Leveraging mobile to increase student engagement - HighEdWeb - ArkansasAndrew Smyk
The document discusses leveraging mobile technology to increase student engagement. It outlines an agenda for the presentation, including discussing ad-hoc research on student mobile usage, different ways technology can be used in the classroom, providing mobile access to course content, and using social media. The presentation argues that giving students mobile access to course content and enabling communication increases engagement. It provides tips for incorporating mobile learning, such as encouraging in-class mobile use, using hashtags to discuss course content on Twitter, and acknowledging student work shared online.
Digital Kids on Branding, Privacy and Technology Bias - PSUWeb13Andrew Smyk
This document summarizes research on how digital kids approach branding, privacy, and technology bias. It describes interviews and observations of children ages 3 to 12 engaging with technology. Key findings include that kids as young as 3 associate specific logos and brands with devices, they have little privacy awareness when using technology in peer groups, and they prefer touch interfaces and adaptive content on mobile devices over traditional desktop experiences. The document advocates designing technology that is hands-on, seamlessly bridges digital and analog experiences, and considers how children naturally adapt technologies to their developmental needs.
Leveraging mobile to increase student engagement - BuffaloAndrew Smyk
Make your course content more accessible and increase student engagement by leveraging mobile devices and social media tools to communicate lessons, readings, assignments and feedback to students in and out of the traditional classroom. In this workshop, we will go over how to make your course content mobile-friendly and accessible to students outside of the classroom. Leverage social media and social media tools to keep students informed, engaged and interacting with content, peers and you (the instructor).
Digital Kids on Branding, Privacy and Technology Bias - HeWebAR 2013Andrew Smyk
This document summarizes research on how digital kids interact with technology in three key areas: branding, privacy, and technology bias. It discusses findings from interviews and observations of over 70 children that show kids as young as 3 can identify brand logos. It also discusses how kids have little privacy even within peer groups when using the same technologies. The document also explores children's preference for touch interfaces and adaptive content on mobile versus desktop.
I Was Promised Mobile Learning (and Flying Cars*) - HighEdWeb - SyracuseAndrew Smyk
The document is a presentation about mobile learning (mLearning) given by Andrew Smyk. The presentation covers the background of mLearning, defines what mLearning is, discusses how a learning management system is not mLearning, and explores the opportunities and challenges of mLearning including leveraging location, social media, and creating new interactive experiences for learners on a variety of mobile devices.
Digital Kids on Branding, Privacy and Technology Bias - MinneWebCon13Andrew Smyk
This document summarizes research on how digital kids experience technology differently than previous generations. It notes that children only 2-4 years apart can have very different experiences with technology. The research involved interviews, observations at birthday parties and soccer games, and classroom visits. It discusses how technology clusters certain activities and how kids select technologies based on the lowest level of abstraction. The research also looked at how branding, privacy and biases emerge for digital kids.
Rethinking mlearning and the Promise of Flying Cars ConfabEdu 2014Andrew Smyk
Mobile technology’s innovation and growth have outpaced and outgrown our current teaching ideals and delivery methodologies at all levels of education. We are entering into a perfect storm for m-learning. Instead of top-down transmitting models, we could engage learners with collaborative models that are already in place via text messaging and crowdsourcing available via social networks. We could encourage anywhere, anytime learning through instant access to information and more satisfying inquiry for teachers and learners.
Rethinking Mobile Learning and the Promise of Flying CarsAndrew Smyk
Mobile technology innovation and growth have outpaced and outgrown our current teaching ideals and delivery methodologies at all levels of education. We are entering into a perfect storm for m-learning. Instead of top-down transmitting models, we could engage learners with collaborative models that are already in place via text messaging, and crowd sourcing that are available via social networks. We could encourage anywhere, anytime learning through instant access to information and more satisfying inquiry for teachers and learners. What is lacking in online learning delivery is the integration of mobile for content, access to course content and creating situated learning. The future of learning opportunities lies in context-aware ubiquitous learning, leveraging peer-to-peer, personalization, and multimedia interaction. Digital is the old way of thinking. Mobile is the new way – the way we think today.
