Could journalists clear new Labor Department reporting roadblock by filing in html?

The Poynter Institute reports that the US Labor Department is imposing new rules on reporting on new employment data that could make it harder for reporters to file timely stories that are so critical to the financial markets. All credentialed news organizations will be forced to try to file their stories at the same time on department of labor computers only equipped with IE 9 and MS Word. In the past, the news organizations could bring their own equipment. The Labor Department says they are instituting the rules because in the past, some news organizations have violated their embargo – a requirement that the a news item be withheld until a certain time.

First, with everyone trying to file their stories at the same time, you know there will be more network congestion than you’d find in the arteries of a quintuple-bypass candidate. Second, some news orgs are complaining that the Word docs will require substantial reformatting to work with their content management systems. According to the Poynter story, the DOL officials were committed to implementing the new rules, despite the journalists’ expressed concerns.

Now I am wondering whether there would be an advantage for reporters who can insert the simple html formatting in the story and save the word document as plain text? If so, that’s another argument for why journalists need at least html and css. Nah, it can’t be that simple.

(h/t to M. Edward Borasky, whose Computational and Data Journalism curation site led me to the Poynter.org story.)

Bringing user experience design to journalism education

Jonathan Stray is a computer scientist and journalist who heads up a team at the Associated Press that creates interactive news stories. He has great ideas about how computer science can be used to make journalism more credible, sustainable and responsive to citizens’ needs.

He also asks really good questions that challenge treasured shibboleths in our profession. For example, Stray challenges the simplistic notion that our job is simply to deliver news. In the era before computational media, there was a logic to this – we reported; our readers, listeners and viewers decided. When done well and fairly, democracy was served. At least that was the hope, or as political science Jay Rosen might say, that’s our creed. But the computer scientist in Stray doesn’t abide such fluffy abstractions. In an excellent essay that is well worth considering in its entirety, he asserts,

Democracy is fine, but a real civic culture is far more participatory and empowering than elections. This requires not just information, but information tools.

What are information tools? What are they used for? By whom? How? How do we know when they work? These are the questions Stray tries to get us to think about by starting with the needs of our news users, instead of starting where we usually do, which is with the stories we are trying to report and disseminate. It’s hard to argue with him in principle, but what does it mean in practice? As he points out, it’s more than experimenting with story forms and distribution platforms.

To create tools, understand the customer

Stray’s line of reasoning took me back to lessons I learned from Bell Labs quality engineers in the 1980s about quality by design: quality is fitness for use by a customer. Product or service design requirements should flow from an understanding of customers’ needs. Customers are both internal (other members of an organization’s supply chain) and external (end users). Quality by design is a process of continual improvement, based on continual communications with internal and external stakeholders. Methodologies such as Total Quality Management and Quality Function Deployment were developed to operationalize those principles and generalize them as approaches to product and service development and marketing.

News Design=User Experience Design

Now comes the field of user experience design as a way of focusing an organization on ways of understanding and staying responsive to user needs. Most recently, I’ve been wrapping my mind around the literature on user experience design, especially, Whitney Quesenberry and Kevin Brook’s book, Storytelling for User Experience. Stray’s post is helping me think more concretely about how user experience design applies to journalism practice, and by extension, journalism education.

Smashing magazine has a concise introduction to user experience design that includes this definition of user experience:

User experience (abbreviated as UX) is how a person feels when interfacing with a system. The system could be a website, a web application or desktop software and, in modern contexts, is generally denoted by some form of human-computer interaction (HCI).

Fields of User Experience (from the blog A Nod to Nothing)
From the blog A Nod to Nothing: http://4.bp.blogspot.com/

For journalists, the challenge is to think about how our readers, viewers and users feel when interacting with our news products. According to our civic mission, we want them to feel invested in their communities, engaged in civic life, and empowered to act on the issues that matter to them.

Ethnography is one of the interesting techniques that the AP is using to understand user needs. In 2008, the Associated Press commissioned an ethnographic study of young news consumers. Nathanael Boehm neatly summarizes the role of ethnographic research in improving user experience:

Where usability is about how people directly interact with a technology in the more traditional sense, ethnography is about how people interact with each other. As UX designers, we’re primarily concerned with how we can use such research to solve a problem through the introduction or revision of technology.

What AP learned from its study of upscale “digital natives” in the US, UK and India is that the news consumers they’d most like to attract are often so overwhelmed by facts that they don’t seek the depth and context. Yet Stray notes that Wikipedia draws millions of users who invest significant time and energy on the site, suggesting that news organizations take a lesson.

From principle to practice

There is a great deal more that can be explored here, even as we think about journalism’s mission. For example, one of Stray’s pet projects is the development of an infographic tool that maps pundits’ sources of information. The ability to visually represent this kind of information can be helpful in assessing the credibility of claims. For my part, I’ve been thinking about tools that make complex data more intelligible to the people who need it. For example, this semester, my students and I are thinking about social media tools that will make it easier to make sense of environmental data that affects their lives. We want to improve the accessibility of such tools as the Environmental Protection Agency’s EJView and the state of New Jersey Department of Environmental Protechon’s Data Miner sites. More about this work in a future post.

On teaching game design in a journalism class, Part 4: Newsgames as literary journalism

In the  last blog entry on my newsgames class, I reported on my students’ remix of my intentionally buggy, incomplete Food Stamps game. That exercise served multiple purposes:

  • It provided an accessible example of the challenges of conceiving a newsgame, and for defining requirements for such a game as journalism and as a game.
  • Splitting the students into groups focused on specific aspects of the game (story, media, gameplay) afforded an opportunity to reinforce and extend ideas in their texts through collaboration and peer teaching.
  • It provided a natural segue into guiding students into the development of their own games.

