
immersive classroom project.
So over time, there was also a lot of thinking about,
OK, how does this fit with standards
and how do you break it up within smaller modules
that might fit what teachers are already doing?
So we learned a lot over the course of that time,
but I think that's what I like the most about that kind of work.
What you're describing, sort of technology
pushing up against the infrastructure of schooling
and trying to not say, well, that's an afterthought,
but rather like how do we, at the outset,
think about how learning plays out and what the constraints are
and then think about how the design fits within that framework.
Yeah, it's a push and a pull, because on one hand,
you're trying to change the situation,
but on the other hand, you also need
to work within those constraints.
Yeah.
And I can imagine that other people who--
I guess it depends on sort of your take on things,
like you can either work within the system
where you can try to break the system
and it feels like technology at times
has tried that second sort of approach
to kind of just break everything apart.
But I'm curious, if during graduate school,
as you were doing all of this design work,
if you were ever just thinking about kind of like claims
or propositions about what the lever is for the change,
is it from a technology angle, do you
start with a teacher learning piece,
do you start with a design of the curriculum materials?
I'm curious if you were thinking about that
and trying to figure out which of these entry points
would be maybe the most efficient path
or the most productive path in terms of trying
to change the kind of learning that happens in schools.
One thing that struck me, as I was in grad school,
is that the kinds of learning that we were trying to support
or the kind of should say more the kinds
of educational principles, project-based learning, inquiry,
student-driven work, these were nothing new.
I mean, these had been around going back to John Dewey
and probably even before then.
What was new was that we had a new medium,
a new opportunity and everyone was getting
involved in using technology.
And so it was a great way to think about re-envisioning
classrooms in ways that could further support these schools.
Because these are the kinds of things
that were always difficult to do.
Maybe technology can help us do it in new ways
or maybe technology was just our opportunity
to revisit our practices.
And so it was kind of almost like a Trojan horse
for just inserting ideas about progressive education
and project-based learning.
So I think in many ways, they were age-old educational questions
just with a new medium.
But at the same time, technology was changing things
in a very particular way.
I mean, one of the models that one of my faculty mentors
always would use was that if you want to understand something,
you got to change it.
And I think that was really part of the enterprise, which
is that we could learn new things about how kids
learned and about how teachers taught by shaking things up.
You shake up the boggled box, the letters
fall in a completely new different way,
and you see new patterns.
And so I think that the technology really
was a great opportunity to just explore age-old questions
about teaching and learning to answer
the other part of your question about where
the opportunity really was.
I think that you could answer that in a number of different ways.
Yes, thinking about new modes for student learning
was obviously at the core of everything.
But for me, it was teachers who were
creating the learning environments.
And so I just saw that as being the place
where I was best suited to impact classrooms
through teacher practices.
And in particular, teachers are learning not just
to use a new technology, so it's a new tool.
So there's a dexterity in using the web or a GIS tool.
But you're also exposing new ways of thinking about students
as learners, which teachers may not have considered.
Sure some did, but some never really
thought of what it really meant to have a student directed
classroom or guided inquiry.
What did guided inquiry mean if you're doing project based
learning?
Does that mean that everything is 100% up to the students
or does it mean that you're sort of their steering
things in a certain way?
Or if some teachers view it as like, well,
I'm still the authority.
And so I'm just going to use these tools
to kind of keep doing what I've been doing.
So for me, the thinking about teacher practice,
there was the learning that was involved,
the rethinking of your practices.
That was really kind of like the rich opportunity
that I liked diving into.
So after you've finished graduate school,
having had all these rich experiences,
what were you hoping to focus your efforts on?
What were you sort of entertaining as a next step
in your career as a learning scientist?
I would say that question began while I was in grad school,
both for me and for a lot of my cohort.
I mean, the coolest part about what we were doing
is that we were building products that could be used
in the classroom.
And we were doing that alongside design research.
But at the same time, there really weren't that many academic
departments doing the kind of work we were doing.
I mean, Northwestern had a pretty innovative program.
And there were others around the country, but not a ton.
And even so, the incentive structure
for entering into a tenure track professor position
was still based around publishing papers.
And getting tenure.
And more so in the education departments where we were aligned,
more so that than say, for example,
building a portfolio of design work
that might have been more established in other design fields,
such as architecture.
So ultimately, that track is focused on getting tenure.
