THE VALUE OF DESIGN PATTERNS IN DESIGNING
ONLINE TEACHING
Steven Warburton & Mark Perry
University of New England
Switch to online
delivery
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shifting-classes-online-but-its-not-as-easy-as-it-sounds-
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ersities-beware-shifting-classes-online-so-quickly-is-a-double-
edged-sword
“During the scramble to fully online learning in Semester 1
2020, the urgency for universities to maintain an educational
presence outweighed the ability of education developers to
support fully formed learning design processes.”
Reedy, A., Carmichael, K. & Kelly, O. (2020). Emergency responses to teaching,
assessment and student support during the COVID-19 pandemic. In S. Gregory, S.
Warburton, & M. Parkes (Eds.), ASCILITE’s First Virtual Conference. Proceedings ASCILITE
2020 in Armidale (pp. 246–251).
Designing at scale challenge
diffuse
design
expert design
Manzini, E. (2015).Design, When Everybody Designs
An Introduction to Design for Social Innovation. MIT Press.
Empowering design
capability
Christopher Alexander
Everyone designs who devises courses
of action aimed at changing existing
situations into preferred ones
(Herbert Simon, 1969)
Q. How can we support others in making
successful design decisions?
A. By drawing inspiration from previous
successful designs and making it reusable.
How?
• Design knowledge is predominantly tacit.
Experienced designers identify familiar
problems, and apply tested methods of
solution.
• Design patterns make this knowledge visible,
shareable, reusable and falsifiable.
Problem Solution
Context
Other Areas
Many authors and titles.
Pedagogy, Social Action, HCI, Virtual Worlds, Learning
and collaboration, Assessment, Web design, Usability,
Project Management, Assessment, Building MOOCs…
2020
Gang of Four
Design Patterns: Elements of Reusable.
Object Orientated Software.
Object Orientated Software
Design 1995
Christopher Alexander
The Timeless Way of Building.
A Pattern Language: Towns , Buildings, Construction.
Architecture 1977
Participatory Pattern
Workshops
Learning Design
Studio
2. Patterns
1. Narrative case study
3. Design challenges & scenarios
5. Evaluation
4. Prototype
Reflecting on past success Designing for the future
Double loop design (Warburton and Mor, 2015)
[Environment Familiarisation Activity]
Context
You are setting up an online teaching session with a new of group of learners who may or may not be familiar with the
particular platform you have chosen. You want your first session to run smoothly and have followed the “Keep it Simple” rule.
Problem
There is always a first time using a new or unfamiliar technology. If students and instructors do not have the necessary basic
technical skill-set they will not be able to participate actively in any learning and teaching activity, or event.
Forces
● Learners are individuals and each will have different levels of digital fluency based on previous experience and related
competences. There may be a steep learning curve to develop the skills to operate in the technical environment.
Solution
Therefore, devise an activity with supporting notes that will help learners familiarise themselves with your chosen online
platform. This training activity will ensure that all learners have the opportunity to learn baseline skills for access and
participation.
Watch out for
***
Rationale
***
Examples
Garrison, D. R., Anderson, T., & Archer, W. (2000). Critical
inquiry in a text-based environment: Computer conferencing in
higher educationmodel. The Internet and Higher Education, 2(2-
3), 87-105.
Scaffolding design activity
Pattern flow
Investigate
Prototype
Design
Identify challenge
Evaluate
3
1
Share / critique
Reflect7
4
56
2
Design Patterns
Storyboards
Force maps
A design studio approach - a dynamic,
active,, group process – running from
90 minutes to a whole day, or longer.
Group ‘crit’
After: Mor et al. (2012)
Workshops + toolkit = methodological
“tooling up” (Manzini, 2015).
Storyboard! (15 min)Your challenge
…
P2P
Quiz
Video
Critcal skills
1. Facilitate the capture and re-use of expert
design knowledge in a scalable manner
2. Establish a common terminology and language for multifunctional teams
to collaborate effectively
3. Provide the necessary level of abstraction for
solving novel problems
Reflections on the value of design patterns.
In summary: they transfer representations of practice that are:
• appropriate to the user
• present the essential elements
• encourage creative as opposed to derivative use
• add the ‘voice’ of the expert designer
Thank you

The Value of Design Patterns in Designing Online Teaching

  • 1.
