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EDER 679.12 Computer Based Learning II Jan 24 3rd Seminar

5 bucks, 5 bucks, 5 bucks…. EDER 679.12 Computer Based Learning II Jan 24 3rd Seminar. Who is in each Design Group?. Plan for tonight…. MJ Showcase - Rivercity Emotional design – Three Levels Information Design A Break D & W: Layout, Screen Design, Text Yossi’s Lab.

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EDER 679.12 Computer Based Learning II Jan 24 3rd Seminar

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  1. 5 bucks, 5 bucks, 5 bucks… EDER 679.12Computer Based Learning IIJan 243rd Seminar Who is in each Design Group? Jacobsen, D. M.

  2. Plan for tonight… • MJ • Showcase - Rivercity • Emotional design – Three Levels • Information Design • A Break • D & W: Layout, Screen Design, Text • Yossi’s Lab Jacobsen, D. M.

  3. RIVERCITYSimulation for 21st Century Learners • Welcome to River City! -- National Science Foundation / Harvard University • A simulation environment for learning scientific inquiry and 21st century skills. River City is an interactive computer simulation of a river town, based in the late 1800s, that combines digitalized Smithsonian artifacts with an inquiry-centered curriculum to engage middle and high school students. • http://muve.gse.harvard.edu/rivercityproject/index.html Jacobsen, D. M.

  4. Three Levels of Design • Visceral design – wow, yes! I like it! I want it! • Behavioral design .. appearance doesn’t matter. Rationale doesn’t matter. Performance does. (69) • “Reflective design … is all about culture and the meaning of a product or its use. … it is about self-image and the message a product sends to others (83-84). Our design challenge – link these concepts to the design of joyful learning experiences Jacobsen, D. M.

  5. Behavioral Design Jacobsen, D. M.

  6. Function: Product Development • Enhancement vs. Innovation • “Enhancement means to take some existing product or service and make it better. • Innovation provides a completely new way of doing something, or a completely new thing to do, something that was not possible before. • Of the two, enhancements are easier” (71). Is your learning design an enhancement or an innovation? Jacobsen, D. M.

  7. Function: “Engineers and designers who believe they do not need to watch the people who use their products are a major source of the many poor designs that confront us” (74) • Link to designs for learning… • those who put the problem of a poorly designed learning experience on the students (i.e., they are bored, too unengaged, too lazy, they don’t “get it”, they don’t want to read) may be the source of poor educational designs. Jacobsen, D. M.

  8. UsabilityKey concept: Everyday objects should be easy to use – should not require years of dedicated practice. • “Bad design is a frequent cause of error, often unfairly blamed on users rather than on designers. (78) • “Universal design, designing for everyone, is a challenge, but one well worth the effort (78). Jacobsen, D. M.

  9. Physical Feel: Tangibility • “Good designers worry a lot about the physical feel of their products. … touch and feel can make a huge difference in your appreciation of their creations” (79) • “Physical objects have weight, texture and surface. The design term for this is “tangibility”. (79) • “The best of products make full use of this interaction” Jacobsen, D. M.

  10. First Half of Chapter – Key Argument • “Good behavioral design should be human-centered, focusing upon understanding and satisfying the needs of the people who actually use the product” (81). • Best way to discover real needs: observe users using a product naturally Jacobsen, D. M.

  11. http://www.ideo.com/portfolio/ http://www.antiquesofthefuture.com/ “In Praise of Good Design”http://www.jnd.org/GoodDesign.html • Apple’s iPod • OXO Measuring cup • Casio Camera • Google’s non-error messages • Namiki (Vanishing Point) Fountain Pen • *** Suitcase with built-in baby stroller. • ***Eveready Energizer EZChange and DURACELL EASYTAB Hearing Aid Battery packages Jacobsen, D. M.

  12. Reflective DesignThe Case of the NFL Headset Design requirements: • Highly functional, deliver intelligible and private messages • Microphone boom had to be movable, withstand temperature extremes, and stand up to the rigors of the game; strong, rugged • Advertising symbol for Motorola from every camera angle • Coaches have to be satisfied; they have to want to use it, comfortable for hours at a time • Reinforce the image of strength, leadership, muscular • Design had to have visceral appeal, meet behavioral objectives and project the strong, heroic, manly self-image of disciplined leaders who managed the world’s toughest players – in short, reflective design Jacobsen, D. M.

  13. Paco Underhill’s Why We Buy… & The Call of the Mall Devious Design…andDesign by committee… • Komar & Melamid:The Most Wanted Paintings on the Web • http://www.diacenter.org/km/ Jacobsen, D. M.

  14. Reflective DesignRelate to Learning “products”… • “Reflective design is really about long-term customer experience. It is about service, about providing a personal touch and a warm interaction” (88) Jacobsen, D. M.

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