And so there's always going to be that tension
about the amount of time that you spend building
your tools and making your change and doing
your ed reform versus the amount of time you had to spend publishing.
The other thing is that the products that we were building
were awesome, but they often lacked
that final 10% of refinement and polish
that can really make 90% of the difference
in terms of teacher uptake.
And so we oftentimes saw products wither on the vine
once the grant cycle ended.
And so many of us were considering
what other paths were there outside of the academy,
and where we could continue building products
that impacted classrooms, and then also
followed these learning sciences principles about teaching
and learning.
So that's really where Inquiry came from.
It was a group of learning sciences students
who wanted to continue designing and building
cool research driven tools, but doing it outside of the academy.
So it was kind of a bootstrap process.
We all finished at different times.
I was personally--
I was the baby of the group.
There were people like three and four years ahead of me
that were involved.
And initially, after any of some of us started out as postdocs,
I started out as a postdoc at UIC, Eric Baumgartner.
One of my partners was doing a postdoc at Berkeley.
And Cole Pinkard was doing a postdoc design research
position at University of Chicago.
Ben Lowe got a job in the Ed Department at the Brookfield Zoo.
And Brian Smith was another founder
who went on to the MIT Media Lab.
So we were doing-- some of us were doing this stuff
alongside of our other gigs.
And we were building up some Inquiry and projects here
and there.
Ultimately, it became a full-time gig for Eric Ben and Ming
while Nicole and Brian continued on the professorial track.
I did interview for a couple tenure track positions,
but ultimately, I think my heart wasn't really in that.
I think I really was much more interested in a place.
But this was also in a field that didn't exist.
So we're creating a company in this educational technology
design, but really coming at it from this bleeding edge
research perspective.
There weren't a lot of us out there.
In fact, there were almost none of us out there.
And so it was a real risk.
But I think we kind of tentatively had our feet planted,
at least in these other positions,
until we were sure that Inquiry and could really support us.
How would you distinguish the design work that you wanted to do
or that you aspired to do from the kind of design work,
whether that was in learning or education or elsewhere?
What do you think was the thing that you all
had wanted to focus on?
What was missing at that point that you all
wanted to get started?
There were a lot of people building a software of all times,
such as educational software and websites.
But what they lacked was the learning science's perspective.
So you had, for example, textbook publishers, which
were probably the one entity that was out there that
was already selling stuff to educational institutions
like schools.
They had the sales force.
But at the time, the technology was really built
around supporting their main sales product, which is textbooks.
So there would be ancillary technologies
that would help them sell more textbooks.
Maybe those CD-ROMs that you would get in the back of the textbook.
And so what was missing there was the learning
science's approach towards learning, towards teaching, towards inquiry.
And we felt that we had that value added.
And we could bring that perspective to the table.
And in addition, a lot of education departments
didn't necessarily have the same technological expertise.
So a lot of us coming out of Northwestern
had either before Northwestern or maybe
developed at Northwestern.
And so if you look in the ed world,
you saw maybe a lack of design and production capacity.
And if you look at the existing design and production
world, which is basically textbooks, you saw,
I think, a lack of that sort of innovative educational thinking
and research mindset.
So I think that's where we sort of positioned ourselves
as being, on one hand, technologists,
but on the other hand, cutting-edge researchers
and hopefully bringing those two together.
That's great.
Now you are the co-director at InquiryM, which
is a design company that really takes
on a range of really fascinating projects
with a focus on designing to support learning.
Can you tell me a little bit about the structure of the company
and then also the ways in which you work with clients?
I'm a co-director, along with Venlo and Eric Baumgardner,
who are the two other active principles.
And we work on projects together,
but we also will, you know, each sort of spearhead an effort,
you know, and so in some cases,
we're working sort of independently from each other
and relying on each other for advice and additional insight.
In some cases, we're working collaboratively.
We work exclusively with education and nonprofit organizations.
You know, we've had opportunities to work in a business sector,
but that's not really what our company ethos and mission are.
So we're really-- and it's not where we're interested
in having an impact.
So we really focus really on education
and nonprofit organizations.
And you know, that includes museums and zoos,
especially more so in the early days.
I think these days, we ultimately
have drifted more towards educational partnerships
with the universities.
Ultimately, those are two very different fields
in terms of the way they operate.
The conferences that you go to to meet people.
