This presents a challenge and an opportunity: How can we design online learning environments that achieve scale and intimacy? How do we make digital platforms feel as inviting as well-designed physical classrooms?
The answer may be that we need to balance massiveness with miniaturization. If the first wave of MOOCs was about granting unprecedented numbers of students access to high-quality teaching and learning materials, Wave 2 needs to focus on creating a sense of intimacy within that massiveness.
We need to be building platforms that look less like a cavernous stadium and more like a honeycomb. This means giving people small chambers of engagement where they can interact with a smaller, more manageable and yet still diverse groups. We can’t meaningfully listen to the deafening roar of the internet. But we can learn from a collection of people with perspectives different than ours.
What will it take to get MOOC platforms to begin to offer learning spaces that feel more inviting and intimate? Perhaps there’s a new role that needs to emerge in the online learning ecosystem: a “learning architect” who sits between the engineers and the instructional designers.
Computing in the Camera — from blog.torch3d.com by Paul Reynolds Mobile AR, with its ubiquitous camera, is set to transform what and how human experience designers create.
One of the points Allison [Woods, CEO, Camera IQ] made repeatedly on that call (and in this wonderful blog post of the same time period) was that the camera is going to be at the center of computing going forward, an indispensable element. Spatial computing could not exist without it. Simple, obvious, straightforward, but not earth shaking. We all heard what she had to say, but I don’t think any of us really understood just how profound or prophetic that statement turned out to be.
“[T]he camera will bring the internet and the real world into a single time and space.”
— Allison Woods, CEO, Camera IQ
The Camera As Platform — from shift.newco.co by Allison Wood When the operating system moves to the viewfinder, the world will literally change
“Every day two billion people carry around an optical data input device — the smartphone Camera — connected to supercomputers and informed by massive amounts of data that can have nearly limitless context, position, recognition and direction to accomplish tasks.”
The bigger story, however, is how fast the enterprise segment is growing as applications as straightforward as schematics on a head-mounted monocular microdisplay are transforming manufacturing, assembly, and warehousing. Use cases abounded.
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After traveling the country and most recently to Europe, I’ve now experienced almost every major VR/AR/MR/XR related conference out there. AWE’s exhibit area was by far the largest display of VR and AR companies to date (with the exception of CES).
Specifically, we explored the potential for how virtual reality can help create a more empathetic nurse, which, we hypothesize, will lead to increased development of nursing students’ knowledge, skills, and attitudes. We aim to integrate these virtual experiences into early program coursework, with the intent of changing nursing behavior by providing a deeper understanding of the patient’s perspective during clinical interactions.
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In addition to these compelling student reflections and the nearly immediate change in reporting practice, survey findings show that students unanimously felt that this type of patient-perspective VR experience should be integrated and become a staple of the nursing curriculum. Seeing, hearing, and feeling these moments results in significant and memorable learning experiences compared to traditional classroom learning alone. The potential that this type of immersive experience can have in the field of nursing and beyond is only limited by the imagination and creation of other virtual experiences to explore. We look forward to continued exploration of the impact of VR on student learning and to establishing ongoing partnerships with developers.
“You can see what you can’t imagine,” said Aaron Herridge, a graduate student in Creighton’s medical physics master’s program and a RaD Lab intern who is helping develop the lab’s virtual reality program. “It’s an otherworldly experience,” Herridge says. “But that’s the great plus of virtual reality. It can take you places that you couldn’t possibly go in real life. And in physics, we always say that if you can’t visualize it, you can’t do the math. It’s going to be a huge educational leap.”
“We’re always looking for ways to help students get the real feeling for astronomy,” Gabel said. “Visualizing space from another planet, like Mars, or from Earth’s moon, is a unique experience that goes beyond pencil and paper or a two-dimensional photograph in a textbook.
BAE created a guided step-by-step training solution for HoloLens to teach workers how to assemble a green energy bus battery.
From DSC: How long before items that need some assembling come with such experiences/training-related resources?
