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Tell me what you want and I’ll show you what you can have 
Who drives design of technology for learning? 
Sue Cobb 
Human Factors Research Group, University of Nottingham, UK
Structure of presentation 
•Introduction 
•My background and research 
•Description of VE/CVE technology 
•Why we wanted to apply this technology for student learning 
•Example projects and Design/development approach: UCD/PD 
•Outcomes and Lessons learned
Sue Cobb 
•1992: Virtual Reality Applications Research Team (VIRART), Human Factors Research Group, University of Nottingham 
•Head of HFRG, Faculty of Engineering 
•Background - Psychology and Human Factors 
•Research interest – Applications of VR technology in education 
–Specific interest from special educational needs community in how VR technology could bring the world of learning into the classroom 
–Need to work with technology that could be placed in schools (desktop VR systems) 
•Research approach = Methods for user-centred design and evaluation of VR applications 
•www.hfrg.nottingham.ac.uk
Virtual and mixed reality technologies 
Virtual 
Real
User-Centred Design (UCD) 
•Design centred around the user 
•Understanding the needs of the user in order to inform design 
–Involve users as much as possible (recognise limitations) 
–Integrate knowledge and expertise from different disciplines 
–Iterative testing to check design meets user requirements
Participatory Design 
•Originated in Scandinavia 1970‟s 
•Established PD methods 
–System prototypes 
–User evaluation 
–Mutual learning between active participants 
–All partners are equal: Users, managers, systems designers, human factors experts
Working with the User Group
How can VR support learning? 
•Constructivist learning 
–„direct experience‟ 
–Multi-sensory cues 
–3D immersion 
–Frames of reference 
•Constructionist learning 
–Students create or modify VE 
–Collaborative learning 
•Situated learning 
–Interactive role play in CVEs 
Moshell and Hughes (2002) 
•Computers are fun! 
•Motivational 
•Increased learning opportunities 
•Self-directed, active learning 
•Self-paced 
•Learning by doing 
•Safe space for learning 
•Scaffolded 
Neale, Brown, Cobb and Wilson (1999) Cobb, Neale and Stewart (2001).
•The Virtual City Project 
•Practice of procedural steps in everyday tasks 
•3 weeks of training improved task familiarisation 
•Student-led activity in real world Brown et al.(1998) 
Life skills education
Main findings 
•Students found it easier to use VEs than mentors believed they would 
•Shift of control-action and decision-making shift from teacher initiated to student initiated 
•Anecdotal reports of benefit to performance 
•Student feedback on UCD method positive 
•Usability issues raised
VEs for Social Skills Training 
AS Interactive  3yr project: 2000-2003 
 Funded by Shirley Foundation 
 University of Nottingham 
 Human Factors/VIRART 
 Computer Science 
 Psychology 
 National Autistic Society 
www.virart.nott.ac.uk/asi
Why Virtual Environments (VEs)? 
•Ability to control input levels e.g. number of people present, auditory inputs, non-verbal cues 
•Practice skills safely without experiencing real world problems (role play) 
•Shared (visual) features between virtual and real worlds may facilitate generalisation of skills from former to latter 
Parsons & Mitchell (2002)
Participatory design 
•Idea generation 
–Discussion and brainstorming 
–Low tech prototyping 
–Bodystorming 
•Design modelling 
–Mock-ups (“Wizard of Oz”) 
•Prototype evaluation 
–User testing 
–Observation 
–User notes and comments
Text is displayed here 
VE content and viewpoints 
Interface design
•What type of VEs? 
•How do we replicate social situations? 
•How do users understand and interpret these VEs? 
•How can we encourage social interaction? 
•How do we measure social skills? 
•How can we support generalisation? 
Research Questions
Single User Virtual Environments (SVEs) 
A single user is guided through a social interaction task and invited to make choices about what to do and what to say in specific situations 
The user may be supported by a teacher or training advisor seated next to them at the PC
SVE Training Scenarios 
Social Café 
Catching a bus
•Use, understanding and learning (to a limited degree). 
