=Paper= {{Paper |id=Vol-1776/paper1 |storemode=property |title=Desirability, Frameworks, and Socio-Technical Environments for “Want-To” Participation |pdfUrl=https://ceur-ws.org/Vol-1776/paper1.pdf |volume=Vol-1776 |authors=Gerhard Fischer |dblpUrl=https://dblp.org/rec/conf/nordichi/Fischer16 }} ==Desirability, Frameworks, and Socio-Technical Environments for “Want-To” Participation== https://ceur-ws.org/Vol-1776/paper1.pdf
                    Desirability, Frameworks, and Socio-Technical
                     Environments for “Want-To” Participation

                                                  Gerhard Fischer

                                       University of Colorado, Boulder, USA

                                          gerhard@colorado.edu



                  Abstract. There is overwhelming evidence that people will become more en-
                  gaged in working, learning, and collaborating, if they “want-to” rather than
                  they “have-to” participate in these activities. Frameworks are needed to under-
                  stand and support the transition from a hierarchically organized, curriculum
                  dominated, plan and push world to a world in which people have possibilities
                  for co-creation and pursuing their interests in the context of personally meaning
                  problems. Based on insight from different fields (including research in behav-
                  ioral economics, learning sciences and an analysis of success and failure mod-
                  els), design requirements are articulated and analyzed to provide people with
                  more opportunities by redesign working, learning, and collaborating so that
                  they resemble more the success models in which people engage in “want-to”
                  participation.


           1      Introduction

           Observing and asking people of all ages they “want to” build complex artifacts with
           LEGO, construct model trains, spend time gardening, participate in book clubs, build
           furniture with Ikea, construct houses for Habitat for Humanities, and contribute to
           Wikipedia and Open Source Systems whereas they “have- to” go to work on Monday
           morning or attend class in schools and universities. The differentiation stated this way
           hides the complexities between “have-to” and “want-to”: most activities that people
           do are a mixture of the two objectives (see Fig. 2). While “want-to” activities are not
           good in an absolute sense, they are credited with allowing people to engage in flow
           experiences [1] by changing (1) alienation to involvement, (2) boredom to enjoyment,
           and (3) helplessness to control. Flow experiences are not based on a return to the Gar-
           den of Eden with a life of abundance free of all work, effort, and pain [2].
           The short paper explores the challenges and opportunities offered by new media to
           increase “want-to” participation. It derives criteria from an analysis of “want to” suc-
           cess models in different domains to design socio-technical environments that have the
           potential to increase the “want to” experiences of people in working, learning and
           collaborating.




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           2      Challenges and Opportunities

           New media provide unprecedented resources and opportunities for individuals to
           engage in authentic activities, participate in social debates and discussions, create
           shared understanding, and frame and solve personally meaningful problems. Our
           research is grounded in the fundamental belief that everyone has interest and
           knowledge in one or more niche domains and is eager to actively contribute in per-
           sonally meaningful activities [3]. In contrast to traditional education, which often
           delivers predigested information [4], the richness of these interests and the passion of
           the people involved leads to a “Long Tail” distribution of knowledge [5], [6], [7].
           Millions of people spend hours every day (1) engaging in personally meaningful ac-
           tivities that they do not bring to work [2]; (2) learn new things with great interest and
           enthusiasm that they never exercised in schools [8]; and (3) participate and collabo-
           rate voluntarily in social production and peer-to-peer activities in cultures of partici-
           pation [9], [10]. Fig. 1 provides an initial, high-level differentiation between “have-
           to” and “want-to” activities. The unique opportunity is to create socio-technical envi-
           ronments that would allow more people in more activities and for more time engage
           in “want-to” participation.


           3      Success Stories of “Want-To” Participation

           The analysis of success models provides an existence proof to disprove the notion that
           working, learning, and collaborating must always be less enjoyable than freely chosen
           leisure [2]. Numerous additional success stories for “what-to” participation exists
           (that can not be discussed in this short contribution) including: (1) the engagement of
           people of all ages with LEGO [11]; (2) the participation in Maker cultures [12]; (3)
           the participation in Computer Clubhouses [13]; and (4) playing computer games with
           high levels of engagement [14].




                        Fig. 1. Differentiation between “Have-To” and “Want-To” Activities




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           An Exemplary and Inspirational Example: The “Rocket Boys”. The film “Octo-
           ber Sky” (http://en.wikipedia.org/wiki/October_Sky) (based on a true story) illustrates
           the many aspects of how passion and self-directed learning can change people’s lives.
           In the film, a personally motivating event (observing the Sputnik in the sky) piques
           the interest in rockets and space science of four boys in a coal-mining town. The boys
           pursue this interest and eventually win a major science fair. For all members of the
           group, this represents a life-changing experience and sparks a desire to go to college
           and become engineers. The movie illustrates in a unique way the essential aspects of
           “want-to” work, learning, and collaboration:

            failure and the tenacity to overcome it (e.g., the first few attempts to build a rocket
             are unsuccessful);
            inspiration and encouragement (from their high school teacher) are critical factors;
            help from people with special expertise and from peers being knowledgeable in
             different domains; and
            partial success (the initial successful launch of a rocket) creates positive encour-
             agement and recognition by the community (e.g., a news reporter writes an article
             about their exploration in rocket design).

           These supportive aspects are critical to overcome the obstacles that “want-to” partici-
           pation often faces: in this particular case, the “Rocket Boys” engage in their activities
           against their parents’ wishes. This story is just one of a large number of documented
           cases that show that life-changing encounters can be found more often in interest-
           driven, self-directed learning environments than in school environments [9], [15],
           [16].


