A Role Based Model of Instructional Design Practice The roles of design: a new method of instructional design Brad Hokanson, Charles Miller, Simon Hooper University of Minnesota, Penn State University This paper addresses a number of issues in instructional design, but centrally addresses the role and activities of the instructional designer. At it's core, this is an examination of beliefs, of values in the field; the questions we ask concern aesthetics, innovation, the very nature of design. We begin with addressing the current state of instructional design, which, by many accounts, is limited by it's approach to design issues. Most in the field function as (what we call) instructional engineers at best and instructional manufacturers of instructional materials. There is an inherent difference between design and production; and the driving force in instructional development, the production of instructional materials limits innovation, focusing on done rather than good. Design is what happens past done; more than being a productive act, design is one of creation. Introduction Why ADDIE doesn’t work, isn’t motivating, and doesn’t evolve the designer, the product, or the field What are we doing Precursor: The design of higher level instructional environments (Level 4 and 5) Lower level instructional materials = development the product Higher level learning = design the experience We are discussing efficiency of design, not efficiency of development. Health of the design process: sustainability, evolution, motivation, etc. End result benefits designer, learner, instructor, profession, etc. Design can change, however the total process isn't changing, just a different visual analsis of th steps of design. [hoadly and cox] e.g. star model, waterfall model, spiral model; in looking at those, it's just ADDIE with make up. Creating the same thing in a different order; you need to change the values and philosophy, not presenting our steps to the process but roles based on individuals based on how to think during the design process. It's not about the process but fundamentally about how you think; we don't want to give people a process, but we want people to think differently about their process. Awareness, in a sense that they can understand their own process in order to change or evolve. Product comes from the individual designer, not the process. AT this point, we're addressing instructional designers, those that make and apply, not the research scientist or theorist. Trying to get instructional design back to a design field, not an instructional schience. Gibbons, visscher hoadley&cox, parrish, Wilson, Reeves Roles09007 • 1 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] What have I done to ensure that the next design project is better than this one? The biggest flaw is that most people listen to the problem as the engineer and have ideas for solutions before the description is complete. Why has the field of instructional design failed to move forward? Forward with new ideas, with innovative methods of teaching using technology, and forward with advanced theories of the use of educational technology. The focus of the field, since inception, has been on lower level learning, often building work that centers on demonstrable content memorization as opposed to the more complex and advanced learning that is needed for the world today. We aren’t rich, we’re simple. We aren’t authentic, we’re removed from context. We don’t advance; we recreate the teaching and instructional methods of the past century. Central to this failure of instructional design is the methodology of design. Most instructional designers, when questioned about their use of a design method, have a one word answer: ”ADDIE”. Our limited success comes when we are all using the same method. The instructional design method commonly known as ADDIE was invented by…. wait, as it turns out, it wasn’t. It appears to be first described in a number of sources as a descriptor for what actually happens in instructional design, only later to be formalized through the literature of instructional design. [Molenda, 2003] It is not an invented method for planning and designing in instructional design, but a description of established and vernacular practice. In reality and in common use, the ADDIE models differs very little from codified design models used in other fields, notably architecture. Architects commonly use the terms schematic design, design development, construction documents, and contract administration to contractually segment the process of design and constructing a building. However, while the process can be divided into these phases [along with subsequent client billings], almost no designer limits or constrains their design process to these steps. Architecture has a rich history of design methodology looking beyond these simple steps, both in terms of codification, and in terms of analysis and evaluation before and after this design process [often called “pre-design” and “post-occupancy evaluation”]. Design cannot be codified in a simple recipe, called ADDIE or Ruthie or whatever. V-V examined the design processes of instructional designers. Most followed a traditional, rational, ADDIE based model, but their research showed that "design processes are much more heterogeneous and diverse" than the ADDIE model suggested. (2004). VV and Gustafson described four belief systems, schools of thought, paradigms of instructional design and their underlying schools of thought. They are instrumental rationality, communicative, pragmatic, and artistic rationality. They correspond (roughly) to four 'movements' of epistemology in science; modernism, critical theory, pragmatism, and postmodernism. VVG paradigm values Artist Artistic rationalism Exploration, failure Architect Communicative, blended Wholistic approach, user Engineer Instrumental rationalism Scientific, research Craftsman Pragmatism Quality of the product Roles09007 • 2 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] centered The use of a proscribed method in teaching instructional design is understandable. Providing learners with a set of procedures to follow that is known to generate a predictable results is, to some extent, valuable. Novices in any field often seek a specific set of tasks that will guarantee success is common phenomenon; however, as