ethical
Are there particular standards for ethical recommendations? I wonder because ethics is sometimes a subjective and/or cultural idea.
ethical
Are there particular standards for ethical recommendations? I wonder because ethics is sometimes a subjective and/or cultural idea.
says will be accurate or reasonable, and opinions about how to proceed can be diverse
Seems important
inexperienced moderator may inadvertently thwart the interview proces
How do novice moderators get experience then?
interacting with the user.
Is it possible and effective to do testing via something like Skype or Zoom? It's not really mentioned here, but it could be useful in today's world.
proficient users
How would one classify a person that may not have used the specific product, but who regularly uses similar issues? As an example, suppose someone has not done the Tourette's class before, but they have participated in similar classes for CEUs.
like
In some situations, perhaps culturally or otherwise, some people may want to appear to be agreeable? How can we best ask this question without biasing the responses?
cience (i.e., usability) and art (i.e, user experience)
Here's the science and art thing coming up again.
User testing was the original term, followed by usability testing. UX design testing is the more recent term and is debatably more widely used.
What's the history / reasoning for the change?
empathize with the end-user, understand their needs, and build products they want and enjoy using.
This can definitely be true for designers. I'm also wondering about users who may be in a semi-design / semi-user capacity such as teachers and instructors. Does empathy work the same in those situations?
actual users
An important point and one that is not easily subsituted.
retrospective think-aloud can be beneficial
Is memory and./or unconscious thought ever an issue? For example, do learners sometimes not know why they fixated on certain things?
expert review is particularly vulnerable to an expert’s implicit biases
So it seems it is less than expert review, but what makes heuristic review less biased?
inspection method that does not involve directly working with the user.
Is bias an issue in heuristic evaluation?
open-ended questions but would ensure that the questions were not leading
I agree it is important not to be leading, but sometimes also, there is data that we really want to find. Is part of not being leading while getting data that is needed a subtle power of suggestion while maintaining neutrality (as much as possible) (e.g., asking what works, if anything, so that there's balance between what is effective and what is more problematic)?
representative parent
Can we assume, as with qualitative case studies, that this individual must be chosen carefully? If so, what are some good things to look for in choosing a representative individual? Does it vary in terms of the prototype or product?
hotspots” on the wireframe images. These hotspots are hyperlinks to other wireframes. By creating hotspots on all wireframes, the learning designer creates a simulation of how learners will interact with the mobile microlearning materials.
This sounds like a useful feature.
functionality is limited, development time can be reduced substantially.
So basically it is useful, but we want to limit spending a lot of time on it because it doesn't have the functionality.
PowerPoint
Would be interested in hearing how PowerPoint is useful since, unlike the specialized software, it's not as designed for that purpose.
functionality
One would have to be somewhat aware of how the digital space would function, though, I would think before functionality could be assessed in its entirety.
promote a positive learner experience than a course that is organized based solely on an LMS template or designer intuition
Feedback needed to promote a better quality learner experience
prototypes become more difficult to change as more details and features are added.
Is this possibly a disincentive toward higher fidelity prototyping? At the very least, it would seem to me to suggest that one really wants to ensure one has things relatively right before doing a higher level prototype.
changes to technology, business needs, or other factors
Which requires some amount of vigilance.
yield important information about performance gaps and other problems
Is the purpose just to look for problems? How about looking for things that are effective? Does looking for problems bias against looking for effectiveness? If so, how does one create a balance or, at least, provide a space where both problems and effectiveness can be examined?
design theoretically inspired, highly usable and pleasing learning environments is ultimately the prerogative of the designer.
Does this possibly indicate the possibility of bias?
earning technologies (e.g., LMSs, educational video games) from within a broader context of social activity when implemented by schools and/or organizations
Each technology has to consider how it works for various groups.
do not maintain their own goals but are rather the unconscious adjustment of actions to the situation at hand
Seems to me that this is designing for the learners to make a shift, but not necessarily know they are doing it. I wonder, though, if it is supposed to be unconscious, how it can be critiqued or measured for effectiveness. Is it simply a manner of whether the intended unconscious adjustment works or not?
educators and learners
Can these be considered both at the same time? They are two different groups, yet perhaps we can learn about learners through teacher experience for example (I'm thinking especially about younger, elementary age children who we may not get as much data from. Still, such an approach would seem to have some limitations in that the teacher cannot necessarily know everything about the user's experience as that is personal to them. It's also possible that teachers might project their own feelings / experiences onto students (e.g. Hofmann et al., 2020).
determine how to assess student learning in their learning management system (LMS), so they use a different tool and then copy/paste the results. Or they might spend time determining workarounds to administer lesson plans because the LMS does not directly support a particular pedagogical approach.