But definitely some of our most interesting stuff
developed through the museum and informal learning
world, a lot of our stuff these days,
is really K-12 classroom-based projects
that we do with universities.
They materialize in all kinds of ways.
We've never actively had to hunt for work, fortunately.
People have sought us out.
And we've always had sort of like a full dance card.
So we haven't had to dig too far away from our core mission,
which is very-- I consider ourselves very lucky in that regard.
Sometimes we are approached by partners
who already have funding, and they're
working on a project, trying to improve learning in some way.
And they need somebody to work with who can help them
reach their goals, help them design something,
or build something.
And so they will either solicit us directly,
or we'll ask us to reply to an RFP.
In other cases, we work with partners
on actually developing grant applications.
Sometimes we've been co-PI's, and other times we're
just subcontractors on the grant.
Our involvement really can range from the earliest stages
of ideation all the way to the delivery of finished products.
That includes early state idea development, needs analysis,
and goal refinement, helping people articulate their learning
goals, and help them maybe also do technology feasibility
to figure out what's the best kind of technology to use,
and what's the best educational approach to adopt
in terms of the overall learning environment,
to we actually do full-on design work.
And that includes everything from user experience design,
visual design, user interfaces, mock-ups,
prototypes, story development, all that kind of stuff.
And then we do production and development.
So we will run production teams, and we will also
do a lot of development ourselves.
But we put together oftentimes specialized teams
for specific projects.
Everything is highly iterative.
We get new clients all the time.
However, we've also developed some really long-term relationships.
And when I say really long-term, I mean really long-term,
so some of our clients date back more than 20 years
to the early inception of InquiryM.
And maybe we haven't worked together every year throughout them,
but they'll come back to us when they're ready for another round
of something, but we get new clients all the time.
One of the projects that you took on was an exhibit
called Take a Stand at the Illinois Holocaust Museum.
It was a few years back, but I'm curious at what stage
in the design process in QuiryM entered in.
And what kind of learning objectives
you all had for that particular exhibit?
What kinds of interactions do you want to encourage amongst the museum,
the museum goers, and just a little bit about the design process?
Yeah, that's one of my favorite projects this day.
The Illinois Holocaust Museum actually was founded originally
as a tiny little storefront, I believe, on Church Street
and Skokie in response to the Nazi marches that happened in Skokie.
I believe it was in the '70s.
And this was a group of Holocaust survivors
who created the Museum and Education Center
as a place to begin educating people about the Holocaust.
And it was an appointment only place that you could bring field trips.
It was literally in a non-descript strip mall
that you could drive right past and not even notice.
And we got involved as they were beginning
to develop a brand new world-class museum and facility.
There were Holocaust museums in Washington, D.C., in Jerusalem.
And they felt that really Skokie, given the place
that it has played historically in terms
of awareness of the Holocaust in the United States,
really deserved a world-class institution.
So the project was really being developed.
I think one of the early spear headers was our current governor, J.B. Pritzker.
And Stanley Tigerman was a world-famous architect
who was creating this building.
So we got on as they were developing that museum.
And we were in touch with them the number of different mechanisms
ultimately wound up partnering with a museum consultant
who they had brought in to help them build together teams
of exhibit designers and people particularly
around the Youth Education Center.
So there was the main exhibit, which
was a more traditional Holocaust exhibit.
And then the founders of the museum, the board members,
the survivors who were aging, really cared deeply
about this Youth Education Center in terms of what
they wanted to teach.
And so their goal was to teach kids about the universal,
what they call the universal lessons of the Holocaust.
These were not historical facts about the number of people
that were killed or the specific historical context that
gave rise to Nazism.
It was about noticing when something unjust
was happening and speaking out, not being a bystander, not
letting it happen, even when it was difficult, things like that.
And so they weren't interested in teaching young kids
about the historical aspects of the Holocaust.
It was maybe a little young for that.
People felt like people under the age of 12 maybe
was a little sort of shocking to dive into those historical
details.
And so people would just avoid it.
But they felt that there was a lot to be
taught about these universal lessons.
And so that was really the mission that we had.
That was like the charge that we were given.
So we worked with this museum consultant plus some--
actually a team that included some Disney
Imagineers and other museum design
people to kind of try and figure out what kind of experience
could we create that could help kids learn these kinds
of lessons in a meaningful way in the context of a museum,
where you don't have a ton of time.
So we started with really story development.
And thinking about what are the different ways
you could explore these things?
