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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Toward a Method of Visual Artifact Analysis: Understanding Learners' Design Activity in a Makerspace</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anders I. Mørch</string-name>
          <email>anders.morch@iped.uio.no</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Renate Andersen</string-name>
          <email>renatea@oslomet.no</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Oslo Metropolitan University</institution>
          ,
          <addr-line>P.O. Box 4 St. Olavs plass, 0130 Oslo</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Oslo</institution>
          ,
          <addr-line>P.O. Box 1092 Blindern, 0317 Oslo</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <fpage>86</fpage>
      <lpage>92</lpage>
      <abstract>
        <p>1 In our research, we study end-user development and computer-supported collaborative learning in educational settings. The main research method we use is interaction analysis (IA)-the analysis of group interaction (verbal dialog) as it unfolds in real time among students-scaffolded by teachers and mediated by artifacts. IA does not focus on the dynamics (development and modification) of technological artifacts; instead, the emphasis is on gesture, deixis, and action descriptions. We argue that IA is insufficient for understanding designintensive collaborative learning, especially in settings involving makerspaces and programming in school. Visual artifacts play an important role in computer science, engineering, and architecture, serving as representations (e.g., computers to be programmed, machines to be repaired, houses to be built, etc.). We argue that design-intensive collaborative learning needs methods for understanding both verbal and visual artifacts and we propose the first version of visual artifact analysis. The paper's main aim is to provide an argument for the usefulness of this method by providing a small example and surveying relevant literature.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Design</kwd>
        <kwd>end-user development</kwd>
        <kwd>interaction analysis</kwd>
        <kwd>visual artifact</kwd>
        <kwd>visual artifact analysis</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>We have taken inspiration and applied these ideas in a method for analyzing visual artifacts in
educational settings, particularly the idea of evaluating an artifact by decomposition to identify design
elements and recreating the steps of its composition by a set of rules organized hierarchically, in effect
defining an artifact’s design space by a graphic language. By a graphic language we mean a form of
communication achieved by composing visual images instead of sequencing words and utterances.</p>
      <p>
        Figure 1 below is a verbal protocol of three pupils who work together to solve a mathematics
assignment (introduction to probability) in a makerspace, using a micro:bit controller and a block-based
programming language (MakeCode) to program the controller [
        <xref ref-type="bibr" rid="ref12">13</xref>
        ]. The task is to simulate a die by
combining hardware and software components and where gameplay (chance) represents aspects of
probability. The solution created by the group is shown at the end of the episode (adapted from [
        <xref ref-type="bibr" rid="ref2">3</xref>
        ]).
      </p>
      <p>Now imagine playing the video of the episode without the sound. This allows the researcher to
focus on the development of the visual artifact in incremental steps and visualizing a larger design
space. We identified the different relations between the design units (DUs) that the pupils used
(intentionally or implicitly) to form a four-DU assembly. This information is not fully articulated in the
pupils’ talk because talk is often incomplete, or the actors do not fully verbalize their design decisions.
Mapping a broader design space with a brief rationale based on the rules can be useful.</p>
      <p>
        In Figure 2, the design process is organized into steps of assembling the visual artifact by a series
of snapshots from the data analysis video and reproduced here with the MakeCode blocks editor
[
        <xref ref-type="bibr" rid="ref12">13</xref>
        ].The second column shows intermediate stages (subassembly), the third column the changes that
were made at each step, and the fourth column a rule description. At each step, the pupils have some
degree of freedom to choose what blocks to combine and what values to change, but the design process
is constrained as we explain below. Inspired by design games, we define a composite design element
(subassembly) as the result of composting DUs by selecting rules and sequencing DUs hierarchically.
The researcher identifies the rules by analyzing the artifact, but the pupils may not be aware of them.