Which points out the limitations of the original tools
applied, focused uses of color through iterative design cases and continual improvement
Applied and focused is important in terms of keywords. First, it rejects / diminishes the more theoretical and then also states the need for focus, so less of a free ranging exploration.
more interesting, try the complementary or analogous type. In the case of analogous, you can drag the circles around the color wheel to increase color variation, but the colors generally should not extend more than one-third (120-degrees) the circumference of the circle, lest the variation be too great. In the example image (Figure 15),
Sounds like interesting is a risk (but couldn't being uninterested also be a risk?).
econdary elements are complex and rich
Are there some guidelines for what this might be?
the orange logo and thin horizontal bars are placed nicely beside or on top of the dark blues of the menu.
Looks like this is similar to what we have in a lot of our UF branding.
crimson logo and carousel are clearly separated from the blue events block, and the image in the carousel has a dominant blue color (via the woman’s sweater) that roughly matches the other blues in the design
Considering this goes to Harvard's colors, it's very much of advantage of them that this carousel worked like that so the harmony could exist.
comical
I'd like to know more what is meant by comical. Would this exclude intentional humor?
evoking passion, dissent, or engagement; cool colors evoking comfort, closeness, or agreement; and so forth.
Interesting that these things are similar more universally despite the cultural differences.
color will generally draw the eye of the learner to the variation, and this means that UX designers should use this principle to intentionally draw user attention to elements that matter and avoid unnecessary color variation in elements that are less important
This makes the UX designer especially important in the process. It seems kind of instructor / designer heavy though. Could this work as well in a constructivist or constructionist environment?
like the one provided by WebAIM can be helpful.
WebAIM is good and all, but for best practice, it's really good to use several tools and maybe even a manual check / testing with actual disabled users as well. Not specifically aimed at WebAim. It's more like automatic tools and simulators in general.
purple, are more culturally mediated
Could this also change over time? I know there have been some Western connotations of purple that came from the fact that purple dye was once rare and now that it's more common, there's more access.
orange
Good thing we at UF are more blue than orange then (more seriously, how about when they're mixed?)!.
important role in improving intrinsic motivation and the desire to keep working
Keeping working is important, though, because sometimes people have motivations, but don't always put in the work.
“interests, attitudes, appreciations, values, and emotional sets or biases”
The co-founder of UDL, David Rose, who I had for a course during my M.Ed. program, always expressed the importance of emotion in learning. Attitudes and interests were definitely part of that, so I'm fascinated by how color impacts those things.
Though mixing a green ray of light and a red ray of light would produce yellow light, combining green paint and red paint would produce a dark brown. Such materials rely upon a subtractive color model (cf. Figure 1), wherein black is the sum of all colors and white is the absence of all colors.
Super interesting!
when all color wavelengths are mixed together, they make white light, which is why a dispersive prism can be used to split white light into a rainbow of spectral colors
Would make a great demo for a class.
science nor as an art but as a craft that synergistically merges the two
Speaks to what I was saying in the other article.
ineffective
Ineffective could relate to accessibility too!
generally constrained by the preexisting branding requirements of the client (e.g., “our brand is periwinkle”) and must work from a particular color starting point when making designs.
The corporate can be less flexible, but I wonder about other institutions. For instance, universities are very brand oriented I'd argue these days.
systematic ways;
Systematic is a key word.
front of people, watch how they use it, and listen carefully to their initial reactions (if you have to argue for the merits of the design to them or explain how they should use it or feel while they are using it, then it is a bad design
This makes a lot of sense. We need to be mindful in the moment and accept feedback from others; it's (hopefully) not personal.
instructional designers can ask of their work is if it is appealing to them or not
Self as judge. For what it's worth, I do think if one wouldn't personally like the product, that's telling that others may not be happy with it either.
legend provided to orient the learners
Yes. Helpful to orient the more verbal thinking individuals.