The bread and butter for the museum
for this youth center was really field trips.
Ultimately, I think we arrived at some kind
of social simulation as being really the most powerful way
to experience that.
But at the same time, how do you build a social simulation
that explores these rich challenging issues?
And also do it in a way that didn't emotionally damage kids.
So we then turned it into a game.
And we created a physically interactive museum experience
where kids entered into this space that was an imaginary space.
It was a lily pond in a sort of swampy area
where there's frogs swimming around this lily pond,
jumping on and off the lily pads, and eating flies.
And we created a game experience where kids would get
quickly immersed and they would, it was touch free.
So you'd move around and as you moved as you entered the space,
there were these motion trackers and the ceiling
that would identify you as an entity.
But then there were these virtual objects on the screen.
So you could walk up to one of those virtual objects
and we'd sort of pair them.
And you would become one of those frogs.
And as you moved around, the frog would follow your motions
through the space.
And everything was projected on a giant 25 foot screen.
And so you and maybe three or four other students
would be controlling these frogs.
There were some computer controlled frogs also.
And you'd jump on a lily pond and eat flies.
And as you did this, you got this really rewarding score.
Like you get this-- yeah, I got more flies
and you try to get as many flies as you possibly could.
And then also these other frogs would come in.
And they'd start harassing the computer controlled frogs
that you were sharing a space with.
So they wouldn't harass you directly.
They would harass these computer controlled frogs.
I think you were a green frog and maybe you were a gold frog
and the computer control ones are red.
And so you'd see that they're different
and see that you could either, that they were being harassed.
Now, if you decided to intervene,
you could actually get in the way of these bully frogs.
And I think they flared up and then they would run into the AI
frogs and then you'd hear a yell.
And so it was a negative, a bit of a negative experience.
You could get in the way, in which case, the bully frogs
would now start harassing you.
But eventually, they would go away.
So it was kind of like this rich series of interactions,
which really mapped so much to the historical context.
So you saw that these other people were being impacted.
You could choose to not do anything.
In which case, you got more flies, but actually eventually,
you lose the game.
It's eventually the bully frogs would take over the entire space.
Or you could intervene, which had short-term consequences.
You put yourself out there.
You would get harassed.
But eventually, they'd swim off and you'd actually
win the game because there'd be more flies for everybody.
And so a very rich experience and no two games were the same.
So this one of being a docent facilitated experience.
So the docent would give a brief introduction.
You'd walk in, you'd play the game.
And then you'd come out, and they'd lead a quick discussion.
One of the big constraints you have in informal learning
is you get people's attention for a very short amount of time.
And the things that we were teaching were very deep.
We were exploring this allegorical experience.
So we had to tweak the simplicity of the game
and the simplicity of the lessons you could come out with
versus how much time was the museum interested
in supporting the field trips and how much time
would kids get in the space and how much
docent facilitation would happen.
So really, it was best done with a docent facilitation,
where you could play the game, have a discussion,
and go back in and play it again.
We had never built anything like this before.
And in fact, for all of our projects,
we're completely technology agnostic.
We choose the technology that fits the situation,
not the technology that we happen to have the most
experience with.
But we put together teams.
In this case, we hired a programmer who had game design experience.
We farmed out minor jobs to programmers
who had experience with the particle physics of games.
We did a lot of the design work ourselves.
We learned how to do 3D modeling of frog skeletons
in order to get realistic behaviors
and did a lot of the art development on our own.
And one of my partner's bends has an art background.
It was definitely a trial by fire, but it
created something that had never existed before.
And we wanted our experience to be something
that would give kids a direct experience of taking a stand,
dealing with bullies.
And if you look at the kids' experience at the DC Museum,
it was based on Daniel's story, which
is basically experiencing the historical Holocaust,
but from the perspective of the young kid.
So that was your way of insulating kids
from a lot of the more traumatic parts of the history.
We took a completely different approach,
created something that hadn't been done before.
And it was so much fun.
So you were talking earlier about scaling down
these big overarching goals, because in some way,
the constraints are that this is an exhibit at a museum
that the museum goers will interact with for maybe
on the order of minutes.
I'm curious how you took these big, big goals
and scaled them down to things that were appropriate
for sort of the magnitude of experience
that you would have at the six of it.
I think the guiding force behind any productive design
process is constraints.
And constraints are ultimately what
are running up against all these crazy, wonderful, ambitious
things you want to do, but they're also a designer's best friend.
