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Designing Interactivity in a Mobile World

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There are two big design challenges facing IDs in the months and years to come as it relates to mobile learning: (1) how do we convert the hundreds of thousands of PC-based e-learning courses we’ve …

There are two big design challenges facing IDs in the months and years to come as it relates to mobile learning: (1) how do we convert the hundreds of thousands of PC-based e-learning courses we’ve stockpiled and (2) how do we adapt our design tactics to take full advantage of a mobile device’s affordances and constraints? We’ll start answering these questions by taking an existing PC-based course and re-designing it to work on a mobile device. We’ll explore the interaction design, learning, and technological issues involved. Then we’ll do the same thing except this time we’ll worry less about converting and instead re-design the course from scratch to take full advantage of mobile technologies. This presentation comes from the 2012 Philadelphia ASTD Leading Edge Conference.

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  • Designing Interactivity in a Mobile World: See What’s Possible, Effective, and Neither Description (100 words): In this highly interactive session, we’ll examine learning interaction design for m-learning, what works, and what doesn’t. Through hands-on, group-based work with real-life examples, we’ll explore ways in which we can convert existing PC-based courses to work well on mobile devices as well as ways in which we can re-imagine learning experiences to take advantage of the affordances and constraints of smart phones and tablets. We’ll have examples to work with, but if you have a PC-based course that you’d like to re-design for mobile, bring your storyboards and use it to brainstorm with fellow participants.  Purpose/Tool(s)/Take-Away to be Provided: There are two big design challenges facing IDs in the months and years to come as it relates to mobile learning: (1) how do we convert the hundreds of thousands of PC-based e-learning courses we’ve stockpiled and (2) how do we adapt our design tactics to take full advantage of a mobile device’s affordances and constraints? We’ll start answering these questions by taking an existing PC-based course and re-designing it to work on a mobile device. We’ll explore the interaction design, learning, and technological issues involved. Then we’ll do the same thing except this time we’ll worry less about converting and instead re-design the course from scratch to take full advantage of mobile technologies. Coming out of the workshop, participants will have gained a better understanding of the design issues involved and will concrete ideas that they can take back to their workplace to help them start re-designing their courses. Though a lot of the learning will happen through group-based, hands-on design activities (e.g., each group will design the same course for a different technology), we will also provide participants with a white paper and job aids that explain and summarize a lot of the best practices discussed. As artifacts of this session, they will have the original and revised designs. Coming out of the event, we will also post some of the content on YouTube and we will be blogging to extend the sharing of design best practices.
  • Designing Interactivity in a Mobile World: See What’s Possible, Effective, and Neither Description (100 words): In this highly interactive session, we’ll examine learning interaction design for m-learning, what works, and what doesn’t. Through hands-on, group-based work with real-life examples, we’ll explore ways in which we can convert existing PC-based courses to work well on mobile devices as well as ways in which we can re-imagine learning experiences to take advantage of the affordances and constraints of smart phones and tablets. We’ll have examples to work with, but if you have a PC-based course that you’d like to re-design for mobile, bring your storyboards and use it to brainstorm with fellow participants.  Purpose/Tool(s)/Take-Away to be Provided: There are two big design challenges facing IDs in the months and years to come as it relates to mobile learning: (1) how do we convert the hundreds of thousands of PC-based e-learning courses we’ve stockpiled and (2) how do we adapt our design tactics to take full advantage of a mobile device’s affordances and constraints? We’ll start answering these questions by taking an existing PC-based course and re-designing it to work on a mobile device. We’ll explore the interaction design, learning, and technological issues involved. Then we’ll do the same thing except this time we’ll worry less about converting and instead re-design the course from scratch to take full advantage of mobile technologies. Coming out of the workshop, participants will have gained a better understanding of the design issues involved and will concrete ideas that they can take back to their workplace to help them start re-designing their courses. Though a lot of the learning will happen through group-based, hands-on design activities (e.g., each group will design the same course for a different technology), we will also provide participants with a white paper and job aids that explain and summarize a lot of the best practices discussed. As artifacts of this session, they will have the original and revised designs. Coming out of the event, we will also post some of the content on YouTube and we will be blogging to extend the sharing of design best practices.
  • Transcript