unimportant or distracting elements
Who decides what is unimportant or distracting though? People may have some variability in what they pay attention to (e.g. some people on the autistic spectrum or have other nuerodivergences - I'm thinking especially of Temple Grandin's work with animal enclosures) and, in fact, it could be what is dismissed as "unimportant" or even not noticed by one or even most people could end up actually being very important. I do think there's some onus on the designer or communicator to explain though in a way that points the detail out to others in a clear manner.
community-generated palletes
I wonder if there would be a possibility of bias for these community-based tools. Not everyone uses such sites or has access.
cultural significance of which designers should be cognizant when creating designs with an international audience
I was thinking about this. Does this have any impact on the color ideas in the bullet points though.
somewhat fancy
Curious to know what the difference between "somewhat" and "extra" is.
visual literacy belongs to the domain of a talented few
Yes, indicating that someone has to be very visually gifted in order to understand or needs to have a certain competency can be limiting. The design should be flexible enough for all levels and abilities.
anxiety, fear, and even anticipation, focus the mind and narrow concentration, leaving people less susceptible to interruption or distraction
I think this supports the idea that negative isn't always bad for instructional design.
graphics, such as graphs, diagrams, and infographics
Being able to see how something looks like can help the learner "do" a bit more.
no simple formula that can be used to design or select visuals that improve learning and performance in all situations.
Which makes it more challenging maybe.
Our brains devote more resources to processing visual information in comparison to auditory or other senses
Considering brain plasticity, would this be true also for people with visual impairments or whose visual perception skills may be limited compared with what's normative?
cultivates interest, impacts emotions, and brings cultural concepts to mind
How do we bring culture into the idea of building visuals? I'm thinking especially of pluralistic societies or pluralistic events such as international conferences.
Simple, relevant, and effective visual design reduces extraneous cognitive processing and provides an additional mental channel for the most important information (i.e., the content) to be processed and retained.
Super important. When visuals are too hard to process (or too busy) it makes what is being communicated less clear and the viewer is likely going to really struggle to know what is going on.
aesthetically pleasing objects, including instructional materials, are perceived as more user-friendly than are displeasing objects
Is pleasing / displeasing measurable (like is there some sort of scale)? It could be subjective potentially, so I'm wondering how we can know pleasing / displeasing ahead of time, especially in situations where the learner is not directly known to us.
visual attention better than text without images
How does visual attention work for people who have visual impairments or who may have non-normative visual processing? For those individuals, I would argue they are going to attend to the textual information over the visual. I'm not arguing necessarily that visual information would be totally immune, but would it be possible to "paint" through words (e.g. alt text).
negative
It seems to me like negative isn't necessary "bad" for holding an "invitation" (although not saying negative is always okay either) as long as it gets attention and invites the viewer into the product.
relatively stable
I can see this being true for adults, but is this true for children as well (especially very young children). Their interests can fluctuate a little more.
develops or changes over time; and that interest, in turn, affects their attention.
So it fluctuates. When attention and interest are a little lower, how does one get it back? Can it be recovered?
frames subsequent thoughts and has a strong impact on our future thinking and actions
Our initial impressions form how we process the rest of the experience.
quality of learning, the value of the communication, and the motivation of the audience members.
Clear visuals (that maybe can also be explained) can be really important for people with visual processing (not related to visual impairment necessarily more like a learning disability or neurological type thing) issues for exactly these reasons.
when [the] senses are operating at their peak
I wonder if this could include options for senses. If one sense is diminished, would emotional connection from an equivalent option be able to take over?
“sensitive,” “perceptive,” and “to feel”
Perception can refer to the senses. My work in accessibility discusses perception through the senses as part of the POUR (perceivable, operable, understandable, robust) principles, but perhaps connection could also be made to emotion. POUR doesn't currently call out emotion directly, but maybe there would be potential.
he bridge between [an instructional] product and the user’s emotion and feeling”
Importance of emotion. I often wonder about emotion in learning from a usability / accessibility perspective. It's so much of a product (how people connect with it).
both the educational tradition (instructional) and the artistic tradition (design).
Sort of a way of saying it is a science and an art.
unpredictable results
Which indicates a risk and may also not be compatible with certain personality factors some people might have.
Regular communication with team members and clients takes time and can slow down some aspects of design
Communication does take up a lot of time especially if one is trying to get things right.
Emphasizes speed
Why?
stand up because it is meant to be kept short by having everyone stand during the meeting
Does this get modified if someone is unable to stand? If only that person sits, is this exclusionary?
maximizing the amount of work not done—is essential.
