sociology of education and the design field...
TRANSCRIPT
Sociology of education and the design field: Operationalising the theory
Lucila Carvalho and Andy Dong
Faculty of Architecture, Design and Planning
University of Sydney
Abstract
This research investigates how knowledge and identity are specialized within the
field of design, particularly focusing on engineering, architecture, digital media
and fashion. In this paper, we present a Bersteinian approach to the
development of the research’s languages of description. Methodological
implications are discussed through the lessons we have learned in the
development of research instruments (e.g. the interview questionnaire and the
survey protocol), and the mapping of the theory to empirical data and vice versa.
We also present how Basil Bernstein’s concepts of classification and framing and
Karl Maton’s concepts of ‘legitimation codes’, combined with the empirical
results, might support instructional purposes when embedded in an e-learning
environment about experiencing the practice of design in the informal learning
setting of a museum.
1. INTRODUCTION
Design deals with how knowledge and ideas are transformed into a material
product. As a field, design encompasses many disciplines (e.g. engineering,
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architecture, fashion design and others) with a range of newly emergent “multi-
disciplinary” areas (e.g. human-computer interaction, experience design,
sustainable design and others). Designers from different disciplines may employ
similar processes when designing. However, this does not necessarily mean that
all design disciplines possess the same sociological values, or that members of
the different design groups identify genuine practices in similar ways. In fact,
different design disciplines are likely to possess their own implicit agreements,
regulating the basis of achievement and membership within each group.
This research investigates how knowledge and knowers are specialized within
four design disciplines: engineering, architecture, digital media and fashion
design. In depth interviews and a survey were carried out with various designers
in the exploratory stage of the research, which investigated the underlying
principles regulating knowledge within design. Ultimately, the research aims to
identify and implement ways to support someone, who is new to design, in their
inquiry into what the discipline considers as legitimate design practice. As a
result, an e-learning environment is being developed to support design learners
in a design experience within an informal learning setting. Through interaction
with the e-learning environment, learners will go through the inquiry process
connected to the design of an object within a museum context. As they go
through activities connected to the design of an object, the environment will offer
learners an opportunity to have a taste of designing, by providing guidance and
suggesting strategies that could be used to validate the learners’ emergent
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design concepts and ideas. Guidance and strategies suggested within the e-
learning environment are grounded on results from the first phase of the
research.
The concept of languages of description is defined by Bernstein as a “translation
device whereby one language is transformed into another” (2000, p.132).
Bernstein (2000) differentiates between an internal language of description (L1) –
or the principles for what counts as significant empirical relation within the study;
and an external language of description (L2) – or the principles for how concepts
are manifested in the study, how concepts relate to the empirical data or how
concepts are opertionalised. In this paper, we discuss the development of this
research’s languages of description, taking the reader through our process as we
examine how the theory became operationalised. Departing from a simple
methodological question: “How can one develop instruments to identify,
investigate or measure the theoretical concepts in our framework?”, we discuss
the lessons we have learned throughout the process. Such lessons relate to the
development of the research instruments (the interview and the survey protocols)
and its methodological implications, which also in turn influenced the framework
developed to guide the research process.
In the next section, we present the theoretical background of this research.
Section 3 introduces the research design, followed by a discussion of how the
theoretical concepts become operationalised. Section 5 presents how the
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theoretical concepts combined with the empirical results, are being embedded in
an e-learning environment about experiencing the practice of design, in the
informal learning setting of a museum. The last section examines the implications
of our research and concludes the paper, pointing to the future directions of our
research
2. SOCIOLOGY OF EDUCATION AND THE DESIGN FIELD
Basil Bernstein’s theory of pedagogic discourses examines its various practices,
focusing on analysing the underlying rules that shape their social construction
(Bernstein, 1977). Bernstein’s ideas consider how the use of language reflects
and shapes assumptions one has about groups. We hypothesise that, within the
field of design, design practitioners and design educators are likely to be
reproducing knowledge as established by the disciplinary group to which they
belong. The practice of design professionals and design pedagogy are
considered to reflect and shape how design knowledge is specialised in the
various design disciplines.
Within his theory, Bernstein conceptualised how, in order to produce legitimate
forms of communication, the learner first needs to identify (or “recognise”) the
relevant meanings to the context one is in to produce texts and communicate (or
“realise”) according to what is expected within the context. In design education,
this means that design learners will first need to be able to identify what are the
“rules of the game” within the disciplinary group they are entering into. What
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counts as special or interesting, what should these learners pay attention to, in
order to be able to communicate according to the expectations of this specific
design discipline. Learning in design therefore, involves much more than being
acquainted with design theories or principles; it is more than being proficient on
specific procedures, design processes or having skills and knowledge of the
technology available to do design. Learning in design involves understanding the
implicit meanings and values of the particular design discipline one is interested
in. If learning in design within a formal educational setting may present its own
challenges for the learner, within an informal learning context (such as a
museum) one could assume that such implicit meanings of the various
disciplinary groups would be perhaps even more diffuse and a even greater
challenge for a newcomer to design.