VR and AR: The Ethical Challenges Ahead— from er.educause.edu by Emory Craig and Maya Georgieva Immersive technologies will raise new ethical challenges, from issues of access, privacy, consent, and harassment to future scenarios we are only now beginning to imagine.
Excerpt:
As immersive technologies become ever more realistic with graphics, haptic feedback, and social interactions that closely align with our natural experience, we foresee the ethical debates intensifying. What happens when the boundaries between the virtual and physical world are blurred? Will VR be a tool for escapism, violence, and propaganda? Or will it be used for social good, to foster empathy, and as a powerful new medium for learning?
Augmented reality might not be able to cure cancer (yet), but when combined with a machine learning algorithm, it can help doctors diagnose the disease. Researchers at Google have developed an augmented reality microscope (ARM) that takes real-time data from a neural network trained to detect cancerous cells and displays it in the field of view of the pathologist viewing the images.
Click on the image to get a larger image in a PDF file format.
From DSC: So regardless of what was being displayed up on any given screen at the time, once a learner was invited to use their devices to share information, a graphical layer would appear on the learner’s mobile device — as well as up on the image of the screens (but the actual images being projected on the screens would be shown in the background in a muted/pulled back/25% opacity layer so the code would “pop” visually-speaking) — letting him or her know what code to enter in order to wirelessly share their content up to a particular screen. This could be extra helpful when you have multiple screens in a room.
For folks at Microsoft: I could have said Mixed Reality here as well.
From DSC:
This application looks to be very well done and thought out! Wow!
Check out the video entitled “Interactive Ink – Enables digital handwriting“ — and you may also wonder whether this could be a great medium/method of having to “write things down” for better information processing in our minds, while also producing digital work for easier distribution and sharing!
Wow! Talk about solid user experience design and interface design! Nicely done.
Below is an excerpt of the information from Bella Pietsch from anthonyBarnum Public Relations
Imagine a world where users interact with their digital devices seamlessly, and don’t suffer from lag and delayed response time. I work with MyScript, a company whose Interactive Ink tech creates that world of seamless handwritten interactivity by combining the flexibility of pen and paper with the power and productivity of digital processing.
According to a recent forecast, the global handwriting recognition market is valued at a trillion-plus dollars and is expected to grow at an almost 16 percent compound annual growth rate by 2025. To add additional context, the new affordable iPad with stylus support was just released, allowing users to work with the $99 Apple Pencil, which was previously only supported by the iPad Pro.
Check out the demo of Interactive Ink using an Apple Pencil, Microsoft Surface Pen, Samsung S Pen or Google Pixelbook Pen here.
Interactive Ink’s proficiencies are the future of writing and equating. Developed by MyScript Labs, Interactive Ink is a form of digital ink technology which allows ink editing via simple gestures and providing device reflow flexibility. Interactive Ink relies on real-time predictive handwriting recognition, driven by artificial intelligence and neural network architectures.
To begin, let’s have a quick overview of the fundamental principles behind Design Thinking:
Design Thinking starts with empathy, a deep human focus, in order to gain insights which may reveal new and unexplored ways of seeing, and courses of action to follow in bringing about preferred situations for business and society.
It involves reframing the perceived problem or challenge at hand, and gaining perspectives, which allow a more holistic look at the path towards these preferred situations.
It encourages collaborative, multi-disciplinary teamwork to leverage the skills, personalities and thinking styles of many in order to solve multifaceted problems.
It initially employs divergent styles of thinking to explore as many possibilities, deferring judgment and creating an open ideations space to allow for the maximum number of ideas and points of view to surface.
It later employs convergent styles of thinking to isolate potential solution streams, combining and refining insights and more mature ideas, which pave a path forward.
It engages in early exploration of selected ideas, rapidly modelling potential solutions to encourage learning while doing, and allow for gaining additional insight into the viability of solutions before too much time or money has been spent
Tests the prototypes which survive the processes further to remove any potential issues.
Iterates through the various stages, revisiting empathetic frames of mind and then redefining the challenge as new knowledge and insight is gained along the way.