Because it's through the process of evaluating your constraints
and your force to really hone what you're trying to do.
And so I think I can't point to any one situation,
but I know we had a number of different ideas
on the drawing board, but we were constantly
sort of running it through the constraint gauntlet
to see how could this actually work within the setting.
So there were a lot of ideas that we had that just sort
had never made it sort of left on the cutting floor.
But ultimately, the idea of constraints
is something that we explicitly negotiated with our clients.
So there were partners in this process.
And so we were asking them, what do you
envision to be a typical interaction
for a group that's coming in on a field trip?
Because there were other experiences outside of our exhibit
that were part of this youth center.
And so what they talked about, here's the amount of time they have.
Here's the amount of people that we have guiding them.
Here's the group sizes.
And here are the things that we want them to experience.
And it's sort of on a spectrum.
And then you find the spot on that spectrum
that you can feel that you can comfortably address.
And there's times when clever design helps you push deeper
on that spectrum into deeper types of design.
But there's times you have to totally pull yourself back.
Because if you try to get too heavy or sophisticated
for what the constraints will allow, it'll just fall flat.
So it's a constant negotiation.
But that's where the creative tension comes in.
I think to this lesson that I had in a visual arts class
that I took as an undergraduate, it was a drawing class.
And the teacher would have us never
start with a blank sheet of paper.
She would say, step on it.
Take it in the shower with you.
Crumple it up.
But put something on the page for you to bounce off of.
And I think constraints served that role for a designer.
When you have something to bounce off of,
it forces you to be really creative.
Yeah. I like that. I think about how I write papers
because I need to buttlish things.
But I think that's one of the biggest fears that I always have
is that that blank page, right?
But I find that if I've had something,
even though I know it's not going to work,
at least I know from just reading that and looking at it.
I know what I don't want.
I know what I can modify.
And it's just, it's much less daunting for me
to make that next step.
Because I have something to build off of.
And that's the whole story, narrative, education,
learning goal side of this project, right?
The other side of the project was,
how do you find a short throw projector
that can, you know, the room's only 18 feet deep,
but you have to expand it to a 25 foot screen
in a way that, you know, since it's shining from behind you,
isn't going to cause people's heads
to create shadows on the screen.
Like these, these gnarly technical issues, you know,
that, that, you know, and how are you going to get
the bully frogs to be noticeable?
Like in early prototypes, kids weren't noticing
that the bully frogs are even there, right?
So you had to constantly build up graphical elements.
And so this is one of the,
in aquariums, always been a virtual company.
We've always worked remotely.
But this is one of those times
we actually did rent a studio space.
Yeah, because we had to actually create
this physical prototype.
And we just brought, you know, groups and groups of kids,
anyone that we knew, you know, whether they were,
you know, we, our own kids were pretty young at the time,
friends, family, whatever just brought them through.
And we're just constantly, yeah, revising the story.
You know, it was very much like a, you know,
we even read books on Hollywood script development
because, you know, and especially stuff around Pixar.
I was really inspired by Pixar at the time.
I remember thinking of a frog of a bug's life.
It was being another case where there was sort of this
animated character who was standing up to bullies.
So, you know, we, we were just throwing a lot of creative
stuff there and doing lots of iteration
and constantly tweaking and refining.
You as a designer probably have to learn the thing
that you're trying to get others to learn.
And so I'm curious about how, how much of that you've been,
that you have to do as you toggle between all of these
different projects that you're handling.
To what extent is understanding the thing that you're
actually designing to support key to sort of your design work?
Have you encountered moments where you feel like
you just don't have enough depth of knowledge to,
to think about the design critically?
Like, because I think as a research faculty,
I'm also on multiple projects.
And I find that juggling incredibly difficult.
And it feels like, you know, you have these general,
maybe design principles or processes that you can apply,
but serve the nuts and bolts, like you say,
when you center the phenomenon or the problem,
these are different questions that you have to ask
and to address them.
You really have to know what's going on.
So I'm curious a little bit about your own process
and approach as you get into territory
that maybe you're not an expert in at the outset.
What's that like?
- I think recognizing what's interesting about all these domains
that we get to dive in, it's the coolest part of the work
that I do, we get to work with these experts
and learn about their fields.
Not only just needing to learn about them ourselves
in order to be conversant as we're going through the project,
but also helping them articulate what they know
in ways that they might not otherwise do.