Leveraging mobile to increase student engagement - HighEdWeb - ArkansasAndrew Smyk
The document discusses leveraging mobile technology to increase student engagement. It outlines an agenda for the presentation, including discussing ad-hoc research on student mobile usage, different ways technology can be used in the classroom, providing mobile access to course content, and using social media. The presentation argues that giving students mobile access to course content and enabling communication increases engagement. It provides tips for incorporating mobile learning, such as encouraging in-class mobile use, using hashtags to discuss course content on Twitter, and acknowledging student work shared online.
Digital Kids on Branding, Privacy and Technology Bias - PSUWeb13Andrew Smyk
This document summarizes research on how digital kids approach branding, privacy, and technology bias. It describes interviews and observations of children ages 3 to 12 engaging with technology. Key findings include that kids as young as 3 associate specific logos and brands with devices, they have little privacy awareness when using technology in peer groups, and they prefer touch interfaces and adaptive content on mobile devices over traditional desktop experiences. The document advocates designing technology that is hands-on, seamlessly bridges digital and analog experiences, and considers how children naturally adapt technologies to their developmental needs.
Leveraging mobile to increase student engagement - BuffaloAndrew Smyk
Make your course content more accessible and increase student engagement by leveraging mobile devices and social media tools to communicate lessons, readings, assignments and feedback to students in and out of the traditional classroom. In this workshop, we will go over how to make your course content mobile-friendly and accessible to students outside of the classroom. Leverage social media and social media tools to keep students informed, engaged and interacting with content, peers and you (the instructor).
Digital Kids on Branding, Privacy and Technology Bias - HeWebAR 2013Andrew Smyk
This document summarizes research on how digital kids interact with technology in three key areas: branding, privacy, and technology bias. It discusses findings from interviews and observations of over 70 children that show kids as young as 3 can identify brand logos. It also discusses how kids have little privacy even within peer groups when using the same technologies. The document also explores children's preference for touch interfaces and adaptive content on mobile versus desktop.
I Was Promised Mobile Learning (and Flying Cars*) - HighEdWeb - SyracuseAndrew Smyk
The document is a presentation about mobile learning (mLearning) given by Andrew Smyk. The presentation covers the background of mLearning, defines what mLearning is, discusses how a learning management system is not mLearning, and explores the opportunities and challenges of mLearning including leveraging location, social media, and creating new interactive experiences for learners on a variety of mobile devices.
Digital Kids on Branding, Privacy and Technology Bias - MinneWebCon13Andrew Smyk
This document summarizes research on how digital kids experience technology differently than previous generations. It notes that children only 2-4 years apart can have very different experiences with technology. The research involved interviews, observations at birthday parties and soccer games, and classroom visits. It discusses how technology clusters certain activities and how kids select technologies based on the lowest level of abstraction. The research also looked at how branding, privacy and biases emerge for digital kids.
Rethinking mlearning and the Promise of Flying Cars ConfabEdu 2014Andrew Smyk
Mobile technology’s innovation and growth have outpaced and outgrown our current teaching ideals and delivery methodologies at all levels of education. We are entering into a perfect storm for m-learning. Instead of top-down transmitting models, we could engage learners with collaborative models that are already in place via text messaging and crowdsourcing available via social networks. We could encourage anywhere, anytime learning through instant access to information and more satisfying inquiry for teachers and learners.
Rethinking Mobile Learning and the Promise of Flying CarsAndrew Smyk
Mobile technology innovation and growth have outpaced and outgrown our current teaching ideals and delivery methodologies at all levels of education. We are entering into a perfect storm for m-learning. Instead of top-down transmitting models, we could engage learners with collaborative models that are already in place via text messaging, and crowd sourcing that are available via social networks. We could encourage anywhere, anytime learning through instant access to information and more satisfying inquiry for teachers and learners. What is lacking in online learning delivery is the integration of mobile for content, access to course content and creating situated learning. The future of learning opportunities lies in context-aware ubiquitous learning, leveraging peer-to-peer, personalization, and multimedia interaction. Digital is the old way of thinking. Mobile is the new way – the way we think today.
