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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>Reflections on using Story-Dialogue Method in a workshop with interaction design students</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Diana Saplacan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jo Herstad</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marthe N. Elsrud</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Zada Pajalic</string-name>
          <email>zadap@oslomet.no</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Informatics, University of Oslo</institution>
          ,
          <addr-line>0373 Oslo</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Nursing and Health Promotion, Oslo Metropolitan University</institution>
          ,
          <addr-line>KD203 Kjeller</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <volume>29</volume>
      <issue>2018</issue>
      <fpage>34</fpage>
      <lpage>43</lpage>
      <abstract>
        <p>Various narrative methods have been used in Human-Computer Interaction field (HCI), such as digital storytelling, and co-construction of stories. In this position paper, we shed light on the Story-Dialogue Method (SDM) which has been borrowed from constructivism, feminism, critical pedagogy and critical sciences, but has not yet been explored in the HCI field. We have used this method in a workshop where interaction design students took part. The paper provides here reflections, recommendations, and some advantages of using this method with interaction design students.</p>
      </abstract>
      <kwd-group>
        <kwd>Story-Dialogue Method</kwd>
        <kwd>Interaction Design Student</kwd>
        <kwd>Own Experiences</kwd>
        <kwd>Reflection</kwd>
        <kwd>Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Experimental methods and statistical analysis, surveys, diaries, interviews and focus
groups, usability testing and other quantitative and qualitative data collection methods
are well known to be recommended and used in the Human-Computer Interaction (HCI)
field [1]. Ethnographic methods such as probes, e.g. cultural or domestics, have also
been used as qualitative methods in HCI field [2], [3]. Each method has its advantages
and disadvantages, and are used in specific contexts with specific purposes, e.g.
experimental methods used in prototype and lab settings, usability testing used for testing
specific prototypes or systems, diaries and probes focusing on participants’ gathering
data by themselves, interviews used when the researcher wants to investigate something
in a dialogical way.</p>
      <p>This paper introduces the story-dialogue method (SDM) [4] in a workshop setting,
as a way of engaging interaction design students in design discourses. As a structured
narrative method, based mainly on dialogue, the method provides students with
reflection and learning opportunities, from their own experiences, but also from each other.
Our purpose was to facilitate reflection and learning based on own experiences, at
several levels, in a structured way: the students should reflect on their role as interaction
designers when designing digital systems; the students should reflect on, and learn from
each other’s experiences; to create individual and collective knowledge, on their own
and together with the researchers.</p>
    </sec>
    <sec id="sec-2">
      <title>Aim and limitation</title>
      <p>The workshop’s aim was to invite to reflection and a structured dialogue around the
theme of giving feedback and interacting with digital systems. The theme of the
workshop was feedback in various learning situations while using or not using various digital
systems. In this contribution we reflect on the use of SDM narrative method for
interaction design students, who are also the end-users of various digital systems.</p>
      <p>Illustrating details about each of the shared students’ experiences is outside of the
scope of this paper.
2</p>
      <sec id="sec-2-1">
        <title>Background</title>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>UDFeed project.</title>
      <p>This workshop was part of UDfeed project. UDFeed is a pedagogical qualitative project
at University of Oslo, Faculty of Mathematics and Natural Sciences, Institute of
Informatics (IfI). The project is funded by Universell, the National Coordinator of
Accessibility of Higher Education in Norway [5]. Amongst the project’s objectives is to
investigate how students perceive giving feedback in various learning situations while using
or not using digital systems.</p>
      <p>The context of the project is framed by Universal Design (UD) for learning and
instruction. As of the start of 2018, the use of Information Communication Technologies
(ICT’s) in the Norwegian education, including Higher Education, in learning contexts
should be universally design [2], [3]. UD has often been associated with accessibility
for people with various disabilities: cognitive, physical or learning disabilities.
