Documenting Design: A Critical Step in Any Developers WorkflowLisa Sabin-Wilson
Designer, author and entrepreneur Lisa Sabin-Wilson walks through the critical step of documenting design with your client and how it will save you time and help your clients.
The document discusses key elements of document design for technical writing such as using consistent elements like headings and lists to create a unified document. It emphasizes the importance of knowing the audience and how the document will be used. Other topics covered include using grids and white space to structure information clearly, and how lists and headings can be formatted to best organize content and establish a hierarchy. Consistency, style guides, and structure are presented as important for document design.
Suzie Rose is developing a week-long training program for six new trainers at her company to learn skills for designing effective eLearning courses. Each participant will develop a 10-minute course module on an assigned topic. Suzie is managing the project and developing courses on Adobe Captivate, Adobe Soundbooth, and using assessments. The goal is to increase the company's eLearning output. Suzie will evaluate the program's success using Kirkpatrick's model. The 104-hour project started in August and is estimated to finish in late September.
This document provides an overview of the key features and functions in Adobe Captivate for creating interactive tutorials, presentations, and eLearning content. It explains how to import and create slides, add interactions using the object toolbar, set slide properties, record tutorials, add quizzes, preview and publish projects, and customize preferences. The summary highlights include starting from templates or scratch, arranging slides in storyboard view, editing slides, adding interactions, recording tutorials, adding quizzes, previewing and publishing, and customizing preferences.
This presentation aims to help educators appeal to different types of intelligences as outlined by Howard Gardner's theory of multiple intelligences. It begins with a story about a girl named Jade who struggles in the traditional education system until she discovers her strengths lie outside of linguistic and logical-mathematical intelligence. The presentation then defines the different types of intelligence, provides examples of how to teach to each type, and concludes that using Gardner's theory benefits more students by reaching those with diverse strengths. It aims to motivate the audience by showing how focusing on multiple intelligences allows students to learn, teach, think and live in more ways. The presentation uses storytelling, images, and empowering language to engage the audience and show how considering multiple
This design document outlines revisions made to a presentation on Howard Gardner's theory of multiple intelligences. The original presentation focused only on defining each intelligence with no images or explanation of how the theory could be applied. The revised presentation uses imagery, anecdotes, and empowering language to appeal to different learning styles and motivate the audience to consider new teaching methods. It explains Gardner's theory, provides examples of how each intelligence can be developed, and emphasizes the benefits of reaching more students through a variety of teaching approaches. The sequencing follows the S.Co.R.E. model and graphics, text, and layout were designed based on principles of visual communication to guide the audience's experience.
This design document outlines revisions made to a presentation on Howard Gardner's theory of multiple intelligences. The original presentation focused only on defining each intelligence with no images or explanation of how the theory could be applied. The revised presentation uses imagery, anecdotes, and empowering language to appeal to different learning styles and motivate the audience to consider new teaching methods. It explains Gardner's theory, provides examples of how each intelligence can be developed, and emphasizes the benefits of reaching more students through a variety of teaching approaches. The sequencing follows the S.Co.R.E. model and graphics, text, and layout were designed based on principles of visual communication to guide the audience's experience.
This document summarizes a study conducted by Suzie Rose to identify process gaps in how Edelweiss Communications helps its customer-facing employees stay up to date on company changes. The study involved measuring the current state, conducting a focus group, assessing employee knowledge, and analyzing the results to determine possible causes of low performance. The purpose was to lay the foundation for improving processes to better support employees. A literature review identified several process improvement methodologies commonly used in corporate settings, including Kaizen, Six Sigma, Lean, and Lean Six Sigma. The study aimed to help Edelweiss Communications select and implement an effective methodology.
Documenting Design: A Critical Step in Any Developers WorkflowLisa Sabin-Wilson
Designer, author and entrepreneur Lisa Sabin-Wilson walks through the critical step of documenting design with your client and how it will save you time and help your clients.
The document discusses key elements of document design for technical writing such as using consistent elements like headings and lists to create a unified document. It emphasizes the importance of knowing the audience and how the document will be used. Other topics covered include using grids and white space to structure information clearly, and how lists and headings can be formatted to best organize content and establish a hierarchy. Consistency, style guides, and structure are presented as important for document design.