The concepts of Classification and Framing were developed by Bernstein (1977)
as codes to analyse relationships of power and control within a given pedagogic
context. Classification refers to how knowledge is organised, expressing the
power of a category in maintaining its knowledge, and Framing relates to how
communication takes place between the transmitter and acquirer of knowledge.
The control over the communication can be in relation to the selection of the
communication, its sequencing, pacing, the criteria used for evaluation and over
the base in which this interaction is taking place. Stronger and weaker values
may be assigned for Classification (C+/C-) depending, for instance, on the
degree of differentiation of disciplines in a curriculum. Similarly, one can refer to
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stronger and weaker values for Framing (F+/F-) – depending on whether the
transmitter or the acquirer is in (perceived) control of the communication.
Bernstein’s theory (1977) offers a way to analyse design knowledge and
education, which can perhaps provide insights into why certain design disciplines
may appear unappealing or unachievable to some, and why some students may
encounter more difficulties than others in understanding these “unwritten rules” of
design. Bernstein’s concepts are yet to be applied within the design field,
although they have been explored within several empirical studies in the
literature, analysing relationships of power and knowledge within various
educational contexts (Botelho & Morais, 2006; Morais & Neves, 2001; Rifa &
Hernandez, 1997; Maton, 2006).
In recent years, Maton (2004, 2006) expanded Bernstein’s theory by proposing a
framework to analyse how “knowers” are specialised, in addition to how
“knowledge” is specialised. The rationale behind the “Legitimation Code Theory”
(LCT) is that every practice or knowledge claim is made by “someone” and it is
about “something”. In this way, knowledge claims and practices comprise of two
relations: the epistemic relation to the object; and the social relation to the
subject, author or actor. The framework develops four possible codes, in which
epistemic and social relation are expressed. Different practices may emphasise
these two relations differently, and, as a result, these relations may be
represented as being stronger or weaker within a continuum of strengths. This
means that knowledge can be seen as specialised by its epistemic relation, by its
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social relation, by both or neither – its specific structure would vary depending on
the field or discipline. These ideas were translated into the notion of “legitimation
codes of specialisation”. Using the concepts of Classification and Framing of
knowledge, stronger or weaker values may be assigned to epistemic relation (ER
+/-) and for social relation (SR +/-), with classification and framing of knowers
(Maton, 2004, 2006).
As a result, the legitimation codes of specialisation propose four possible codes:
“knowledge code” (ER+/SR-), “knower code” (ER-/SR+), “elite code” (ER+/SR+)
and “relativist code” (ER-/SR-) (Maton, 2004, 2006). The knowledge code
emphasises procedures appropriate to an object, whilst in the knower code, the
emphasis lies on personal characteristics or the background of the author. The
elite code emphasises both, the possession of specialist knowledge in addition to
the “right kinds” of dispositions, whereas in the relativist code neither knowledge
nor dispositions are required: anything goes.
Legitimation Code Theory was used to analyse the perceptions of design
knowledge and knowers within the four design disciplines being investigated in
this study. We explored the use of LCT within different methods (qualitative and
quantitative) and at different stages of the research: exploratory investigation and
a practical implementation of an e-learning environment. We also embedded
Bernstein’s concept of Framing within the e-learning environment, by offering
learners the possibility to choose how much they want to be in control of their
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design experience. Learners can choose to be more or less guided in a more
objective or subjective way (see Section 5 of this paper). The question we pose
is whether design learners would choose guidance that is more or less grounded
on the grammar of a specific design discipline, within the disciplinary groups in
the study. For example: “Will someone who decides to design a “bridge” or a
“car” within this museum setting, also choose the guidance grounded in the
underlying principles of engineering as a discipline?” The idea is to investigate
whether design learners, within an informal learning context, would be more or
less reproducing the values as established within the disciplinary groups in the
study (engineering, architecture, digital media and fashion). The next section of
this paper, briefly reports the research design employed, before discussing how
the theory became operationalised and how the sociological concepts were
embedded in the e-learning environment.
3. RESEARCH DESIGN
The research design follows a mixed methods approach, and comprises of three
phases: a qualitative study (interviews), a quantitative study (online survey) and a
field study (e-learning environment). The interviews along with the survey, aim to
provide insights into how knowledge and identity are specialised within four
design disciplines (engineering, architecture, digital media and fashion design).