Sometimes, arguably, it takes a bit of work for this to happen. Also, is simplicity compatible with quality?
face-to-face conversation
Would this still be the case?
motivated individuals
What does one do with demotivated individuals? Are we building for motivation?
customer’s competitive advantage.
Is this always known?
different approaches during their extensive careers
Such as?
lower complexity level will invest more resources in the execution phase to complete the project as effectively and efficiently as possible.
Is complexity level always known from the start?
observing progress on a project that the project manager can facilitate the stakeholder alignment processes
How does one get stakeholders to begin observing progress? If not voluntary from the start, how does one incentivize stakeholders to do this?
value behavior
?
nice way.” He further elaborated that “you wanna remain friendly, but you’ve got to, you know, with each successive message or phone call, you’ve got to up the pressure to perform.”
Stresses need to be assertive "nicely". Does this rely on some privileges or perceptions, though? Also, contexts can be different, so, if it is possible to train for assertiveness in these situations, how might one go about doing that?
interpersonal skills was discussed by 12 of 13 participants
This makes some sense because it is needed in project management, but it doesn't map to a particular kind of technology or project, so can be used across contexts.
broad ability to use technologies and associated terminology is essential to communicate with people managed by a project manager.
Again, generalist knowledge is needed.
ability to communicate in a transparent manner with an “open-door” approach to communications
This could get overwhelming, though. How much is too much?
I think you have to have a high tolerance for ambiguity, in the initial stages of the project, because a lot of times when you’re working with clients, they may not know what they want, and they may have just a vague idea, and you kind of got to be willing and able to go with that and sort of explore the outcomes that you’re trying to achieve as you move forward
We need to detangle, to get to what people really seem to want.
you think you're being clear, you have to realize how the other person needs to hear it in order for them to understand it
This would seem to suggest that constantly cooperating with others is needed as a sounding board or reviewer. Universities often have writing and communication centers for their students, but this continued support does not always exist past one's student days and into professional life. Yet some peer support or feedback unless there is somebody like a writer / editor / communications advisor employed for this purpose. This seems to propose the project manager take on some of these roles.
ways that don’t let them do stupid things, and in ways that shape their expectations, and in ways that are collaborative because they know how their organizations work; we don’t
Calls for smarts, but also humility.
formal training and professional contexts in the workplace
In my M.Ed. program, we were required to do internships. I would suppose some working on real world design problems like we are doing in this class is useful as well. How much, though, does internships and "real word" academic experience count, though, versus more longer term paid employment?
faculty member’s job, or the subject matter expert.
I wonder, for the faculty members in the study, what they would think about this. Where would they go? I assume the SME. Would there be some assumption or even less humble thinking that they are the SME, though, even maybe a little? If so, how does one approach other SMEs or how does that impact the relationship?
understanding when you have more flexibility, when you have less
Interesting perspective. While there are constraints to being under-resourced, these resources often bring their own restrictions which can limit innovation.
specific genres associated with the development of a course, or a program, because absent that communication they're not gonna be able to handle those elements of the project.
Working knowledge if not expertise
consistent communication (9 participants) and general project communication
Wider themes seem to have more agreement.
(2 participants), collaboration (2 participants), diplomacy (2 participants), empathy (2 participants), listening (2 participants), negotiation (2 participants), confidence-building (1 participant), and teaching (1 participant).
A lot of responses in this category and not a lot of agreement.
project management skills through hands-on experience was also a commonly discussed topic across participants.
Need for experiential experiences
roject management probably looks a lot like an instructional design model. So the instructional design model is gonna be[,] what would the outcome be? And what are the assessments?
Again, another tie in between PM and ID.
how and when
Takes some finesse to get it right.
igher education institution itself, that is the context in which educational technology project work is done. By being cognitively aware of the organizational context in which educational technology projects are situated, the project manager ultimately becomes more effective at aligning project-level goals with the greater strategic objectives of the institution.
Importance of the context
academic background in instructional design teaches you how to problem-solve. It teaches you how to keep goals, project goals, long-term organizational goals at the forefront of your planning.”