It starts off chaotic and cloudy steamrolling towards points of clarity until a desirable, feasible and viable solution emerges.
From DSC: This post includes information about popular design thinking frameworks. I think it’s a helpful posting for those who have heard about design thinking but want to know more about it.
What is Design Thinking?
Design thinking is an iterative process in which we seek to understand the user, challenge assumptions we might have, and redefine problems in an attempt to identify alternative strategies and solutions that might not be instantly apparent with our initial level of understanding. As such, design thinking is most useful in tackling problems that are ill-defined or unknown.
Design thinking is extremely useful in tackling ill-defined or unknown problems—it reframes the problem in human-centric ways, allows the creation of many ideas in brainstorming sessions, and lets us adopt a hands-on approach in prototyping and testing. Design thinking also involves on-going experimentation: sketching, prototyping, testing, and trying out concepts and ideas. It involves five phases: Empathize, Define, Ideate, Prototype, and Test. The phases allow us to gain a deep understanding of users, critically examine the assumptions about the problem and define a concrete problem statement, generate ideas for tackling the problem, and then create prototypes for the ideas in order to test their effectiveness.
Design thinking is not about graphic design but rather about solving problems through the use of design. It is a critical skill for allprofessionals, not only designers. Understanding how to approach problems and apply design thinking enables everyone to maximize our contributions in the work environment and create incredible, memorable products for users.
Thus, millennials are well-acquainted with – if not highly dependent on – the digital tools they use in their personal and professional lives. Tools that empower them to connect and collaborate in a way that is immediate and efficient, interactive and self-directed. Which is why they expect technology-enhanced education to replicate this user experience in the virtual classroom. And when their expectations fall short or go unmet altogether, millennials are more likely to go in search of other alternatives.
From DSC: There are several solid tools mentioned in this article, and I always appreciate the high-level of innovation arising from Susan Aldridge, Marci Powell, and the folks at virtuallyinspired.org.
After reading the article, the key considerations that come to my mind involve the topics of usability and advocating for the students’ perspective. That is, we need to approach things from the student’s/learner’s standpoint — from a usability and user experience standpoint.For example, a seamless/single sign-on for each of these tools would be a requirement for implementing them. Otherwise, learners would have to be constantly logging into a variety of systems and services. Not only is that process time consuming, but a learner would need to keep track of additional passwords — and who doesn’t have enough of those to keep track of these days (I realize there are tools for that, but even those tools require additional time to investigate, setup, and maintain).
So plug-ins for the various CMSs/LMSs are needed that allow for a nice plug-and-play situation here.
The introduction of VR technology is part of a “courtroom evidence visualization system” developed by the local court. The system also includes a newly developed computer program that allows lawyers to present evidence with higher quality and efficiency, which will replace a traditional PowerPoint slideshow.
It is reported that the system will soon be implemented in courtrooms across the city of Beijing.
As virtual- and augmented-reality technologies mature, legal questions are emerging that could trip up VR and AR developers. One of the first lawyers to explore these questions is Robyn Chatwood, of the international law firm Dentons. “VR and AR are areas where the law is just not keeping up with [technology] developments,” she says. IEEE Spectrum contributing editor Tam Harbert talked with Chatwood about the legal challenges.
A new virtual reality app that’s designed to help kids suffering from conditions like Crohn’s disease understand their maladies immerses those children in a cartoon-like virtual reality tour through their body.
Called HealthVoyager, the tool, a collaboration between Boston Children’s Hospital and the health-tech company Klick Health, is being launched today at an event featuring former First Lady Michelle Obama.
A lot of kids are confused by doctors’ intricate explanations of complex procedures like a colonoscopy, and they, and their families, can feel much more engaged, and satisfied, if they really understand what’s going on. But that’s been hard to do in a way that really works and doesn’t get bogged down with a lot of meaningless jargon.