One of the first challenges of getting students thinking about the requirements for their own game projects is that I found no literature on how one actually reports and organizes information for a newsgame, not to mention the ethical standards that ought to apply.  Game designers are accustomed to thinking conceptually not literally, so they take liberties that potentially violate the canon of journalism ethics. This has led to some interesting discussions with colleagues. For example, in 2008, my computer science colleagues and I were planning the Interactive Journalism Institute for Middle Schoolers, one of my colleagues had one of our research assistants build a Scratch game that offered a crude representation of the issue of global warming. In the game, clicking on the aerosol raises the earth temperature until the planet explodes:
Scratch Project

I expressed concern about the scientific inaccuracy of the game, and we had an extended discussion about how literal the game needed to be. Interestingly, the project generated nearly 700 views and dozens of comments and remixes, including a debate about global warming. In addition, both this researcher and another student colleague built a number of interesting prototypes, including this game about campus cafeteria food options:
Scratch Project

With this experience and my magazine writing background in mind, I opted to teach the students to think of the reporting and storytelling aspects of the game as a kind of linear, multi-threaded literary journalism. Literary journalism combines the factual reporting of journalism with much of the artistic freedom of literature.

Reporting

We reviewed the reporting process of collecting data from secondary sources and primary sources, interviewing, and organizing information in cluster diagrams. I had them give me abstracts and annotated source lists, as I would in a magazine writing class. Because we lost the first two weeks of classes due to Hurricane Irene, this process was somewhat truncated, but we did spend some time on interviewing and vetting sources. We also spent a lot of time on copyright, ethics, libel and defamation rules. We also talked about the fact that narrative newsgames are often built on a degree of fictionalization and the creation of composite characters – practices that would be considered unethical in literary journalism.

We talked about ways of mapping story structure to game mechanics. And we talked a lot about new journalism with its emphasis on scene-by-scene construction, changing points of view, dialogue and experimentation in narrative structure. We  did close readings of Gay Talese, Susan Orlean and Jimmy Breslin.

We talked about strategies for fulfilling or confounding audience expectations in order to create suspense and engagement. I used clips from the 80s TV show, Moonlighting, which does this brilliantly:

 

Parodying Dr. Seuss:

Taking an irreverent approach to a classic, also breaking the fourth wall:

As we brainstormed about their game ideas, Moonlighting also helped me introduce them to genres that might be suitable for the storytelling for their games, but with which they were unfamiliar. For example, I suggested that the conventions of film noir might be worth exploring for one group’s game about the workings of Ponzi schemes.

With the students’ permission, I soon hope to share some examples of the ways in which they applied these ideas to their games.

On teaching game design in a journalism class, part 3

UPDATE: December 6, 2011. Obviously, I wrote the post below several weeks ago. An end-of semester update coming soon.

 

We are now just past midterms this semester, and I can share the work done by the  News Games class to remix the Food Stamp Game. As I have described in the two previous posts in this series, I created a very rudimentary, glitchy, incomplete game in Scratch designed to simulate the experience of shopping on a food stamp budget. My idea was to have the students critique the game and remix it both as a game and as journalism.  The image at left is a screen shot of the flash-based prototype they created.  We had less time to work on this project than I had anticipated because Hurricane Irene and our Labor Day schedule forced a late start to the semester.  Still, students reported that they found the experience valuable, both as an introduction to the course, and as a way of building community.

In addition to their contributions to the game, students wrote reflective essays critiquing their work as journalism and as a game.

The focus of their effort was on enhancing the storyline, as well as improving the esthetics and the gameplay. With more time, they wanted to create more player profiles  (a single parent with children, an unemployed adult, a retiree, etc.) to illustrate varied scenarios under which people acquire Supplemental Nutrition Assistance Program (SNAP) benefits.  They also would have make hotspots out of more of the items, and they would have added a corner store or bodega to the shopping options.

From here,  the students moved toward developing their individual game projects, which have turned out to be quite varied. In thinking through how I expected them to incorporate journalism into the game design and development process, I adapted my approach to teaching students to do long-form magazine writing. I will elaborate on this in my next post.

 

New Article: Computational Thinking and Expository Writing in the Middle School

Ursula Wolz, Meredith Stone, Kim Pearson, Sarah Monisha Pulimood, and Mary Switzer. 2011. Computational Thinking and Expository Writing in the Middle School. Trans. Comput. Educ. 11, 2, Article 9 (July 2011), 22 pages. DOI=10.1145/1993069.1993073 http://doi.acm.org/10.1145/1993069.1993073

ABSTRACT

To broaden participation in computing we need to look beyond traditional domains of inquiry and expertise. We present results from a demonstration project in which interactive journalism was used to infuse computational thinking into the standard curriculum and regular classroom experience at a middle school with a diverse population. Outcomes indicate that we were able to develop positive attitudes about computational thinking and programming among students and teachers who did not necessarily view themselves as “math types.” By partnering with language arts, technology and math teachers at Fisher Middle School, Ewing New Jersey, we introduced the isomorphism between the journalistic process and computational thinking to 7th and 8th graders. An intense summer institute, first with the teachers and then with students recruited from the school, immersed them in the “newsroom of the future” where they researched and wrote news stories, shot and edited video, and developed procedural animations in Scratch to support their storylines. An afterschool club sustained the experience. The teachers adapted interactive journalism and Scratch programming to enrich standard language arts curriculum and are infusing computational thinking in classroom experiences throughout the school.

This research was supported by a grant from the National Science Foundation.