Olga Werby

Olga Werby, Ed.D., has a Doctorate from U.C. Berkeley with a focus on designing online learning experiences. She has a Master's degree from U.C. Berkeley in Education of Math, Science, and Technology. She has been creating computer-based projects since 1981 with organizations such as NASA (where she worked on the Pioneer Venus project), Addison-Wesley, and the Princeton Review. She conceived, designed, and illustrated the award-winning "Field Trips" series of programs distributed by Sunburst Communications. Olga has a B.A. degree in Mathematics and Astrophysics from Columbia University. Olga currently teaches interaction design and cognitive theory at the American University in Paris and the University of California at Berkeley Extension Program. She was part of the faculty of San Francisco State University's Multimedia Studies Program, the Bay Area Video Coalition, and the campus of Apple Computers. Olga is a member of the Association for the Advancement of Computing in Education. She also holds a California teaching credential and is part of the San Francisco Unified School District where she often tests science-related curriculum materials in public elementary and middle schools.

Entropy & Design

Entropy is the measure of a system’s disorder and it increases with time (as dictated by the Second Law of Thermodynamics). Once the egg is cracked open, it’s impossible to make whole again: “Humpy Dumpy sat on the wall, Humpy Dumpy had a great fall; all the king’s horses and all the king’s men couldn’t put Humpy Dumpy together again!” We are taught the second law of thermodynamics from a very early age! So what about design? Surly, we steadily progress to a better and finer product, right? Unfortunately, in my experience, the steady progress is rarely the case when dealing with big company, large products, or long time frames. Big, large, and long spell out entropy in design. Let me walk you through it. We Need A New Product! It all starts with a call: “MegaCorp needs a new product!” Well, the words are sometimes different, but it is all the same—there’s change in the air. With luck, this means that various departments of the MegaCorp Inc. scramble to do some market and internal research to come up with some ideas: What does the market need? What resources do we have? What can we develop? (given time, people, budget,…

Washing Machines and Education

Hans Rosling is a professor of International Health at Karolinska Institute in Stockholm, Sweden. (He has been featured on this blog before—“No More Boring Data”.) For me, the most important point Dr. Roseling makes in this TED presentation is that time-saving technology raises the general level of education in the community and women in particular.

Knowledge, Context, and Expectation Part II

I first came across this image years ago in our pediatrician’s office. It made everyone who saw it laugh. The young boy—less than a year old, probably—has very limited world experience. But somethings he knows well—food comes out of those! The boy recognized the imagery, but with his limited background knowledge of art and contextual experience, his expectations of milk were quickly dashed (to the complete amusement of his mother). While we enjoy the boy’s predicament, it is good to keep in mind that the products we create can put our users at a disadvantage. The product’s audience can similarly have limited background knowledge, misinterpret the context, and be left with unexpected consequences. And a loving mother might not be there to console them…

Cultural Difference: Kids Stories

I came across this short video: “The White Wolf” by Pierre-Luc Granjon. It is an 8 minute animation short about two brothers living in a small French village. Please pay attention to the story-line (I know it is an obvious thing to pay attention to): would it have been received well in US? Note that it is not more gruesome than “Snow White”… This is why cultural context is so important to product design and why I teach the class!

Knowledge, Context, & Expectation

These are three necessary components of any product design: Knowledge: the background information that forms the foundation of product design Context: the ecosystem in which the product will be used Expectation: the alignment of goals between product creators and the users for which it was designed A failure to fully understand any of the above variables results in errors that propagate throughout the product system. But what if the product is disaster preparedness? Consider the design of an evacuation plan ahead of a disaster. You would need to understand the what kinds of damage the disaster is capable of wrecking; the probabilities for each outcome; the people and the ecosystem in which the disaster will occur; and expectations of all the participants in the evacuation plans. Tsunami and The Zoo A few years ago, I was teaching a fifth grade science class where we were discussing the possible damage from a tsunami in San Francisco (we just visited the Bay Model). The problem I posed to the students was to design a reasonable evacuation plan for The San Francisco Zoo animals. The Zoo lies on the tsunami flood plane, and as far as we knew there was no plan for…

Trolls, Dolls, and Poupees

The first time I saw her, she was riding on a bus. Her hair was long and golden. Her eyes were amazing blue. She was stylishly dressed in a mini skirt and had a cool pair of earrings. But what got me—what burned that moment into my memory forever—was that her long slender legs bent without any visible joints. She was amazing. I wouldn’t see another like her until many years later, when my family was emigrating from Russia and living Vienna. Not far from the apartment we stayed in, there was a toy store and it was filled with wonders just like the one I remembered from so many buses ago: Barbie. When I was growing up in Russia, I played with dolls and poupees—all girls did. The dolls were made to resemble little kids, with big eyes, big heads, chubby cheeks, and cute clothes. I used old buttons and odd bits of cloth and lace to make them new clothes and bedding. My play mainly consisted of creating cool things for my dolls—I liked to sew and glue. And I don’t think that my play was all that much different from girls’ 100 years before—my dolls would have…