I had a very interesting discussion with my supervisor about Design Research today. He pointed out what should have been a bit more obvious to me than it was; that the problems I'm facing are kind of inherent in my methodology, Design Research.
Design Research is one of the various flavours of Design-Based-Research (a good taxonomy of the various kinds of DBR is given in Wang & Hannafin (2005)). What I'm doing seems to be a bit unusual, in that most DBR seems to be conducted in a setting where the participants have to participate - it's in their classroom, or they have been signed up to participate for some other reason. Not participating in the research has to be done actively - the participants don't just have the option of ignoring the research, they actually need to refuse. In my study, I'm providing tools in a system the students are using, but they don't have to use my tools. I haven't found anything in the literature about Design Based Research under these conditions. I'll need to conduct a more exhaustive study, to see how other researchers have tackled this problem. Another difference from traditional DBR is that the teachers aren't pushing it; the teachers don't even see my system, and aren't out there in lectures encouraging students to use it, so I'm missing the Teaching Presence component of the Community of Inquiry framework (a model that attempts to explain the success of failure of online learning communities, introduced by Garrison, Anderson, & Archer (1999)). Part of what I was hoping to do was show that these systems can work well without the Teaching Presence component, if designed well enough, and if the barriers to usage were low enough.
My study is meant to be based around analyzing the usage of the system in order to improve it. My current situation, however, is that I'm getting very little data (and what there is seems to be indicative of students exploring a system to see what they can get out of it). This means I have nothing on which to base judgements about useful functionality. So, it seems I have two choices (I was loosely aware of this, but today's discussion clarified it):
- Keep trying to improve the design, until it gets good enough that students want to use it.
- Promote it to students (perhaps with bulletins, or a visit to the lecture, where I can give a ten minute intro to the system, and encourage them to use it).
Option 1 is risky - I run the risk of the students just not choosing to use the system. Option 2 means injecting some Teaching Presence into the experiment, which I'm not sure I'm ready to do yet.
Social networks (rather obviously) are built around
network effects. In other words, the usage of a social networking tool depends more on whether other people you know are using the system, than on the qualities of the system itself. I don't use Facebook because it's the social network with the best set of features (it probably isn't); I use it because my friends and family are using it. The reason I almost never use Google+ because pretty much no-one I know uses it (I visit it once a month or so for my good friend Evelyn's excellent rants). To kick-start the use of my network, I need to get some initial usage going, and then not only will I be able to improve it based on analysis of that usage, but that initial set of users will draw others in. Of course, I'll have problems separating out the two effects - the snowball vs. the improved interface - but that's the kind of problem it would be good to have.
One last possibility is that the current cohorts see this as something that isn't much use to them; they survived perfectly well before it was introduced, and therefore don't have any real drive to explore it. There's the potential that next year's incoming first years might take it up to a greater extent, since as far as they're concerned, it's just another part of the system, and it has always been there.
So, where to from here. Firstly, some more thinking about this situation - even without much usage, I might be able to pull together a perfectly decent thesis about the methodological issues of DBR in this unusual context. Certainly, I need to delve more deeply into the literature to see who has tried DBR in similar contexts, and how they handled it. Perhaps even into literature around software development, and how usage of software takes off - what is more effective: having the best software, or having the best publicity?
References:
Garrison, DR, Anderson, T & Archer, W 1999, ‘Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education’, The Internet and Higher Education, vol. 2, no. 2-3, pp. 87–105.
Wang, F & Hannafin, MJ 2005, ‘Design-based research and technology-enhanced learning environments’, Educational Technology Research and Development, vol. 53, no. 4, pp. 5–23.