designers mature and address more complex problems, they generally work without a specific set of ordered actions. As noted in Dreyfus and Dreyfus [1989?], novices in any field tend to seek rules and follow rule based behavior, while as an individual progresses in [design] skills, knowledge becomes less tacit, rules less explicit, and capability less defined by declared knowledge. "During the first stage of the acquisition of a new skill though instruction, the novice learns to recognize various objective facts and features relevant to the skill and acquires rules for determining actions based on those facts and features. Elements of the situation to be treated a relevant are so clear and objectively defined for the novice that they can be recognized without reference to the over all situation in which they occur. We call such elements 'context-free,' and the rules that are to be applies to these facts regardless of what else is happening 'context-free rules'. " Dreyfus & Dreyfus (1986) Mapped to the use of the ADDIE model, this anticipates that the higher the design skill of the instructional designer, the less use and less applicable is this model. Novice designers will use the model with fervor, evaluated on their loyal steps in the process, as [theoretically] consistent with design skill. Educators use the method as a way to codify the process and produce standardizable results. In reality, this model generates a process of design that is lockstep in execution, boring to the designer, and frontloads the “good” parts of the design process to the front end. Later aspects of the process are demotivating; implementation are viewed as simply getting the job done and/or drudgery; evaluation is an afterthought if that. One can view the ADDIE model as a recipe for instructional design. Novice cooks follow recipes, without modification or extrapolation, getting the expected result. Completion, or done, is desired. For the great cook, we know that it is not how religiously they follow the recipe, but rather how they go beyond what is proscribed. Chefs, whom we need to advance the field, if not our culinary experience, are made from imagination, based on a process, but also not hindered by it. Design is, of course, never done; good designers have in their psyche an impatience, a dissatisfaction with the status quo. They seek the challenge, the unexpected result. The goal of design education is not to produce better designs, particularly ones that replicate previous designs. The goal must be to produce better designers. Inherent in this goal for the profession is one of constant improvement and innovation. How this is done is an ongoing debate in most design fields [except maybe for instructional design]. Most design fields recognize the value of extensive work in design studios, addressing increasingly complex design projects. Within the studio and within the design process is embedded the use and application of current theory, ideology, and professional Roles09007 • 3 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] behavior. [for example, the value of innovative thinking is both demonstrated and expected in studio. Being a designer implies having the explicit knowledge and the implicit procedures and attitudes needed to successfully design. Design can be viewed as a system of belief, with expected behaviors, skills, and aesthetics. One way to organize and present the values of instructional design is to present and emulate a series of roles as modes or exemplars for successful design practice. Being a designer therefore becomes more important than understanding what a designer does; being able to be creative is much more important [and difficult] than knowing what creativity is. Any design process has a series of different activities, with attention spent in various different aspects of the work. A broad understanding of the project, as well as background in the field and ability in each aspect of the work is needed. Some time must be dedicated to the experimental aspects of the work, both on specific projects and to generally advance. A rigorous understanding and evaluation of the field's body of knowledge must be applied. And the project must be built with skill and continuous improvement of the design, even after formal completion. Each of these parts of the process could be described in a procedural tone, outlining actions that need to be taken, artifacts that need to be produced. Each will, of course, be inherently structured by these sub-tasks, responding to each with completion as opposed of exploration. The parts of the process can also be described through a series of roles or exemplars. So, instead of a recipe for making instructional design, we present a series of models for the behavior of instructional designers; here are a series of roles that procedurally, will lead one through instructional design, and, more importantly, a series of exemplars, which if followed, will improve quality and innovation within the field of instructional designers. We seek to make better instructional designers, not by providing a low level list of actions, but by giving the field a series of models of quality in each aspect of design work. Roles Role model "Men often define themselves through the skills they acquire, and the issues to which they put them." Dreyfus & Dreyfus, (1986, 11) The roles of design we present here are archetypes, i.e., romanticized versions of real professions, exemplars of behavior and practice, and valid as models for professional behavior in instructional design. As exemplars, we seek from them the best of their practices; for example, from the artist, creativity and from the craftsman, patience and advancement through practice. Each of these roles are well known through our society: artist, architect, engineer, and craftsman. Each title is often said with pride, and bestowed on another as Roles09007 • 4 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] praise, for example: "Bill was the architect of our fund raising drive." or "Joan engineered a difficult departmental merger." Design too, can serve as an exemplary verb, when the full diversity of the work of design is included. Instructional design is guided by a range of theories and ideas, beliefs and assumptions, not the least of which is a perception of our own practice. Consequently, if