For the past few years, I have grown increasingly interested in
technology adoption. Why do people choose to make use of an instructional
product or learning resource--and why do they sometimes resist?
My interest in this question has been stimulated by witnessing
an accumulating number of failed instructional design (ID) projects--failed
in the sense that products were weakly or only partially implemented
in the way intended by their designers. Of course, the failure
of ID projects is nothing new; war stories of such failures are
part of every experienced designer's repertory of cautionary tales.
Yet remarkably little discussion of lessons learned from failures
is made in the literature. We seem to be much more willing to
discuss our successes than our flops!
Adoption concerns are increasingly important to understanding
constructivist learning environments and learning communities.
As instruction begins to move toward more open, participatory
models, "end users"--both teachers and learners--are
asked to take more responsibility in the learning process. Seen
as adopters of technologies and products, participants need to
be sold on the approach and supported in their new learning.
Another accounting for my renewed interest in adoption lies in
the different responses to the Internet and the World-Wide Web.
As an observer, I have witnessed widely varying reactions to this
overwhelming new technology, ranging from populist enthusiasm
to mistrustful resistance. People differ widely on questions of
free speech, copyright, Web publishing, and the learning potential
of the Web. Some people are ecstatic that educational institutions
have lost their near-monopoly on learning resources; others fear
that inaccurate, unreliable information, coupled with uncontrolled
communication, will lead to a number of social and educational
problems. Some people depend on e-mail not just for professional
communication, but as a vehicle for intimate sharing of deeply
human experiences. Others have decided that e-mail intrudes too
heavily into their lives; that in sum, the impact on quality of
life is too great to be worth the benefits.
These issues--the variable implementation of ID products, the
functioning of open models of instruction, and the pros and cons
of the Internet--have a direct impact on my life, since I am a
designer of learning environments and an active participant of
Internet resources. As a result, I have been relating these newer
adoption issues to traditional concepts of instructional design
I was trained on. How does design relate to use? Are the two spheres
competing or complementary? Do they overlap or are they separate
concerns?
The purpose of this paper is to explore some of these issues.
To understand how adoption relates to design, I discuss both concepts
together, with implications for both design and adoption practices.
In a companion paper (Wilson, 1997), I move to a critique of current
models of adoption from a systems perspective. My hope in both
of these papers is that we move toward a reform of ID practice,
with stronger links to contexts of use, and correspondingly greater
attention to adoption and effective use of learning resources.
Instructional design involves the preparation, design, and production
of learning materials. The ID process results in several key instructional
components, including:
--learning goals and objectives;
--methods and instrument for assessing learning progress;
--content or information needed to accomplish the learning objectives;
--messages to be presented;
--student activities and learning interactions.
Some of these can be more completely prespecified than others,
and the degree of prespecification will vary. For example, computer-based
tutorials will need to be more pre-packaged than classroom resources
for an experienced teacher.
Questions of use and adoption impinge directly into the design
process. The products of ID--instructional resources--are meant
to be used, either by a particular individual or group or a more
general audience. Products are worthless if they are not used.
With this in mind, the ID process includes a number of strategies
or steps to accommodate the likely needs of users, most notably
--context or environment analysis (Tessmer & Harris, 1992);
--formative evaluation to provide data from field tryouts and user feedback.
Efforts receiving somewhat less emphasis but equally important
are participatory design, that is, the inclusion of user/practitioners
throughout the design process; and consensus-building among users
and constituencies.
These strategies are "use-oriented"; they increase the
likelihood of successful implementation because they take the
end use into account at beginning design stages. For that very
reason, however, such strategies are often neglected at the expensive
of more immediate, pressing needs of design and production. Involving
end users in the design process is often seen as an unjustified
expense. Formative evaluation and related strategies seem to be
honored more often in breach than practice (Wedman & Tessmer,
1993).
So why are so many carefully designed products sitting on shelves?
Perhaps designers don't incorporate enough of these use-oriented
strategies. Or perhaps the overall quality of the design is flawed.
I have heard design proponents argue that if you do your analysis
right up front, your product will fill a legitimate need; ergo,
it will be used. Somehow, though, I am not convinced that careful
design alone can ensure successful implementation and use. We
need renewed attention to utilization concerns throughout the
design process, through strategies grounded in new theory. We
also need to better understand the adoption process as a separate
sphere of concern.