So I think there's three different ways
of answering that question.
Number one is, we have had projects where we've interviewed
domain experts to try and understand what it is
about what they do that's interesting.
And then we built tools that help model
those practices for learners.
So some of the early work we did at the Brookfield Zoo
was understanding how their biologists do population modeling
so that they can understand when to support animal breeding
in ways that help to ensure the survival of that species.
So when they need to do trades with other zoos
and stuff like that in terms of understanding animal traits.
But we needed to sort of extract and extrapolate
what are the key practices that they're doing
and then build an interface that helps students
go through the key stages of that process.
So that's one way in which interacting with experts
has kind of shaped the work that we're doing.
Another way is to help experts
who know what they're trying to have happen
but don't quite know how to do it, help them realize their things.
So helping them articulate what their learning goals are
and then helping them build a tool
that will actually support those learning goals.
And the third is ultimately,
we're trying to help kids get from sort of point A to point B
and experts are really good at navigating that terrain
getting from point A to point B.
But they're not necessarily always sure about what they're doing
or they're not always explicit about what they're doing
in order to get there because it's happening
in a sort of second nature kind of way.
So in many ways, we get to work with experts to help them express
how it is that they're doing these things that they're so good at
and then building out, helping to articulate what it means
for a kid to become to develop expertise in that area.
So really mapping out the learning trajectory.
- And if you could reflect on the design work
that you've been doing over the years
and things that you had an eye on maybe in the field,
are there things that you've seen change
either as a function of sort of the sharpening
of what design processes are like in the learning sciences
or maybe shifts in technology like you were mentioning earlier?
What do you see as sort of a design trajectory
maybe for the field?
Do you see any sort of themes or patterns emerge
as you think about design work over the last maybe 20 years or so?
- That's a big question.
I mean, the learning science has always been
a multidisciplinary field and it's drawn its methods
from other fields, right?
So a lot of learning scientists draw upon
anthropological field study techniques
or maybe development cycles that come from computer science
or a professional computing world.
And so even as grad students,
we found ourselves looking to other fields for methodologies
or insights or new ways of doing this work.
And then as we started doing this professionally
with InquiryM, you know, oftentimes,
you encounter really quickly.
So we could be very arrogant and safe, you know,
we are distinguished from like traditional web developers
because we have all these learning sciences insights.
But then you look at professional web design firms
and you see a lot of these processes, design processes
that they've created, which are basically built
on years of professional design expertise
that really can inform how you actually support
your design process.
And we looked at a lot of the early design work
that we were doing as learning sciences students
is very ad hoc.
And there actually is a lot you can learn
from the instructional design field
or just the, you know, just architectural design
that really are these sort of great practices
that help support iteration
and help move you along the path.
So I think that part of the development of learning sciences
as it's gotten more mature is I think, you know,
making some of those methodologies its own
and questioning them and looking at them
and they are now sort of more of a learning science
as methodology that's maybe still informing the discussion
that's happening in other fields.
But it really, you know, it sort of pulls it
into a new direction.
And so, for example, I think, you know, learning sciences
brings together, you know, some, some methodologies
about like understanding cognition and observing cognition
with, you know, methodologies for building tools, right?
You know, these things kind of work together
in very interesting ways.
You know, I'd say that for us,
what we've developed the most is in terms of managing design
processes over time.
And, you know, it's very difficult when you're working
with clients who are paying you
who want a certain product delivered
on a certain timetable for a certain price.
And at the same time, want the ability
to do iterative design, you know, that's an impossibility.
I mean, we always say, you know, you have, you know,
you have budget, time, and scope, you know, you can fix too.
And not any too, only certain too.
But you can't fix all three, right?
And so how do we work with clients that give them,
they value that ability to work iteratively.
They value the fact that we could put out,
we could come up with a design spec at the beginning.
But then of course, as you're using it,
you're seeing all these new things that are coming up,
but you're using it in the classroom
or as you're reflecting on it.
And so you're constantly getting new insights.
It's like, you know, it's like a step ladder.
Now that you're on, now that you're up on run number two,
you have a whole different perspective
that you didn't have when you were a couple steps below.
And that's the point, right?
And so you need to be able to change on a dime.
But at the same time, you're still working within a budget.
So, you know, we've adopted like the Agile software
development methodology as opposed to the waterfall method
where you're just sort of working from a scope
and everything is related to that spec.