While the in depth interviews investigate the perceptions of design disciplines
and designers in detail, the survey explored the extent or breadth of these
themes within design. In sum, the aims of this research involved: (1) to
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conceptualise how knowledge and identity are specialized within four design
disciplines; and (2) to define and implement ways of supporting design learners
in their inquiry into legitimate design practices, through an e-learning
environment.
3.1. Qualitative Study: In depth interviews
The qualitative study involved in depth interviews with 2 designers from each of
the four design disciplines, in addition to 2 staff members of a museum of design
(a curator and a museum educator). Interviews with designers explored themes
related to designers’ perceptions of the design disciplines, perceptions of
designers and strategies used to identify legitimate design practices. Interviews
with museum staff explored their perceptions of the design disciplines,
perceptions of designers, and strategies used by museums educators to facilitate
design learners inquiry into design, within the informal learning setting of a
museum.
3.2. Quantitative study: Online survey
The second phase of the study comprised of a survey to further explore
designers’ perceptions. The sample involved 140 participants (design
practitioners, academic staff and tertiary students) within the four design
disciplines. Seventeen universities and tertiary institutions, both in Australia and
overseas, were approached via email and invited to participate in the study. The
survey was done online and explored the same themes from the interviews:
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perceptions of the design disciplines, perceptions of designers and strategies
used by designers.
3.3. Development, implementation and evaluation of an e-learning
environment
The third phase of the study involved the development, implementation and
evaluation of an e-learning environment. In this phase of the research, the
themes generated in previous phases are being developed and incorporated into
an e-learning environment, which is being designed to support design learners’
inquiry in an informal setting. The e-learning environment will be evaluated in a
field study, in the Powerhouse Museum (Sydney, Australia), in which students’
perception of design will be explored, before and after using the environment.
4. OPERATIONALISING THE THEORY: DEVELOPING AN EXTERNAL
LANGUAGE OF DESCRIPTION
A matrix to guide the research process was created in order to map concepts
derived from Bernstein’s and Maton’s theories to the instruments used for data
collection and the empirical data itself. Initially, the matrix comprised of a
framework to categorise statements or questions to be used in the interviews and
survey protocol. The matrix evolved with the piloting of the initial instruments and
the collection of the empirical data. In the next section, different parts of this
matrix are discussed through the lessons we have learned during the research
process.
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4.1. Lessons learned within the qualitative study
The pilot for the qualitative study involved interviewing two design academics –
an architect and an engineer (Carvalho & Dong, 2007). Methodological
implications from this pilot study involved modifying and adjusting questions in
the interview protocol, and the interview sample. The sample of the qualitative
study, which initially comprised of design academics, was altered to be of design
professionals. Pilot data suggested that design knowledge could perhaps show
differential values for Classification between academia and professionals due to
our assumption of a stronger research agenda in academia. This could mean
weaker Classification (C-) if academics felt pressured to intensely exchange
ideas with other disciplines, through collaboration with other researchers. We
also hypothesised that design academics, because of this research agenda,
would be more likely to use similar strategies in their practices, across all design
disciplines, a factor that would perhaps not be so prevalent among design
industry practitioners.
It was then decided to initially investigate how designers in the professional
domain view their discipline. The sample for the qualitative study became then of
design practitioners who would not primarily be involved in academia. The
academic sample was, nonetheless, included in the quantitative study.
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The final interview protocol comprised of three parts, investigating: (1)
perceptions of design disciplines; (2) perceptions of designers; and, (3) strategies
used. The protocol used a majority of open-ended questions to investigate each
area of study. Nonetheless, at the end of the questionnaire, interviewees were
asked to use two Likert scales (frequency and importance) to categorise their
perceptions of the design field and strategies used in their practices. Table 1
summarises each category being investigated in the study, the type of task used
and sample questions extracted from the interview protocol.
Category Type of task Sample Questions Open-ended questions How would you describe your design
discipline to someone that is new to the field? How does your discipline determine what great design is?
Perceptions of the Design Field
Knowledge (object x subject) Likert scale (Importance)
Skills, techniques and specialist knowledge Natural-born talent Taste, judgment or a developed “feel” for it
Perceptions of a Designer
Open-ended questions What are the essential characteristics that a designer must have? What qualities do you look for on a prospective employee/partner?
Open-ended questions How do you evaluate your own work? The practice of other designers? How do you keep up to date with what is going on your field?
Strategies Likert scale (Frequency) Designers in my discipline... consult scientific journals. Designers in my discipline… participate in conferences.
