A refers to the ‘control’ or the original design. And B refers to the ‘variation’ or a new version of the design.
I wonder what difference will be in the feedback if both the versions are shown to the same group of participants
A refers to the ‘control’ or the original design. And B refers to the ‘variation’ or a new version of the design.
I wonder what difference will be in the feedback if both the versions are shown to the same group of participants
So the main distinction seems to be how you interpret the term satisfaction
I think the term satisfaction depends on the type of users and their personas
The implemented product needs to be an adequate solution to the instructional problem (i.e., gap or need), not a perfect solution.
Well-defined difference between adequate and perfect solution
in design-based research (DBR), formative evaluation is prominent in both the design and development phases but also can occur in the analysis phase
I think this might be because of the agile environments that is common in the design-based research
n a heuristic evaluation, usability experts work independently to review the design of an interface against a predetermined set of usability principles (heuristics) before communicating their findings
Is it similar to the experts' review?
A specific example of how ethnography can be applied in learning design is in the development of learner personas
Does that mean there shouldn't be any leading questions while interacting with a participant to create personas?
higher fidelity prototypes take longer because prototypes become more difficult to change as more details and features are added.
Isn't prototypes made at the beginning of the design process? if yes, then apparently isn't it subjective to changes? If high-fidelity prototypes are difficult to change, isn't it a disadvantage?
requirements gathering
I guess the requirements gathering is the creation of the personas or doing the needs analysis
From a learning design perspective, poor usability might result in extraneous cognitive load in many forms.
So, when the learning designer works on usability design, SMEs should also contribute by providing appropriate and necessary content to reduce extraneous load.
CMYK notation
This reminds me of different notions of colors used in designing tools such as Photoshop
and various other colors not even present in the rainbow can be created by mixing light wavelengths together, such as red and blue making magenta
This reminds me of the Physics experiment with prisms to show the spectrum of visible light and prove each color of light travels in a different wavelength.
Aesthetic responses are intuitive, aesthetic design is not
Something to be noted
colors also have cultural significance of which designers should be cognizant when creating designs with an international audience
I didn't know choosing a color for the learning materials should be done considering cultural inclusivity.
The learners’ differences factor suggests that it is learners’ prior knowledge of content, rather than their learning style, that most affect the value of graphics.
This is surprising. Something to be noted
the brain processes verbal and visual information differently. When both of these channels—verbal and visual—are activated in a common task, giving the mind “two opportunities to build meaning,” instructional products are most effective (Clark & Mayer, 2012, p. 314)
This again reminds me of Mayer's cognitive theory of multimedia learning where he states about the dual channel of the brain: visual and auditory. With two separate channels, humans are able to learn more information because different types of representations are processed differently
Regardless of the medium
When it comes to interactivity, the aesthetics can be effective in online learning platform.
Learners’ individual interests are specific to each individual, and since they are relatively stable, it is often quite challenging to design instructional material or a learning environment that would attend to all learners’ diverse interests
I think this is where empathy, creating personas and learner analysis play an important role
the artistic elements will serve merely as window dressing—or worse, distraction—that provides no educational benefit to the learner.
This reminds me of Dr.Mayer's multimedia learning principle which is the Coherence Principle, which states that humans learn best when extraneous, distracting material is not included.
Some argue that this type of intensified, enlivening experience needs to play an increasingly crucial role in modern education.
I wonder if the concept of aesthetics has been given more importance and attention in recent years after the emergence of online resources even though it dates far back to Plato.
On a large project, lasting two or more years, it is common to see the project management team change leadership to provide skills that are appropriate to the final phases of the project.
I think this is the way of Distributed Management and Leadership. In this style, rather than having a designated project manager, someone within the project team may serve as a facilitator to enable communication, collaboration, and engagement. This role may shift among project team members
Also absent from the interview data are specific project management tools, techniques, and processes outlined in the PMBOK and other project management literature. For instance, the Earned Value Management (EVM) method is a powerful and popular tool that supports the management of scope, schedule, and cost in an integrated mathematical framework supported by common project management software packages
This was exactly my thoughts in the comments I mentioned above. Its really nice that the authors included this.
Regardless, several of the professionals are unconsciously using formal processes mirroring the PMBOK without ever having been trained in this subject.
Does it include the knowledge about the subject matter concepts like Critical Path method, EVM or using tools like MS Projects?
articipants stated that project managers should be skilled at using information and communication technologies, using project management software, designing project charts, and using other scheduling and budgeting tools
I am kind of confused that are the skills mentioned here, the basic skills of project management? I think general ID professionals might not know to use Gnatt chart unless the person has taken a project management course before.
intuitive and informal systems to managing projects have their place as well, instead of just a focus on “Gantt charts and rigorous documentation.”
This reminds me of one of the Agile Manifesto which is "Working software over Comprehensive Documentation"
importance of knowing the scheduling and time management needs of the project and the individual team members
I wonder the level of knowledge. I think it is so generalized by mentioning by the word "knowing". Can having the knowledge of scheduling and time management strategies be considered as the basic skills?
[Project managers] need some basic project management skills, knowledge in order to keep track of all the various pieces that have to come together, and as we both know instructional design is an organic process
If an instructional designer takes up a position as a project manager, I wonder shouldn't that person know more than just basic project management skills in terms of cost, schedule, risk and procurement to make a project successful?
positive peer pressure
I like this definition of positive peer pressure. It can actively involve the team members and makes communication easier
set of sketches
I would say that storyboards are the next level of sketching where the created sketches are put in sequence on a single layer.
novice designers tend to jump to solutions too quickly
This might be because they follow the rigid rules of designing in the linear processes
what their needs are
The major difference between the waterfall model and the ADDIE model was the learner analysis part.
stepwise
Both waterfall and ADDIE methods are step-wise linear methods. I think their steps also looks and performs similar functions
changing the design problem multiple times
Here I guess the author says the design visuals, process or the methods is changeable. Can the design problem itself be changed?
By documenting
From module 1, the importance of Documenting is always stressed. I understand that documenting is an important part of designers life.
evolution
I think this is where the iteration part falls. The design keeps evolving.
ADDIE or waterfall
This is something that confuses me a lot. I feel both the models are so similar when I think about it designing a learning environment