The state of virtual reality— from furthermore.equinox.com by Rachael Schultz How the latest advancements are optimizing performance, recovery, and injury prevention
Excerpt:
Virtual reality is increasingly used to enhance everything from museum exhibits to fitness classes. Elite athletes are using VR goggles to refine their skills, sports rehabilitation clinics are incorporating it into recovery regimes, and others are using it to improve focus and memory.
Here, some of the most exciting things happening with virtual reality, as well as what’s to come.
Cornell researchers are taking 3-D printing and 3-D modeling to a new level by using augmented reality (AR) to allow designers to design in physical space while a robotic arm rapidly prints the work. To use the Robotic Modeling Assistant (RoMA), a designer wears an AR headset with hand controllers. As soon as a design feature is completed, the robotic arm prints the new feature.
From DSC: How might the types of technologies being developed and used by Kazendi’s Holomeeting be used for building/enhancing learning spaces?
In my introduction to the AR Cloud I argued that in order to reach mass adoption, AR experiences need to persist in the real world across space, time, and devices.
To achieve that, we will need a persistent realtime spatial map of the world that enables sharing and collaboration of AR Experiences among many users.
And according to AR industry insiders, it’s poised to become:
“the most important software infrastructure in computing”
Scientists Are Turning Alexa into an Automated Lab Helper— from technologyreview.com by Jamie Condliffe Amazon’s voice-activated assistant follows a rich tradition of researchers using consumer tech in unintended ways to further their work.
Excerpt:
Alexa, what’s the next step in my titration?
Probably not the first question you ask your smart assistant in the morning, but potentially the kind of query that scientists may soon be leveling at Amazon’s AI helper. Chemical & Engineering News reports that software developer James Rhodes—whose wife, DeLacy Rhodes, is a microbiologist—has created a skill for Alexa called Helix that lends a helping hand around the laboratory.
It makes sense. While most people might ask Alexa to check the news headlines, play music, or set a timer because our hands are a mess from cooking, scientists could look up melting points, pose simple calculations, or ask for an experimental procedure to be read aloud while their hands are gloved and in use.
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For now, Helix is still a proof-of-concept. But you can sign up to try an early working version, and Rhodes has plans to extend its abilities…
The Future of Design, Part II— from 99u.adobe.com by Madeleine Morley; with thanks to Keesa V. Johnson for posting this on Twitter For the second straight year, we asked 10 creatives to predict what is coming up in the world of design and how they will prepare for it. This year’s installment includes designing for voice-controlled tech, holograms, and the rise of the hybrid designer.
Design is always changing, and wider changes are often spearheaded by design itself. Now with tech and the creative industry increasingly aligning, we’re on the precipice of a truly momentous period in the history of design, something unprecedented that is difficult to predict and prepare for.
Excerpts:
With quickly evolving tools, tumultuous shifts in the economy, the relentless growth of the gig and freelance lifestyle, and global networks, the working landscape for young designers is a tremendously uncertain one. There’s no model to follow: The known and well-trodden career path of previous generations is overgrown.
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It’s an uncertain time for design, but in its difficulty and complexity, it is an inspiring and crucial one: Those with the skills will help decide the way that innovations in tech not only look but function, too, and influence our daily lives.
Although we can’t predict the future, we can speak to those with experience who think about what’s in store. We asked each participant to give us their advice: What does their future of design look like? What will it do to the very idea of design. And how can we prepare for it?
Design will be for ears and not eyes.
We’re always getting our heads around designing for the latest technology, methodology, application, media, or format. It’s a fascinating time to be a designer. There will always be space for experts, for those who specialize in the things they are really, really good at, but for others there is the need to diversify.
From DSC: In Part I, I looked at the new, exponential pace of change that colleges, community colleges and universities now need to deal with – observing the enormous changes that are starting to occur throughout numerous societies around the globe. If we were to plot out the rate of change, we would see that we are no longer on a slow, steady, incremental type of linear pathway; but, instead, we would observe that we are now on an exponential trajectory (as the below graphic from sparks & honey very nicely illustrates).
How should colleges and universities deal with this new, exponential pace of change?
