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Creativity Design Principle 02: Low threshold, high ceiling, and wide walls

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Beat Döbeli HoneggerDie Metapher soll ausdrücken, dass kreativitätsfördernde Werkzeuge eine geringe Einstiegshürde / Lernaufwand besitzen (low threshold), diese Einfachheit aber nicht die Möglichkeiten des Werkzeugs beschränken sollte (high ceilings) und das Werkzeug auch verschiedene Herangehensweisen unterstützen sollte (wide walls).
Von Beat Döbeli Honegger, erfasst im Biblionetz am 03.01.2008
Yasmin B. KafaiScratch designers Mitchel Resnick and Brian Silverman outlined three essential principles that designers need to be mindful of when designing computational constmction kits like Logo and ist brood. Employing the metaphor of a house, Resnick and Silverman posited that if a tool is to be adopted by young users, it needs to address the following three aspects:
  • Low floors: The tool must be intuitive enough to allow new users to acclimate to it gradually and with a degree of confidence.
  • High ceilings: The tool must allow experienced users to create increasingly complex applications that grow more intricate and nuanced äs their proficiency in using the tool increases.
  • Wide walls: The tool must allow for a wide range of projects, let users tap into elements of personal experience and populär culture, and let them design and develop programs that are unique and represent their own interests and backgrounds.
Von Yasmin B. Kafai, Quinn Burke im Buch Connected Code (2014) im Text From Tools to Communities auf Seite 55

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Mitchel ResnickBen ShneidermanOur hope is that users will continually surprise themselves (and surprise us too) as they explore the space of possibilities.
Von Mitchel Resnick, Brad Myers, Kumiyo Nakakoji, Ben Shneiderman, Randy Pausch, Ted Selker, Michael Eisenberg im Buch Creativity Support Tools im Text Design Principles for Tools to Support Creative Thinking (2005) auf Seite 4
Yasmin B. KafaiThese three components—low floors, high ceilings, and wide walls—have been adopted by the leading educational programming tools such as university-designed Agentsheets, Alice, Gamestar Mechanic, Scratch, and Star- Logo as weil as commercially developed tools such as Kodu.
Von Yasmin B. Kafai, Quinn Burke im Buch Connected Code (2014) im Text From Tools to Communities
Ben ShneidermanMitchel ResnickThe second principle was emphasized repeatedly, maybe because of its metaphoric quality: low threshold to enable easy entry for novices, high ceiling to enable experts to work on increasingly sophisticated projects, and wide walls to support a wide range of possible explorations.
Von Ben Shneiderman, Gerhard Fischer, M. Czerwinski, Mitchel Resnick, Brad Myers, Linda Candy, Ernest Edmonds, Michael Eisenberg, Elisa Giaccardi, Tom Hewett, Pamela Jennings, Bill Kules, Kumio Makakoji, Jay Nunamaker, Randy Pausch, Ted Selker, Elisabeth Sylvan, Michael Terry im Text Creativity Support Tools (2006) auf Seite 70
Mitchel ResnickTo support and encourage this diversity, we explicitly include elements and features that can be used in many different ways. The design challenge is to develop features that are specific enough so that kids can quickly understand how to use them (low floor), but general enough so that kids can continue to find new ways to use them (wide walls).
Von Mitchel Resnick, Brian Silverman im Text Some Reflections on Designing Construction Kits for Kids (2005)
Mitchel ResnickBen ShneidermanThe problem with systems that aim for a low threshold is that they usually are quite limited in what they can do, so users are either constrained, or else need to find “work-arounds” to achieve what they want. Tools with high ceilings tend to require significant training and effort to learn how to use. And wide walls means that there are very general primitives that users must learn how to combine.
Von Mitchel Resnick, Brad Myers, Kumiyo Nakakoji, Ben Shneiderman, Randy Pausch, Ted Selker, Michael Eisenberg im Buch Creativity Support Tools im Text Design Principles for Tools to Support Creative Thinking (2005) auf Seite 4
Mitchel ResnickBen ShneidermanOne strategy to try to achieve all three is to explicitly include elements and features that can be used in many different ways. The design challenge is to be specific enough so that users can quickly understand how to use the features (low threshold), but general enough so that users can continue to find new ways to use them (wide walls). The tool should help users learn how to use the features, for example with mouse-overs, tool-tips, and a variety of examples, so users can make the transition necessary to understand the variety of possible uses.
Von Mitchel Resnick, Brad Myers, Kumiyo Nakakoji, Ben Shneiderman, Randy Pausch, Ted Selker, Michael Eisenberg im Buch Creativity Support Tools im Text Design Principles for Tools to Support Creative Thinking (2005)

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