Suzie Rose is developing a week-long training program for six new trainers at her company to learn skills for designing effective eLearning courses. Each participant will develop a 10-minute course module on an assigned topic. Suzie is managing the project and developing courses on Adobe Captivate, Adobe Soundbooth, and using assessments. The goal is to increase the company's eLearning output. Suzie will evaluate the program's success using Kirkpatrick's model. The 104-hour project started in August and is estimated to finish in late September.
This document provides an overview of the key features and functions in Adobe Captivate for creating interactive tutorials, presentations, and eLearning content. It explains how to import and create slides, add interactions using the object toolbar, set slide properties, record tutorials, add quizzes, preview and publish projects, and customize preferences. The summary highlights include starting from templates or scratch, arranging slides in storyboard view, editing slides, adding interactions, recording tutorials, adding quizzes, previewing and publishing, and customizing preferences.
This presentation aims to help educators appeal to different types of intelligences as outlined by Howard Gardner's theory of multiple intelligences. It begins with a story about a girl named Jade who struggles in the traditional education system until she discovers her strengths lie outside of linguistic and logical-mathematical intelligence. The presentation then defines the different types of intelligence, provides examples of how to teach to each type, and concludes that using Gardner's theory benefits more students by reaching those with diverse strengths. It aims to motivate the audience by showing how focusing on multiple intelligences allows students to learn, teach, think and live in more ways. The presentation uses storytelling, images, and empowering language to engage the audience and show how considering multiple
This design document outlines revisions made to a presentation on Howard Gardner's theory of multiple intelligences. The original presentation focused only on defining each intelligence with no images or explanation of how the theory could be applied. The revised presentation uses imagery, anecdotes, and empowering language to appeal to different learning styles and motivate the audience to consider new teaching methods. It explains Gardner's theory, provides examples of how each intelligence can be developed, and emphasizes the benefits of reaching more students through a variety of teaching approaches. The sequencing follows the S.Co.R.E. model and graphics, text, and layout were designed based on principles of visual communication to guide the audience's experience.
This design document outlines revisions made to a presentation on Howard Gardner's theory of multiple intelligences. The original presentation focused only on defining each intelligence with no images or explanation of how the theory could be applied. The revised presentation uses imagery, anecdotes, and empowering language to appeal to different learning styles and motivate the audience to consider new teaching methods. It explains Gardner's theory, provides examples of how each intelligence can be developed, and emphasizes the benefits of reaching more students through a variety of teaching approaches. The sequencing follows the S.Co.R.E. model and graphics, text, and layout were designed based on principles of visual communication to guide the audience's experience.
This document summarizes a study conducted by Suzie Rose to identify process gaps in how Edelweiss Communications helps its customer-facing employees stay up to date on company changes. The study involved measuring the current state, conducting a focus group, assessing employee knowledge, and analyzing the results to determine possible causes of low performance. The purpose was to lay the foundation for improving processes to better support employees. A literature review identified several process improvement methodologies commonly used in corporate settings, including Kaizen, Six Sigma, Lean, and Lean Six Sigma. The study aimed to help Edelweiss Communications select and implement an effective methodology.
Global Connections provides business ethics training and is submitting a proposal to Health Care Cooperative in response to their RFP. They propose a hybrid training solution combining individual online ethics modules with an annual in-person roundtable. They will survey HCC employees and develop customized content reflecting HCC's values of accountability, honesty, integrity, openness and respect. The proposal offers two options that both include online videos, assessments and a collaborative forum, differing in their facilitator training approach.
Settlers of Catan Game Modification Business ProposalS. Rose
Players assume the role of project managers in the business simulation game Saturating Catan. The objective is to release and upgrade more products than competitors by achieving milestones like product development, testing, and marketing. Players must collect milestone cards in order and can exchange them to place products and customer connections on the game board. They must manage multiple short-term and long-term goals simultaneously within time constraints determined by dice rolls. The player with the most points at the end of the game wins.
