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Where Do We Come From? What Are We? Where Are We Going?

Where Do We Come From? What Are We? Where Are We Going?. Thomas Finholt School of Information University of Michigan. Where Do We Come From? What Are We? Where Are We Going? , 1897, oil on canvas, Museum of Fine Arts, Boston. Data as the instrument. “by-products as products”. Examples. Past

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Where Do We Come From? What Are We? Where Are We Going?

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  1. Where Do We Come From? What Are We? Where Are We Going? Thomas FinholtSchool of InformationUniversity of Michigan

  2. Where Do We Come From? What Are We? Where Are We Going?, 1897, oil on canvas, Museum of Fine Arts, Boston

  3. Data as the instrument “by-products as products”

  4. Examples • Past • public health reporting • Present • virtual observatory • Future? • car versus deer

  5. Source: http://www.ph.ucla.edu/epi/snow.html

  6. Network as the instrument “sensors, everywhere, joined”

  7. Examples • Past • Bell system • Present • GPS and TEC plots • Future? • computational and data grids

  8. Global GPS Network (November 1996): Coverage at Ionospheric Heights 10 degree elevation mask. Intersection height of 400 km. Source: http://iono.jpl.nasa.gov/sitemap.html

  9. Source: http://iono.jpl.nasa.gov/latest_rti_global.html

  10. Simulation as the instrument “seeing beyond the field-of-view”

  11. Examples • Past • physical models • Present • theory/data closure • Future? • multi-scale

  12. UARC: Simulation and observational data

  13. SPARC: Simulation and observational data Source: http://sparc-1.si.umich.edu/sparc/central/page/TomsTINGvsObserved

  14. Challenges • Attempts to apply new technology are often framed in terms of familiar technology • First efforts are often awkward hybrids • It is hard to know where the seeds of greatness might lie... Charles King’s “horseless carriage” (1896) Detroit, Michigan Source: American Automobile Manufacturers Association, http://www.automuseum.com/carhistory.html

  15. The culture of simulation • Concrete • Exploratory • Improvisational

  16. Derive a simulation design aesthetic • What makes a design good? • Mutability • Who does the designing? • “just plain folks” • What is a signature design achievement? • the Sims Source: http://www.ea.com/eagames/official/thesimsonline/home/index.jsp?

  17. How to tinker Source: http://www.tam.cornell.edu/~ruina/hplab/

  18. Tinkerers as change agents • They make sense of the world in light of experience • They need to play with applications to appreciate their function • True requirements may only become apparent after false starts

  19. Tinkering skills • Empathy -- can you see things through the user’s eyes? • Flexibility -- can you experiment? • Plagiarism -- can you find and assimilate successful innovations from other systems and services?

  20. Human-centered tinkering • Define requirements in terms of observed models • Test hypotheses in actual communities • Use feedback to improve systems and services

  21. Observe Conceptualize: Observe models

  22. Observe,Build Conceptualize: Observe models Build: Intervene

  23. Observe, Build,Test Conceptualize: Observe models Build: Intervene Trials: Deploy, use, evaluate

  24. Observe, Build, Test, Modify Conceptualize: Observe models Build: Intervene Trials: Deploy, use, evaluate Modify: extend design, evolution

  25. UARC 5.0 interface

  26. UARC 6.0 interface

  27. SPARC interface

  28. NEESgrid interface

  29. NEESgrid interface

  30. Wired VS reality More raw performance of technology hype Performance “reality gap” “real performance” Less Time

  31. What keeps designers honest? • Give users objects to think with (scenarios, mock-ups, prototypes) • Be patient…let users convince themselves • Know where you’ve been (collect baseline data) and what’s changed (collect data as you go along)

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