Designing for experiences in education barcamp

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tinker tinker little starslife is a wonderand so you are.

Designing for Experiences in Education asmeet Sethi

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Tinker-er

creativity

experience

from college to real world ..

.. what was different

- Designing intangibles [ how do you design what you can’t see? ] - Fast User Testing / Validation or Invalidation of Concept - Be as Visual as possible

.. still working as a UX Designer

the dream soup of life

Design

Technology

Freedom

Education

finally a breakthrough

Head Design and Tech @

[ yep an Education Firm, whichactually wanted to hire a designerand not just “the” designer but also a whole division focussing on it ]

Hurdles - Customer and User Difference - Versatility of Design Artefact - If you test your design twice, test it thrice

and the Fun part - you officially get to be a kid | infact you are paid for it - Design for future is key - India is a booming Education market

..it has nearly been an year

..Lets look at some Cases

NumberNagar @ Metro, Bangalore

Experience of a SpaceNarrative as a Medium of Exploration

Innovation Workshop @ MAISYou and Workbook

It is an integral learning tool designed to be multi-functional. We believe this will aid in taking a step in the direction of finding creative approaches in understanding and articulating science.

The workbook has triggers for the following specific exercises:

Illustrate Science – Draw a concept of your choice and share with a friend. Will they identify what concept you have drawn?

Make sense of – A caricature of a particular feat has been presented. Can you add to this drawing and make the feat scientifically possible?

Let us ask – There is a list of questions that you can think about or use in discussion groups. Can you start asking more and more questions?

In addition, it includes sources of more interesting information for you to explore on your own.While you carry this workbook around during the workshop, use it to take notes, conduct exercises and record your observations and experiences.

We hope you will carry and use this creative trigger even beyond the workshop.

Designing for Experience in Education

Not just feature , design for Emotions

Possibilities rather than outcomes [ Children are curious | make sure the design keeps that into account ]

Wear and Tear [ Keep extremities in mind , your products will be broken, tempered, hacked and tossed ]

Be responsible [ You get a chance to be a part of something that will impact a learner’s future ]

Tools rather than content [ Content is availaible freely nowadays, what the world needs now are tools to make sense of the data around you ]Keep Stakeholders in mind, not just “the User” [ Education is too critical a domain to neglect stakeholders | make them system’s part ]

Developments

Tech

Non Tech

What does the Future hold ?

Wish List

•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

•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

Design and Tech as the Tools of the New age

tinker tinker little starslife is a wonderand so you are.

Designing for Experiences in Education asmeet Sethi