Settlers of Catan Game Modification Design DocumentS. Rose
This document provides a design document for a video game called "Shopping Spree" where players assume the role of a customer shopping in a mall. The game is intended to teach customer service skills to new retail or call center employees. It describes the game's vision, mechanics, levels that increase in difficulty, and prototypes that were tested. The game aims to help players appreciate customers' wants and needs through role reversal and pop-up questions about customer service scenarios.
The document provides a bibliography and summaries of 16 business simulation games. It introduces the types of games included, which cover a range of business topics like management, strategies, and planning. Each summary describes the game's goal, mechanics, and educational value in teaching aspects of running a business. Many games allow experimenting with concepts like pricing, inventory, profits and more. Overall, the games provide opportunities to spark discussion around business lessons in a fun, engaging way.
Content Management System Comparison PresentationS. Rose
Plone and Joomla are both free open source content management systems. Plone has a steeper learning curve but is easier for content administrators to use. Both systems allow for multiple content creators with different permission levels and security, and offer free technical support from their user communities. While Joomla's structure may not be as intuitive, both systems use templates to maintain consistency across pages and support instruction and assessment tools.
Content Management System Comparison ReportS. Rose
The document compares the Content Management Systems Joomla and Plone for their suitability for an animal shelter. Both CMS are free and open source. Plone has more features out of the box but also a steeper learning curve, while Joomla is easier to use but requires more add-ons. A detailed feature matrix is provided to help the shelter evaluate which system better fits their needs.
This document discusses visual learning and provides information on key topics related to the subject. It begins by defining visual learning and explaining its relationship to other learning styles. It then discusses the history of visual communication and learning, highlighting important developments from early cave paintings to modern technologies. The document also covers current trends in dynamic visual learning tools like documentaries, animations, and online videos. Overall, the document presents visual learning as a universal and effective approach, and traces its evolution over human history.
1) The author discusses how their company has transitioned from instructor-led training to e-learning, but is now moving to implement a social learning platform to improve employee performance and learning.
2) The social learning platform allows for collaborative learning through tools like wikis, blogs, videos and games. This has led to improved sales, project times, and job satisfaction along with reduced training times and email.
3) Classroom training now focuses on teaching employees how to use the social learning platform. Employees can now learn both together in the classroom or from remote locations through webinars.
Brom Kim is an instructional designer and consultant who is motivated to continuously improve methods and break routines. He has a diverse educational and work background, including as a ski instructor, which he sees as important preparation. Brom takes a practical approach to instructional design, focusing on analysis, design and making small, informed decisions. He is motivated to make changes out of boredom and sees potential to improve popular methods. Brom advises newcomers to prioritize practical skills over flashy technologies.
This document discusses current trends and issues in instructional technology. It begins by defining educational technology as the study and ethical practice of facilitating learning and improving performance through appropriate technological processes and resources.
It then discusses the history of instructional design, which began in the 1940s with the military's creation of the ADDIE model - a five phase process of analysis, design, development, implementation, and evaluation. The document also outlines Benjamin Bloom's taxonomy of learning objectives and how it is commonly visualized as a pyramid.
The core models of instructional design that are discussed are Bloom's taxonomy, which categorizes different types of learning objectives, and the ADDIE model, which provides a systematic process for creating instructional
This document provides instructions for a game called "Shopping Spree" where players must consider customer relations, timely delivery of accurate information, and ethics when interacting with customers to purchase the right gift on time. Players need a computer, mouse, keyboard, internet access, and an optional headset to play the downloaded or web-based game under the guidance of a trainer facilitator.
The document discusses Howard Gardner's theory of multiple intelligences, which proposes that intelligence exists in several distinct forms rather than a single general ability. It outlines the eight intelligences - linguistic, logical-mathematical, spatial, bodily-kinesthetic, musical, interpersonal, intrapersonal, and naturalist. The theory suggests students learn in different ways corresponding to their strengths in various intelligences. While some criticize the lack of empirical evidence, examples like musical savant Derek Paravicini and sculptor Alonzo Clemons support the idea of multiple distinct intelligences. The theory encourages educators to incorporate various teaching methods to engage more types of learners.
