Title: EDER 679.12 Computer Based Learning II Jan 17
1EDER 679.12Computer Based Learning IIJan 17
2nd Seminar
40
60
2Weekly Schedule
Norman (2004)
- Emotion makes you smart. Without emotions, your
decision-making ability would be impaired. (10) - we now have evidence that aesthetically
pleasing objects enable you to work better. (10) - being happy broadens the thought processes and
facilitates creative thinking (19)
- Snacks
- Seminar
- Break Snacks
- Seminar
- Lab
Therefore,
3Plan for tonight
- Emotional design key ideas
- Information Design what is the product?
- Usability / User Experience
- A Break
- Yossis Lab
4Part I The Meaning of ThingsChapters 1 and 2
- The basic tools of emotional design Attractive
things do work better their attractiveness
produces positive emotions, causing mental
processes to be more creative, more tolerant of
minor difficulties. - Three levels of emotion visceral, behavioral
and reflective. - Each plays a critical role in human behavior,
each an equally critical role in design,
marketing and use of products.
5Norman (2004)Emotional Design Ch 1
- Designers can use knowledge of the brain to make
designs more effective, but the rules are not
simple (32) - Design guidelines, rules of thumb
- Usability and user experience
- Norman, Nielsen, Schneiderman, etc
- Our challenge in this course to link the key
concepts from Norman to the design of joyful
learning experiences
6Chapter 1Attractive Things Work Better
- Everything you do has both a cognitive and an
affective component cognitive to assign
meaning, affective to assign value (25). - Three different levels of the brain each
requires a different style of design (21 23) - Designers can get away with more if the product
is fun and enjoyable. Things intended to be used
under stressful situations require a lot more
care, with much more attention to detail (26) - When designing learning opportunities,
environments, applications, it is important to
focus on fun, enjoyment, joy, pleasure - Focus and Creativity the joy of learning
7Mac vs. PCHonda vs. Ford
- We all change our operating parameters to be
appropriate for the situation we are in (Norman,
p. 32). - The source of design complexity can be found in
the three levels of processing. - At the visceral level, people are pretty much the
same all over the world (yes, individuals vary). - The behavioral and reflective levels are very
sensitive to experiences, training and education.
Cultural views have a huge impact.
8Chapter 2Multiple Faces of Emotion and Design
Design requirements for different emotional levels
- Visceral pre-consciousness, pre-thought
appearance matters and first impressions are
formed. Visceral design is about the initial
impact of a product, about its appearance, touch
and feel. - Behavioral about use, about experience with
product. Experience has many facets function
(what activity does it support?), performance
(how well does it do the desired functions?),
usability (ease with which the user can
understand how it works and how to get it to
perform). - Reflective consciousness and highest levels of
feelings, emotions, and cognition reside here.
The full impact of both thought and emotions are
experienced. Interpretation, understanding, and
reasoning. Variability through culture,
experience, education, and individual
differences. This level can override the others.
9Double-edged sword
- Confuse or frustrate the person who is using the
product and negative emotions can result. But, if
the product does what is needed, if it is fun and
easy to satisfy goals with it, then the result is
a warm, positive affect (37)
10TIME
- Visceral and behavioral levels are about now
your feelings and experiences while actually
seeing or using the product - Reflective level extends much longer through
reflection you remember the past and contemplate
the future - Reflective design is about long-term relations,
about the feelings of satisfaction produced by
owning, displaying and using a product. A
persons self-identify is located within the
reflective level, and here is where the
interaction between the product and your identity
is important as demonstrated in pride (or shame)
of ownership or use (38
11Working with the 3 levels
- Simplification of complexity
- Visceral design gtgt Appearance
- Behavioral design gtgt Pleasure and
effectiveness of use - Reflective design gtgt Self-image, personal
satisfaction, memories - Difficulty in application
- Should some products be primarily visceral in
appear, others behavioral, others reflective? - How does one trade off the requirements at one
level against those of the others? - How does each of the three levels compare in
importance with the others?
12Learner Characteristics
- No single product can hope to satisfy everyone.
The designer must know the audience for whom the
product is intended (39)
13Characteristics of Use
- Another important dimension for a product is its
appropriateness to setting (41) - Questions in educational technology have evolved
from - Does it work?
- Does it work better than that?
- Under what conditions, for which learners, for
what purpose, is it effective for learning?
14Needs Vs. Wants
- Satisfying peoples true needs, including the
requirements of different cultures, age groups,
social and national requirements, is difficult
(43). - What are the needs variables that impact
designs for learning? - Now, add the necessity to cater to the many
wants whims, opinions and biases of the
people who actually purchase products, and the
task becomes a major challenge (43) - What are the want variables that impact designs
for learning?
15Norman Key ideas
16Four stages in design process
Instructional Design
Interaction Design
Presentation Design
Information Design
What is the problem? The product? -
content - goals - audience -
organization
What is the Learning Theory Strategy?
How should It work? - navigation -
interaction - use case - controls
How should It look? - style -
layout - elements
Learner tasks
Flowchart
Storyboard
Prototype
Learn Specs.
17Course Project
- To design and develop a working prototype of a
learning application or system about which you
are willing to make explicit claims about the
intended student audience, the needs of that
audience, how the project meets those needs
(including choice of media, structure, and
interface), what should be learned from the
project, and how that learning will be assessed - To describe your experience of an iterative,
user-centered design process in a final
comprehensive paper.
18Stages in the Design Process
Information Design
What is the problem? The product? -
content - goals - audience -
organization
Flowchart
19Concept Maps / Flow charts
20Information DesignSharing Knowledge
- Web-based example of student work
21Team Activity
- 25 Sites We Can't Live Without
- Groups of 4
- Browse sites
- Pick one
- Design a brief learning activity for the class