ROLES VERSUS ACTIVITIES OF DESIGN AND USE
I find it useful to distinguish primary roles from functions or
activities. My primary role may be that of an instructional designer,
yet I may engage in various activities where I try out or use
the product or service in question, and participate in the community
of practitioners and users. Similarly, an end user may participate
in the formal design process, or may engage in design-type activities
on the job--after the product's design is allegedly complete.
Table 1 depicts this crossing-over effect.

Table 1. Overlap between roles and activities among instructional
designers and users of their products.
This distinction acknowledges the mixed nature of the work of
both designers and end users. To be effective, designers must
participate in the practitioner culture to at least some degree
regardless of their level of content knowledge. Similarly, to
make best use of learning resources, end users must think in design
terms, appropriating those resources and making them fit local
conditions.
LEARNING RESOURCES: ARTIFACTS OR OFFERINGS?
The products of instructional design can be thought of in a number
of ways. At one level, they serve as knowledge containers, carrying
the expertise of designers and their backers, intended to convey
that expertise to students. In this role, learning resources become
artifacts which support individuals and groups in their knowledge-based
activities. Knowledge is stored, in other words, in people's heads,
in a culture's shared beliefs and values, and in that culture's
repository of artifacts--documents, products, institutions, and
so forth. Instructional materials constitute an important kind
of artifact in our culture.
Seen as knowledge containers, learning resources embody expertise,
yet they cannot stand alone. Of themselves, they have no knowledge
value. Only in their appropriation and use by people can their
knowledge value be realized.
At another level, learning resources can be seen as tools in the
hands of an end user, enabling a teacher to effectively communicate,
present information and direct fruitful interactions. Students,
too, can appropriate learning resources in tool-like fashion,
to further their learning according to their interests and goals.
The tool metaphor stresses the enabling or facilitative function
of learning resources. A product is thought to be useful as it
is manipulated to solve someone's problem. Using the tool, teachers
and students are able to communicate, teach, and learn more effectively.
A more personal way to see learning resources comes from asking,
who is communicating what to whom? Learning resources are presented
to students within a social context, and that web of social relationships
helps to define how students interpret resources. Suppose a 7th
grade girl is given a self-paced book meant to teach grammar.
How might this student respond to the proffered learning resource?
A number of possibilities are open to her, including:
--accept or reject the book;
--think about what's being read or plow through to complete the task;
--actively question or passively receive the content;
--relate the book to prior knowledge or tack on top of prior knowledge;
--upon perceiving the book's weaknesses, quit; or overlook the weaknesses, compensate, and continue on.
Part of the student's response to the book will depend on who
gave her the book. Does she trust the teacher to seek her best
interests? Does she think the teacher likes her as a person? Does
she associate the book and the book-giver with positive experiences
in her liffe? The point of view presented in the book itself might
also affect her response. Do she and the author connect? Is the
author considerate of her prior knowledge and communicate new
ideas clearly and effectively? Asking about the learning resource
in these ways treats it as something offered to the student by
another person. The person-to-person relationships have a bearing
on the acceptance of the resource.
When instruction is seen as an extension or offering of another
person, the student enters into a kind of relationship with that
person through the instruction. The designer of the materials
might be heard saying, "Whoever you are out there, I am trying
to reach you and meet your needs." The student might respond
to the resource--or the gift-giver associated with the resource--"You
are asking me to read, or think, or answer a question. Do I trust
you to teach me something worthwhile if I cooperate?" Or,
"You want me to learn from this book, but it's so boring!
You're not listening to my needs!"
On the other hand, the student might not think in such terms at
all. In a recent conversation with my son over a poor grade in
English, I suggested that his teacher might be disappointed in
his performance. "What? What are you talking about?"
He had never contemplated the possibility that when students refuse
to hard work and learn, a teacher might feel bad. Teachers are
people too, I reassured him!
Whether or not students personify the intentions of the teacher
or implicit author, they nonetheless can be said to engage in
a kind of dialogue with the instruction. There is a mutual responding
back and forth between teachers and students, or between learning
resources and users of those resources. The conversation is an
exchange of ideas and thoughts, based on a relationship with a
particular history of trust, varied motives, mistakes, and forgiveness.