Table 1: Summary of interview protocol
The matrix to guide the research process started to take shape. In connection to
the qualitative study, the matrix consists of a table in which the mapping of the
theory to data can take place. The table comprises of four headings and their
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descriptions: (1) concepts; (2) description of concept; (3) description of how
concept manifests in study and (4) an example extracted from data. Table 2
illustrates the matrix in relation to the interview data:
Concept ER+ ER- Description of Concept
Knowledge from discipline is emphasized. (e.g. skills, procedures or techniques).
The specialist knowledge of the discipline is not emphasized.
How concept manifests in current study
Emphasis is placed on knowledge within own discipline. Designers refer to the application of design knowledge. Designers focus on how a solution meets a proposed problem and how the technical challenges are overcome so that the designed product could be generated.
Emphasis is placed on exchanging ideas with other design disciplines, and/or learning from other unrelated disciplines. Experiences from outside own discipline are valued, and designers use of multiple channels to acquire knowledge.
Example “Where the real originality in that project is, is not necessarily the bridge itself, it’s just the application. It is taking that type of bridge and putting it where it is to solve a problem which was about rocks falling off the face of the cliff. Again it is about the solution to what was probably a geotechnical issue which was slope stability was down by a bridge.” (engineering designer 1)
“I find ideas… is from everywhere, you know, Alfred Hitchcock once said ideas come from everywhere and I think that’s really true and when I’m sort of stuck on an idea I’ll get up from the office and I’ll go for a walk or I’ll take myself out and do something else like I’ll go and see a film” (digital media designer 1)
Table 2: LCT concepts and interview data
4.2. Lessons learned within the quantitative study
The survey protocol followed the same three thematic categories from the
interviews: (1) perceptions of design disciplines, (2) perceptions of designers and
(3) strategies used. However, differently from the interviews, the survey protocol
used multiple-choices exploring participants perceptions in a more directive
manner.
(1) Survey - Perceptions of the design field
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Perceptions of the design disciplines were explored through two questions in the
survey. The first question asked the participants to choose three words that could
be used to describe each design discipline. Participants had to complete a
sentence about each discipline (e.g. “Engineering design is…”) using their own
words or by picking one out of a list of 16 words in a drop down menu. From the
16 words presented to participants, 8 were considered to be associated with
strong epistemic relation, and 8 words were associated with strong social
relation. This list of words was generated from a pilot study, discussed in section
4.2.1. of this paper.
The second question exploring perceptions of the design disciplines used a
Lickert scale. This question examined whether knowledge within a particular
discipline was perceived as emphasising epistemic or social relation. The same
format of this question has been used in previous studies exploring Legitimation
Code Theory (Lamont & Maton, 2008). Table 3 summarises the survey format,
illustrating the type of tasks, sample questions and LCT concepts:
Category Type of task Sample Questions ER+/ SR+ Choose 3 words from a list of 16/ pick own to complete a sentence
Engineering design is… 8 ER+ words - e.g. Scientific, Technical, Objective 8 SR+ words - e.g. Social, Empathic, Driven by taste
Perceptions of the Design Field
Knowledge (object x subject) Likert Scale (Maton)
Skills, techniques and specialist knowledge Natural-born talent Taste, judgment or a developed “feel” for it
ER + SR+ SR+
Table 3: Survey: Perceptions of the design field
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(2) Survey - Perceptions of designers
Similarly to the previous section, the survey asked the participants to choose
three words that could be used to describe designers in each design discipline.
Participants had to complete a sentence about designers (e.g. “An engineering
designer is…”) using their own words or by picking one out of a list 14 words in a
drop down menu. From the 14 words presented to participants 7 were
considered to be associated with strong epistemic relation, and 7 words were
associated with strong social relation. As in the previous section of the survey,
this list of words was generated from a pilot study, discussed in section 4.2.1. of
this paper. The second task, exploring the perceptions of designers, presented
the participants with a series of statements of a fictitious designer. The order of
statements was randomly arranged in each survey. Participants were asked to
choose which design profession the person might work in, and they could
associate a statement with as many design disciplines as they wanted. Table 4,
summarises this part of the survey, showing sample questions and how the LCT
concepts were employed with each task.
Table 4: Survey: Perceptions of designers
Category Type of task Sample Questions ER+/ SR+ Choose 3 words from a list of 15/ pick own to complete a sentence
An engineering designer is... 7 ER+ words - e.g. a scientific person, a technical person 7 SR+ words - e.g. a social person, a tasteful person
J. is a very methodical person. That is why s/he chose this sort of work.
ER+
Perceptions of Designers
Choose which discipline the statement of fictitious designer could be in (multiple disciplines or none may be assigned)
I. recognizes the value of beauty. In her/his profession one certainly needs a great sense of taste.
SR+
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(3) Survey – Strategies related to design practices and work
Two of the survey questions examined strategies related to design practices and
work. These questions aimed at exploring how designers probe or examine the
structuring of knowledge in design. The first task presented a list of statements
(randomly arranged at each survey) about activities designers might get involved
with in their work. Participants were asked to use a Likert scale (frequency) to
describe how the statements applied to their design discipline. The second
question in this part of the survey was an open ended question in which
participants were invited to write about strategies they would like to comment on,
or any other comment about the survey. Table 5 illustrates the type of tasks
within this theme, sample questions and their association with LCT concepts.