we view the process of instructional design as one of production (that is, the manufacture of instructional materials) we will create work limited in conception and execution. Similarly, if we go beyond mere production to engage theories of learning and perception, the scientifically based outcomes are engineered, highly efficient, yet may lack the wholeness needed for the development of knowledge (Wilson, 2005). To be complete, we must extend our self-image and think beyond production or engineering. We must seek a balanced model of professional practice, one that expands our understanding of design itself. A number of theories and ideas guide the practice of instructional design, but we are also guided by our perceptions of our own practice. If we view the work of instructional design as the application of theories of cognition and learning, those values guide our work; similarly, if we view the process as one of the development of instructional materials, we will create work that is limited. Ultimately, in this chapter, we hope to improve educational practice though the design and development of technology based products and methods. Achieving such a goal requires an understanding of the relationship between instructional design practice and product. During the renaissance – these roles were blurred First, lets’ examine how each of the roles fit into a linear process. [Then we’ll examine how they work as part of a team.]Within the field of instructional design, we currently work through roles in the process, but they are limited in many respects, and do not include the full range of design. Much of the field seeks the scientific, rational approach to design, where answers exist, and the best method can be found, then adopted by all, and then developed through completion. Engineer - Values, characteristics (historical and present), responsibilities, definitions, philosophies, research & practice (exhibitions, published work, showcases) Engineer – ensuring theoretical and practical soundness of the solution; utility, stability, usability, and scalability of the medium. The practice of instructional design currently focuses principally on two roles, one broadly described as an instructional engineer, and the other as an instructional manufacturer. We use the term "instructional engineer" as the title of the third phase of instructional design, that area most addressed in instructional design programs. The instructional engineer focuses on the applying research derived models for learning. Roles09007 • 5 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] “Some object to the word ‘design,’ suggesting as it does a rather arty orientation, and insist that what we really need is ‘instructional engineering.’” http://www.fastrakconsulting.co.uk/tactix/features/engineer.htm Engineering is the creative application of scientific principles used to plan, build, direct, guide, manage, or work on systems to maintain and improve our daily lives. Engineers and scientists are often confused in the minds of the general public. While scientists explore nature in order to discover general principles, engineers apply established principles drawn from mathematics and science in order to develop economical solutions to technical problems. The role of the instructional engineer is one of instructional problem solving. Most engineers, either in the instructional field or in the main fields of engineering such as civil, structural, or mechanical engineering are highly trained professionals. In education, the instructional engineer ensures a product is usable by the target audience and makes the product achieve it's educational goals. Contemporary, research-based ideas are used to develop instructional materials; educational theory is an important component of the work of the instructional engineer. The principle goal of the engineer is the functional efficiency of the work, planning and organizing the project. [These are valuable aspects of the design process and can advance the value of the work. Counter Role: the instructional manufacturer The manufacturer is a developer of instructional materials. The manufacturer is often a technician who applies a pre-defined design model or template to solve an educational problem and delivers a product as efficiently as possible. To a large extent, the solution to an educational problem is presented to the manufacturer whose responsibility becomes one of developmental efficiency. Product consistency and stability are of primary importance, leading to results that are predictable and stable. When asked to develop educational materials for use through distance education, the instructional manufacturer might employ traditional instructional design methods to develop instructional materials emphasizing content presentation and application. Such materials are commonly delivered to learners via the most efficient technologies (e.g., online quizzes, Blackboard/WebCT templates, PowerPoint presentations, etc.). Most of these technologies are stable and, at the core, are based on educational theories such as constructivism, collaboration, or cognitive science, but such theories are remote from the manufacturer. Models for the design process would focus on the functional (i.e. "form follows function"). As with the architecture in the 1960's, an aesthetic could develop based on making the c technology work, on utility. Contrary to the role of the manufacturer is one of the Craftsperson. We see to imbue this phase of project development is critical to the worth of the end artifact; as part of the full design process, viewing this phase as one which adds value to the project is important. It is Roles09007 • 6 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] needed, for the health of the process and the participant designers, that this portion of the work be a positive, additive, and generative portion of the work. Craftsperson - Values, characteristics (historical and present), responsibilities, definitions, philosophies, research & practice (exhibitions, published work, showcases) Craftsperson – mastery of methodology in a medium, open to innovation with a capacity for adaptation to context. Lose innovation and adaptation after the comma lose mastery manufacturing. Development and refinement of design materials Execution The instructional