AWE 2013: Six trends in Augmented Reality — from arblog.inglobetechnologies.com
Designing Higher Learning — from learnlets.com by Clark Quinn
Excerpt (additional emphasis DSC):
I’ve been thinking a lot about the higher education situation, specifically for-profit universities. One of the things I see is that somehow no one’s really addressing the quality of the learning experience, and it seems like a huge blindspot.
I realize that in many cases they’re caught between a rock and a hard place. They want to keep costs down, and they’re heavily scrutinized. Consequently, they worry very much about having the right content. It’s vetted by Subject Matter Experts (SMEs), and has to be produced in a way that, increasingly, it can serve face to face (F2F) or online. And I think there’s a big opportunity missed. Even if they’re buying content from publishers, they are focused on content, not experience. Both for the learner, and developing learner’s transferable and long-term skills.
From DSC:
I commented on Clark’s blog how much I appreciate him putting that posting out there and helping us think through things. I like his emphasis on creating an effective, engaging learning experience. This is why I think it will take a team-based approach in the future, as no one person has all of the skills to provide this type of experience. Clark alluded to this as well in his posting when he discusses some of the various roles out there (SME, ID, etc.). It reminds me of a graphic I did back in 2008 (with higher ed in mind):
Connecting: A short film that explores trends in UI, Interaction, & Experience Design — from connectingthefilm.com with thanks to siobhan-o-flynn for scooping this!
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Description:
The 18 minute “Connecting” documentary is an exploration of the future of Interaction Design and User Experience from some of the industry’s thought leaders. As the role of software is catapulting forward, Interaction Design is seen to be not only increasing in importance dramatically, but also expected to play a leading role in shaping the coming “Internet of things.” Ultimately, when the digital and physical worlds become one, humans along with technology are potentially on the path to becoming a “super organism” capable of influencing and enabling a broad spectrum of new behaviors in the world. Available with Chinese, French, Spanish,German, Korean, Portuguese, and Japanese subtitles at on YouTube.
From DSC:
After briefly reviewing the Infographic: The intricate anatomy of UX design (from fastcodesign.com by Mark Wilson) which “attempts to tackle the relationship between UX and all other aspects of design,” two thoughts immediately came to my mind:
Also see:
How NOT to design a MOOC: The disaster at Coursera and how to fix it — from onlinelearninginsights.wordpress.com by Debbie Morrison
Excerpt/update:
Note: I’m also enrolled in Coursera’s E-learning and Digital Cultures, with University of Edinburgh, which is so far excellent. What I wrote in this post is exclusive to the course Fundamentals of Online Education: Planning and Application. I also completed Introduction to Sociology, through Coursera last year which was quite good.
Update: This course is now ‘suspended’. Participants received this email February 2, at 4:17 pm (PST). “We want all students to have the highest quality learning experience. For this reason, we are temporarily suspending the “Fundamentals of Online Education: Planning and Application” course in order to make improvements. We apologize for any inconvenience that this may cause. We will inform you when the course will be reoffered.”
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From DSC:
There will be many more disasters I’m sure. But as with learning, failure is to be expected (some would say mandatory) and learning is messy. This is especially true when technological change and innovation are moving at ever-increasing speeds.
The questions that comes to my mind after reading this are:
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30 compelling examples of visual storytelling on the web — from dtelepathy.com by Jessica Moon
Excerpt:
Storytelling is a powerful approach that can, when done right, compel users to convert more effectively than what any amount of optimization, crazy visual callouts, or awesome interactive elements can do otherwise. Much like how we expect to see a moral at the end of a book, we expect to find a purpose at the end of a site with a storytelling experience. When the path to the “moral of the story” (or conversion point, to be more specific) is laid out clearly in front of our users’ eyes, the rest of the work lies simply in convincing them that the purpose is really worth grabbing on to… which is great since with storytelling, a user is normally in the mindset of learning more about what the story has to offer. So take a look at the examples below and experience how their visual storytelling compels you to continue scrolling down their pages!
Mapping success: Essential elements of an effective online learning experience — from Faculty Focus by Danielle Hathcock
Excerpt (emphasis DSC):
The purpose of this article is to provide an understanding of how the elements of an online course are integrated such that they form a cohesive whole that creates easy travel based upon instructor presence, appropriate feedback, and easy navigation for students.
What is UX (condensed into 10 slides) — from Jordan Julien at blog.thejordanrules.com
Also see:
Designing for context: The multiscreen ecosystem — from uxmag.com by Avi Itzkovitch
Excerpt:
To create applications and systems that are easy to use, it is crucial to understand the user and the context in which the app will be used. Understanding the context helps design systems that anticipate use cases at a relevant time of use. The more unobtrusive and transparent the experience is at the time of use, the better the design. This means the user does not have to think about the device he is using, changes in the environment, or changes in context, and can rely on great functionality and ease of use independent of his situation.
In traditional systems, the context of use did not change much. Whether the use was in the office or at a personal computer at home, the surroundings were similar and there was no need to adapt to different environments. In today’s world, smartphones, tablets, laptops, and smart TVs provide different services in different contexts. These services are consumed by a variety of users and require different interaction models, use cases, and planning. For this reason, UX professionals should first design for the context of use in order to provide better experiences and ultimately enhance the intended purpose of the product.