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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Castiglione della Pescaia, Italy, May</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Design Trade-Offs for an Inclusive Society: Frameworks, Examples, and Challenges</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gerhard Fischer</string-name>
          <email>gerhard@colorado.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for LifeLong Learning &amp; Design (L3D) University of Colorado</institution>
          ,
          <addr-line>Boulder</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <volume>29</volume>
      <issue>2018</issue>
      <abstract>
        <p>The digital age of the future is “not out there to be discovered”, but it needs to be “designed”. The design challenge has to address questions about how we want to live, work, and learn (as individuals and as communities) and what we value and appreciate, e.g.: reflecting on quality of life and creating inclusive societies. An overriding design trade-off for the digital age is whether new developments will contribute to increase the digital divide or will create more inclusive societies. The digital divide [17] has often been discussed as the difference between owning and having access to modern information technology or not. Although access is necessary, it is not sufficient. For example, putting every school on the Internet or providing a smartphone and/or laptop for every learner may be necessary to achieve certain objectives, but it is not sufficient to improve learning and teaching. The discourse about new information technologies should not be restricted who has access to these technologies but it should be focused on how people of all ages and all abilities can exploit information technologies for personally meaningful activities.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>2.1</p>
      <sec id="sec-1-1">
        <title>CLever Project: Empowering People With Cognitive Disabilities</title>
        <p>
          Anatomy and cognitive abilities are not destiny. Eyeglasses have refuted the belief
that anatomy is destiny by putting forward the idea that our minds as well as our
bodies are improvable [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. The Cognitive Levers (CLever) project [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] was grounded
in the basic assumption that all humans have limitations and that the development of
new media and technologies has been driven forward by extending our biologically
endowed capabilities (for example: reading and writing were invented to address the
limitations of our short term memories). Today, as we live in a world of ubiquitous
technology, intelligence and cognition are not located within the individual human
mind but are distributed within complex socio-technical environments providing
opportunities to improve the life for people with cognitive disabilities (Figure 1
illustrates the major objectives that we have pursued).
        </p>
        <p>The socio-technical environments that we have developed
• support persons with cognitive disabilities to provide them with opportunities that
they would not be able to accomplish unaided (e.g.: to have more choices, live by
themselves, use transportation systems, interact with others, and perform a variety
of domestic tasks);
• empower caregivers with a deeper understanding about the needs of those being
supported.</p>
        <p>
          The CLever Project relied on distributed cognition [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] as a theoretical framework
for understanding what humans can achieve and how artifacts, tools, and
sociotechnical environments can be designed and evaluated to empower human beings and
to change tasks. Applying this framework to people with cognitive disabilities in
design-for-all approaches creates new and unique challenges and opportunities for
more inclusive societies.
        </p>
        <p>The relationships between humans and their artifacts can be seen as
• providing scaffolding supporting learners to become incrementally more
independent of the tool (i.e. “tools for learning”) or
• changing tasks by distributing the activity between the human and the tool (i.e.,
“tools for living”).</p>
        <p>This design trade-off is not a dichotomy, but represents a continuum with
associated design implications.</p>
        <p>The ultimate goal of successful design, specifically in the context of technology for
improving cognitive function, is to improve the human condition. The success or
failure of socio-technical environments will be judged by the opportunities created for
independence, societal inclusion, and quality of life they provide to those who would
otherwise be disenfranchised. Research and education on “technology for improving
cognitive function” will have broad implications not only for people with cognitive
disabilities but for extending the possibilities and capabilities for all humans.
2.2</p>
      </sec>
      <sec id="sec-1-2">
        <title>Lifelong Learning: Learning Opportunities for People of All Ages</title>
        <p>Conceptions of learning are often of a very narrow nature: it happens in schools, there
is a teacher who tells learners what is important and necessary to learn, it is an
individual activity, and it is experienced by learners as something they have to do. As
the demands for learning undergo a period of profound transformation, there is a need
for exploring innovative multi-dimensional aspects of learning. In order to make
learning environments more inclusive the following aspects should be taken into
account and supported:
• Who Learns: People at different stages. Learners may be students in different
grades and institutions, persons working in industry, or curious citizens attempting
to understand more about the world surrounding them. Some of the learners may
be beginners and general and standard introductory courses will serve them well
whereas other may have a rich knowledge background and very specific
objectives requiring more individualized learning opportunities.
• How to Learn: Learning in Different Ways. Learning in today’s world should be
conceptualized as an inclusive, social, informal, participatory, and creative
lifelong activity. Many problems (specifically design problems) are unique,
illdefined and wicked and the knowledge to address them does not already exist but
needs to be created requiring contributions and ideas from all involved
stakeholders.
• When to Learn: At the Right Time. Information overload and the rapid change of
our world have created new problems and new challenges for learning and
education. People will have to keep learning new knowledge and skills throughout
their lifetimes as their lives and jobs keep changing. New approaches (e.g.:
learning on demand) are needed to circumvent the unsolvable problems of
coverage and obsolescence.</p>
        <p>3</p>
      </sec>
      <sec id="sec-1-3">
        <title>Digital Fluency: Making People Independent of High-Tech Scribes</title>
        <p>In the middle ages, most people were dependent on “scribes”, who helped them to
write down their thoughts, ideas, and stories, as well as to read the material written by
other people. Many people today are in the same situation with respect to digital
media: they are unable to express themselves, explore problem spaces, appropriate
tools, and act as designers in personally meaningful tasks. They have to rely on
“hightech scribes”.</p>
        <p>Fluency with IT for all people will contribute to more inclusive societies by
supporting people expressing themselves creatively and appropriately, and allowing
them to produce and generate new information rather than simply to comprehend
existing information.</p>
        <p>
          To make fluency a realistic goal, computing needs to be deprofessionalized [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
The monopoly of highly trained computing professionals acting as “high-tech scribes”
should be eliminated. This does not mean that there is no place for professional
programmers and system designers in the future; it does mean, however, that one of
the most important objectives of the professional computing community should be to
create end-user development systems that will put owners of problems in charge [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
3
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Design Trade-Offs</title>
      <p>
        Creating socio-technical environments for social inclusion is not an easy and
straightforward task but requires the exploration of design trade-offs [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The problem
domains briefly described in Section 2 are wicked problems for which there are (1) no
perfect designs, (2) no decontextualized sweet spots, and (3) no silver bullets.