The similarities can be used to connect PM with ID.
pedagogically, or through research or leadership
Particular kinds of communications; it isn't a vague competency, but a targeted one.
single technology resource that was universal to the craft of project management
Could suggest divergence in agreement, but could also be indicative of a large amount of resources.
many reflect the professional preferences of a particular respondent or the needs of their organization
This seems key, but it may be influenced by particular organizational cultures, personal exposure, and so on.
larger organizations, I think it's better to specialize in that, so we use project managers. And that's what they do, they're not [IDs]; they're people who are trained and learned project management.
The bigger the organization, the more specialization is needed and/or desired.
f]or projects [which] are big and complex, I'd much rather have someone who specializes in project management and can run four or five difficult projects for me at the same time.”
Such specialists could be harder to come by in a smaller organization though.
IDs working on smaller projects as part of smaller organizations, the likelihood of becoming an ID project manager increases.
Can be a bigger fish in a smaller pond.
linear models that really end up being games between project managers and the people who do the real work.
Could be some gaps between the PMP and actual practice, so gaps between what is taught and what is practiced isn't necessarily just limited to universities.
c]ertification might [emphasis added] help you get clients. It's like if you're a small person consulting sort of job, but whether you have that or not, the schedule would be critical because you're not going to have that ability to bring in departments on time and on budget.”
It's a risk, though, instead of a gaurentee.
five others stated that their funding sources were the most critical stakeholders
They don't say whom, but I wouldn't be surprised if the faculty members were the ones making up most of these five.
two assistant professors, one associate professor, one full professor,
I guess the academic role also counts within the criteria.
Figure 1
The representation of this figure is interesting. I'm interpreting it to be three intersecting Venn diagrams and I guess the KSAs are coming out of the intersections.
ualitative research methods are rarely employed in project management research literature (Cicmil, 2006; Pollack, 2007), they can provide answers to exploratory research questions and assist with generating theory and hypotheses about a phenomenon.
PM does seem very quantitative oriented to me so am not surprised by this.
do not consistently offer academic courses in project management to prepare professionals entering the field
Another academic / practice divide. How can education technology type programs work better with what is needed in practice? Especially for more practice oriented degrees, this matters. Moreover, in so far as PM- prepared IDs are needed in higher ed, higher ed institutions would seem to be undermining their own institutions if they are not offering this knowledge.
The PMBOK assumes that practitioners will “tailor” (p. 28) the appropriate aspects of their project management frameworks to the needs of their particular industry or project.
Is this a valid assumption?
scant research has documented the project management practices utilized by our professionals
I notice that sometimes things that are done a lot in practice (or have a great deal of interest in practice) are not always reflected in research or academic interest.
The field of educational technology utilizes knowledge, skills, tools, and techniques from project management to assist in the creation of our products and services. Project management has long been recognized as a vital aspect to the individuals who practice the craft of educational technology (Donaldson et al., 2007; Van Rooij, 2010; Van Rooij, 2011).
Hence the emphasis in the project management course.
artificial intelligence and machine learning
I had not thought of using AI for instructional design although for some models I suppose it is possible.
With building to fail, I would think it would be more about an openness to failure or acceptance of failure. Thought and effort should be put into the prototype, but it is necessary to accept that things will not necessarily work and that's okay.
rame.
Manipulatives seem like a way to make sketching / storyboarding not entirely visual, which allows for greater participation.
MIT's Sloan School of Management
Can our own self-perceptions really be put aside or do we simply manage them? It's definitely important to look for even small things that, in the end, actually make an outsize difference as the Good Kitchen example shows.
Design Thinking.
The last element they list "share the story" wasn't really talked about much in the other readings so far, but it does show how we communicate about design adds to others' perceptions about how good it is. I'm thinking a bit about the late Steve Jobs with this. He was pretty influential in his presentation of designs to the public; if he had lacked that talent, something like an iPhone may not necessarily have caught on like it did. Jobs created buzz.
educators
Two things seemed really significant here to me: divergence (to create ideas) and convergence (to agree upon ideas). The second idea is that it is supposed to be a way to do design for non-designers.
Let's Scrum
This one's also good.
You may kiss the bride and update the Scrum board. Agile development isn't just for software anymore.
I want to show my appreciation for this title. It's creative / memorable.
do not have extensive experience.