READING, WRITING, AND THE WEB
At this point, I feel rather out on a limb. This kind of language--trust,
relationship, forgiveness--just isn't found in the ID or technology
literature. What value is there in speaking this way? As we mentioned
at the outset, as learning resources find their way into open
learning environments and communities, students are expected not
just to perform, but to make wise decisions. For an open learning
system to prosper, participants must choose to use learning resources
to support their own learning and for the growth of the whole
group. Students in such environments can still look to teachers
and informal leaders for direction, but responsibility is much
more diffused than with traditional teacher-led instruction. Under
such conditions, questions of motivation become at least as important
as questions of technical skill-building or knowledge accumulation.
And motivation, I am increasingly convinced, can only be understood
by including cultural and social factors, to supplement traditional
psychological and information-processing factors.
The distinction between design and use becomes most blurred in
open hypertext environments like the Internet. George Landow (1992)
has explored how hypertext turns readers into authors by giving
them control over the story line, the flow, the content, and ultimately
the meaning of the text. Similarly, authors surrender control
and participate more flexibly in the conversation, reducing the
traditional gap between reader and author, in the discussion.
What is true for literary criticism is true for education as well.
I send my students to the lab to browse the Web and complete a
research assignment. Who is the instructor here? Who determines
content, sequence, and learning objectives? More than before,
I share the design function with my students. And that is just
the beginning. When my students go home or stay after school,
browsing the Web and initiating their own learning activities,
they have appropriated much more of the design function away from
formal institutions. That such activity is going on--among both
adults and children--is evident from the tremendous growth of
listservs and online discussion groups of all kinds. The informal
learning happening is nothing new; what is new is the technology
the allows powerful representations and communications to take
place, and the resulting burst of human knowledge now being found
on the Web.
CONTINUED BLURRING OF DISTINCTIONS
We have seen a parallel between:
--designers and end users; versus
--teachers and students.
With both pairs, the role should not be confused with activities
or functions being performed. Designers can be users, just as
teachers can be learners. Also, both relationships are amenable
to a wide range of negotiated roles. We can build systems where
the line between designers and users is entirely blurred, with
mixing of roles and crossing over of assignments. This is presently
the case on the Internet, and more particularly, in MUDs and MOOs,
where users can become designers almost from the start, and where
the environment's design benefits and suffers accordingly. Open
models like this contrast strikingly with traditional institutions
of learning. The same contrast is seen among teachers and students--Some
models throw everyone into an environment, with barely discernible
differences in roles. In general, we might say that models with
highly contrasting roles are more top-down, hierarchical, and
formal, whereas models with merging of roles are more open, decentralized,
and informal.
Which is better? Should we maintain role distinctions between
the expert authority and the end user, or should we encourage
the merging of responsibilities? Under what conditions would we
expect clear role divisions to be helpful or hurtful? These questions
can be addressed from different perspectives--scientific, political,
moral. A static, scientific approach would tend to look for general
rules that govern such systems. A more contextualized approach
would be to look at the history of interactions and the relationships
between actual participants. What has been negotiated in the past?
What kind of local culture has evolved? What are people's expectations?
Consider a classroom example. A 10th grade boy asks to have a
biology assignment waived, because he already understands the
concepts of the coming unit, and he wants to work independently
in a related but separate direction. In essence, the student is
asking to assume more of the teaching role himself, to create
his own agenda and take charge of his own learning. The teacher
responds to this request based upon the relationship between the
two of them. The student has completed assignments punctually
and has performed well on exams and labs. He is old enough to
have developed mature study habits. On the other hand, customizing
a plan of study will require more supervision and vigilance on
the teacher's part. Making an exception could also set a bad precedent
for other students less ready to handle the responsibility. When
it comes down to it, the decision is negotiated between the two
of them, based upon these factors and a variety of others. In
large part, the decision rests upon the teacher's willingness
to accommodate individual needs, and reapportion additional energy
and attention toward the individual student. The outcome depends
heavily on contextual issues, local and unique to the situation
and not easily subsumed by general rules and principles.
In summary, role distinctions generally serve a valuable purpose.