The interaction analysis (IA) transcript (Figure 1) provides clues to the pupils’ knowledge. The visual
artifact table extends the pupils’ verbal understanding by capturing a broader design space, that is,
including those options that were not chosen or ignored by the pupils. In this way, visual artifact analysis
provides a degree of objectivity to the otherwise subjective conversations engaged in by a group of
pupils when they design together in an educational makerspace. To avoid very long visual artifact tables
when analyzing complex artifacts, we suggest focusing on interesting areas, which we define as those
areas in a design space where domain-specific and generic code blocks interact. The rationale for this
is explained in Section 2.1.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
    </sec>
    <sec id="sec-3">
      <title>2.1. Visual artifacts in education</title>
      <p>
        A pioneer of pedagogy and educational research in the Nordic countries is Helga Eng. She has
written significant volumes on the role of drawings in human mental development from childhood to
adolescence. Eng used the method of collecting drawings from the same individual over an extended
period, from age 9 until 24 [
        <xref ref-type="bibr" rid="ref5">6</xref>
        ]. Eng was interested in mental development on multiple levels: first, how
young adults’ color drawings incorporate aspects of more general information inherited from European
visual arts (i.e., how visual arts that have evolved over a long time in a society can reappear in
individuals’ drawings over a shorter timespan) and, second, how drawings connect with abstract
concepts learned in school and applied in leisure and sports activities. Eng’s analyses suggest that
drawings develop from schematization (crude rendering) to organic forms (more sophisticated
rendering) and major changes take place at certain ages or with the appearance of significant events in
life [
        <xref ref-type="bibr" rid="ref5">6</xref>
        ].
      </p>
      <p>
        Eng inspired our work in terms of the developmental driving force in combining domain-specific
and general information in visual artifacts. In our case, this occurs when a pupil starts designing by
choosing general design elements such as the two blocks shown in Step 1 of Figure 2 (“On shake” and
“Show number”) and next adds a domain-specific element (“Pick random” in Step 2 or setting the range
“1–6” in Step 3). The domain-specific elements create a tension or contrast in the two-block design
(contrasting color, shape, layering, symbol, functionality, orientation, etc.). We conjecture that
juxtapositioning contrasting design elements can fuel development by encouraging domain knowledge
to appear in the pupils’ conversations, thus supporting collaborative learning. As opposed to this, when
a generic element is added to a domain-specific element or subassembly or when a domain-specific
element or subassembly over time has been internalized (taken for granted or used as a multipurpose
building block), we refer to the composite element as a stable intermediate form, serving as the
foundation for further development [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ]. The quality of a stable intermediate form (SIF) ranges from
fragile to durable, and techniques for harnessing fragile SIFs to sustain development into complex visual
artifacts is an area for further work; for an example see [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ].
2.2.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Visual artifacts in design: Automated vs. assistive rules</title>
      <p>
        The rules for design composition we have demonstrated are inspired also by shape grammars—an
innovative design approach introduced in architectural design in the 1970s [
        <xref ref-type="bibr" rid="ref18">19</xref>
        ]. Shape grammars are
both descriptive and generative. The rules of a shape grammar generate designs, and the rules are
descriptions of the forms of the generated designs. Rules define state changes for how to get from one
stage to the next, and rule invocation takes place in a work area where the stages of visual artifacts are
displayed. Our rules do not form part of a grammar or a system for generating visual artifacts
automatically. They are standalone and displayed in a table format and used by researchers or students
to evaluate hardware (e.g., a sensor-based alarm) or software (e.g., a simulation or user interface)
artifacts. Educational researchers can use the method to study collaborative design in a design-game
like setting [
        <xref ref-type="bibr" rid="ref8 ref9">9, 10</xref>
        ]. A long-term goal is to teach pupils design thinking skills and end-user developers
to build rule-based virtual assistants to take on the role of a substitute teacher, which we profile in
another paper at the workshop [1]. Researchers in architectural design created shape grammars to
automate floor plan layout of houses and structural refinement in urban development [
        <xref ref-type="bibr" rid="ref18">19</xref>
        ]. Interestingly,
the shape grammar approach is perhaps not best known for creating new architectural designs but to
appreciate the existing designs, such as the Palladian grammar for reconstructing a famous Venetian
villa (Villa Malcontenta), consisting of 69 rules of classical art, which are applied throughout the eight
stages [
        <xref ref-type="bibr" rid="ref19">20</xref>
        ].
      </p>
      <p>
        An application of shape grammar to human-computer interaction and visual interface design is its
formal use in medical diagnosis by using a visual system by Bottoni and colleagues [
        <xref ref-type="bibr" rid="ref3">4</xref>
        ].Their approach
is referred to as visual rewriting system, which supports the evolution of a computer simulation by
defining pictorial state changes using visual rewrite (before–after) rules. The rule-based approach to
developing visual artifacts has been applied to end-user development (EUD) by Costabile and
colleagues [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ]. In EUD, users are the agents of change who make modifications to IT systems and create
artifacts themselves, rather than the system doing it automatically. With EUD, the focus has shifted
from artificial intelligence (AI) to human-centered AI (HCAI), enabled by domain-expert users who set
their own goals and use advanced tools to assist task completion, relying on the computer to automate
general goals and tedious tasks [
        <xref ref-type="bibr" rid="ref4 ref6">1, 5, 7</xref>
        ].