And you know, that's it.
And everything that you want to change
has to come through sort of a change order.
I mean, we're much more freewheeling than that.
So anything goes.
The client can come up with a new idea
and it goes into the backlog, right?
But there's this process then of stepping back
in the design process and reflecting
where you're constantly revisiting your backlog.
And you're saying, okay, these are the things
that you've asked for.
This is how much time we have.
This is how much budget we have.
Where are your priorities?
And their partners in that process
and if they're partners in that process,
then it's a collaboration.
And then it's not attention, right?
It's not like they're saying,
oh, well, we ask for all these things
and you're not giving them to us.
And then we have to go back and say,
yeah, but you also asked for this, this, and this.
And that wasn't part of the original plan.
It's more like we're partners
in this process steering the ship together.
And so just as we as designers of educational tools,
wanna make things visible to learners, you know,
in many ways we've been designers of a design process
where we can make things visible to the people
that we're working with in ways
that help build stronger collaborations.
It's probably one of the reasons why we just tend
to work with the same people, you know,
over and over and over again,
is because you just developed this way of working together
where your sort of, your goals are aligned.
You know, hear new suggestions can come into the process,
but we're working together to kind of choose
which priorities we wanna focus on together.
- This has been great, Matt.
I'm curious what you think we can do better
in terms of foregrounding design processes
and imprenticing students into the work of design.
I mean, I think as a graduate student,
you have a short projects of a short lifespan.
They certainly don't last 20 years,
and you don't wanna be there for 20 years,
but you know, when you think about something
on the order of a year or two,
how can we better prepare students
for that emergent collective work of design?
Are there experiences?
Are there books that you would recommend, you know,
when you look back to where you were as a student,
what do you think could have been helpful
as far as like tools or processes
that can help you maybe think a little bit differently
about the work of design?
- Yeah, not books.
I mean, I would say that grad students
will have plenty of books.
I think that, you know,
we'll understand some more formal design processes.
I mean, that's one area where,
rather than sort of doing the seat of the pants,
let's figure it out as we go,
which is sort of what we did
when we were grad students.
I think that, you know,
there are like literally project management
and design practices that are,
that we found are highly compatible
for this sort of combined design and research process, right?
And so design research is sort of where we live.
We tend to live more on the design side of it,
but we're participating in the research.
But for people who are, you know,
interested in doing design research, you know,
spend some time looking at design methodologies.
It's out there, right?
And that's an area I think where, you know,
it could beef up learning sciences training.
You know, getting some hands-on experience
in managing projects, assuming that they're focused
on ultimately building products, right?
And not all learning sciences students are that way.
But, you know, I mean, put a plug for people
who are interested in internships with Inquiryam,
you know, participating in a project where you're seeing
that it's both pursuing really interesting research questions
and dealing with the day-to-day aspects
of keeping things working in classrooms.
I think that's really important.
And that's ultimately, you know, where our focus is.
We want the stuff to see the light of day.
We want the stuff to be used.
We want it to outlast research grants.
You know, I think that that,
I mean, that's where my learning has been since my days,
you know, as a learning scientist.
Yeah, on the flip side, you know, as somebody
who's doing the work that we do, you know,
it's been harder to keep up with the research, right?
I'm still citing papers from, you know, the early '90s.
(laughs)
When I have the occasion to cite papers at all, right?
So we, the closest we come to that kind of work
is when we are writing research grants
and when we are writing grant reports,
because grant reports are essentially, you know,
putting together the foundations of your findings.
And we do participate in writing grant reports.
And I enjoy doing that.
I enjoy like stepping back and reflecting on the work.
It's maybe not at the level that if I were writing ADRA papers
or papers for, you know, for learning sciences conferences,
I will say that we used to go to, you know,
to those conferences for, I'd say,
the first half of Inquanian's life,
we'd go to ADRA and we'd go to the NSCSL
and CSLS and conferences and all that stuff.
But we do sometimes participate in writing those papers
with our partners.
We share data and share insights.
We comment on grants, but the other part of it
is that we don't have any kind of incentive structure
to do that.
I mean, aside from just the interest, right?
I mean, we are getting paid by our clients
to get work done for them.
And it's different from, you know,
being a salary employee at the university
where the incentive structure is basically rewarding
for going to conferences and publishing papers.
