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Sakai 3.0 capabilities for learning activities

Sakai 3.0 capabilities for learning activities. Investigation Kickoff, Sept 29, 2009 Keli.Amann and Jacqueline.Mai at stanford.edu. Agenda. Introduction (10m): Who and Why Three Phase Process (15m): based on Goal Directed Design End User Interviews (25m): Step 1 of the Investigation

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Sakai 3.0 capabilities for learning activities

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  1. Sakai 3.0 capabilities for learning activities Investigation Kickoff, Sept 29, 2009 Keli.Amann and Jacqueline.Mai at stanford.edu

  2. Agenda Introduction (10m): Who and Why Three Phase Process (15m): based on Goal Directed Design End User Interviews (25m): Step 1 of the Investigation Next Meeting (10m)

  3. Introduction

  4. Who are we? Who we are Keli Amann & Jackie Mai, user experience specialists at Stanford (user research, interaction design) Who you are: 9 institutions: interaction designers, business analyst, support, instructional designers/specialists, managers/directors of instructional technology (development and/or service) http://confluence.sakaiproject.org/display/UX/Talking+to+users+about+learning+activities

  5. Why this project We want make the capabilities of T&Q available in Sakai 3.0 while avoiding some of the problems of 2.x We think that the methodology of Goal Directed Design can help us do this. We’ll start with two big problems, then give an overview of GDD

  6. 1. Tools become layered with complexity as people “want” new “features” End result: T&Q becomes confusing Problems with T&Q in Sakai 2.x

  7. Problems with Sakai 2.x 2. Tools are siloed: User must leave a tool, like T&Q , to do a related activity, like notify students that a quiz is available using Announcements Or, different teams builds a way to notify students directly from tool; T&Q and Resources now have different ways of notification End result: user inefficiency and confusion

  8. We think using Goal Directed Design can help us avoid these problems in 3.0

  9. Three Phase Process Based on 6 steps of Goal Directed Design

  10. What is Goal Directed Design? Goal Directed Design is a user centered design methodology intended to guide When, and to whom, to show complexity Allowing users to access the data and functions they need without losing context

  11. If you just address needs without the context of the user you end up with something unusable by anyone Analogy from The Inmates are Running the Asylum, by Alan Cooper

  12. Sometimes we are very different Analogy from The Inmates are Running the Asylum, by Alan Cooper

  13. Sometimes we are the same Analogy from The Inmates are Running the Asylum, by Alan Cooper

  14. 6 steps, 3 phases Research Investigation October Modeling November Requirements Definition December Framework Definition Framework January Design Design & Development Development

  15. Goal Directed Design helps us to recognize when people’s goals and mental models are similar, when they are different, and lets us design an experience that is right for them.

  16. Research: Interview Activity creators Activity takers Activity evaluators

  17. Other research Stakeholder interviews Benchmarking

  18. Modeling: Personas primary secondary Activity creators Activity takers Activity evaluators

  19. Modeling: Workflows

  20. Requirements Definition Joe Mental model: how does he think about basic units of data? Context scenarios: based on the things Joe need to get done, tell a story of his ideal experience (tool agnostic). Requirements: Based on Joe’s context scenario, what are his data needs? Functional needs?

  21. Requirements Definition Joe, in order to X, Y, Z Needs A, B,C Cindy, in order to X, Y, W, Needs A, B, D *Alana, in order to J, K Needs G, H, I Bill, in order to X, Y, Z Needs A, B, C and E *Mitchell, in order to Q, R, S Needs M, N, O * * Primary Persona

  22. Framework Definition: Each primary A Planning activities for term B E D C Make takers aware that activity is available F, G…

  23. Design and Development

  24. See Part 2

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