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

Sakai 3.0 capabilities for learning activities

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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 - PowerPoint PPT Presentation

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Page 1: Sakai 3.0 capabilities for learning activities

Sakai 3.0 capabilities for learning activities

Investigation Kickoff, Sept 29, 2009Keli.Amann and Jacqueline.Mai at stanford.edu

Page 2: Sakai 3.0 capabilities for learning activities

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)

Page 3: Sakai 3.0 capabilities for learning activities

Introduction

Page 4: Sakai 3.0 capabilities for learning activities

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

Page 5: Sakai 3.0 capabilities for learning activities

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

Page 6: Sakai 3.0 capabilities for learning activities

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

Page 7: Sakai 3.0 capabilities for learning activities

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

Page 8: Sakai 3.0 capabilities for learning activities

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

Page 9: Sakai 3.0 capabilities for learning activities

Three Phase Process

Based on 6 steps of Goal Directed Design

Page 10: Sakai 3.0 capabilities for learning activities

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

Page 11: Sakai 3.0 capabilities for learning activities

If you just address needs without the context of the user

Analogy from The Inmates are Running the Asylum, by Alan Cooper

you end up with something unusable by anyone

Page 12: Sakai 3.0 capabilities for learning activities

Sometimes we are very different

QuickTime™ and a decompressor

are needed to see this picture.

Analogy from The Inmates are Running the Asylum, by Alan Cooper

QuickTime™ and a decompressor

are needed to see this picture.

QuickTime™ and a decompressor

are needed to see this picture.

Page 13: Sakai 3.0 capabilities for learning activities

Sometimes we are the same

QuickTime™ and a decompressor

are needed to see this picture.

QuickTime™ and a decompressor

are needed to see this picture.

Analogy from The Inmates are Running the Asylum, by Alan Cooper

Page 14: Sakai 3.0 capabilities for learning activities

6 steps, 3 phases

Research

Modeling

Requirements Definition

Framework Definition

Design

Development

Investigation

Design & Development

Framework January

October

November

December

Page 15: Sakai 3.0 capabilities for learning activities

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.

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Activity takers

Activity creators

Activity evaluators

Research: Interview

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Other research

• Stakeholder interviews• Benchmarking

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Activity takers

Activity creators

Activity evaluators

Modeling: Personasprimary secondary

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Modeling: Workflows

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JoeMental 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?

Requirements Definition

Page 21: Sakai 3.0 capabilities for learning activities

Joe, in order to X, Y, ZNeeds A, B,C

Cindy, in order to X, Y, W, Needs A, B, D

*Alana, in order to J, KNeeds G, H, I

*Mitchell, in order to Q, R, SNeeds M, N, O

Bill, in order to X, Y, ZNeeds A, B, C and E

Requirements Definition

* Primary Persona

*

Page 22: Sakai 3.0 capabilities for learning activities

Framework Definition: Each primary

A

B

C

DE F, G…Planning activities for term

Make takers aware that activity is available

Page 23: Sakai 3.0 capabilities for learning activities

Design and Development

Page 24: Sakai 3.0 capabilities for learning activities

See Part 2