Table 5: Survey: Strategies
Category Type of task Sample Questions ER+/ SR+ Open ended question Are any strategies or
comments you would like to add?
n/a
...participate in conferences to listen to new ideas in the field
ER+
Strategies
Statements using a Likert scale (frequency). Designers in my discipline...
... express their feelings through their design work
SR+
A first pilot study was also conducted in connection to the survey. The pilot
involved a paper based survey with thirteen high school students (Carvalho &
Dong, 2007). As a result, a number of adjustments were undertaken in the
design of the survey protocol, and a separate small study was conducted in order
to decide about which words were to be used in the survey protocol.
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4.2.1. Conducting a separate study: Assigning codes to a list of words
Words List - Pilot 1
As discussed in section 4.2, participants in the survey were presented with lists
of words that they could use to describe a design discipline and designers.
Initially, a compilation of words to be used in the survey pilot was produced
through a brainstorm of ideas: the task to the researchers was to think of as
many words as possible to describe a profession or job. A list with 50 words was
produced and piloted with high school students. The list presented the words in
alphabetical order and included adjectives that were categorised as:
(1) knowledge code, e.g. procedural, technical and driven by knowledge,
(2) knower code, e.g. social, subjective and driven by taste,
(3) elite code, e.g. glamorous, outstanding and elite,
(4) relativist code, which included adjectives with generic connotation in
terms of coding orientation but denoting a positive, negative or neutral emphasis,
e.g. modern, boring and curious.
As a result of this pilot, we identified a need to change the way we were working
within the LCT codes. Instead of trying to identify the code itself (knowledge,
knower, elite or relativist) we shifted our approach to identifying the values on the
relations instead. As explained in section 2, each LCT code is a combination of
the strengths of two relations (epistemic and social relation). By looking at each
relation separately, or isolating each of them prior to assigning the code, we were
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able to focus the analysis, which ultimately facilitates the process of identifying
the code itself. It became, therefore, a three step process:
(1) Examine epistemic relation and identify strengths of epistemic relation
(ER+ or ER-).
(2) Examine social relation and identify strengths of social relation (SR+ or
SR- ) and
(3) Combine the relations to identify the LCT code (ER+SR- = knowledge;
ER-SR+ = knower; ER+SR+ = elite; ER-SR- relativist)
The second lesson learned was that the words we were categorising as being
expressing an elite code were actually words connected to the semantic meaning
of the word “elite” not the LCT theoretical driven meaning. As explained in
section 2, the elite code is intended to express strong epistemic relation and
strong social relation, but does not necessarily imply a social superiority as
defined by “elite” or “outstanding”. Moreover, as a result of this initial pilot of the
survey, we identified a need to explore the semantic meanings that were actually
being assigned when a person uses a specific word to describe a discipline. If
someone says engineering is “innovative” and “clever” or “creative”, could we
definitely say they were talking about strong epistemic relation? Or social
relation? Or both? How could we verify the meanings being assigned to words
according to the theoretical concepts we were working with? As a result, a
second pilot study was performed.
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Words List - Pilot 2
A new list was created comprising of 55 adjectives or expressions. In this second
pilot, participants were given instructions and a sheet of paper containing a list of
words and a table. Participants were asked to complete the table by assigning
words under different headings:
(1) Words that could be used to describe a discipline that emphasises technical
content, skills, and/or techniques
(2) Words that could be used to describe a discipline that emphasises personal
or social dispositions, aptitudes and attitudes.
(3) Words that were not connected to the two above, but could express a
positive, negative or neutral connotation
Participants were also asked to provide their own words if they wished so.
From this second pilot study, we realized that instructions were too complex and
the task of writing 55 words on paper was too laborious. A third pilot was then
conducted.
Words List - Pilot 3
The third pilot involved presenting participants with two sets of 30 flash cards.
The first set of flash cards had words that could be used to describe a job or a
discipline. The second set contained words to describe a professional or worker.