However, as Lid (2013) pointed out, people may become disabled in some situations,
although they are not medically diagnosed as disabled [6]. This means also that these
digital systems should be accessible to as many students as possible. But the systems
are not always designed accordingly, i.e. universally designed, having inclusion in
mind. In the same way, students may become disabled while using digital systems when
those do not work. Interaction design students are not an exception from this user group:
they also encounter difficulties in interacting with other users (e.g. teachers) through a
digital system, or interacting with the digital systems in themselves. The workshop
provided us an opportunity to learn more about their experiences, and for them to learn
from their own experiences.</p>
    </sec>
    <sec id="sec-4">
      <title>Other narrative methods.</title>
      <p>Amongst other narrative and dialogical data collection methods are digital storytelling,
and co-construction of stories [7], [8].</p>
      <p>Digital storytelling method is defined as a process where stories are told or created
through the use of probes [3], e.g. photos, music, voice and video clips, and text during
workshops [7]. The method is a narrative, story-based method used, for instance, in
indigenous contexts [7]. This type of narrative data collection method gives voice to
those usually marginalized, as the stories are often own experiences told in first-person
[7]. According to the authors, this method is complementary to other types of data
gathering methods [7].</p>
      <p>Co-construction of stories method was used in participatory design [8]. The method
is based on one hand, on re-illustrating past experiences, and on the other hand, on
envisioning future experiences [8]. The method comprises two phases: sensitization and
elaboration [8]. In the sensitization phase, the participants bring their past experiences
based on a story told by the designer [8]. In the elaboration phase, the designer
introduces a future scenario of the same story, and then asks the participants to become the
main character in the story [8].</p>
      <p>These narrative methods have the following in common: co-creative process of
knowledge, mutual learning, telling and sharing stories, creating room for reflections,
and personal engagement through sharing own stories. Section 3 gives more details on
the SDM method, whereas in Section 4, we reflect on our experience with the method,
including some recommendations and advantages of the method.
3</p>
      <sec id="sec-4-1">
        <title>Method</title>
        <p>SDM is a method based on a structured dialogue where the participants develop
reflections based on an own experience around a pre-set theme for a workshop [4], [9]. The
method derives from constructivism, feminism, critical pedagogy [9], and from critical
sciences [10]. The participants’ experiences are framed here as stories [4]. The stories
can be described as a self-interview mainly based on textual data [4]. These are used
during workshop sessions as a catalysator for reflection and analysis [4].</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Participants and context .</title>
      <p>Five master students in interaction design took part in this workshop. Each of the
participants had to prepare in advance a story, e.g. an own experience, related to a learning
situation. The story had to frame giving feedback to people via digital systems, or
feedback from digital systems. Examples of such stories could illustrate: breakdown
situations when the feedback, e.g. communication through digital systems, does not work;
or when it works fine. The participants had around two weeks to prepare their stories.
They brought their stories to the workshop session where they shared those in a
structured process, described next.</p>
    </sec>
    <sec id="sec-6">
      <title>Process.</title>
      <p>The method (SDM) invites to four roles: story-teller, story-listener, story-recorder and
facilitator. Each of the participants in the workshop went through each of the roles, one
at a time. The researcher (SD) was a facilitator, whereas the co-researcher’s role (PZ)
was an observant. One or several story recorders were assigned for each of the stories
told. The story recorder would take detailed notes while the story was told.
The participants would, after one story was told, go through a reflection circle, where
everyone would write down reflections based on the story just heard.</p>
      <p>These would be documented through post-its, which would act as story cards (Fig.
1a). Thereafter, a structured dialogue was facilitated through four stages. First the
participants, together with the facilitator, asked descriptive questions, trying to understand
the underlying problem. Second, the group tried to get a collective understanding why
the problem occurred, or if it was a successful story, why it was successful. Third, the
group brought out the lessons learned. Fourth, the group reflected on what it could have
been done differently next time based on the lessons learned. These reflections were
done in group and for each of the stories, in the form of a structured dialogue (Figure
1b-e). Finally, the group has created insight cards for each of the stages, which are also
considered as theory notes [9] (Fig. 1f). For each step, a color code was used.</p>
      <sec id="sec-6-1">
        <title>Reflections</title>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Target audience .</title>
      <p>We planned initially to recruit first-year bachelor students studying the mandatory
common course Systems, Requirements and Consequences for all informatics programs:
interaction design, programming and networking, software engineering, global
infrastructures, robotics and intelligent systems, and language technologies. We invited
these students during multiple lectures, but only a few showed interest in the workshop,
and thought this is a good initiative. However, none committed in the end to the
workshop. In retrospective, we think that the method required too much preparation time
from the participants side, e.g. about two weeks for preparing the story, prior taking
part in the workshop. This could be a reason why the students were not willing to take
part in the workshop. Another reason could be that this type of recruitment was not
appropriate for a large and diverse group of students – personal contact worked better
in this case. However, these are reflections based on our own experiences, and the
information has not been verified with the potential participants. Moreover, the workshop
required the allocation of a half-day timeslot for participation, on a pre-settled date.