I know that experience made a big difference for some colleges / universities and perhaps K-12 schools in 2020 during the COVID situation. Those institutions who already had some online infrastructure had somewhat of an advantage over institutions who had little or no experience with online learning (that's not to say every institution that didn't have online flopped or that everyplace that did have online infrastructure was successful, but in most cases, I think having some previous experience was extremely helpful. I also observed that some of the job ads for instructional designers temporarily shifted to more experienced people in Spring and Summer 2020.
t offers the development team a common background where many misunderstandings can be avoided
Having a sort of common understanding is helpful on teams. This indicates that people are less likely to be confused about what to do.
facts and the results, rather than on theories and prejudices against technologies
Who or what determines what the facts are? How do the "facts and results" account for the theories that are driving what the facts are?
fact that the various processes do not occur in a linear fashion
So several things might happen at once. They are not necessarily dependent on each other to be completed before moving on.
Agile methods have been always very popular in education since this is how teachers operate in the classroom
Seems like a broad statement.
deliberately about how they use prototypes as part of an effective team design culture.
Important that they note prototyping is a team effort.
stead, it is to use their designs to understand their thinking.”
This is essentially telling how they would design the idea if they were in charge.
many young children really do think Crush is real. Even with adults, some Wizard of Oz prototyping can appear realistic, and participants should be informed that they are not, in reality, interacting with a real product.
To them, I imagine it is more like bodystorming.
allows designers to experience, discuss, and evaluate their ideas in context, and helps designers to understand how the settings in which a design is used can affect their intended use
Showing in a situation
bodystorming inspired researchers to become familiar with new contexts and improve their design abilities
The active nature of bodystorming is something I would connect to needing to know more about contexts.
decisions, emotional reactions, and interactive experiences users might have
Sounds like we can maybe learn certain things from bodystorming that we can't necessarily learn from other design practices.
Bodystorming is a method in which brainstorming is made physical. During bodystorming, role-playing and simulation with simple prototypes is done to create informative performances that illustrate what it might be like to use a product that is under development
This sounds fantastic to me! Personally, I like methods that are a little more involved.
prototypes reduces design risk because designers can learn about the product-to-be without investing the time and cost required for full production
Building is risky, but not as risky as doing something more "final" without knowing if it's right or not. Product builds can, then, maybe be thought of as more of a risk management strategy.
learn by doing as they explore ideas (Camere & Bordegoni, 2015). This is a practice common to many fields, including experience design (Buchenau & Suri, 2000), education (Barab & Plucker, 2002), engineering (Alley et al., 2011), social innovation (Brown & Wyatt, 2015), and instructional design (Merrill & Wilson, 2007).
When doing something unfamiliar, sometimes we don't know how it will turn out unless we take the risk of building / creating; these risks help us learn.
planning and allocating resources effectively
I've noticed in the project management course that a lot of the tools sort of tell a visual story of what is going on. I suppose this could be another tool.
storyboard represents a specific scene or perspective. Taken together, they represent the sequence in which things will flow.
Despite the fact that storyboarding is drawing from the visual spatial, some of these ideas of sequencing and flow are also applicable to the writing process. Could really vivid, detailed writing substitute for sketching. With this idea, I'm also thinking about people who may be limited in terms of drawing and visual skills because of a physical or learning / cognitive sort of disability. How do they design or are they excluded?
non-verbal thinking
Non-verbal is tied to the visual.
Expert designers are more adept at using visuals, suggesting that visuals are often a part of their professional development (Bilda et al., 2006).
Suggestive that the visual spatial is important on design.
greater understanding of physical dimension and used an iterative design approach in which they used sketches to facilitate problem solving and creative thought
Something like a sketch is good for imagining physical space or a physical object if one doesn't actually have access yet.
irst impressions often matter a great deal, so before launching a product with actual users, ready-to-launch prototypes should be rigorously tested internally or with a sample of users
I find this a little confusing. Is the sample not actual users?
minimal interactivity and visual storyboards instead of full graphics.
With the emphasis on visual ideas, to me, this questions some of the effectiveness of low fidelity prototypes.
may focus on one or two, perhaps testing primarily the validity of the content or messaging layers, the ability of the learner to control the interface, or the reliability of the media.
This is clarifying about the differences between low and high fidelity prototyping.
team visually into a fruitful sequence of conversation steps” (Eppler & Kernbach, 2016, p. 96).
Importance of visualization in prototyping
cognitive load of processing ideas is reduced for designers through the use of visuals.
Interesting finding. Would be curious to know more about how this works.
instruction that works perfectly the first time. However, through iterations of prototypes, we can evaluate how well our instructional designs are working, teaching, and being enjoyed by a group of potential users.