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Nine participants were invited to take part in this pilot. Participants were
explained that some jobs privileged skills, techniques and specialist knowledge,
and in other jobs personality or personal background were more important in
order to be successful. We then asked participants for their examples of jobs in
each category. Examples of jobs/professionals that were perceived as
emphasising skills, techniques and specialist knowledge included Medicine,
Engineering, Mechanic, IT, Surgeon, Research and others. Examples of
jobs/professionals that were perceived as emphasising personality and/or
personal background included Journalism, Writing, Arts, Marketing,
Entertainment Industry, Sales, Welfare Work and others. Participants were then
asked to assign each card under 4 categories:
(1) Skills, techniques and specialist knowledge
(2) Personality, personal background
(3) Both – if they thought a word could express both categories above
(4) Neither – if they thought they would not use the word in the card to
describe a job.
Table 6 summarises the results from this pilot study. Words that were perceived
as expressing both categories (e.g. innovative, clever, or creative) were taken
away from the survey. In brackets is the number of answers for each word, out of
a total of 9 participants in the pilot. These words were used in the questions of
the survey protocol.
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Describe a job or profession Describe a worker or professional
ER+ SR+ ER+ SR+ Scientific (9) Technical (9) Methodical (7) Systematic (7) Objective (6) Procedural (5) Skillful (5) Driven by knowledge (5)
Social (8) Empathic (7) Driven by taste (6) Fancy (6) Glamorous (6) Individual (6) Influential (5) Elegant (5)
A scientific person (8) A technical person (7) A procedural person (6) A methodical person (5) An objective person (5) A problem solver (5) A systematic person (5)
A social person (7) A tasteful person (5) An empathic person (5) A glamorous person (4) A sensitive person (4) An individualist person (4) An artist (4)
Table 6: Results: Words List Pilot 3
4.3. Exploratory phase: Overall approach
In this exploratory phase of the research, we investigated three main themes
(perceptions of design disciplines, perceptions of designers and strategies used),
triangulating the data gathering within each of this themes. Following a
Bernsteinian approach, we incorporated different framing levels within the
instruments. For instance, while the interview protocol used a majority of open-
ended questions, allowing for the interviewee’s greater control over the
communication (F-), the majority of the survey questions used closed questions
(multiple choices). These more assertive and directive questions were employed,
for instance, by suggesting the use of a pre-determined list of words (F+),
although participants could also use their own words when describing a discipline
and designers, if they so wished. Table 7 summarises the different levels of
framing in relation to the instruments used.
Table 7: Framing levels & instruments
Instrument Perceptions of Design Disciplines
Perceptions of Designers
Strategies
Survey F+ F+ F+ Interview F- F- F-
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Overall, some of the methods were thought to be better than others, while some
were more laborious than others. For instance the open ended questions within
the interviews phase was very successful. Participants offered insights into the
knowledge structuring within their design disciplines and we were able to collect
data within the themes (perceptions of discipline, perceptions of designers and
strategies). We were also able to successfully identify the LCT codes in each
design discipline, by examining the strengths of epistemic and social relation
during the analysis of the interviews.
On the other hand, the survey process was much more laborious, more piloting
of instruments were necessary, and several adjustments were undertaken before
the final survey protocol was produced. In spite of our efforts to create a list of
words grounded on a consensus of people’s perceptions with regard to what
those words would be describing (e.g. an emphasis on ER or SR) the use of a
pre-established list of words was still contested by some participants of the
survey. In particular, these participants seemed to be uncomfortable with the
Stronger Framing of the survey context, with being less in control of how their
ideas could be communicated. These participants just disregarded the option,
also offered in the survey, that they could actually choose their own words to
describe a discipline, if they so wished. They reported being unhappy with the
use of the pre-established list of words and statements, arguing that stereotypes
were being put forward and reporting feelings of being assigned into “boxes”.
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Survey data is still being collected and data analysis is to be undertaken in near
future. Nevertheless, on the whole the methodology employed allowed us to
explore the flexibility of the theoretical framework, looking at the different ways in
which the concepts could be used, within the exploratory study. The next section
discusses the theoretical framework in relation to the development of the e-
learning environment. We also introduce how the empirical results are being
embedded into the e-learning structure.
5. FIELD CENTERED E-LEARNING ENVIRONMENT
This research project is part of a major study being conducted in conjunction with
the Powerhouse Museum (Sydney, Australia). Foremost, the study explores the
use of mobile computing systems to enhance the learning experiences in the
museum, and its primary aim is to nurture experiential learning and informal
discovery. The module of the research we are working with, aims at supporting
design learners in going through a design experience within the museum setting.