    THE VALUE OFDESIGN PATTERNS IN DESIGNING ONLINE TEACHING Steven Warburton & Mark Perry University of New England
  • 2.
  • 3.
  • 4.
    “During the scrambleto fully online learning in Semester 1 2020, the urgency for universities to maintain an educational presence outweighed the ability of education developers to support fully formed learning design processes.” Reedy, A., Carmichael, K. & Kelly, O. (2020). Emergency responses to teaching, assessment and student support during the COVID-19 pandemic. In S. Gregory, S. Warburton, & M. Parkes (Eds.), ASCILITE’s First Virtual Conference. Proceedings ASCILITE 2020 in Armidale (pp. 246–251). Designing at scale challenge
  • 5.
    diffuse design expert design Manzini, E.(2015).Design, When Everybody Designs An Introduction to Design for Social Innovation. MIT Press.
  • 6.
    Empowering design capability Christopher Alexander Everyonedesigns who devises courses of action aimed at changing existing situations into preferred ones (Herbert Simon, 1969)
  • 7.
    Q. How canwe support others in making successful design decisions? A. By drawing inspiration from previous successful designs and making it reusable. How?
  • 8.
    • Design knowledgeis predominantly tacit. Experienced designers identify familiar problems, and apply tested methods of solution. • Design patterns make this knowledge visible, shareable, reusable and falsifiable. Problem Solution Context
  • 9.
    Other Areas Many authorsand titles. Pedagogy, Social Action, HCI, Virtual Worlds, Learning and collaboration, Assessment, Web design, Usability, Project Management, Assessment, Building MOOCs… 2020 Gang of Four Design Patterns: Elements of Reusable. Object Orientated Software. Object Orientated Software Design 1995 Christopher Alexander The Timeless Way of Building. A Pattern Language: Towns , Buildings, Construction. Architecture 1977
  • 10.
    Participatory Pattern Workshops Learning Design Studio 2.Patterns 1. Narrative case study 3. Design challenges & scenarios 5. Evaluation 4. Prototype Reflecting on past success Designing for the future Double loop design (Warburton and Mor, 2015)
  • 11.
    [Environment Familiarisation Activity] Context Youare setting up an online teaching session with a new of group of learners who may or may not be familiar with the particular platform you have chosen. You want your first session to run smoothly and have followed the “Keep it Simple” rule. Problem There is always a first time using a new or unfamiliar technology. If students and instructors do not have the necessary basic technical skill-set they will not be able to participate actively in any learning and teaching activity, or event. Forces ● Learners are individuals and each will have different levels of digital fluency based on previous experience and related competences. There may be a steep learning curve to develop the skills to operate in the technical environment. Solution Therefore, devise an activity with supporting notes that will help learners familiarise themselves with your chosen online platform. This training activity will ensure that all learners have the opportunity to learn baseline skills for access and participation. Watch out for *** Rationale *** Examples
  • 12.
    Garrison, D. R.,Anderson, T., & Archer, W. (2000). Critical inquiry in a text-based environment: Computer conferencing in higher educationmodel. The Internet and Higher Education, 2(2- 3), 87-105.
  • 13.
  • 14.
  • 15.
    Investigate Prototype Design Identify challenge Evaluate 3 1 Share /critique Reflect7 4 56 2 Design Patterns Storyboards Force maps A design studio approach - a dynamic, active,, group process – running from 90 minutes to a whole day, or longer. Group ‘crit’ After: Mor et al. (2012) Workshops + toolkit = methodological “tooling up” (Manzini, 2015).
  • 16.
    Storyboard! (15 min)Yourchallenge … P2P Quiz Video Critcal skills
  • 17.
    1. Facilitate thecapture and re-use of expert design knowledge in a scalable manner 2. Establish a common terminology and language for multifunctional teams to collaborate effectively 3. Provide the necessary level of abstraction for solving novel problems Reflections on the value of design patterns. In summary: they transfer representations of practice that are: • appropriate to the user • present the essential elements • encourage creative as opposed to derivative use • add the ‘voice’ of the expert designer
  • 18.