interaction design for learning

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Interaction design for learning Michael Wolf

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Recent technological developments in the field of ICT have a major impact on our work and social experiences. With the help of interaction designers and their strategies to make technology work for the human condition, we can rightly claim that ICT tools add real value to our lives in various areas. Unfortunately, this is not the case when looking at education. Here, it seems as though things are moving slower than anywhere else. In the following article, which is based on my presentation at IxDA conference this January in Toronto, I’d like to propose various engagement points for interaction designers to make technology count for education. A “user experience” of schooling The prevalent learning experience •Learning is seen as work, even by primary school kids •Learning is disconnected from ‘real-life’ experiences of learners •Learning is usually restricted to a classroom •Learners are divided into age groups; irrespective of personal development •Learners have little or no influence on learning content and methods •An insufficient integration of information technology and interfaces My wish list for 21st century learning experience •Learning should be rewarding and propelled through curiosity inherent to human nature •Learning should be linked to real world experiences and challenges •Learning should be open to the activities outside of the classroom (e.g. flipped classroom) •Learn groups should be flexible toward personal interest and progress •Learners should influence what they learn and how •Learners should have access to state of the art technology So, what is the scope of interaction design for learning? Whilst everybody talks about changing learning through technology, I am more concerned about the successful integration of technology to support the condition of learning through interaction design. As we speak policy makers spend huge budgets to fit out computer labs for the sake of introducing technology to schools oblivious to the fact that computer labs and the particular interaction this enforces are a thing of the past. A report by the New Media Consortium (NMC) released this January suggests six key technologies for learning in pre-college education (K-12) to be adopted within 1-5 years. It becomes obvious that the effectiveness of these technologies is tightly linked to interaction design. Short-term (within 12 months) •Mobile devices and apps •Tablet computing Mid-term (within 2-3 years) •Game-based learning •Personal learning environments (PLE’s) Long-term (within 5 years) •Augmented reality •Natural user interfaces In the following passage, I am going to explain the potential of these technologies laying out some challenges for interaction design whilst bringing several examples of our work at Formula D interactive. For the full transcrip please visit: www.designtalk.co.za

TRANSCRIPT

Page 1: Interaction design for learning

Interaction design for learning

Michael Wolf

Page 2: Interaction design for learning

Playfield

Page 3: Interaction design for learning

Interaction Design (IxD) defines the structure and behaviour of interactive systems. Interaction Designers strive to create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond. Our practices are evolving with the world; join the conversation.

‘WHAT IS INTERACTION DESIGN?

Page 4: Interaction design for learning

School experience/

slidehsow classrooms

‘THE DISCIPLINES OF USER EXPERIENCE [DAN SAFFER]

Page 5: Interaction design for learning

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

agbeat.com

Page 6: Interaction design for learning

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

agbeat.com

Page 7: Interaction design for learning

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

agbeat.com

Page 8: Interaction design for learning

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

Page 9: Interaction design for learning

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

agbeat.com

Page 10: Interaction design for learning

PERSONAS

Page 11: Interaction design for learning

STORYBOARDS & USE SCENARIOS

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WIREFRAME DIAGRAMMES

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WIREFRAME DIAGRAMMES

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Computer Labs

THE SCOPE FOR INTERACTION DESIGN IN EDUCATION

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NMC reportShort-term (within 12 months)

Mobile devices and apps

Tablet computing

Mid-term (within 2-3 years)

Game-based learning

Personal learning environments (PLE’s)

Long-term (within 5 years)

Augmented reality

Natural user interfaces

TECHNOLOGICAL OUTLOOK IN CLASSROOMS

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Mobile devices and apps

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Ipad video

IPAD USE IN SOUTH AFRICAN SCHOOL

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Wenchi kids

OLPC study in rural Ethiopia

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Game-based learning

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Functional play Role playConstructive play

LEARNING THROUGH PLAY

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Role playConstructive play

LEARNING THROUGH GAMES

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Personal Learning Environments

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Highway

EDUCATION HIGHWAY

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SMRT.RS

SMRT.RS

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FUTURE PERSONAL LEARNING ENVIRONMENT

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FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

Page 29: Interaction design for learning

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE

Page 30: Interaction design for learning

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

Page 31: Interaction design for learning

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

SCHEDULING

ASSISTANT

Page 32: Interaction design for learning

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

SCHEDULING

ASSISTANT

LEARNING

NETWORK

Page 33: Interaction design for learning

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

SCHEDULING

ASSISTANT

LEARNING

NETWORK

LEARNING

PATH TOOL

Page 34: Interaction design for learning

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

SCHEDULING

ASSISTANT

LEARNING

NETWORK

LEARNING

PATH TOOL

EVALUATION

CENTRE

Page 35: Interaction design for learning

Augmented Reality for Learning

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Photo of pat busch

SKYVIEW

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SCHOOL KIDS USING SKYVIEW IN CLASS

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Recycling clip

‘RECYCLING FLOOR PROJECTION

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Natural User Interfaces

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‘CO-LOCATED COLLABORATION

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Multi-user touch wall

FROG WALL MULTI-USER EXPERIENCE

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Tangible interfaces

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‘VIRTUAL CHEMISTRY LAB TABLE

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‘USER TESTING AT GIRLS’ SCHOOL

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‘CONTENT MANAGEMENT SYSTEM

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Current learning environments suffer

from bad user experiences.

As technology tools bring

opportunities to innovate dated

learning environments, interaction

design is a critical factor to ensure

that technology interfaces are

perfectly fitted for specific content

and user groups.

‘CONCLUSION

Page 48: Interaction design for learning

Michael Wolf : @michael_w_wolf

[email protected]

‘SPEAK TO ME