5.1. Setting the learning context: Powerhouse museum & VectorLab
The Powerhouse museum is considered to be the largest (20,000 square metres)
and most popular museum in Australia (Powerhouse Museum, 2008). Its
collection contains 385,000 objects, which aims at engaging museum visitors’
into a variety of learning experiences in topics such as history, science,
technology, design, industry, decorative arts, music, transport and space
exploration. The museum has 22 permanent exhibitions and a number of
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temporary exhibitions, offering visitors a variety of experiences through touch
screen computers, audio phones, science experiments, virtual reality 3D
theatres, performances, films, lectures and public programs. Within the museum
premises the SoundHouse & VectorLab offers structured workshops to groups of
students and/or teachers. VectorLab programs focus on use of computer
systems in image production and manipulation through 2D, 3D, video and motion
graphics.
Our research project involves re-designing the 3D workshops offered at the
VectorLab. In the current model, students attend a workshop within the
VectorLab premises which much resembles a classroom/lab experience. The re-
modeling of the 3D workshops aims at integrating the design learning experience
with the museum setting. Students will use a mobile system to guide and support
their inquiry processes connected to the design of an object, and direct these
learners to different sections of the museum, different resources (online or
otherwise) and suggest different strategies to be used by learners throughout
their learning experience (e.g. talk and interact with others), before performing
the 3D design within the lab module. Moreover, the e-learning environment
integrates into its framework, Bernstein’s and Maton’s concepts, as well as the
empirical data gathered in the exploratory phase of this research.
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5.2. The structure of the e-learning environment
The environment’s learning objective is to support the inquiry process related to
the design of an object, offering users an opportunity to experience design, or in
other words, “to have a go” at being a designer, within an informal learning
setting. Learners will be provided with as much guidance as requested
throughout the experience. Upon request, the e-learning environment suggests
strategies and information, with which learners may be able to validate their own
inquiry into the design of the object.
In entering the e-learning environment, design learners are greeted by a host
(played in short film), who introduces them to the design experience. Learners
are then invited to choose a character, who will accompany them throughout the
design experience, providing advice and support. Alternatively, learners may
choose to have a character assigned to them. In this case, a character will be
assigned according to the choice of object (engineering, architecture, digital
media or fashion design related object). In order to assign the character
according to object the system uses the results from the empirical data.
The environment is being developed with Flash, to be installed in a mobile
system (PDAs, tablet PC or macbook), and uses short films inbuilt into the
application. Table 8 summarises the different layers of the e-learning
environment:
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Table 8: Layers of the e-learning environment
1. Introduction Introduction to design experience (film of Host)
2. Gender Options of male or female characters (silhouettes)
3. Studios Options of orientation are dependent on choice of character (film): (ER+SR-, ER-SR+, ER+SR+, ER- SR-) or (character assigned according to choice of object)
4. Selection:
(what type of guidance?)
No guidance during design process (F--)
Show options and let learner choose (F-)
Show advice to be followed in a certain task (F+)
(not in use)
Show all info available (F++)
5. Pacing:
(when to get advice?)
No access to advice (F--)
Advice is accessed under request (F-)
Advice is accessed when need identified (F+)
(not in use)
Always pop up advice (F++)
6. Choice of objects to design
e.g. design a dress, a car, a bridge, a chair etc
Learner chooses where to start experience (F-)
Learner is guided in where to start (F+)
7. Sequencing
(where is experience starting?)
Options to start at: (1) Understanding the design problem, (2) Coming up with a plan, (3) Developing the concept
7. Design activities linked to each phase of design process.
Learners are also asked to select what type of guidance they would like to
receive, an object they would like to design, and in what part of a design process
cycle they want to start their experience. Within each of the phases of a design
process, learners are invited to complete tasks which are aimed to promote
insights into the design of their chosen object. Learners have the possibility to
choose whether to access more information about the tasks and/or strategies in
how to complete tasks, and themes to reflect after they have finished the task.
The guidance aims to support their learning experience and provide a glimpse of
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ways in which they can check whether their emergent design idea is in tune with
the particular design discipline their chosen object is from.
5.3. Embedding framing levels into structure
Bernstein’s concept of Framing is embed in the e-learning environment aiming at
offering learners an opportunity to decide whether they want to be more or less in
control of their learning experience. By embedding different Framing Levels (F+,
F-) in its structure, learners are offered opportunities to choose what type of
guidance they want to receive (selection of the communication), when to get
advice (pacing of the communication), and where in the design cycle their design
experience will start (sequencing of the communication). Table 9, 10 and 11
below exemplify the options in the setting up stage, and their corresponding
framing values:
Pacing of the Communication – When do I want to receive guidance?
F- - Learner never accesses advice from any adviser.
F- Adviser briefly explains the design process, and learner chooses when to access the types of guidance.
F+ Adviser to pop when need is perceived. (Not in use)
F++ Adviser accompanies the learner throughout the experience.
Table 9: Pacing of the communication
Selection of the Communication – What type of guidance?
F-- Learner receives no guidance during the design process.
F- Adviser shows learner the options for advice available and learner chooses which one s/he wants to access (what/why/how to do a task/ reflect).