This added constraints for the actual participation to the workshop. As we shown
earlier, we turned instead to master students. We realized that they may see the value in
taking part in a such workshop: the students would reflect on one hand, on their own
experience which that they could easily relate to, and on the other hand, on their role as
interaction designers, when designing digital systems. In this way, they have been able
to learn the method, and possibly use it in their master theses or future research. To our
surprise, one of the participants that was not intended to take part from the start in the
workshop, expressed interest in the method – this being the main reason for attending
the workshop. Another one asked for details about the method, after the workshop, and
planned to use it in another course.</p>
      <p>We have the following recommendations: the method could be easily used in smaller
seminar groups, in other courses, at all levels, if it is integrated in the course, e.g. the
story should be written as part of an assignment; the use outside of class is
recommended in senior years; the method could be appropriate to be used in conference
workshops where the participants write their contribution in the form of a position-paper, or
another free form.</p>
    </sec>
    <sec id="sec-8">
      <title>Process.</title>
      <p>
        Often, many of our everyday experiences with digital systems may be left without
having us taking some time reflecting on those fragmented breakdown situations when the
technology we interact with does not work. In this workshop, through the SDM, the
participants had the opportunity to share their stories with the others, one at a time. This
created a possibility to engage and empathize with the other participants stories. The
participants got, at the same time, the opportunity to see different perspectives on how
others encounter their experiences. SDM facilitated learning based on own experiences.
This is referred by Kolb (1984) as experiential learning [11]. The SDM process in itself
can be viewed as following the experiential learning model.
        <xref ref-type="bibr" rid="ref11">According to Kolb (1984</xref>
        ),
the learning occurs through transactions between: concrete experiences, reflective
observations, abstract conceptualizations and active experimentation [11].
      </p>
      <p>The concrete experiences here were the stories brought by the participants
themselves. However, we do not give details on the shared stories here, as this is outside of
the scope of this paper.</p>
      <p>
        The reflective observations occurred during the interactions between participants
and during the structured dialogue of the method. For instance, during the reflection
circle, we asked the participants to reflect on how the story heard is also their story, and
what were the differences and similarities. The story tellers would reflect on their own
stories. These type of reflections are referre
        <xref ref-type="bibr" rid="ref12">d by Schön (1983</xref>
        ) as reflection on action
[12]. The story listeners and recorders would reflect individually on the story while the
story was unfolding. This woul
        <xref ref-type="bibr" rid="ref12">d be referred by Schön (1983</xref>
        ) as reflection in action
[12]. Figure 2a shows several of the shared reflections documented through story cards.
Figure 2b and 2c shows two examples of story cards where participants can relate to
another participant story, regarding its interaction with a digital system, where one
cannot find the right button for submitting an assignment.
      </p>
      <p>Example on several shared reflections during the reflection circle</p>
      <p>Example 1 of reflection on another c. Example 2 of reflection on another
participant’s story participant’s story</p>
      <p>The abstract conceptualizations concretized into the insights cards. The insight
cards, or theory notes were created in group by the participants, at the end of the
structured dialogue. They represented the result of the shared stories, reflection circle, and
structured dialogue. This could be seen as a group meta-reflection, where the
participants together extracted the essence from the whole process. This again, in Schön’s
(1983) wording, would be described as reflection on action.</p>
      <p>The active experimentation would take place outside of the workshop, where each
of the students takes his/her own learnings and insights gotten during the workshop,
and apply those in their professional becoming roles, as interaction designers.</p>
    </sec>
    <sec id="sec-9">
      <title>Values brought by story dialogue method.</title>
      <p>
        Accordin
        <xref ref-type="bibr" rid="ref13">g to Fischer &amp; Herrmann’s (2013</xref>
        ), meta-design allows users to act as
designers based on principles such as: cultures of participation, empowerment, a procedural
model facilitating an under-design to better design, semi-structured communication
model, and facilitation of the process [13]. Although the method in itself is not a
framework for meta-design, we can identify some elements that can facilitate meta-design.
On one hand, the method encourages the participation of each of the students, having
them going through each of the roles: story-teller, story-listener and story-recorder.