craftsman encompasses the work of implementation, but also still seeks to improve the project or design. Craft work implies a high level of skill in execution, and while not having a focus on the research or theoretical foundations of instructional design, still has a good basis in the field. We have not always as designed by drawing. Originally, and still to this day, in many places and under many circumstances, designers were and are primarily makers or crafters. They made objects ranging from small personal and household utensils, through larger pieces of equipment used in agriculture or other primitive industries, to houses and civil buildings and even complete towns. All this was largely made without significant use of drawn plans. Things were made by either copying or adapting what had been done before. This process is usually described as 'vernacular' when applied to architecture and as 'blacksmith' when applied to industrial products. The imaginer and the maker we parts of one single undifferentiated role. (Lawson, 2004, 31) As a verb, 'to craft' seemingly means to participate skillfully in some small-scale process. This implies several things. First, it affirms that the results of involved work will still surpass the results of detached work. To craft is to care. Second, it suggests that partnerships with technology are better than autonomous technology. For example, personal mastery of open-ended software can take computers places that deterministic software code cannot. Third, to craft implies working at a personal scale--acting locally in reaction to anonymous, globalized, industrial production--hence its appeal in describing phenomena such as microbreweries. Finally, the usage of 'craft' as a verb evades the persistent stigma that has attached itself to the noun. (McCullough, Malcolm, (1998). Abstracting craft: The practiced digital hand, Cambridge: MIT Press, p.21) Design can be described as "knowing how". The steps of design process, the items to include in creating something, are better described as "knowing that". In modern society today, we have a view, a vision of "craftsman", one of a highly skilled trades worker doing exceptional work, a benevolent artisan. There are gender and other issues with the term; craftsperson may be more appropriate. Craft Roles09007 • 7 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] in itself is a loaded term within the art community, and one which conjures up lessthan-professional standards. Artisan may be a more current appropriate term, but one which seems to be more of the independent jewelry maker genre, or the maker of bread that uses whole wheat flour. Historically, a craftsman was a highly skilled guild member, required to take in an apprentice to continue the guild. Inherent in the role of master craftsman was the requirement of I imagine a craftsman building a wood strip canoe, a boat by hand. The work is about the same as before, but it does not regress to the level of mechanical reproduction by a human. The maker, the individual is engaged with the work. [To some extent, the craftsman is divorced from concerns of reality; in their own time, patient and still efficient. It's done when it's done.] • A high level of implicit knowledge developed from experience. • A seeking of quality in both technical and aesthetic terms. • Separation from concerns of cost, time, effort. • Calluses. • Values the product more than the user. One model of craft would be Ansel Adams; continuing to improve seek perfection in the full photographic process. Architect - Values, characteristics (historical and present), responsibilities, definitions, philosophies, research & practice (exhibitions, published work, showcases) Architect – holistic, questioning assumptions, balanced approach, transformative, Holistic understanding through exploration The instructional architect, fueled by a balanced approach that includes aesthetics and innovative design, would approach the problem by designing new solutions that promote high-level learning (i.e. generation and challenge), followed by a critical examination of the solution to improve user engagement, motivation, and interaction. By scrutinizing the design and questioning the solution, instructional architects are unique in that they are not satisfied by simply solving the problem. The architect is motivated by extending the boundaries of the available media affordances to explore solutions that enhance the learner experience, moving beyond the pedagogical and technological specifications of the instructional problem (i.e. design beyond done). The first phase of role based design is called the instructional architect. Developing an understanding of the entire project is critical to the design process, i.e. having a holistic view of the design challenge. Inherent in this understanding is an identification and recognition of the assumptions of the design problem, and a questioning of the design problem itself; what is the nature of the design problem? This initial phase also examines the resources at hand and the theoretical and philosophical orientation of the project. Roles09007 • 8 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] The architect extends the engineer’s functional and usable solution and attempts to incorporate aesthetics at the core of the design process. By doing so, the architect explores divergent solutions that extend and cultivate the affordances of a medium. The architect’s approach to instructional design attempts to balance utility, usability, and aesthetics. In any design project, at some point, the conceptualization, the planning, the broader view have been completed, and the work must be implemented. Here too there are significant questions, of a choice between completion and craft. Most instructional design work these days is manufactured; ideas developed elsewhere are Artist - Values, characteristics (historical and present), responsibilities, definitions, philosophies, research & practice (exhibitions, published work, showcases) Artist – self-expression, inquisitive, explorative, unafraid, transformative, Radical conceptualization through design and failure Artists are revered and neglected in many cultures; we view cultures as civilized that support artists in a minimal manner; occasionally we celebrate artists usually after they are dead. The life of