ease-of-use, and learnability
Reminds me of the technology acceptance model
ease-of-use, and learnability
Reminds me of the technology acceptance model
We are not testing the users; we are testing the product's design
Sounds like how we critique too
assumptions
I wonder how regularly industry folks make assumptions because they don't have training on creating personas or access to users' for interviews
Extraneous cognitive load can be directly manipulated by a designer (van Merriënboer & Ayres, 2005) through improved usability
Makes sense but an important point worth emphasizing
different than developers originally intended
How can their intended use be more clear? Is it because learners are not involved as co-designers or providing input at any stage?
affective domain of learning
Interestingly, I found emotion was rarely discussed during an analysis of teacher prep courses
Various studies have shown that color-use influences learner attitudes, comprehension, and retention
I also wonder if learners begin to feel emotions associated with colors (red=angry)
impact emotions
I can imagine readers being frustrated if a font was not as accessible as it could be
proper amount
How is proper amount defined in this case?
Not all images are equally effective in supporting learning and creating a deeper understanding
This makes me think of how almost everyone considers themself a visual learning
aesthetically pleasing objects
I think of this as aesthetically pleasing text objects too. For some reason, I find 2 column publications "more inviting" than 3 columns.
first event of instruction
During which event do you leverage their emotion to keep them motivated?
learner’s emotional state
This reminds me of how social media clips have gotten so short and appeal to the viewer's emotion to keep them watching. Social media or content learning material may use emotion to hook learnings right away.
increases engagement
It leads to the question - Do I even want to read/watch/etc this?
guidance
I wonder if anyone has built on Lyons' work to say what this type of guidance may look like
agile [certification] that was actually focused on E-learning
I wonder how much certifications have changed as a result of the influence of virtual learning over the last few years
temporary
I always thought of this as the difference between a project and program.
and an end.
It seems many design projects typically have a forced end. If time and other resources were not an issue then projects could likely continue to be refined.
not flexible
especially problematic when investing a lot of resources into a design idea
person managing the Scrum team
who decides who the leader is? Is it company hierarchical organization?
Summary of the 4 Values of the Agile Manifesto
Interesting distinction between a successful product and building successfully
two main versions
How do they define small vs large in this context?
what they thought was an all-powerful wizard was really a man behind the curtain, pulling levers and pushing buttons to give the effect of something magical happening.
spoilers...
designers rapidly prototype ideas
Allows them to fail fast
each team defined the problem differently.
Interesting - I'm curious how the client defined the problem and if it's aligned with any of the 10
marginalized communities or cultures unfamiliar to us
I'm glad this was mentioned - so important
If we had asked users what they wanted, most would have suggested minor changes in line with the kinds of changes they were seeing with each slightly different version
Reminds me of the Ford quote - "“If I had asked people what they wanted, they would have said faster horses.” Users don't necessary know what is possible in terms of capacity, vision, or limitations
categorize
Is this considered coding?
during the interviews
So the information cannot be collected via open ended questions in a survey?
learning designers seldom have direct experience with the myriad of health-related issues
Potential obstacle to "walking in their shoes"
may be
Do they have to be?
ethical use
and who defines "ethical use"?
How accessible is technology to every learner in my class?
I recently learned that when some visually impaired users use a screenreader on websites, it may not inform them whether opening a link will open in the same tab or a new window. This is problematic because if it is a new tab or window then the user loses the "back" feature to the previous page. In addition to does the user have access, I think the definition of accessible extends further.
Sometimes issues of access can be tricky or surprising.
Some colleagues and I worked with teachers in a workshop over the summer. Despite working with middle schoolers, we were shocked to find out that students were not aware of how to create a new file. It is just one aspect that we did not plan that teachers would have to educate students on prior to implementing the content.
rs already know, but instead building on their prior knowledge
How do you plan for this with something like a MOOC or other learning environments where the degree to which the prior knowledge may vary tremendously?
access to content
This is also especially important because it's not just about having the tools to access but also the skills and self-efficacy.
knowledge
I think it's also important to note that this means they may have misconceptions on whatever topic involved in the learning experience you are designing.
How can you provide opportunities for this learner to engage in learning experiences and activities that can prepare this learner for his or her goals?
I like this question to continue to frame the designing process
survey results
Part of the process is using a data collection method to inform your persona development
an online survey. Completed by 18 ABE SMEs
I think this goes back to an earlier annotation. If designers are going to reach out to the target audience anyway, why not use them in the place of personas or their information when constructing the personas?
regular intervals
How can we define a regular interview for the sake of a design project?
personas communicate a key user group’s goals, behavior, and what the users want to accomplish
Note to self: Key components of personas
persona construction
Are part of the reason personas are constructed to save money? In class, it was mentioned that industries do not want to spare any expense by hosting focus groups or interviews if they don't have to do so. Is there another motivation besides money for designers to use constructed people rather than real people? Wouldn't designers be more likely to meet users' needs if we consulted real people?
persona is generally written in a narrative and describes a day in the life of a fictional individual who represents a key user group (Dotan et al., 2009).
I'm highlighting this definition as it seems like it will be valuable as we develop our own personas for this class
six authentic personas that represented adult learners
I'm curious what the research says about the appropriate number of personas.
massive open online course (MOOC)
MOOCs seem like they would be a unique challenge to design for. As I understand them, they are created to reach a tremendous audience in order to make learning more accessible. When designing a learning experience to that scale, I imagine it would be more difficult to "know" the learner.
We put ourselves in his or her shoes.
From a designer perspective, I like this line. From our experience with the learning experience canvas, this idea of putting ourselves in their shoes lends itself well to much of the criteria in the canvas. For example, all aspects of the environment category would make more sense. Although one may not be able to fully immerse themselves in another culture in this case, being more aware of the factors will help create a better learning experience.