•Some indication of successful learning and potential generalisation to other media 
•Learning potential not confined to those with stronger verbal abilities (Mitchell et al. 2007) 
•However, limitations 
–Visually „blocky and unrealistic‟ 
–Limited spontaneous interpersonal communication 
•CVEs offer more flexibility for but technology not sufficiently robust for use in schools (Cobb, 2007) 
Main findings
http://cospatial.fbk.eu 
Objective: to develop specific interactive technologies for school settings that may help to promote learning and social competence in children on the autism spectrum.
Project structure 
SoA Review 
CBT Framework 
SAS Technology 
CVE Technology 
Evaluation 
Social competence training 
Technology for ASC 
Social competence skills: 
• cooperation/collaboration 
• social conversation 
Application of CBT techniques: 
• learning 
• experience 
• Design Process 
• Usability 
• Barriers to implementation 
• Effectiveness
Collaborative Virtual Environments (CVEs) 
• Several users, real time communication 
• Open-ended, more natural 
• Less anxiety provoking 
• Exploration 
• Dynamic 
• Perspective taking 
• Facilitation 
• Supportive environment for rehearsing appropriate behaviours
Design method 
•Design team: research group + teachers 
•Design workshops – 
evaluation & discussion of 
design concepts 
•School visits 
•Concept designs 
•Prototype building 
•Methods for user testing and evaluation 
•User trials
Participatory design
CBT aspects of scenario 
What is the intervention focused general social goal? 
Cooperation / Collaboration 
What are goal’s main social components? 
Choosing 
Mutual planning 
Mutual performance 
What are goal’s sub social components? 
Compromise 
Which CBT learning techniques are most suitable to be implemented? 
Indicate which are best implemented via software 
Problem solving 
Indicate which are best implemented via a human mediator 
Concept clarification (collaboration/cooperation) 
Which CBT experience techniques are most suitable to be implemented? 
Indicate which are best implemented via software 
Behavioural rehearsal (working together) 
Feedback reinforcement (players are rewarded for completing the task) 
Indicate which are best implemented via a human mediator 
Modelling practice 
Homework (practice working together on a task in a real world activity)
Teacher Involvement 
•3 schools; 3 teachers in core design team 
•5 schools; 40 teachers in stage 2 reviews 
•4 schools intervention study (22 pupils) 
•Dissemination event: 120 delegates, 1000+ hits online 
Agile 
Design 
Team 
WP5 
Wider school setting (new schools & PD with ASD students) 
Block Party 
Block Party 
Block Party 
Catch 
the Sheep 
Catch the Sheep 
Catch the Sheep 
Snack Time
Design Concepts
Adapted methods: involving children with ASC in design 
Millen, Cobb, Patel and Glover (2012). 
Millen, Cobb, and Patel (2011)..
CVE software 
Talk2U: Two children work with a teacher who explains social conversation and helps them to practise key parts. Different topics can be chosen and talked about by pressing the button in the room. 
Block Challenge: Two children work together to build a tower of blocks. Each has a different target, and they must talk to each other to select blocks and rotate them so that the side facing each player matches their own target.
Main findings 
•Suitable for supporting collaboration and communication 
•Encourages children to consider others‟ perspective and task-related needs 
•Facilitation can be tailored to the individual needs of children 
•Engaging for all children but too easy for most 
•Overall, game does what we wanted it to do! 
Follow-on project: Shape digital stories. See outcomes relating to COSPATIAL in videos „Collaboration by Stealth‟, „Outside the Box‟, and „Working Party‟. http://www.birmingham.ac.uk/research/activity/education/shape/digital-stories/index.aspx
Why can’t you have what you want? 
Lessons learned: how to improve the participatory design approach
CVE development process 
Concept evaluation & prototyping 
Formative evaluation & re-design 
Background technology review 
Concept elaboration 
User centred design process. 