1) I suggest that you ensure that someone in your institution is lifting their gaze and peering out into the horizons, to see what’s coming down the pike. That person – or more ideally, persons – should also be looking around them, noticing what’s going on within the current landscapes of higher education. Regardless of how your institution tackles this task, given that we are currently moving at an incredibly fast pace, this trend analysis is very important. The results from this analysis should immediately be integrated into your strategic plan. Don’t wait 3-5 years to integrate these new findings into your plan. The new, exponential pace of change is going to reward those organizations who are nimble and responsive.
2) I recommend that you look at what programs you are offering and consider if you should be developing additional programs such as those that deal with:
Artificial Intelligence (Natural Language Processing, deep learning, machine learning, bots)
New forms of Human Computer Interaction such as Augmented Reality, Virtual Reality, and Mixed Reality
User Experience Design, User Interface Design, and/or Interaction Design
Big data, data science, working with data
The Internet of Things, machine-to-machine communications, sensors, beacons, etc.
3) If you are not already doing so, I recommend that you immediately move to offer a robust lineup of online-based programs. Why do I say this? Because:
Without them, your institution may pay a heavy price due to its diminishing credibility.Your enrollments could decline if learners (and their families) don’t think they will get solid jobs coming out of your institution. If the public perceives you as a dinosaur/out of touch with what the workplace requires, your enrollment/admissions groups may find meeting their quotas will get a lot harder as the years go on. You need to be sending some cars down the online/digital/virtual learning tracks. (Don’t get me wrong. We still need the liberal arts. However, even those institutions who offer liberal arts lineups will still need to have a healthy offering of online-based programs.)
Online-based learning methods can expand the reach of your faculty members while offering chances for individuals throughout the globe to learn from you, and you from them
Online-based learning programs can increase your enrollments, create new revenue streams, and develop/reach new markets
Online-based learning programs have been proven to offer the same learning gains – and sometimes better learning results than – what’s being achieved in face-to-face based classrooms
The majority of pedagogically-related innovations are occurring within the online/digital/virtual realm, and you will want to have built the prior experience, expertise, and foundations in order to leverage and benefit from them
Faculty take their learning/experiences from offering online-based courses back into their face-to-face courses
Due to the increasing price of obtaining a degree, students often need to work to help get them (at least part of the way) through school; thus, flexibility is becoming increasingly important and necessary for students
An increasing number of individuals within the K-12 world as well as the corporate world are learning via online-based means. This is true within higher education as well, as, according to a recent report from Digital Learning Compass states that “the number of higher education students taking at least one distance education course in 2015 now tops six million, about 30% of all enrollments.”
Families are looking very closely at their return on investments being made within the world of higher education. They want to see that their learners are being prepared for the ever-changing future that they will encounter. If people in the workforce often learn online, then current students should be getting practice in that area of their learning ecosystems as well.
As the (mostly) online-based Amazon.com is thriving and retail institutions such as Sears continue to close, people are in the process of forming more generalized expectations that could easily cross over into the realm of higher education. By the way, here’s how our local Sears building is looking these days…or what’s left of it.
4) I recommend that you move towards offering more opportunities for lifelong learning, as learners need to constantly add to their skillsets and knowledge base in order to remain marketable in today’s workforce. This is where adults greatly appreciate – and need – the greater flexibility offered by online-based means of learning. I’m not just talking about graduate programs or continuing studies types of programs here. Rather, I’m hoping that we can move towards providing streams of up-to-date content that learners can subscribe to at any time (and can drop their subscription to at any time). As a relevant side note here, keep your eyes on blockchain-based technologies here.
5) Consider the role of consortia and pooling resources. How might that fit into your strategic plan?
6) Consider why bootcamps continue to come onto the landscape. What are traditional institutions of higher education missing here?
7) And lastly, if one doesn’t already exist, form a small, nimble, innovative group within your organization — what I call a TrimTab Group — to help identify what will and won’t work for your institution.