           4      EUD and Cultures of Participation: “Have-To” and “Want-
                  To” Intertwined

           An interview that we conducted some time ago with a geoscientist illustrates how
           “have-to” and “want-to” are intertwined. He uses a couple of domain-specific soft-
           ware systems to analyze his research data but none of the existing systems can pro-
           vide complete solutions to his problems as his research unfolds and his understanding
           of the problem, data, and results proceeds. During the interview, he says:

            “I spend in average an hour every day developing software for myself to analyze
             the data I collected because there is not any available software” (rationale for doing
             so: because the is an infinite number of different problems in the world there is a
             need for an infinite number of software system);
            “Even if there is a software developer sitting next to me, it would not be of much
             help because my needs vary as my research progresses and I cannot clearly explain
             what I want to do at any moment” (rationale for lack of external support: ill-
             defined problems cannot be delegated);




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            “I spent three months to gain enough programming knowledge to get by (rationale
             for learning something new in order “to get by”: he is not a professional software
             engineer and does not intend to become one);
            Software development has now become an essential task of my research, but I do
             not consider myself a software developer and I don’t know many other things
             about software development”(rationale for acquiring personally meaningful idio-
             syncratic knowledge to increase his individual autonomy: he has acquired excellent
             programming skills for solving his own problems and develops software for a larg-
             er context rather than the computational artifact itself).


           5      Conceptual Frameworks and Socio-Technical Environments
                  Supporting “Want-To” Participation

           To make activities conducive to “want-to” participation requires the creation of envi-
           ronments in which people can experience flow experiences: the right mixture between
           the challenges they are facing and the skills that they have [1]. Most human activities
           will not be pure “have-to” or “want-to” activities, but they represent a mixture of the
           two experiences (e.g.: (1) as self-driving cars become a reality, different people at
           different times “have-to” to drive a car as well as “want-to” drive a car).




                         Fig. 2. Creating Support for Moving Activities Towards “Want-To”

           An important objective of our research and teaching has been to move activities so
           they will reside more at the “want-to” end of the spectrum (as illustrated in Fig.-2).
           Some of the specific mechanisms that we have explored in our research [17] are:

            allow people to engage in working, learning, and collaborating activities that are
             personally meaningful to them [6], [18];
            eliminate prerequisite skills (e.g.: by supporting not just human computer interac-
             tion but human problem-domain interaction) [19];
            motivate the learning of new skills by supporting learning-on-demand and the
             integration of working and learning [20];
            provide feedback (with critiquing systems) relevant to the task at hand [21];




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            identify the right mixture between self-exploration and self-control and guidance,
             mentoring, and organizational support for sharing ideas, knowledge, and artifacts
             [22], [23];
            develop system architectures that provide “low thresholds” to get started but have
             “high ceilings” to allow people to grow over time [1], [24];
            empower people to actively contribute (grounded in the following observation:
             “The experience of having participated in a problem makes a difference to those
             who are affected by the solution. People are more likely to like a solution if they
             have been involved in its generation; even though it might not make sense other-
             wise” [25]).
           All these research activities explore and support how new socio-technical environ-
           ments enable people of all ages to obtain more enjoyment and more pleasurable expe-
           riences from their activities. One design requirement to create such environments is
           that they should support “flow” characterized as “a state in which people are so in-
           volved in an activity that nothing else seems to matter” ([1], p 4).
           Being in a flow state represents a major prerequisite for “want-to” participation. Fig.
           3Errore. L'origine riferimento non è stata trovata. illustrates that to be in a flow
           state requires the right mix between challenges and skills. Activities representing
           challenges too big for existing skills (e.g.: for an inexperienced skier skiing on black
           slopes) lead to anxiety, and not demanding enough challenges for existing skills (e.g.:
           for an experienced skier skiing on green slopes) lead to boredom.




                Fig. 3. Optimal Flow — Identifying the Right Balance between Skills and Challenges




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           6      Implications

           People of all ages spend substantial amounts of time in idiosyncratic, personally
           meaningful activities with a level of engagement and effort that they do not bring to
           many working, learning, and collaborating activities. In their work and school envi-
           ronments, many people experience their life dominated by “have-to” participation.
           The unique opportunity briefly outlined in this contribution is to learn from “want-to”
           participation in order to create conceptual frameworks and socio-technical environ-
           ments in which personal experiences are shifted more towards the “want-to” end of
           the spectrum (see Fig. 2).

           Relationship to the CoPDA workshops series. I consider the challenge from “have-
           to” to “want-to” participation

            an important objective of the overall scope of the CoPDA workshops “Cultures of
             Participation in the Digital Age”, complementing and widening the themes of the
             three previous workshops;
            an extension of my contributions to previous CoPDA workshops ((1)
             CoPDA’2013: “Is More More or is Less More? Exploring Frames of Reference for
             Quality of Life in the Digital Age”; and (2) CoPDA’2015: “Information, Participa-
             tion, and Collaboration Overload — A Design Trade-Off Analysis”); and
            a central issue for a number of research themes, including meta-design (enabling,
             inviting, and supporting active contributions by all stakeholders) and cultures of
             participation (characterized by productive activities that are voluntary and non-
             monetary) that we and many others have pursued for the last two decades.


           7      References
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This volume is published and copyrighted by its editors.
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