an artist is a difficult one; pursuing one's art is usually different from pursuing money from a job. Here we view artists as those with a mastery of a medium, with an intense focus on their work and a concern for aesthetics. They exhibit a high level of creativity, even to the point of working outside of society. Failure, unexpected results, and disturbance of the status quo mark the work of the artist; advancement of the finish product is not necessarily the goal, but rather an advancement in the understanding and development of new ideas is. We view the role of the artist as one providing divergent thinking at the beginning of any project; providing aesthetic direction and inspiration throughout the project, and acting as the "what if" person on a project team. The artist is an instructional explorer. The artist uses instructional problems as stimuli to experiment with media and affordances. The instructional artist may work without client or audience, only later attempting to apply to instructional practice what has been learned through the artistic experience. The artist embraces failure and engages in continuous selfcriticism while attempting to understand both the problem and self. The second exemplar is that of the instructional artist, an iconoclastic divergence that embraces experiment and failure. Here the process of instructional design examines ideas that don’t work, paths that are not expected, and allows for a more diverse range of conceptualization. Within the field of creativity training, there are a number of techniques that encourage examining wrong answers or the opposites of the expected results. Similarly, the phase of the instructional artist is fraught with failure, and one which diversifies thought. Here is where most innovation in the field will occur, not in the later Roles09007 • 9 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] roles of engineer or manufacturer, where 1% improvements are sought. The bet here is to win big, with substantial increases in the value of designs. The instructional artist, operating with a high expectation of failure, would approach the scenario with little concern for the problem specifications and simply experiment with the available design media and content. For example, the artist could use the graphical capabilities of Macromedia Flash to create interactive visualizations or sonic interpretations. Most importantly, although the initial goal may have been pure experimentation with experience, an instructional artist might discover techniques that promote learning. (Note that the term "might" is critical to the nature of the artist; results that are unsuccessful in generating added learning remain valuable.) END ROLES As with many other things, the methods and products of instructional design represent the values of the designer; our arguments here may be ones of belief; belief that design is a purely rational and logical solution of problems; or belief that inherent in any design is aesthetics; or belief that design must be inclusive, and spring from the ideas and actions of the learners. We have a strong feeling for the aesthetic components of design; that the designer's work is important and individual, and one that builds experiences more than the simple content. Roles timeline Illustration and description of process The Role Based Design Process can be used to organize and manage large teams or it can be used for projects designed by small teams or individuals. Critical to the success of the process is the integration of the four design roles in the process; that artist, architect, engineer, and craftsperson are present throughout the entire sequence, although each role will take a lead in the design of a project. Embracing RBD Role based design process can be of value for instructional designers of all levels. For the beginner, use of a formalized design process can lead one through a challenging sequence of procedures; as artist, architect, engineer, and craftsperson. Using Role Based Design in lieu of ADDIE will encourage an inexperienced designer to include aesthetic components through out the design process, to view the entire process as a whole; and to be encouraged to innovate as opposed to replicate design models. Experienced Blended/blur and conscious progression of the roles (turn it on off) Checklist has disappeared Conscious reflection of buckets of time when needed Beginner Roles09007 • 10 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] Linear – clearly defined separation of roles Focused checklist of responsibilities/characteristics Necessary buckets of time Intermediate Blending of the phases and roles Motivated checklist of responsibilities/characteristics Less reflection on buckets of time, more for client Evolution Understand it, use it, and evolve it Practice and embrace to the level of teaching RBD Have students organize and arrange roles Create your set of designer values – in 6 years your values should be much different then the framework presented in this paper – otherwise, you have not embraced RBD Tango teacher still taking classes example, Ansel Adams print example -----Checks and balances: Artist vs. Engineer “All design is problem-solving; not all problem-solving is design.” Most think of design as a verb; designers think of design as a belief system. Appendices Checklists for beginning designers and designers wanting to make a transition in their thinking and processes Roles09007 • 11 [Red is from the outline; black Helvetica draft; green copied from chapter needs rewriting] References Dreyfus, H.L. & Dreyfus, S.E. (1986). Mind over machine: The power of human intuition and expertise in the era of the computer. New York: The Free Press. Dym, C. L., Little, P., Engineering Design: A Project-Based Introduction, John Wiley, New York, 1999. Ertas, A., Jones, J. C., The Engineering Design Process, John Wiley and Sons, New York, 1996. Hyman, B., Fundamental of Engineering Design, Prentice Hall, New Jersey, 1998. Sanders, M. S., McCormick, E. J., Human Factors in Engineering and Design, McGraw-Hill, Inc., New York, 1993. Eisner, E., (1997). Cognition and representation, The Phi Delta Kappan, January 1997, p. 349-353. Lawson, B. (2004). What designers know. Oxford: Architectural Press. McCullough, Malcolm, (1998). 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