This empowers each of the participants to an active participation. They are also the
owners of the problems that can contribute to design, at use time (compare to design
time) [13]. On the other hand, through the structured dialogue, the communication
between participants is facilitated. The facilitation of the process was possible through the
researchers. The authors’ and participants’ conclusion is that the workshop based on
SDM seems to provide an opportunity for students to develop their own learning, and
for researchers to learn more about students’ experiences, by involving them actively
in a reflection based learning process. The process of the method facilitates
participation, where the students go from a “have to”- to a “want to”- culture of participation
[14].
      </p>
      <p>Further, SDM is different from the digital storytelling. Through digital story-telling,
a lot of focus is put on creating digital probes [7] and on the “digital” representation of
the story. In this case, the focus of the participants may slightly be moved from the
stories, to the representation of the stories. Moreover, the digital storytelling is created
during the workshop itself, compared to the SDM where the participants are required
to prepare their stories in advance. In this way, SDM provides a culture of participation
where the participants engage in design discourses based on stories meaningful to them
[15].</p>
      <p>Furthermore, SDM is also different from the co-construction of stories. While in
coconstruction of stories the researcher shares a story that the participants should relate
to [8], in SDM, the participants are the main characters of the stories. Again, the
participants engage in stories meaningful for them [15]. Co-construction of stories is
similar to the digital storytelling method, in the sense that the participants do not need to
prepare the stories in advance, but to reflect while they listened to the researcher’s story.
Moreover, the focus of the co-construction of stories is on future scenarios based on a
fictional story, whereas in SDM, the participants are the story-tellers, and the owner of
the problems.</p>
      <p>One advantage of the SDM method over digital story-telling and co-construction of
stories is that it allows room for each of the participant stories to maturate, and to be
reflected on, also prior the workshop. Another advantage of the method is that the focus
on the mutual learning in a structured way: both participants and researchers learn from
the method, rather than focusing on only what the researchers are interested to find out.
Finally, as a result of following the structured process of SDM, the participants engage
in co-creation of knowledge through theory notes.</p>
    </sec>
    <sec id="sec-10">
      <title>Universal Design discourse.</title>
      <p>
        Accordin
        <xref ref-type="bibr" rid="ref13">g to Lid (2013</xref>
        ), UD needs to be situated in different embodied perspectives,
and not only be used as a standard for inclusion [6]. Using the SDM method for a
workshop where students had to reflect on their interactions with others through the use of
digital systems, or with the systems themselves, proved to be an appropriate method for
this purpose. For prospective interaction designers, this method seemed to be highly
relevant. First, the method gave the students the opportunity to get broader insights on
the application and use of universal design, in addition to having the digital systems
accessible to as many people as possible, e.g. inclusive design. Second, having the
legislation that will come into force, regarding UD in HE in Norway [16], [17], the method
is a way for including prospective interaction designers in discourses on reflecting on
the universal designed ICT systems, design trade-offs of digital systems, and design
opportunities that support the values of universal design regarding equality [6].
      </p>
      <p>All in all, the method facilitated the students’ reflections on their role as future
interaction designers, on the way current digital systems are designed, and on how to
design with inclusion in mind.
5</p>
      <sec id="sec-10-1">
        <title>Summary and Further work</title>
        <p>This paper presented SDM as a method for encouraging reflection and learning from
own experiences, of the interaction design students. We started the paper by introducing
various qualitative methods used in HCI. We have thereafter presented the SDM
method, introduced the aim and limitations of the paper. In section 2, we have presented
UDFeed project – the workshop presented in this study is part of the UDFeed project.
We have also introduced two other narrative methods: digital story-telling and
co-construction of stories. Section 3 described the method, including the participants and
context, and the process. In section 4, we reflected on the target audience and gave
recommendations on the use of the method. Thereafter we reflected on the process of the
method, and the values brought by it, in comparison to the other two narrative methods,
e.g. digital storytelling, and co-construction of stories. Finally, we reflected on the use
of the method for engaging students in discourses on inclusion and universal design of
digital systems.</p>
        <p>Further, we would like to continue using the method in other contexts involving
learning situations and use of digital systems, as this method is underexplored in HCI
field. We encourage also others to engage with the method, both students and senior
researchers. We plan also to continue analyzing the data from the workshop and we
will publish the final results in a future publication.</p>
      </sec>
      <sec id="sec-10-2">
        <title>Acknowledgments</title>
        <p>We would like to thank our project funders, Universell, the National Coordinator for
Accessibility in Higher Education in Norway. Moreover, we would like to thank to
University of Oslo, and to the participants.</p>
      </sec>
    </sec>
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