2.3.
      </p>
    </sec>
    <sec id="sec-5">
      <title>AI vs. human-centered AI</title>
      <p>The title of this workshop is “AI for Humans or Humans for AI?” Visual artifact analysis is
indirectly related to AI through knowledge-based rules in architectural design. The rationale for this
line of development in our work is the aim and concern of architecture to contribute to human-centered
artifacts, which we use as an ideal for HCAI and AI for humans.</p>
      <p>
        The difference between the shape-grammar approach [
        <xref ref-type="bibr" rid="ref18 ref19">19, 20</xref>
        ] and design game approach [
        <xref ref-type="bibr" rid="ref8 ref9">9, 10</xref>
        ]
toward visual design and rule invocation can be compared with the difference between AI and HCAI.
Artificial intelligence (ranging from rule-based systems to neural networks) is about creating automated
systems whereas HCAI turns AI around to intelligence augmentation. HCAI researchers develop
systems to augment human tasks to help people do things better and together. We follow Fischer (this
workshop) who argues for combining AI and HCAI [
        <xref ref-type="bibr" rid="ref6">7</xref>
        ]. We suggest combining two types of rules for
visual artifact analysis—automated (implicit, tacit) and non-automated (explicit, assistive).
      </p>
      <p>
        Visual artifact analysis has been prompted by the rise of programming in K–12 education. Previous
research has suggested that programming can be used as an exploratory design method for learning
science topics [
        <xref ref-type="bibr" rid="ref17">18</xref>
        ]. Visual artifact analysis as a research method addresses a shortcoming with IA for
understanding design-intensive collaborative learning, which occur in educational makerspaces and
programming tasks.
      </p>
    </sec>
    <sec id="sec-6">
      <title>3. The interaction analysis method</title>
      <p>
        We have used IA [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ] to analyze empirical data in previous projects (Figure 1 shows a simple
example). Interaction analysis is a social science method for empirical investigation of the interaction
between humans and objects in their environment and is a useful method for analyzing the micro
utterances, gestures, tone of voice, the chronological and spatial temporality of the different
participants’ utterances, how they are connected and take different turns, and the use of objects during
interactions [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ]. These objects are referred to by deictic references (this/that; here/there;
now/later/before, etc.). Finally, the actions performed on the objects are captured by researchers’
comments (comments are inside double parenthesis in the conversation shown in Figure 1).
      </p>
      <p>
        The physical aspects of communication (gesture, deixis, action descriptions, etc.) are important
information when analyzing learning activity in a makerspace, but what is missing is a method for
capturing step-by-step visual artifact development with the lenses of a graphical or design language.
Visual artifacts in learning activities are not static referents but a moving target or continuously
evolving, providing a dynamic context for understanding pupils’ talk [
        <xref ref-type="bibr" rid="ref2">3</xref>
        ]. In previous work we have
used IA in design-intensive collaborative learning in the following ways: 1) separating analysis
according to levels of abstraction (general and specific) [
        <xref ref-type="bibr" rid="ref1 ref11 ref14">2, 12, 15</xref>
        ]; 2) investigating techniques such as
working around, appropriation, and using technology in new ways [
        <xref ref-type="bibr" rid="ref15">16</xref>
        ]; and 3) empirical investigation
of the interdependency of discursive and technological objects [
        <xref ref-type="bibr" rid="ref2">3</xref>
        ].
      </p>
    </sec>
    <sec id="sec-7">
      <title>4. Toward a method of visual artifact analysis based on rules</title>
    </sec>
    <sec id="sec-8">
      <title>4.1. Rule types and invocation modes</title>
      <p>
        In educational makerspaces, designs will typically involve hardware (e.g., microcontrollers,
sensors, actuators, etc.), software (visual code blocks), and abstract elements (relations between DUs)
(see Figures 1 and 2). A design can, for example, consist of three code blocks, a micro:bit controller,
and four relations, as shown in Figure 1. In the further work we refer to relations by rules because
relations are invoked by rules. Following Schön who proposed rules for designers to analyze designs
that derived from types and modeled after design-like practice, such as employing tacit and explicit
knowledge and general and specific reasoning [
        <xref ref-type="bibr" rid="ref16">17</xref>
        ], we have organized our rules into automated/implicit
and assistive/explicit and three invocation modes: automated, generic, and domain-specific:
• Automated rules are implicit (taken for granted, tacit, automated, e.g., some blocks snap
together) and general, which means they are applicable across multiple domains and tasks. Sequence
and hierarchy are the overarching principles for this rule type, relying less on human interaction.
