EDER 679.12 Computer Based Learning II Jan 24 3rd Seminar - PowerPoint PPT Presentation

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EDER 679.12 Computer Based Learning II Jan 24 3rd Seminar

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... designing for everyone, is a challenge, but one well worth the effort (78) ... and feel can make a huge difference in your appreciation of their creations' (79) ... – PowerPoint PPT presentation

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Title: EDER 679.12 Computer Based Learning II Jan 24 3rd Seminar


1
EDER 679.12Computer Based Learning IIJan 243rd
Seminar
5 bucks, 5 bucks, 5 bucks
Who is in each Design Group?
2
Plan for tonight
  • MJ
  • Showcase - Rivercity
  • Emotional design Three Levels
  • Information Design
  • A Break
  • D W Layout, Screen Design, Text
  • Yossis Lab

3
RIVERCITYSimulation for 21st Century Learners
  • Welcome to River City! -- National Science
    Foundation / Harvard University
  • A simulation environment for learning scientific
    inquiry and 21st century skills. River City is an
    interactive computer simulation of a river town,
    based in the late 1800s, that combines
    digitalized Smithsonian artifacts with an
    inquiry-centered curriculum to engage middle and
    high school students.
  • http//muve.gse.harvard.edu/rivercityproject/index
    .html

4
Three Levels of Design
  • Visceral design wow, yes! I like it! I want it!
  • Behavioral design .. appearance doesnt matter.
    Rationale doesnt matter. Performance does. (69)
  • Reflective design is all about culture and the
    meaning of a product or its use. it is about
    self-image and the message a product sends to
    others (83-84).

Our design challenge link these concepts to the
design of joyful learning experiences
5
Behavioral Design
6
Function Product Development
  • Enhancement vs. Innovation
  • Enhancement means to take some existing product
    or service and make it better.
  • Innovation provides a completely new way of doing
    something, or a completely new thing to do,
    something that was not possible before.
  • Of the two, enhancements are easier (71).

Is your learning design an enhancement or an
innovation?
7
Function Engineers and designers who believe
they do not need to watch the people who use
their products are a major source of the many
poor designs that confront us (74)
  • Link to designs for learning
  • those who put the problem of a poorly designed
    learning experience on the students (i.e., they
    are bored, too unengaged, too lazy, they dont
    get it, they dont want to read) may be the
    source of poor educational designs.

8
UsabilityKey concept Everyday objects should be
easy to use should not require years of
dedicated practice.
  • Bad design is a frequent cause of error, often
    unfairly blamed on users rather than on
    designers. (78)
  • Universal design, designing for everyone, is a
    challenge, but one well worth the effort (78).

9
Physical Feel Tangibility
  • Good designers worry a lot about the physical
    feel of their products. touch and feel can make
    a huge difference in your appreciation of their
    creations (79)
  • Physical objects have weight, texture and
    surface. The design term for this is
    tangibility. (79)
  • The best of products make full use of this
    interaction

10
First Half of Chapter Key Argument
  • Good behavioral design should be human-centered,
    focusing upon understanding and satisfying the
    needs of the people who actually use the product
    (81).
  • Best way to discover real needs observe users
    using a product naturally

11
In Praise of Good Designhttp//www.jnd.org/Good
Design.html
http//www.ideo.com/portfolio/
http//www.antiquesofthefuture.com/
  • Apples iPod
  • OXO Measuring cup
  • Casio Camera
  • Googles non-error messages
  • Namiki (Vanishing Point) Fountain Pen
  • Suitcase with built-in baby stroller.
  • Eveready Energizer EZChange and DURACELL
    EASYTAB Hearing Aid Battery packages

12
Reflective DesignThe Case of the NFL Headset
  • Design requirements
  • Highly functional, deliver intelligible and
    private messages
  • Microphone boom had to be movable, withstand
    temperature extremes, and stand up to the rigors
    of the game strong, rugged
  • Advertising symbol for Motorola from every camera
    angle
  • Coaches have to be satisfied they have to want
    to use it, comfortable for hours at a time
  • Reinforce the image of strength, leadership,
    muscular
  • Design had to have visceral appeal, meet
    behavioral objectives and project the strong,
    heroic, manly self-image of disciplined leaders
    who managed the worlds toughest players in
    short, reflective design

13
Devious DesignandDesign by committee
  • Paco Underhills Why We Buy The Call of the
    Mall
  • Komar MelamidThe Most Wanted Paintings on the
    Web
  • http//www.diacenter.org/km/

14
Reflective DesignRelate to Learning products
  • Reflective design is really about long-term
    customer experience. It is about service, about
    providing a personal touch and a warm
    interaction (88)
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