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

  1. 1. Interaction design for learningMichael Wolf
  2. 2. Playfield
  3. 3. WHAT IS INTERACTION DESIGN? ‘ 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.
  4. 4. THE DISCIPLINES OF USER EXPERIENCE [DAN SAFFER] ‘ School experience/ slidehsow classrooms
  5. 5. USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN Dinosaur agbeat.com
  6. 6. USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN Dinosaur agbeat.com
  7. 7. USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN Dinosaur agbeat.com
  8. 8. USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN Dinosaur
  9. 9. USER EXPERIENCE, USER INTERFACE, INTERACTION DESIGN Dinosaur agbeat.com
  10. 10. PERSONAS
  11. 11. STORYBOARDS & USE SCENARIOS
  12. 12. WIREFRAME DIAGRAMMES
  13. 13. WIREFRAME DIAGRAMMES
  14. 14. THE SCOPE FOR INTERACTION DESIGN IN EDUCATION Computer Labs
  15. 15. TECHNOLOGICAL OUTLOOK IN CLASSROOMS Short-term (within 12 months) NMC report 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
  16. 16. Mobile devices and apps
  17. 17. IPAD USE IN SOUTH AFRICAN SCHOOL Ipad video
  18. 18. OLPC study in rural Ethiopia Wenchi kids
  19. 19. Game-based learning
  20. 20. LEARNING THROUGH PLAYFunctional play Constructive play Role play
  21. 21. LEARNING THROUGH GAMES Constructive play Role play
  22. 22. Personal Learning Environments
  23. 23. EDUCATION HIGHWAY Highway
  24. 24. SMRT.RS SMRT.RS
  25. 25. FUTURE PERSONAL LEARNING ENVIRONMENT
  26. 26. FUTURE PERSONAL LEARNING ENVIRONMENT LEARNING TIMELINE
  27. 27. FUTURE PERSONAL LEARNING ENVIRONMENT LEARNING FOCUS ZONE TIMELINE
  28. 28. FUTURE PERSONAL LEARNING ENVIRONMENT LEARNING FOCUS ZONE MODULE TIMELINE MALL
  29. 29. FUTURE PERSONAL LEARNING ENVIRONMENT LEARNING FOCUS ZONE MODULE SCHEDULING TIMELINE MALL ASSISTANT
  30. 30. FUTURE PERSONAL LEARNING ENVIRONMENT LEARNING FOCUS ZONE MODULE SCHEDULING TIMELINE MALL ASSISTANT LEARNING NETWORK
  31. 31. FUTURE PERSONAL LEARNING ENVIRONMENT LEARNING FOCUS ZONE MODULE SCHEDULING TIMELINE MALL ASSISTANT LEARNING LEARNING NETWORK PATH TOOL
  32. 32. FUTURE PERSONAL LEARNING ENVIRONMENT LEARNING FOCUS ZONE MODULE SCHEDULING TIMELINE MALL ASSISTANT LEARNING LEARNING EVALUATION NETWORK PATH TOOL CENTRE
  33. 33. Augmented Reality for Learning
  34. 34. SKYVIEW Photo of pat busch
  35. 35. SCHOOL KIDS USING SKYVIEW IN CLASS
  36. 36. RECYCLING FLOOR PROJECTION ‘ Recycling clip
  37. 37. Natural User Interfaces
  38. 38. CO-LOCATED COLLABORATION ‘
  39. 39. FROG WALL MULTI-USER EXPERIENCE Multi-user touch wall
  40. 40. Tangible interfaces
  41. 41. VIRTUAL CHEMISTRY LAB TABLE ‘
  42. 42. USER TESTING AT GIRLS’ SCHOOL ‘
  43. 43. CONTENT MANAGEMENT SYSTEM ‘
  44. 44. CONCLUSION ‘ 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.
  45. 45. SPEAK TO ME ‘ Michael Wolf : @michael_w_wolf michael@formula-d.com

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