• Generic rules are distinguished from automated rules by requiring human attention (learners
must be consciously aware how two design units are combined using these rules) and have in
common with automated rules the property of being general (domain independent).
• Domain rules are distinguished from the first rule mode by being explicit (requiring human
attention) and the second by being domain-specific (pertaining to a specific domain or task).
      </p>
      <p>The combination of automated and assistive rules leads to a constrained design space, that is certain
things are allowed and other things are prevented, which has both strengths and shortcomings. The
strength is that the design elements snap together to create syntactically correct programs, which is good
for novice programmers by making learning easier. The shortcoming is that programmers have fewer
alternatives to choose from during composition because they are not allowed to make syntactical errors
and learn from it. The shortcoming can be counterbalanced by a large repertoire of design elements to
choose from (palette of parts) and allowing users to save subassemblies in the palette for later use and
extend the repertoire. This identifies areas for further work.
4.2.</p>
    </sec>
    <sec id="sec-9">
      <title>Outline of a method</title>
      <p>We suggest the following steps for analyzing a visual artifact’s development trajectory:
1. Defining the rules and identifying the design space for a set of components.
2. Reverse engineering (decomposing) the artifact into the steps of its composition (as shown in</p>
      <p>Figure 2).
3. Invoking for each step a rule that defines a relation between two adjacent design units to
justify the transition toward a more complex subassembly.
4. Comparing the user-created design/subassembly at each step with the alternatives that could
have been created and using this information together with the verbal transcript to discuss the
pupils’ design decisions (they were good, incomplete, missing, dominated by some, etc.).
5. Determining the options users can choose from to continue developing the artifact; or, in
other words, why did they stop at this stage?</p>
    </sec>
    <sec id="sec-10">
      <title>5. Discussion and open issues for further work</title>
      <p>In this position paper, we have argued for a new research method for analyzing learners’ design
activity in educational makerspaces. The method is based on interaction analysis, extending it with a
“graphic language” for understanding design-intensive collaborative learning, that is, learning activities
that involve building and modifying visual artifacts in educational makerspaces and programming
assignments in a step-by-step manner. Related work inspired our approach, in particular rules in
architectural design (we suggested different types and modes from design research and indirectly from
symbolic, rule-based AI), transitions in design space analysis (we suggested a table format for display,
adopted from qualitative research methods), and juxtapositioning generic and domain-specific design
elements (to narrow complex artifact tables toward interesting areas, adopted from research in
education). The current work is preliminary and should be regarded as a working hypothesis, which
needs to be tested and refined to be useful in practice. We plan to use the method in an ongoing project
(ProSkap) by identifying those parts of a visual artifact that can provide insights into pupils’
collaborative knowledge creation and we currently seek to find this information in the intersection of
technological and discursive object trajectories.</p>
      <p>
        Another direction for further work is to investigate methods in the design sciences that are
comparable with visual artifact analysis as advocated in this paper. Visual artifacts play an important
role in computer science, engineering, and architecture, serving as representations (e.g., computers to
be programmed, machines to be repaired, houses to be built, etc.). Researchers in these fields have
developed many different methods for design and analysis. We will investigate some of these methods
in further work, according to their usefulness and usability, in particular the extent to which these
methods can be used by people who are not trained in formal design science (engineering and CS), that
is, researchers in education and learning sciences who are our domain-expert users. Model-based
approaches seem relevant, where a model (e.g., state machines) provides an explicit description of the
user interface behavior of an application system. However, these models are based on formalisms from
theoretical computer science (e.g., finite state machines) and may require adaptation for domain-expert
users. A key tool is the visual model editor, and application areas include game design [
        <xref ref-type="bibr" rid="ref20">21</xref>
        ].
      </p>
    </sec>
    <sec id="sec-11">
      <title>6. Acknowledgments</title>
    </sec>
    <sec id="sec-12">
      <title>7. References</title>
      <p>The ProSkap (Programming and Making in school) project is funded by Regional Research Funds
(RFF) of the Research Council of Norway. We thank Kristina Litherland for contributing to the
research presented here.
[1] R. Andersen, E. Gjølstad, A. I. Mørch, Integrating human-centered artificial intelligence in
programming practices to reduce teachers’ workload, in: Proceedings of the 6th workshop on
Cultures of Participation in the Digital Age (CoPDA 2022), international workshop at AVI 2022,
Frascati, Rome, Italy (2022).</p>
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