17 Matching Annotations
  1. Last 7 days
    1. friendly digital helper is a good idea in digital products for children. Designing a virtual helper, cool and cute character that will help children to navigate through the product, can make the user experience smoother and more interactive.
    1. The needs of children, when it comes to digital designs, vary from those of adults. However, several UX principles, design patterns, and preferences hold for kids and adults. The overarching goal of any design, i.e., to create valuable and usable solutions for a user, stays the same for all audiences.
  2. Jun 2022
  3. Feb 2022
  4. Dec 2021
    1. An absolutely beautiful design for short notes.

      This is the sort of theme that will appeal to zettelkasten users who are building digital gardens. A bit of the old mixed in with the new.

      <small><cite class='h-cite via'> <span class='p-author h-card'>Pete Moor </span> in // pimoore.ca (<time class='dt-published'>12/24/2021 18:02:15</time>)</cite></small>

  5. Sep 2021
    1. One of the less developed ideas in The Extended Mind concerns the things we prioritize in tech development. Too often, Paul says, we think speed is the height of achievement. Instead, we need technology that builds off of our innate, human capacities.

      Perhaps we need more songlines in our instructional design?

      This is also a plea for a more humanistic approach to technology in general.

  6. May 2021
    1. The conversational feed design of email inboxes, group chats, and InstaTwitBook is fleeting – they're only concerned with self-assertive immediate thoughts that rush by us in a few moments.

      The streamification of the web had already taken hold enough by this point. Anil Dash had an essay in 2012 entitled Stop Publishing Web Pages which underlined this point.

  7. Aug 2020
  8. May 2020
  9. Jan 2019
    1. Our research reveals several design opportunities in this space. Importantly, informed by the empirical findings presented here, we argue for situating solutions within current work practices and infrastructures.

      Description of design opportunities

  10. Nov 2018
    1. Learning needs analysis of collaborative e-classes in semi-formal settings: The REVIT exampl

      This article explores the importance of analysis of instructional design which seems to be often downplayed particularly in distance learning. ADDIE, REVIT have been considered when evaluating whether the training was meaningful or not and from that a central report was extracted and may prove useful in the development of similar e-learning situations for adult learning.

      RATING: 4/5 (rating based upon a score system 1 to 5, 1= lowest 5=highest in terms of content, veracity, easiness of use etc.)

  11. Jul 2018
    1. The temporal experience is as much a product of the ways in which the technologies are used as it is a feature of their design. This points to how, just as has been argued for the case of clocks, digital technologies and practices have coevolved to underpin particular experiences of time.

      Design implication for digital sociotemporal experiences

  12. Jun 2018
    1. One consequence of thisposition is a more radical understanding of the sense in whichmateriality is discursive (i.e., material phenomena are inseparable from theapparatuses of bodily production: matteremerges out of and includes as part of itsbeing the ongoing reconfiguring of boundaries), just as discursive practices arealways already material (i.e., they are ongoing material (re)configurings of theworld) (2003: 822).Brought back into the world oftechnology design, this intimate co-constitution ofconfigured materialities with configuring agencies clearly implies a very differentunderstanding of the ‘human-machine interface’.