      </p>
      <p>Without a deep understanding of both the strengths and weaknesses of the
technology (e.g.: when, where, why, how, for what, and for whom it is and isn’t
suitable), researchers and developers will not be able to act in the best interests of
shareholders and may therefore (despite the best intentions) increase the digital divide
rather than the social inclusion.</p>
      <p>
        Some of the major design trade-offs that we have explored in our objectives to
move towards more inclusive societies are
• in the context of cognitively disabled people:
o tools for living versus tools for learning [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ];
o overreliance on external tools versus independence [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ];
• in the context of learning opportunities for people of all ages:
o curricula versus interest-driven learning [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ];
o basic skills versus niche interests [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ];
• in the context of making people independent of high-tech scribes:
o control versus participation overload [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ];
o permissive versus prescriptive environments [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
In addition to my personal presentation, I suggest that the AVI’2018 CoPDA
workshop should schedule a discussion session among all participants to evaluate the
past, current, and future CoPDA workshops. A few ideas for such a discussion session
will follow.
4.1
      </p>
      <sec id="sec-2-1">
        <title>Relationships between the CoPDA Workshops</title>
        <p>The AVI’2018 workshop is the 5th CoPDA workshop (see Figure 2 for an overview).
An important challenge for the researchers getting together in the workshop this year
may be to explore the foundational idea(s) that these workshops have pursued and
how they are related to each other. My claim: all of the workshops have identified
basic research challenges derived from real problems. Such an effort could lead to the
articulation of a coherent and important theme(s), an edited book, or a EU research
project.</p>
        <p>IS-EUD’2013: Empowering End Users
to Improve their Quality of Life
IS-EUD’2015: Coping with InformaHon,</p>
        <p>ParHcipaHon, and CollaboraHon Overload
AVI’2014: Social CompuHng for</p>
        <p>Working, Learning, and Living
CoPDA: Cultures of Par0cipa0on</p>
        <p>
          in the Digital Age
AVI’2018: Design Trade-offs for
an Inclusive Society
As argued before: the themes of the current and past CoPDA Workshops have
addressed a variety of wicked problems that have no ultimate answer. The
identification of design trade-offs needs to continue for new developments because
oversimplified solutions do not do justice to the complexities of real problems. We
challenges and themes for future CoPDAs:
•  quality of life
•  beyond necessary: sufficient
•  “should we do it” versus “can-we-do-it”
NordiCHI’2016: From “Have to” to
“Want to” ParHcipate
need to overcome one-sided solutions and provide arguments, ideas, and evidence that
lead to more inclusive societies instead to more polarization, filter bubbles [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], and
an increased digital divide [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. These efforts should include to search for informed
compromises and new syntheses that result in new objectives by combining the
strengths and reduce the weaknesses of the respective design trade-offs. I will
mention a few specific challenges and themes for futures CoPDAs that I consider
important (see Figure 2).
        </p>
        <p>
          Quality of Life. By creating a framework for quality of life and social inclusion
grounded in the identification and analysis of design trade-offs [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] and arguing that
there are no decontextualized sweetspots, our research activities should position us
between
• the critics of postmodernism (e.g.: Daniel Dennett [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] arguing: "Postmodernism,
the school of 'thought' that proclaimed 'There are no truths, only interpretations'
has largely played itself out in absurdity, but it has left behind a generation of
academics in the humanities disabled by their distrust of the very idea of truth and
their disrespect for evidence, settling for 'conversations' in which nobody is wrong
and nothing can be confirmed, only asserted with whatever style you can muster”)
and
• the proponents of antinomies (defined by Jerome Bruner [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] as “pairs of large
truths, which though both may be true, nonetheless contradict each other”).
        </p>
        <p>
          Beyond Necessary Technologies: Creating Sufficient Conditions with
SocioTechnical Environments. Technological Innovations and developments such as (1) all
schools being on the Internet [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] or (2) One Laptop per Child (OLPC) program
(http://one.laptop.org/about/mission) were ambitious technological initiatives at the
time — necessary to achieve certain educational objectives. But these technological
innovations by themselves were not sufficient to solve complex social problems
allowing learners of all ages to engage in personally meaning social practices.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Complementing “Can Do Something” with “Should Something be Done”.</title>
        <p>Technological developments facilitate activities that could not be done before (e.g.:
(1) the Internet making MOOCs a reality to reach ten thousands or more people with a
lecture, or (2) the development of self-driving cars (currently still mostly an
envisionment), or (3) the very questionable objective to delegate decision about life
and deaths to algorithm in automated warfare). As the technological developments
have taken place or are explored, the question “should they be done” should be
considered as the central question, requiring that issues derived from ethics, values,
impact, control, and autonomy are taken into account.</p>
      </sec>
    </sec>
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