Building Your Programs Searchable ReachAndrew Smyk
Building programs' searchable reach requires optimizing online content for search engines through strategic keyword use, linking to relevant external pages, and regularly publishing fresh content to increase backlinks and drive traffic over time. Program coordinators should focus online efforts on search engine optimization tactics to help students and prospective learners easily discover academic programs through search.
How do you get users from point A to B and create basket conversions? What are the simple things that can trip up users from completing a signup or login? In order to get user conversions, user motivation, ability, and a trigger (call to action) all need to converge to increase engagement and the likelihood of success.
From Digital, to Physical and Back AgainAndrew Smyk
How your development/design team can brainstorm and contextualize features and presentation layers by thinking of digital projects as physical products. He will also discuss how to promote primary features and user messaging by applying this approach.
Web content now lives on multiple devices and platforms. We are designing content that will live on evolving smart devices, smart TVs, dumb devices, and low res screen platforms. What are the design implications for multiscreen patterns such as coherence, device shifting and the growing trend of zero UI?
Designing digital products is about how people connect with content on the various ecosystems of screens. The nature of digital is changing and how we design and implement needs to rapidly evolve.
The document discusses user experience (UX) design and provides tips for effectively capturing a user's perspective. It emphasizes that UX is subjective and personal. It recommends focusing on a user's motivations by understanding why they want to accomplish something rather than just what or how. Examples are provided of user stories and contextualizing the situation, motivations, and expected outcomes to better address a user's needs.
What you can Learn from a 4 Year Old about Ponies and Mobile UXAndrew Smyk
The document discusses designing mobile user experiences for different generations of technology users. It notes that people just a few years apart can have very different experiences of technology. It then provides examples of projects involving responsive web design, mobile apps, and considerations for mobile UX like touch targets and performance testing in low-bandwidth conditions.
Digital Kids and Technology Bias - Girl Geeks TO EditionAndrew Smyk
Kids are growing up in a world filled with ubiquitous mobile devices and access to the world’s knowledge literally at their finger tips. We are seeing students who are mobile and connected. Tech-savvy kids are growing up to be tech-savvy college bound teens who are connected, social and will bring with them a new paradigm of gesture bias and interaction preferences with technologies, media and privacy. This cohort will break down the traditional ideas of branding, marketing and personal privacy and continue in their dependence on online information and social media.
How will this bias for gesture/touch over mouse/keyboard influence the adoption of technology? How will the consumption of content change? How will we adapt and change to meet the new expectations of the digital kids?
This document discusses managing responsive design projects. It emphasizes content strategy, agile development, prototyping, and art direction. It provides tips for these processes, including modeling content before frameworks, avoiding silos, building prototypes instead of static mockups, and testing on different devices and conditions. The overall message is that responsive design requires new thinking from a mobile-first perspective, with a focus on the user experience across various devices and environments.
Manage client expectations and get sign off for multi-screen, responsive projects with interactive mock-ups. Move away from the traditional use of Photoshop for interface mock-ups for multi-device interface and interaction designs.
Incorporate client involvement for flexible decision making in responsive web design projects and building cost of devices into pricing models, guerrilla usability testing and project deliverables.
Building Effective Cross-Channel Communication Strategies with ApplicantsAndrew Smyk
Simple communication strategies and social media tools can help maintain student enthusiasm for enrolling in your program and keeping applicants engaged through the “out of sight, out of mind” summer months. In this session, Andrew we will go over how to develop, launch and maintain a cross-channel recruitment and admissions strategy to increase enrolment and recruit highly motivated and focused students for an academic program. This is not an exercise in filling seats, but a way to get the type of student your academic departments want in their programs.