You know, that's when we do that kind of stuff.
I mean, I've been on advisory boards, you know, for grants.
And that's another really enriching part of it
that actually gets me involved in the research.
But I've had to decline offers to participate
in writing book chapters and stuff like that
just because I don't have the time.
- Do you miss that sort of publication side,
sort of generating knowledge on paper
for others to build on at all?
- I do miss it, but I do get the occasion
to do some of that stuff in grant reports
and grant applications.
But I think that I made the right decision.
I don't regret not having gone down the tenured track.
I, because I enjoy, I mean, I recognize the stuff
I've been able to do in place of that.
And that's sort of where my heart really lies.
So I'm not saying that it always has to be
an either-or trade-off, but in my case,
ultimately helping to build in Quirium
and building a company in a field that didn't exist
that's been able to manage for 21 years now
and support ourselves basically doing design work
and doing design work with our research partners.
I mean, I'm doing work with some of my original advisors
and we have projects with some of our colleagues
who are, you know, in our cohort
and grad school who are now professors.
And so we're still very much a part of that field.
We're just in that field with a different focus.
And I don't have regrets about that.
Matt, if you think about for the grad students
who are out there or early career folks
who are kind of, you know, at the cusp of whatever is next
for them, for folks who are interested in doing design work
and having that be the focus and the core of what they do.
Any suggestions or comments about how they can make that happen.
Sure, not everybody can create and be a part of something
like in Quirium, but curious about what kinds of experiences
or opportunities that you would recommend people seek out.
If this is what they really, really want to do.
A lot of the ideas that were very hard to find a while ago
have really, I think, gotten out there.
I mean, as technology has matured, you know,
the idea of having classrooms, you know,
steeped in, you know, handheld technology and more.
I mean, it's really all around now.
So I think there's a lot more what I would have considered
traditional design areas like technical publishing
and curriculum publishing and stuff, where I think you probably
have a little more freedom to explore learning sciences type ideas.
And I think those ideas are a little more widely accepted now,
you know, in terms of inquiry-based learning and project-based learning.
And I think learning sciences scientists have learned
how to talk in ways that are a little more compatible
with, you know, school districts and, you know,
standard systems and all that kind of stuff.
So this is all, you know, what's happened in the last 20 years
of the field.
Look, if you're a grad student right now, try and find ways
to understand how formal design processes work.
So maybe a lot of the class in a more design and production-oriented field,
you know, like architecture to see, or maybe even, you know,
some people who already have computer sciences background,
I think, do get this exposure in terms of understanding
different methods for supporting software design projects.
But, you know, there's a lot of great design houses out there,
places that are just built around helping people think
through design processes and learning some of those techniques.
I think they can really be a great way
that when coupled with a learning sciences perspective,
it can really be powerful.
So I think when we're thinking about design research, you know,
think about the design methodologies that are already in use
in a number of different professional fields.
And you don't have to reinvent that wheel.
You know, they're there.
Of course, it's going to look different
when you bring it into learning sciences.
And the other thing is, I mean, again, to recognize it really,
the driver for this stuff, I still think,
it's the same educational questions
we've been asking for 100 years, right?
And keep thinking about, like, you know,
ultimately, well, what's the new thing that's happening now
that is providing a foot in the door for kind of doing that?
I mean, it's no longer the web.
Web has been in class for better or worse, right?
But, you know, there are, you know, new kinds of new abilities
to create and produce for kids to be creators and producers
of media and of technology that weren't there before.
You don't necessarily have to be a computer sciences person
to be coding, you know, you can, anybody can, you know,
get out garage band and begin creating, you know,
amazing audio and, you know, all that kind of stuff.
So, you know, I think that there are so many tools out there
that help people create that are going to be sort of change agents
in how things are happening in schools.
And again, I always focus on where the change is happening
in schools, and that's the opportunity
where you get to explore new things or help instantiate
these old ideals in new ways.
- Mm-hmm.
Well, thank you so much, Matt.
This has been so much fun.
- Thank you.
I've enjoyed it.
It's been a pleasure.
I'd love to hear what you took away from this conversation
and connections that you see to your own work.
Send us an email at
[email protected]
and find us on Twitter @humanslspod.
This podcast is co-produced by Andrew Kersack
and Monlin Monica Co.
Our work is made possible by the Learning Sciences Research
Institute at the University of Illinois at Chicago.
Thank you for listening.
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