Access to expertise in the form of a teacher or well-designed
instructional materials can spare learners headaches and wasted
time. In an open market, people spend enormous sums on formal
training and instructional products, because they have a hard
time learning by themselves. At the same time, emerging network
and representation technologies threaten to displace the designer/teacher's
near-monopoly on learning support. We are led, then, to an irony:
Designers and teachers are most effective when they participate
along with their clients in the practitioner culture and reach
out to contexts of use; similarly, end users and students perform
best when they assume more responsibility for their own actions
and engage in designing/self-teaching activities themselves.
A co-dependent view of designing and using technologies leads
to a number of implications for practice. For instructional designers,
several conclusions can be drawn:
ID is much more than materials- or message design. Seen in the context of practice, ID incorporates issues of utilization, market, and adoption. The more practitioners enter into the design process, the greater likelihood that the outcomes will meet the needs of the field. Generally, these concerns tend to be neglected, both in practice and in ID literature.
Consideration of context of use is more than adding steps to a design model. ID will best be served by a more fundamental shift in perspective, granting equal status and concern to issues of adoption and use. The most recent edition of Dick and Carey (1996) contains a new section on context analysis, filling twenty-six of more than three hundred pages. This is good, but it's only a start. Designers who have any hope to seeing their work used effectively need to respond more closely to the needs of their clients. This cannot be ensured by a front-end questionnaire or reliance on a subject-matter expert pulled away from her job. There needs to be more of a meeting between design lab and job setting, where participants interact and participate in a common culture.
Participatory design is a somewhat redundant term. End users always function as designers as they appropriate and use learning resources, even if they are left entirely out of the formal design of those learning resources. Like it or not, users continue the design process as they determine how and where to make place for resources in their lives.
The goal of "teacher-proofing" materials is impossible. The kind of attitude that says, "use these materials as we have designed, and don't deviate from our plans" only serves to weaken the value of those materials. Rigid, inflexible products that block users from experimenting or adapting can be frustrating and off-putting to users. Such products are crying out to be ignored. Our point is that teachers must appropriate and adapt materials to their local conditions; in doing so, as we have emphasized, they are co-designers of the learning experience, along with their students.
The same negotiated dynamics between designers and teachers exist between teachers and students. Both teachers and students depend upon each other to cover for one another--students filling in what the teacher missed, and the teacher learning along with the students. In this way, they mirror the relationship between designer and user. No designer can know from the beginning just now a product will be put to use. A healthy respect for varied contexts of use will result in learning resources that are more flexible, modular, and accessible.
Designers must look for total effects of interventions on all participants. Many innovations fail because they neglect the changed roles demanded of the people expected to use the technology. User participation in design is a step toward accommodation of their perspectives. Designers are well-advised to carefully analyze the expectations placed on participants, and design ways of supporting those participants in their new roles and activities.
There are additional implications extending to adoption and use
activities, including the following:
End users need to think like designers as well as consumers. Teachers need to be taught to actively appropriate resources and technologies, rather than passively following the program. Curriculum design and integration may begin at national or district levels, but the most important work is done at the local level. Teachers need permission and validation to complete the task.
We need new frameworks for understanding adoption and change. Present discussions of adoption are heavily influenced by the Everett Rogers (1995) model of diffusion of innovations. This model is descriptive of objective categories and types, but tends to neglect underlying systemic processes. The present paper has emphasized adoption perspectives "from the inside"; that is, from participants' points of view. Systems models can complement that inside view by providing a useful outside view, showing how individuals and groups accommodate new technologies and innovations, following predictable patterns of resistance, accommodation, and integration (cf. Wilber, 1996).
The companion paper mentioned at the outset continues this agenda,
exploring the systemic responses of individuals and groups to
novelty and change.
Landow, George (1992). Hypertext: The convergence of contemporary critical theory and technology. Baltimore: Johns Hopkins University Press.
Rogers, E. M. (1995). Diffusion of innovations (4th ed.). New York: Free Press.
Tessmer, M., & Harris, D. (1992). Analysing the instructional setting: Environmental analysis. London: Kogan Page.
Wedman, J., & Tessmer, M. (1993). Instructional designer's decisions and priorities: A survey of design practice. Performance Improvement Quarterly, 6 (2), 43-55.
Wilber, Ken (1996). A brief history of everything. Boston MA: Shambhala.
Wilson, B. G. (1997). Adoption of technologies as a systems
process. Paper in preparation.