Iteration allows us to build on what we have overlooked.
firmitas (strength), utilitas (functionality), and venustas (beauty). In other words, a building should be strong and not fall down, it should accomplish its purpose (e.g. as a home or an office), and it should be beautiful to enjoy.
Arguably, architecture is art.
useful for someone—the end users or learners
Art doesn't have to be useful, but I think it is quite a far reaching statement to imply that no art is useful. Writing, music, or visual art, for instance, might be meant to provoke to make something happen for instance.
early design idea
Suggestive that one should take time to generate a lot of ideas. Ideas could come together and lead to better ideas.
helps inexperienced designers get unstuck, consider the problem from different points of view, and consider new solutions. Such scaffolds could lead to a new generation of instructional designers who are better prepared to tackle complex learning designs, who value the process of framing problems with stakeholders, and who consider issues of power, inclusivity, and diversity in their designing.
Noticing the similarities between this and computer science education. Karen Brennan, who I worked with during my M.Ed. program, and her lab have a whole "getting unstuck" curriculum.
schooling on getting to the right answer using the most efficient method
Arguably also the industrialized influences on education. Also indicative that fast does not account for quality; for that, being steady, but not fast, would be better.
zoomed out to such a degree that we lose the detail.
Could be one of the reasons the group was having issues.
design thinking, as represented externally might not be new, but the rich body of research from the field could inform new practices
I wish examples had been provided here.
ailed to help the stakeholders think beyond their own experiences, resulting in a design that was only incrementally better than existing solutions and catered to the desires of one group over others.
Another execution issue for this group
point of view above all else, but failed to consider that an intensive five-day workshop would limit who could attend.
This is a good point; sometimes more inclusive sounding design ideas don't always deliver on that inclusion in practicality / delivery if not in principle. I'm not sure it is an indictment of the idea itself, but could point to the importance of execution.
They reframed the problem and created a low fidelity prototype. They did not have time to test it with stakeholders, but could explain how it met the identified needs. They felt confident the investment in understanding needs would pay off later, because it gave them insight into the problem.
Takes also some confidence in one's abilities.
Designers often do this when there is little time or budget[2], or simply because the problem appears to be an another-of problem—“this is just another of something I have designed before.”
Seems to be a lack of resources, but on the other hand, also a lack of creativity / insight stemming from the status quo / being too comfortable with an idea.
satisficing, meaning they met the requirements without violating any constraints. They also realized that not only were there 10 different solutions, there were also 10 different problems being solved! Even though the client had issued a design brief, each team defined the problem differently.
I think we've seen that already somewhat in our recent design project we just completed.
include learners in the design process, they may be uncertain about how honest they can be with us
That's why it would be helpful to build rapport over time, but also to demonstrate trust in how the data is used and handled.
visionary.
I think it may be applicable what the age of these end-users are.
problem space and the solution space, drawing inferences based on their past design work and on what they understand the problem to be
Also applicable to design based research and other forms of research.
analytic and creative process
Interesting that the analytic and creative are applied like this. How much does analysis have a role in creativity and the reverse?
creativity and innovation
That's what I associate the most with design thinking.
such insights to earlier in the process so that I can take advantage of them?
I like the idea of early insights. It seems to me like sometimes we aren't aware of insights or at least how they play out until the end of the project. Probably both are useful although their formulation and how in-depth those insights are can vary.
flawed model (Royce, 1970), yet it is relatively common.
Prevailing things continue sometimes even if they are shown to be flawed.
explicate methodologies and issues related to usability, but they also detail broader socio-cultural context of the user.
Usability is not just related to using a product; it also relates to how it is used which may be related to social norms.
beyond a siloed understanding of the persona and thus allow the design team to better consider the overall learner experience.
Broadening understanding
importance of rules
Rules would have to be somewhat institutionalized, though, and not all learning places are super institutional. Could be a barrier in informal learning for instance.
we might have included features that supported collaborative learning and division of labor, including assigned tasks (e.g., information gathering), shared tasks, and artifact sharing.
Activity theory broadens what is being examined.
vicarious memories” that would provide a stand-in for the real-world experience that the SME felt was lacking.
How would vicarious memories be viewed outside certain settings, though? For instance, I'm not satisfied that an employer would be satisfied with vicarious memories. Could be situational.
develop personas during their design, but instead inferred what a typical user would be like from needs assessment.