This document describes a modified version of the board game Catan and reflects on how playing it helped achieve certain learning objectives. The document outlines the design process for modifying the game, how it was modified, and how playtesting helped achieve objectives around releasing products, adapting strategies to competitors, and balancing short and long-term strategies.
Global Connections provides business ethics training and is submitting a proposal to Health Care Cooperative in response to their RFP. They propose a hybrid training solution combining individual online ethics modules with an annual in-person roundtable. They will survey HCC employees and develop customized content reflecting HCC's values of accountability, honesty, integrity, openness and respect. The proposal offers two options that both include online videos, assessments and a collaborative forum, differing in their facilitator training approach.
Settlers of Catan Game Modification Business ProposalS. Rose
Players assume the role of project managers in the business simulation game Saturating Catan. The objective is to release and upgrade more products than competitors by achieving milestones like product development, testing, and marketing. Players must collect milestone cards in order and can exchange them to place products and customer connections on the game board. They must manage multiple short-term and long-term goals simultaneously within time constraints determined by dice rolls. The player with the most points at the end of the game wins.
Settlers of Catan Game Modification Design DocumentS. Rose
This document provides a design document for a video game called "Shopping Spree" where players assume the role of a customer shopping in a mall. The game is intended to teach customer service skills to new retail or call center employees. It describes the game's vision, mechanics, levels that increase in difficulty, and prototypes that were tested. The game aims to help players appreciate customers' wants and needs through role reversal and pop-up questions about customer service scenarios.
The document provides a bibliography and summaries of 16 business simulation games. It introduces the types of games included, which cover a range of business topics like management, strategies, and planning. Each summary describes the game's goal, mechanics, and educational value in teaching aspects of running a business. Many games allow experimenting with concepts like pricing, inventory, profits and more. Overall, the games provide opportunities to spark discussion around business lessons in a fun, engaging way.
Content Management System Comparison PresentationS. Rose
Plone and Joomla are both free open source content management systems. Plone has a steeper learning curve but is easier for content administrators to use. Both systems allow for multiple content creators with different permission levels and security, and offer free technical support from their user communities. While Joomla's structure may not be as intuitive, both systems use templates to maintain consistency across pages and support instruction and assessment tools.
Content Management System Comparison ReportS. Rose
The document compares the Content Management Systems Joomla and Plone for their suitability for an animal shelter. Both CMS are free and open source. Plone has more features out of the box but also a steeper learning curve, while Joomla is easier to use but requires more add-ons. A detailed feature matrix is provided to help the shelter evaluate which system better fits their needs.
This document discusses visual learning and provides information on key topics related to the subject. It begins by defining visual learning and explaining its relationship to other learning styles. It then discusses the history of visual communication and learning, highlighting important developments from early cave paintings to modern technologies. The document also covers current trends in dynamic visual learning tools like documentaries, animations, and online videos. Overall, the document presents visual learning as a universal and effective approach, and traces its evolution over human history.
1) The author discusses how their company has transitioned from instructor-led training to e-learning, but is now moving to implement a social learning platform to improve employee performance and learning.
2) The social learning platform allows for collaborative learning through tools like wikis, blogs, videos and games. This has led to improved sales, project times, and job satisfaction along with reduced training times and email.
3) Classroom training now focuses on teaching employees how to use the social learning platform. Employees can now learn both together in the classroom or from remote locations through webinars.
Brom Kim is an instructional designer and consultant who is motivated to continuously improve methods and break routines. He has a diverse educational and work background, including as a ski instructor, which he sees as important preparation. Brom takes a practical approach to instructional design, focusing on analysis, design and making small, informed decisions. He is motivated to make changes out of boredom and sees potential to improve popular methods. Brom advises newcomers to prioritize practical skills over flashy technologies.
This document discusses current trends and issues in instructional technology. It begins by defining educational technology as the study and ethical practice of facilitating learning and improving performance through appropriate technological processes and resources.
It then discusses the history of instructional design, which began in the 1940s with the military's creation of the ADDIE model - a five phase process of analysis, design, development, implementation, and evaluation. The document also outlines Benjamin Bloom's taxonomy of learning objectives and how it is commonly visualized as a pyramid.