What You Can Learn From a 4 Year Old About Ponies and Mobile UXAndrew Smyk
Look at mobile from a child’s perspective to gain insight to practical take-a-ways for implementation with real world examples. See how storytelling, usability and interactive design change the mobile user experience when designed and developed with a four year in mind.
In this session, explore a project case study involving the UX for the various mobile platforms and decisions regarding navigation, content strategy based on testing the user experience with my 4 year old daughter by changing to kid friendly content and images.
Take advantage of the humbling and brutal honesty of kids to build practical and engaging mobile web applications. Feedback was used to make changes to the RWD site’s user experience and the content strategy. If you can engage a 4 year old with good UX, you can certainly engage the target market with good UI/UX, presentation and navigation.
Answer the pressing question “where are the ponies?” in your mobile UX.
Digital Kids on Branding, Privacy and Technology Bias - PSEWeb13Andrew Smyk
Kids are growing up in a world filled with ubiquitous mobile devices and access to the world’s knowledge literally at their finger tips. We are seeing students who are mobile and connected. Tech-savvy kids are growing up to be tech-savvy college bound teens who are connected, social and will bring with them a new paradigm of gesture bias and interaction preferences with technologies, media and privacy. This cohort will break down the traditional ideas of branding, marketing and personal privacy and continue in their dependence on online information and social media.
How will this bias for gesture/touch over mouse/keyboard influence the adoption of technology in schools as this generation moves through the educational system?
What will the impact of this cohort be on college and universities in the next five to eight years? How will the classroom and teaching change? How will your institution adapt and change to meet the new expectations of the digital kids?
Leveraging Mobile to Increase Student Engagement - HighEdWeb - MichiganAndrew Smyk
Andrew Smyk gave a presentation on leveraging mobile technologies to increase student engagement. He discussed how students are increasingly accessing the internet and doing schoolwork from mobile devices. Smyk presented strategies for making course content accessible and interactive across multiple devices, including responsive design, multimedia content, and social media engagement. He emphasized testing new approaches and not being afraid to make mistakes when trying to reach students with mobile in mind.
Building Your Programs Searchable ReachAndrew Smyk
Building programs' searchable reach requires optimizing online content for search engines through strategic keyword use, linking to relevant external pages, and regularly publishing fresh content to increase backlinks and drive traffic over time. Program coordinators should focus online efforts on search engine optimization tactics to help students and prospective learners easily discover academic programs through search.
How do you get users from point A to B and create basket conversions? What are the simple things that can trip up users from completing a signup or login? In order to get user conversions, user motivation, ability, and a trigger (call to action) all need to converge to increase engagement and the likelihood of success.
From Digital, to Physical and Back AgainAndrew Smyk
How your development/design team can brainstorm and contextualize features and presentation layers by thinking of digital projects as physical products. He will also discuss how to promote primary features and user messaging by applying this approach.
Web content now lives on multiple devices and platforms. We are designing content that will live on evolving smart devices, smart TVs, dumb devices, and low res screen platforms. What are the design implications for multiscreen patterns such as coherence, device shifting and the growing trend of zero UI?
Designing digital products is about how people connect with content on the various ecosystems of screens. The nature of digital is changing and how we design and implement needs to rapidly evolve.
The document discusses user experience (UX) design and provides tips for effectively capturing a user's perspective. It emphasizes that UX is subjective and personal. It recommends focusing on a user's motivations by understanding why they want to accomplish something rather than just what or how. Examples are provided of user stories and contextualizing the situation, motivations, and expected outcomes to better address a user's needs.
What you can Learn from a 4 Year Old about Ponies and Mobile UXAndrew Smyk
The document discusses designing mobile user experiences for different generations of technology users. It notes that people just a few years apart can have very different experiences of technology. It then provides examples of projects involving responsive web design, mobile apps, and considerations for mobile UX like touch targets and performance testing in low-bandwidth conditions.
