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Design For Learning

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my talk for uxcamplondon

my talk for uxcamplondon

Published in: Design, Education, Technology
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Transcript

  • 1. Design for learning how to educate your users
  • 2. Outline
    • The challange
      •     Complex tasks
    •  
    •  
    • Solutions
      •      Bad solutions
      •      Guidance
      •     Play
      •     Motivation
    •  
    • Conclusion
      •     Current challenges
  • 3. The problem
    • Some tasks are too complex to be solved by 'easy to use' and 'keeping it simple'   
  • 4. Old solutions #Fail
    • Training courses 
    • Are unhealthy expensive (exception video courses?)
    • Manuals
    • Web applications don't come with a manual, no-one likes to write help texts, and more important even less people like to read them.
  • 5. New solutions #Win
    • guide
    •  
    • play
    •  
    • Motivate    
  • 6. Flows
    • complex tasks such as paying online can be simplified by splitting them up in smaller chunks
  • 7.  
    • guid
    Guide the user, there are no 'too many steps' if each step makes sense and the time can be estimated
  • 8. Don't leave your user alone too early
  • 9. Ask others to help your new user
  • 10. Have a special functionality, let the user already use it during sign up
  • 11.  
  • 12.  
  • 13. motivate, and give an answer to 'what's next'
  • 14. Summary
    • Guidance
    •     Guide your users to the task you want them to complete
    • Play
    •     Allow the users to learn by doing and making mistakes (and     get beyond the 'are you sure' pop-up
    •  
    • Motivation
    •     Let them know 'what is next' and how easy and rewarding        that next step is going to be
    •    
  • 15. Existing challenges - some things are just 'hard' making a fifty step wizard might increase drop out rate.
  • 16. Existing challenges - Contextual help is only appreciated when it is indeed contextual.
  • 17. Existing challenges - Many things can only be understood by doing, no help text, no graphical explanation will ever take away the need of actually experience. But visual feedback can be used to keep the user motivated
  • 18.
    • Thank you!
    • Sjors Timmer
    • @SjorsUK
    • www.svirsk.org 
    • [email_address]
    •  
    • References
      • http://headrush.typepad.com/ Creating passionate users
      • http://www.alistapart.com/articles/designingforflow/
    • Books
      • What video games have to teach us about learning and literacy
      • Designing Web Interfaces
      • Neuro Web Design
  • 19. Questions, comments

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