With ARKit already baked into the mobile operating system of “hundreds of millions of iPhones and iPads,” the massive potential install base means there’s plenty of reasons for developers to start making new augmented reality apps for Apple’s App Store. Now Udacity, the for-profit online education site that was spawned from free Stanford University computer science classes, has created a course that says will take you one month to complete so you can start making your own AR apps for iOS.
From DSC: Again, how many of these types of courses/programs are in the works right now throughout traditional institutions of higher education? My guess? Very few.
If you are at all interesting in emerging technologies and what several pieces
of our future learning ecosystems — and meeting spaces — could easily look like,
you NEED to watch the entire presentation.
The era of Windows Mixed Reality begins October 17— from blogs.windows.com by Alex Kipman Samsung unveils Windows Mixed Reality headset, AltSpaceVR joins Microsoft, SteamVR catalog coming to Windows Mixed Reality this holiday.
At an event in San Francisco we unveiled our vision for Windows Mixed Reality, announced SteamVR and AltSpaceVR are coming to Windows Mixed Reality, introduced the new Samsung Odyssey HMD, and kicked off the holiday shopping season by announcing the availability of pre-orders for Windows Mixed Reality headsets at the Microsoft Store.
Microsoft held its long-awaited launch of Windows 10 Mixed Reality yesterday, and while most of the new devices and products had been leaked earlier, there were still some big takeaways. Here are some of them:
Mixed Reality: Microsoft gave a demo of what its new platform will do, covering the AR/VR spectrum with games, apps, and experiences. One such experience is Cliff House, a virtual work space and entertainment room.
Altspace VR: When the pioneering social VR app shut down this summer and was rescued by a “third party,” people wondered who that was. Turns out it was Microsoft, which acquired Altspace VR for an undisclosed amount. The acquisition was announced yesterday.
Steam VR and Halo: Microsoft had previously announced that its new Mixed Reality headsets would support Steam VR titles. Developers can now access that support, and consumers will be able to access it later this year. In addition to the hundreds of VR titles available on Steam, on Oct. 17, Microsoft will offer free downloads of Halo Recruit.
Odyssey and other headsets: The new Windows 10 platform is launching alongside a host of new headsets. In addition to the new Odyssey, which was made in partnership with Samsung, there are other headsets forthcoming from Acer, HP, Dell, Lenovo, and Asus.
2018 Olympics: This was announced previously in June, but yesterday Microsoft briefed the press that Intel is partnering with the International Olympic Committee to bring Windows Mixed Reality experiences to the 2018 games.
Watch the Google Pixel 2 event in 19 minutes — from the verge.com by Natt Garun The Google Pixel event has wrapped and we got a good look at a bunch of new hardware lineup this year: the second generation of Pixel smartphones, new Google Homes, a Pixelbook, and a surprise new Google camera that uses artificial intelligence to snap pictures and videos of your family. Is it as weird as it sounds? If you missed the keynote where Google presented everything, here’s a recap of everything Google announced in about two hours cut into a 19-minute video so you can see for yourself if these new products will make it to your shopping list this holiday season.
The internet’s global expansion is entering a new phase, and it looks decidedly unlike the last one.
Instead of typing searches and emails, a wave of newcomers—“the next billion,” the tech industry calls them—is avoiding text, using voice activation and communicating with images.
…emerging technologies such as machine learning, blockchain, drones (commercial UAVs), software-defined security and brain-computer interfaces have moved significantly along the Hype Cycle since 2016.
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The Gartner Hype Cycle for Emerging Technologies, 2017 focuses on three emerging technology mega-trends: Artificial intelligence (AI) everywhere, transparently immersive experiences and digital platforms. Enterprise architects and technology innovation leaders should explore and ideate these three mega-trends to understand the future impacts to their business.
“Organizations will continue to be faced with rapidly accelerating technology innovation that will profoundly impact the way they deal with their workforces, customers and partners,” says Mike J. Walker, research director. “Our 2017 Hype Cycle reveals three distinct technology trends that profoundly create new experiences with unrivaled intelligence, and offer platforms that propel organizations to connect with new business ecosystems in order to become competitive over the next five to 10 years.”