Knowledge mapping technologies

By Jack Park

jack-park
Jack Park (biography)

How can you improve your thinking – alone or in a group? How can mapping ideas help you understand the relationships among them? How can mapping a conversation create a new reality for those involved?

In what follows, I draw on the work of Daniel Kahneman’s (2011) best-selling book Thinking, Fast and Slow, which explains how human thinking occurs at different speeds, from the very fast thinking associated with face-to-face conversation to the very slow thinking associated with assembling information resources into encyclopedias. I use those ideas in my descriptions of knowledge maps.

Three kinds of knowledge maps

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Learning through modeling

By Kirsten Kainz

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Kirsten Kainz (biography)

How can co-creation communities use models – simple visual representations and/or sophisticated computer simulations – in ways that promote learning and improvement? Modeling techniques can serve to generate insights and correct misunderstandings. Are they equally as useful for fostering new learning and adaptation? Sterman (2006) argues that if new learning is to occur in complex systems then models must be subjected to testing. Model testing must, in turn, yield evidence that not only guides decision-making within the current model, but also feeds back evidence to improve existing models so that subsequent decisions can be based on new learning.

Consider the real-world case I was involved in of a meeting in a school district that intends to roll-out a new mathematics curriculum and support teachers’ use of the new curriculum through professional development. The district has made a large monetary investment in the curriculum and professional development both through the purchase of materials and the dedication of human resources to the effort.

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Five principles for achieving impact

By Mark Reed

Mark Reed (biography)

What key actions can help research have impact? Interviews with 32 researchers and stakeholders across 13 environmental management research projects lead to the five principles and key issues described below (Reed et al., 2014).

1. Design:

   • Understand what everyone wants. This can help in managing expectations of different stakeholders and project members and identifying potential issues/problems early on.
   • Understand the context of the project. Use local characteristics, traditions, norms and past experiences as a starting point for planning the project.
   • Take your time. Knowledge exchange is time consuming if done properly.
   • Design your knowledge exchange activities carefully. Spend time researching the context, the stakeholders, and possible approaches. Design for flexibility, get feedback, and adapt your plans to suit changing circumstances.

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Art and participatory modelling

By Hara W. Woltz and Eleanor J. Sterling

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1. Hara W. Woltz (biography)
2. Eleanor J. Sterling (biography)

What can art contribute to participatory modelling? Over the past decade, participatory visual and narrative arts have been more frequently and effectively incorporated into scenario planning and visioning workshops.

We use arts-based techniques in three ways:

  1. incorporating arts language into the process of visioning
  2. delineating eco-aesthetic values of the visual and aural landscape in communities
  3. engaging art to articulate challenges and solutions within local communities.

The arts based approaches we use include collage, drawing, visual note taking, map making, storyboarding, photo documentation through shared cameras, mobile story telling, performance in the landscape, drawing as a recording device, and collective mural creation.

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Serious gaming: Helping stakeholders address community problems

By Nagesh Kolagani

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Nagesh Kolagani (biography)

Citizens are increasingly coming together to solve problems that affect their communities. Participatory modeling is a method that helps them to share their implicit and explicit knowledge of these problems with each other and to plan and implement mutually acceptable and sustainable solutions.

While using this method, stakeholders need to understand large amounts of information relating to these problems. Various interactive visualization tools are being developed for this purpose. One such tool is ‘serious gaming’ which combines technologies from the video game industry – mystery, appealing graphics, etc., – with a purpose other than pure entertainment, a serious, problem driven, educational purpose.

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