Title: EDER 679.12 Computer Based Learning II Jan 24 3rd Seminar
1EDER 679.12Computer Based Learning IIJan 243rd
Seminar
5 bucks, 5 bucks, 5 bucks
Who is in each Design Group?
2Plan for tonight
- MJ
- Showcase - Rivercity
- Emotional design Three Levels
- Information Design
- A Break
- D W Layout, Screen Design, Text
- Yossis Lab
3RIVERCITYSimulation 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
4Three 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
5Behavioral Design
6Function 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?
7Function 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.
8UsabilityKey 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).
9Physical 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
10First 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
11In 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
12Reflective 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
13Devious 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/
14Reflective 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)