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1. what did you find

1.1. interesting about the article?
I was particularly interested in the premise that all stakeholders have something to contribute, not just domain experts. The system, or at least the application of the system described seems to focus on domain experts as resources, rather than active decision makers.


I'm also particularly interested in the use of physical objects to interact with a computational tool. IE, moving away from just a mouse, keyboard, and monitor, into a more interactive environment suited ot group collaboration.

1.2. not interesting about the article?

I guss I'm still struggling with how specialized the tool presented is. It seems limited to a very msall set of problems, at least initially, especially for what appears to be a large investment in equipment.

2. what do you consider the main message of the article?

The main message seems to be that design by nontechnical/nondomain specific stakeholders can be well facilitated through the use of the right technology.

3. are themes discussed in the article which you would like to know more about?

I'm particularly interested in how the base technology could be extended for use in other applications, as well as how easily extensible the system is for se within the urban planning domain. IE, if the participants decided they wanted to try planning a light rail system instead, could they start doing that easily and on the fly, and get realistic, useful simulations going?

4. what did you find interesting about the “EDC” system?

See above.

5. do you know of other papers, ideas, and systems which are closely related to the article and the “EDC” system?

I keep being reminded of the smart whiteboard systems around the ITLL, but have never used one.

6. what do the article and the associated system say about

6.1. design

That design is best achieved by having all stakeholders become active participants in the design process. Design should not be limited to domain experts.

6.2. learning

Learning is an ongoing, spontaneous process, that happens in the middle of design and problem solving, on demand, during "breakdowns".

6.3. collaboration

In order to collaborate on complex design problems, participants must be provided with a way to externalize their ideas, that not only well represents the problem domain, but allows them to communicate and interact with their ideas.

6.4. innovative media to support these activities?

See above.

7. do you have any ideas how this research could / should be extended (based on your own knowledge and experience)?

Not offhand, though it's something I've been thinking about. I guess at this point, I'd just like to see more research done with using this tool in a real environment.

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