Simply personas without a story and maybe some of the more humanistic or nuanced information?
learning designers to consider not only how interventions can be designed to ameliorate these issues, but also how the intervention influences not only the outcome of potentially improved medication adherence, but also communication between subjects (community), making rules explicit and applying them with fidelity (rules), and understanding who is responsible for what (division of labor).
LXD and society
empathy interviews
Others point out potential issues of representation which may be valued, but at least empathy interviews are a way of discussing with a real person so it's not creating without any input.
used, by whom, under what conditions, with what kinds of supports, and for what kinds of outcomes.
That does give us a lot more detailed information that could be very helpful.
should not only consider theories that circumscribe our understanding of learning, but also the broader contexts in which learning occurs
Not just the learning theory, but learning theory applied to a particular situation.
Technology, therefore, is not only an instrument available to a learner for completing an action, but also plays a role in allowing meaning-making to emerge within a community
Technology can shape how people make sense of the world; there may be an argument as to how positive this is.
manage the contextual constructs of division of labor, rules, and community and (b) employ technology for achieving specific outcomes.
How well would this work for informal as opposed to formal learning?
contextualizing technology usage within a framework that not only considers the interaction of the learner with the technology tool, but also the broader context within which that interaction takes place.
Technology use should be considered within a broader framework or broader context.
learners’ operate and engage in meaning-making as negotiative practice within socio-cultural contexts
Draws on qualitative type theory
qually valuable in learning design, as it is often difficult for designers to remain cognizant of the emergent needs of learners as they navigate the learning space, work with peers, and perform other learning tasks
Helps to organize information about the learner
earner-centric approaches is a recognition of the learner as central to the design process
Seems logical enough
received
Culture and ability status (among other things) seem to be ignored in this particular section unlike other demographic data.
aid to uncovering universal features
Seems maybe a little contradictory given the emphasis on the majority of learners. At minimum, it would imply universal features are more about differentiation than something designed for every learner.
What are the facts? What is known and what is not known?
I agree that factual information is best. However, it is also true in society that facts are becoming more clouded or controversial. This is something LXDs are going to have to think about in the future.
various code of conducts
How much of an issue are varied codes of conduct on ethics? Are any contradictory?
echnology?
Nothing on disability interestingly enough unless that is supposed to be categorized here. That would be a bad way of including disability, though, if it is IMO as not all disability accessibility things are solved with tech alone.
iterative process that informs vital instructional design decisions from front-end analysis to evaluation
We assume that personas are important enough that we aren't going to get it completely right the first time. It's more of a process than a one-off sort of thing.
avoid a traditional school approach. Avoiding traditional school approaches approved to be a constraint that our study participants had to face. Designers embraced this constraint and explored all possibilities for real-world, practical OER.
Learning to appreciate constraints is something we can take from persona building and something personas can really enhance.
blended delivery style of which I am a strong advocate and will aid Jamie Ann’s concentration and engagement levels.
I found it interesting with Jamie Ann's persona that they basically describe someone with ADHD or some similar type executive processing issue, but never say that outright. That could be trying to make the persona more general.
[D]o you think Malcolm is aware enough about this issue to gravitate towards choosing female teachers for himself?
I had a creative writing background prior to switching to education. This reminds me of workshopping.
generally demonstrated that designers connected with personas who reminded them of people that they knew.
How much of an issue is this outside an artificial type environment where people get to pick personas? What about the ones "not like us?"
novice and am looking forward to the opportunity to gain additional instructional design experience and network with other professionals
Experience building alongside the academic.Needs to be authentic or else it is still merely an academic exercise.
instructional design-related degree while two designers shared that they are earning a certificate in instructional design
Interestingly, even with the degree, they still think they need to grow their skills. Definitely could be "lifelong learning" but also could be indicative of what some ID-related programs teach.
improve instructional design skills
Interesting that there is so much emphasis on building skills and portfolios and what not, but not on instructional design for its own sake. Maybe interest in instructional design was read as interest in theory?
designers to reply to a post to provide a brief introduction
Ideas seem to get started by reflecting on the self.
designers to recall their own memories and experiences so that they could create an emotional tie with their one chosen persona.
So this definitely takes some co-construction of narrative here, but it is also important that the designers aren't necessarily co-constructing here as there is no actual person. Others have mentioned the potential for bias and here is a place where that could possibly happen.