The core models of instructional design that are discussed are Bloom's taxonomy, which categorizes different types of learning objectives, and the ADDIE model, which provides a systematic process for creating instructional
This document provides instructions for a game called "Shopping Spree" where players must consider customer relations, timely delivery of accurate information, and ethics when interacting with customers to purchase the right gift on time. Players need a computer, mouse, keyboard, internet access, and an optional headset to play the downloaded or web-based game under the guidance of a trainer facilitator.
The document discusses Howard Gardner's theory of multiple intelligences, which proposes that intelligence exists in several distinct forms rather than a single general ability. It outlines the eight intelligences - linguistic, logical-mathematical, spatial, bodily-kinesthetic, musical, interpersonal, intrapersonal, and naturalist. The theory suggests students learn in different ways corresponding to their strengths in various intelligences. While some criticize the lack of empirical evidence, examples like musical savant Derek Paravicini and sculptor Alonzo Clemons support the idea of multiple distinct intelligences. The theory encourages educators to incorporate various teaching methods to engage more types of learners.
This document describes a modified version of the board game Catan and reflects on how playing it helped achieve certain learning objectives. The document outlines the design process for modifying the game, how it was modified, and how playtesting helped achieve objectives around releasing products, adapting strategies to competitors, and balancing short and long-term strategies.
1. Suzie Rose
I T 5340 Digital Storytelling in the Curriculum
July 22, 2010
Design Document
This is a story about people and for people; therefore, I chose to include mainly images of people. My
audience will watch this video and put into practice its values in a call center environment; therefore my
images aim to mimic this environment. This includes a setting within a mock call center, a setting within
a customer’s home, and notebook pages with hand written goals on them as if they were written by the
main character of the video. I utilized images taken specifically for this project. They are not high quality
digital images; they are slightly grainy which brings a sense of realism and informality. This informal
style shows that the players exist in average settings performing the same tasks the audience is about to. A
polished video filled with glossy stock photos would create a sense of distance between it and my
audience.
I chose a pan effect for each image to create a sense of movement without using an excessive number of
images. I chose a small sample of images so the audience would have time to focus on and absorb each
one. I was drawn to the cross fade transition because it weaves the adjacent images into one another just
like a conversation between a call center employee and a customer is woven together. Some of my images
were of notebook pages with handwritten goals. For these images, I chose various page turning transitions
to imitate the action of an actual notebook.
My selection of music is subtle and soothing. I chose to place the music only at the beginning and end of
the video to ensure that the script received center stage as it was read. The last sounds in the video are of
poignant “bops” that catch attention and signify change. The change in this case is that the video is over
and the audience must transition back to the discussion portion of the course.
I selected the point of view of a call center representative to draw a direct connection between the main
character and the audience. Both the main character and the audience will perform the same duties on the
job and will experience similar emotions. The main character begins the story as a run-of-the-mill
employee who is bored and frustrated with her job; many people can probably relate to this state of mind.
The negative influence of her peer motivates her to not behave the same way. The integration of her peer
is vital to the story because it addresses the issue of morale. High morale is often difficult to achieve in
call center environments, so this aspect provides the audience with an alternative to succumbing to the
environment.
The dramatic question, or turning point, to this story is the moment when the customer thanks the
employee and the employee realizes the weight of her actions. Her tone of voice shows astonishment and
happiness. Her desire to help a customer has, at this moment, turned to insight.
To express emotion, I make use of the facial expressions of people in the photos. The photos are framed
tightly so the faces and their expressions are the main focus. The sparse number of photos allowed me to
present each image to the audience with enough time that they could focus and comprehend the
expressions on people’s faces. This creates a smooth flow and pace to the visual elements within the
movie.
I was also able to use auditory means to create an effective pace. The most dramatic use of pacing is when
the customer is speechless with gratitude. I incorporated silence before and after the word “silence” to
create a sense of emphasis and anticipation.
I used Windows Movie Maker to create this video so it can be published into a common file type and
played by a large variety of audiences. This file type also allows me to insert it directly into a PowerPoint
presentation so facilitators can continue to keep all their media in a central location.
Overall, I believe the content of the story, storytelling elements, and design choices that I incorporated
into this digital story will add strength and impact to my company’s customer service modules.