    • 1. DESIGNING INTERACTIVITY IN A MOBILE WORLD …SEE WHAT’S POSSIBLE, EFFECTIVE, AND NEITHER Leading Edge Conference Gus Prestera, PhD Philadelphia ASTD Learning & Performance Strategist Ace Center, May 10, 2012 gus@presterafx.com http://www.presterafx.comPRESTERA FX
    • 2. FROM E TO M CONVERTING OUR EXISTING E-LEARNING TO SMARTPHONE-BASED M-LEARNINGPRESTERA FX Designing Interactivity in a Mobile World 2
    • 3. Tips for Going From E to M1. From horizontal to vertical orientation2. From all-at-once to parsed out3. From always there to only-when-needed4. From help screen to intuition and dialog5. From books to learning objects6. From mouse clicks to finger tapping7. From eye candy to info-graphics8. From “Are you sure….?” to “Let’s make sure….”9. From loud & proud to “Shhh, you’re in the quiet car!”10. “Keep it pithy!”PRESTERA FX Designing Interactivity in a Mobile World 3
    • 4. Tip #1. From horizontal to vertical orientationhttp://www.presterafx.com/pfx/demos/m_web/index.htm PRESTERA FX Designing Interactivity in a Mobile World 4
    • 5. Tip #2. From all-at-once to parsed out http://www.presterafx.com/pfx/demos/ep_motion/index.htmlPRESTERA FX Designing Interactivity in a Mobile World 5
    • 6. Tip #3. From always there to only-when-neededPRESTERA FX Designing Interactivity in a Mobile World 6
    • 7. Tip #6. From mouse clicks to finger tappingPRESTERA FX Designing Interactivity in a Mobile World 7
    • 8. Using motion to optimize spacePRESTERA FX Designing Interactivity in a Mobile World 8
    • 9. How would you convert this game for a smartphone?PRESTERA FX Designing Interactivity in a Mobile World 9
    • 10. Table-Top Activity: Convert Busy Bee! Remember… 1. From horizontal to vertical orientation 2. From all-at-once to parsed out 3. From always there to only-when-needed 6. From mouse clicks to finger tapping http://www.presterafx.com/pfx/demos/ep_show/index.htmlPRESTERA FX Designing Interactivity in a Mobile World 10
    • 11. UNLOCKING THE POTENTIAL OF M-LEARNING IF WE WEREN’T CONVERTING AND COULD DESIGN THINGS ANY WAY WE WANTED, HOW WOULD WE LEVERAGE SMARTPHONES?PRESTERA FX Designing Interactivity in a Mobile World 11
    • 12. Some Smartphone Affordances1. Touch: Senses touch, multi‐touch, flick, 7. Integration: With printers and other double‐tap, pinch, drag networked devices; with databases, streaming media, and the web while on the move:2. Movement: Senses physical interacts with other apps movements, such as tilt, shake, and motion 8. Productivity: Interacts with3. Geography: Judges geographic productivity tools that are already being used location and relates to geographic information for work tasks systems 9. Media Creation: Capture photos, audio, and video on the move4. Augmented Reality: Superimpose virtual reality onto physical 10. Immediacy: Communicate instantly world with others5. Connectivity: Maintains connectivity 11. Scanning: Scans documents and QR as we move codes 12. Size! It can go anywhere with us6. Communication: Interacts with other mobile devices: conferences with other learnersPRESTERA FX Designing Interactivity in a Mobile World 12
    • 13. GEP FoR President! Guidance Examples Practice Feedback Reflection More Practice! Gus E. Prestera Training You Can Believe InPRESTERA FX Designing Interactivity in a Mobile World 13
    • 14. GEPFRP and Salesforce Effectiveness• Guidance: Video documentary segments, peer best practices• Examples: Videos of real interactions, manager role plays with high performers, virtual job shadow• Practice: Role playing in the classroom and sales team meetings…and more practice through virtual role plays• Feedback: Trainer/actor, peer, manager• Reflection: Recorded practice and real calls, online development plan appPRESTERA FX Designing Interactivity in a Mobile World 14
    • 15. Table-Top Activity: Now You Try It!• Sponsor: ASTD National• Goal: Train and certify members as Remember… mobile learning design specialists• Audience: Members who are Guidance Instructional Designers with MEds Examples and 5-10 years of ISD experience Practice Feedback Reflection• Your Challenge: How could ASTD More Practice! leverage smartphones to accomplish their goals with this national audience?PRESTERA FX Designing Interactivity in a Mobile World 15
    • 16. Thank you!!! DESIGNING INTERACTIVITY IN A MOBILE WORLD …SEE WHAT’S POSSIBLE, EFFECTIVE, AND NEITHER Leading Edge Conference Gus Prestera, PhD Philadelphia ASTD Learning & Performance Strategist Ace Center, May 10, 2012 gus@presterafx.com http://www.presterafx.comPRESTERA FX