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Re-Conceptualizing the
E-Textbook for
Ubiquitous Interactions
Ilya Shmorgun, David Lamas
Estonian Higher Education and Research- and Development Activities
in Information and Communications Technology State Program 2011 – 2015.
Changing Practices
Digitization of Learning
Materials• There is an increased effort from academic
publishers in the recent years to digitize
existing learning materials.
• This process often results in the creation of
PDF documents providing a synthesis of
knowledge and meant to be read from
beginning to end.
• The outcome does not facilitate interaction
with available devices, people, and
environments.
A Shift in
Expectations
• Owning different devices becomes more
commonplace.
• Users expect to be able to access their
information from any device, which is
close to hand.
• Schools are experimenting with different
approaches, such as providing students
with devices or BYOD strategies.
Shortcomings of
Existing Approaches
• Digital learning materials often directly mimic
the physical ones.
• There is not much support offered to students
to take their individual learning paths and to
better collaborate with teachers and fellow
students.
• Design approaches such as Mobile First and
Responsive Design offer solutions on the level
of the user interface, not addressing much of
the different ways of interacting with devices.
Ubiquitous E-
Textbook
Ubiquitous Interaction
• Interaction with ubiquitous services, that
offer valuable information to the user.
• Information is expected to move freely
among the digital artifacts people use.
• Information is available right there and
right now for supporting a specific
activity the user is engaged in.
Goals
• Enhancing learning experiences through the use
of new technological solutions.
• Designing and evaluating a proof-of-concept e-
textbook solution, created for the ubiquitous
interaction context and conceived as an
aggregation of professional and user-contributed
content.
• Advancing interaction design and evaluation
approaches by understanding how humans
interact with and through ecologies of artifacts
when pursuing their activities.
Analytical Tools
• Ecology of artifacts
• Human-Artifact Model
Research Questions
• How to design ubiquitous interactions in the
context of educational activities at schools?
• How can the educational activity be described
with the help of the selected analytical tools?
• Is there something that needs to be modified
in the analytical selected tools?
• Does the proposed proof-of-concept e-
textbook solution work in a real-world school
context?
Activities
• Exploring the context through an
ethnographic study by investigating how
students, teachers, and publishers relate to
their artifact ecologies.
• Iterating the emerging e-textbook concept
through design as well as conducting
evaluation through field tests.
• Developing a range of digital artifacts to be
used by learners, teachers, and content
authors to facilitate the re-conceptualized e-
textbook.
Foreseen Outcomes
• An understanding of what ubiquitous
interactions are.
• An updated frame of reference to
analyze ubiquitous interactions based
on an overview and comparison of
selected analytical tools.
• A theoretically informed framework for
designing ubiquitous interactions.
Conclusion
Rethinking the E-
Textbook• We aim to provide a better understanding
of how ubiquitous interactions are already
taking place in schools and how an e-
textbook can be designed as an
aggregation of professional and user-
contributed content.
• There is a need to rethink what the e-
textbook of the future is by considering
the adoption of digital artifacts and
ongoing digitization of learning materials.

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Re-Conceptualizing the E-Textbook for Ubiquitous Interactions

  • 1. Re-Conceptualizing the E-Textbook for Ubiquitous Interactions Ilya Shmorgun, David Lamas Estonian Higher Education and Research- and Development Activities in Information and Communications Technology State Program 2011 – 2015.
  • 3. Digitization of Learning Materials• There is an increased effort from academic publishers in the recent years to digitize existing learning materials. • This process often results in the creation of PDF documents providing a synthesis of knowledge and meant to be read from beginning to end. • The outcome does not facilitate interaction with available devices, people, and environments.
  • 4. A Shift in Expectations • Owning different devices becomes more commonplace. • Users expect to be able to access their information from any device, which is close to hand. • Schools are experimenting with different approaches, such as providing students with devices or BYOD strategies.
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  • 12. Shortcomings of Existing Approaches • Digital learning materials often directly mimic the physical ones. • There is not much support offered to students to take their individual learning paths and to better collaborate with teachers and fellow students. • Design approaches such as Mobile First and Responsive Design offer solutions on the level of the user interface, not addressing much of the different ways of interacting with devices.
  • 14. Ubiquitous Interaction • Interaction with ubiquitous services, that offer valuable information to the user. • Information is expected to move freely among the digital artifacts people use. • Information is available right there and right now for supporting a specific activity the user is engaged in.
  • 15. Goals • Enhancing learning experiences through the use of new technological solutions. • Designing and evaluating a proof-of-concept e- textbook solution, created for the ubiquitous interaction context and conceived as an aggregation of professional and user-contributed content. • Advancing interaction design and evaluation approaches by understanding how humans interact with and through ecologies of artifacts when pursuing their activities.
  • 16. Analytical Tools • Ecology of artifacts • Human-Artifact Model
  • 17. Research Questions • How to design ubiquitous interactions in the context of educational activities at schools? • How can the educational activity be described with the help of the selected analytical tools? • Is there something that needs to be modified in the analytical selected tools? • Does the proposed proof-of-concept e- textbook solution work in a real-world school context?
  • 18. Activities • Exploring the context through an ethnographic study by investigating how students, teachers, and publishers relate to their artifact ecologies. • Iterating the emerging e-textbook concept through design as well as conducting evaluation through field tests. • Developing a range of digital artifacts to be used by learners, teachers, and content authors to facilitate the re-conceptualized e- textbook.
  • 19. Foreseen Outcomes • An understanding of what ubiquitous interactions are. • An updated frame of reference to analyze ubiquitous interactions based on an overview and comparison of selected analytical tools. • A theoretically informed framework for designing ubiquitous interactions.
  • 21. Rethinking the E- Textbook• We aim to provide a better understanding of how ubiquitous interactions are already taking place in schools and how an e- textbook can be designed as an aggregation of professional and user- contributed content. • There is a need to rethink what the e- textbook of the future is by considering the adoption of digital artifacts and ongoing digitization of learning materials.