Digital Kids and Technology Bias - Girl Geeks TO EditionAndrew Smyk
Kids are growing up in a world filled with ubiquitous mobile devices and access to the world’s knowledge literally at their finger tips. We are seeing students who are mobile and connected. Tech-savvy kids are growing up to be tech-savvy college bound teens who are connected, social and will bring with them a new paradigm of gesture bias and interaction preferences with technologies, media and privacy. This cohort will break down the traditional ideas of branding, marketing and personal privacy and continue in their dependence on online information and social media.
How will this bias for gesture/touch over mouse/keyboard influence the adoption of technology? How will the consumption of content change? How will we adapt and change to meet the new expectations of the digital kids?
This document discusses managing responsive design projects. It emphasizes content strategy, agile development, prototyping, and art direction. It provides tips for these processes, including modeling content before frameworks, avoiding silos, building prototypes instead of static mockups, and testing on different devices and conditions. The overall message is that responsive design requires new thinking from a mobile-first perspective, with a focus on the user experience across various devices and environments.
Manage client expectations and get sign off for multi-screen, responsive projects with interactive mock-ups. Move away from the traditional use of Photoshop for interface mock-ups for multi-device interface and interaction designs.
Incorporate client involvement for flexible decision making in responsive web design projects and building cost of devices into pricing models, guerrilla usability testing and project deliverables.
Building Effective Cross-Channel Communication Strategies with ApplicantsAndrew Smyk
Simple communication strategies and social media tools can help maintain student enthusiasm for enrolling in your program and keeping applicants engaged through the “out of sight, out of mind” summer months. In this session, Andrew we will go over how to develop, launch and maintain a cross-channel recruitment and admissions strategy to increase enrolment and recruit highly motivated and focused students for an academic program. This is not an exercise in filling seats, but a way to get the type of student your academic departments want in their programs.
What You Can Learn From a 4 Year Old About Ponies and Mobile UXAndrew Smyk
Look at mobile from a child’s perspective to gain insight to practical take-a-ways for implementation with real world examples. See how storytelling, usability and interactive design change the mobile user experience when designed and developed with a four year in mind.
In this session, explore a project case study involving the UX for the various mobile platforms and decisions regarding navigation, content strategy based on testing the user experience with my 4 year old daughter by changing to kid friendly content and images.
Take advantage of the humbling and brutal honesty of kids to build practical and engaging mobile web applications. Feedback was used to make changes to the RWD site’s user experience and the content strategy. If you can engage a 4 year old with good UX, you can certainly engage the target market with good UI/UX, presentation and navigation.
Answer the pressing question “where are the ponies?” in your mobile UX.
Digital Kids on Branding, Privacy and Technology Bias - PSEWeb13Andrew Smyk
Kids are growing up in a world filled with ubiquitous mobile devices and access to the world’s knowledge literally at their finger tips. We are seeing students who are mobile and connected. Tech-savvy kids are growing up to be tech-savvy college bound teens who are connected, social and will bring with them a new paradigm of gesture bias and interaction preferences with technologies, media and privacy. This cohort will break down the traditional ideas of branding, marketing and personal privacy and continue in their dependence on online information and social media.
How will this bias for gesture/touch over mouse/keyboard influence the adoption of technology in schools as this generation moves through the educational system?
What will the impact of this cohort be on college and universities in the next five to eight years? How will the classroom and teaching change? How will your institution adapt and change to meet the new expectations of the digital kids?
Leveraging Mobile to Increase Student Engagement - HighEdWeb - MichiganAndrew Smyk
Andrew Smyk gave a presentation on leveraging mobile technologies to increase student engagement. He discussed how students are increasingly accessing the internet and doing schoolwork from mobile devices. Smyk presented strategies for making course content accessible and interactive across multiple devices, including responsive design, multimedia content, and social media engagement. He emphasized testing new approaches and not being afraid to make mistakes when trying to reach students with mobile in mind.