F+ Suggest what advice I should choose in a given task. (Not in use)
F++ Adviser shows learner all the advice available explaining the design process in detail. (what/why/how to do a task/ reflect).
Table 10: Selection of the communication
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Sequencing of communication – Where is the experience going to start?
F- Learner chooses where to start design experience (within different phases of a design cycle)
F+ Learner is guided in which phase of a design cycle the design experience will start
Table 11: Sequencing of the communication
5.4. Embedding Legitimation Code Theory
Legitimation Code Theory was embedded in the characters’ profiles. Four types
of design studios were created and are hosted by four different designers (played
by films of characters). Learners have an opportunity to choose which designer
they would like as an adviser. Each character has a female and a male version.
One designer (Roger or Rachel Rules) strongly emphasises epistemic relation
and weakly emphasises social relation (ER+SR-), a second one (Christopher or
Christine Creative) weakly emphasize epistemic relations and strongly
emphasize social relation (ER-SR+), a third one (Alexander or Alexandra All)
strongly emphasize epistemic and social relation (ER+SR+) and a fourth
designer (Nicholas or Nicole Neutral) weakly emphasises both relation (ER-SR-).
Table 12 below summarises the options displayed for learners:
Adviser Studios ER+ Strategies SR+ Strategies
Roger/Rachel Rules Knowledge Oriented Yes No
Christopher/ Christine Creative Knower Oriented No Yes
Alexander/Alexandra All Elite Oriented Yes Yes
Nicholas/ Nicole Neutral Relativist Oriented No No
Table 12: Types of design studios
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Before choosing one adviser, learners will watch films in which each adviser
introduces themselves and presents their way of seeing design. The passage
illustrated in Table 13 is an extract from the screenplay of Roger Rules character.
Table 13: Screenplay example: Roger Rules passage
Roger Rules
“Hi, my name is Roger! I believe there is always a right way of doing things. I am a very practical kind of guy! I don’t like too much talking, I usually go straight to the point... but I will be very happy in helping you out to find the best solution for your design questions. People say I am very clever and skillful, but my brilliant ideas just come out of being methodical and careful in designing, and of course being interested in stuff and reading a lot. There is a lot of knowledge developed in design, so if you just follow the rules and procedures that have been tried and tested you are guaranteed to be successful.
I like doing puzzles, crosswords, following manuals and instructions, reading scientific magazines. I don’t like “creative” stuff, big parties, and people who talk about "feelings" all the time.”
Strategies to be followed may be similar in content, but each character or adviser
provides slightly different guidance, according to whether these are emphasising
epistemic or social relation. For instance, learners might be suggested to talk to
other museum visitors and explore their views of what features would be
essential in the design of a certain object. However, a learner who is being
guided by Roger Rules (ER+SR-) will be suggested a more methodical way of
approaching this task. Steps will be delineated and templates provided. On the
other hand, if the learner is actually being guided by Christopher Creative (ER-
SR+), a more subjective approach is used, encouraging the learner to explore
people’s feelings and his or her own dispositions toward a certain designed
object. Table 14 exemplifies how different strategies incorporate strong epistemic
or social relation.
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ER+ Strategies SR+ Strategies
Define a set of questions to ask other museum visitors. (template to record information)
Ask others what style of OBJECT do they like? What do they feel is important when designing OBJECT?
Research different materials, shapes, heights index of general population. (template to record information)
Listen to designers opinions on http://www.powerhousemuseum.com/sydney2000games/interviews.php Podcasts and videos
Table 14: ER+ and SR+ strategies
7. CONCLUSIONS & FUTURE WORK
This paper has presented a Bernsteinian approach to the development of the
research’s languages of description. We discussed and exemplified how
Bernstein’s concepts of Classification and Framing, and Maton’s concepts of
Legitimation Code Theory were employed in the research process, and used to
map the theory to the instruments used for data collection and the empirical data.
The paper discussed the use of these concepts within different methods:
interviews (qualitative), online survey (quantitative) and in the practical instance
of embedding concepts in the various layers of an e-learning environment,
including the narratives of characters in a screenplay. The paper examined the
lessons learned through the various pilot studies, its effects on the theoretical
understanding, and the approach used to overcome the problems we
encountered during the research process. The application of the concepts is
discussed within the investigation phase with an exploratory study to identify
perceptions of knowledge and identity within four design disciplines: engineering,
architecture, digital media and fashion. We also presented how the concepts are
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being applied within the next phase of our research, with the development and
implementation of an e-learning environment to experience design.
This research is still ongoing. Results of the online survey are in the evaluative
phase and the e-learning environment is expected to be implemented and
evaluated in the near future.
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