Interaction design for learning

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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

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Interaction design for learning

Michael Wolf

Playfield

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?

School experience/

slidehsow classrooms

‘THE DISCIPLINES OF USER EXPERIENCE [DAN SAFFER]

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

agbeat.com

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

agbeat.com

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

agbeat.com

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

Dinosaur

USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN

agbeat.com

PERSONAS

STORYBOARDS & USE SCENARIOS

WIREFRAME DIAGRAMMES

WIREFRAME DIAGRAMMES

Computer Labs

THE SCOPE FOR INTERACTION DESIGN IN EDUCATION

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

Mobile devices and apps

Ipad video

IPAD USE IN SOUTH AFRICAN SCHOOL

Wenchi kids

OLPC study in rural Ethiopia

Game-based learning

Functional play Role playConstructive play

LEARNING THROUGH PLAY

Role playConstructive play

LEARNING THROUGH GAMES

Personal Learning Environments

Highway

EDUCATION HIGHWAY

SMRT.RS

SMRT.RS

FUTURE PERSONAL LEARNING ENVIRONMENT

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

SCHEDULING

ASSISTANT

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

SCHEDULING

ASSISTANT

LEARNING

NETWORK

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

SCHEDULING

ASSISTANT

LEARNING

NETWORK

LEARNING

PATH TOOL

FUTURE PERSONAL LEARNING ENVIRONMENT

LEARNING

TIMELINE

FOCUS ZONE MODULE

MALL

SCHEDULING

ASSISTANT

LEARNING

NETWORK

LEARNING

PATH TOOL

EVALUATION

CENTRE

Augmented Reality for Learning

Photo of pat busch

SKYVIEW

SCHOOL KIDS USING SKYVIEW IN CLASS

Recycling clip

‘RECYCLING FLOOR PROJECTION

Natural User Interfaces

‘CO-LOCATED COLLABORATION

Multi-user touch wall

FROG WALL MULTI-USER EXPERIENCE

Tangible interfaces

‘VIRTUAL CHEMISTRY LAB TABLE

‘USER TESTING AT GIRLS’ SCHOOL

‘CONTENT MANAGEMENT SYSTEM

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

Michael Wolf : @michael_w_wolf

michael@formula-d.com

‘SPEAK TO ME

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