Iterative review of design stages 
Identification of needs & requirements + CBT
Presentation of requirements to different stakeholders
Multi-disciplinary research in development and application of interactive technology 
 Multi-disciplinary design/development teams 
 Stakeholders--- define objectives/interpret outcomes 
 HF/HCI researchers --- interface design 
 CS and technical research--- develop design prototypes 
 Users --- inform and evaluate interface, usability 
 Understanding user needs and requirements 
 Task description 
 Interviews and observation 
 Focus groups 
 Informing technology design and development 
 UCD and PD methods 
 Low tech prototyping 
 Focus group review 
 Usability studies 
 Evaluation of outcomes 
 User testing 
 Observation and measurement of performance 
 Evaluation of effectiveness 
Inclusive design toolbox of methods (Neale, Cobb and Kerr, 2003) 
Applying Participatory Design to Develop Technology for Autism Evaluation and Treatment. Online course in collaboration with Autism Speaks: http://pdtech.haifa.ac.il/login/index.php
The COSPATIAL sandwich 
Top slice: theory-driven  from the literature and disciplinary custom 
Filling: technology requirements  affordances, representations, control, input devices 
Bottom slice: user-driven  participants, practices, processes 
Parsons and Cobb (2014)
Lessons learned
Overall conclusions 
•Development of VR for learning requires a multi- disciplinary team 
•A participatory design approach ensures contribution from all stakeholders 
•Development process difficult and time consuming 
•Acknowledge tensions between design drivers - 
•Utility still requires teacher-led facilitation 
•Not easy for teachers to set up in schools  conduct design process within school context? (Newbutt, N. PhD Thesis 2013)
Acknowledgements 
•Thanks to the students, parents, teachers and other professionals who participated in these projects. 
•The Virtual City project was supported by a National Lotteries Grant. 
•AS Interactive was supported by funding from the Shirley Foundation. Visit www.virart.nott.ac.uk/asi for information 
•COSPATIAL was supported by the Seventh Framework Programme of the European Commission (Grant agreement no. 231266). Visit http://cospatial.fbk.eu/ for project information.
References 
Brown, D. J., Neale, H. R., Cobb, S. V. G., & Reynolds, H. (1999). Development and evaluation of the virtual city. International Journal of Virtual Reality, 3(4), 27-38. 
Cobb, SVG (2007). Virtual environments supporting learning and communication in special needs education. Topics in Language Disorders, 27 (3), 211-225. 
Cobb, S.V.G., Hawkins, T., Millen, L., and Wilson, J.R. (2014) Design and Development of Virtual Environments for Special Educational Needs. Chapter 42 in: In K. Hale and K. Stanney (Eds.), Virtual Environment Handbook, 2nd Edition, Boca Raton: CRC Press, 1075-1108. 
Cobb, S.V. G., Neale, H.R. and Stewart, D. (2001). Virtual Environments - Improving accessibility to learning? Proceedings of 1st International Conference on Universal Access and Human Computer Interaction, Aug 8-10, New Orleans, Lawrence Erlbaum Associates, 783-787. 
Millen, L., Cobb, S.V.G. & Patel, H (2011). Participatory design approach with children with autism. International Journal on Disability and Human Development (IJDHD), 10(4), 289-294. 
Millen, L., Cobb, S.V.G., Patel, H. and Glover, T. (2012). Collaborative virtual environment for conducting design sessions with students with autism spectrum conditions. Proc.9th Intl Conf. on Disability, Virtual Reality and Assoc. Technologies. P.M. Sharkey, E. Klinger (Eds), pp269-278. Laval, France, 10-12 Sept. 2012. 
Neale, H., Cobb, S. and Kerr, S. (2003). An inclusive design toolbox for development of educational Virtual Environments. Presented at: Include2003, Royal College of Art, London, 25-28 March 2003 
Parsons, S. and Mitchell, P. (2002) The potential of virtual reality in social skills training for people with autistic spectrum disorders. Journal of Intellectual Disability Research, 46, (5), 430-443. 
Neale, H. R., Brown, D. J., Cobb, S. V. G., & Wilson, J. R. (1999). Structured evaluation of Virtual Environments for special needs education. Presence: Teleoperators and Virtual Environments, 8(3), 264-282. 
Parsons, S. and Cobb, S. (2014). Reflections on the role of the „users‟: challenges in a multidisciplinary context of learner-centred design for children on the autism spectrum. International Journal of Research & Method in Education, DOI:10.1080/1743727X.2014.890584 
Parsons, S. and Mitchell, P. (2002) The potential of virtual reality in social skills training for people with autistic spectrum disorders. Journal of Intellectual Disability Research, 46, (5), 430-443.

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Tell me what you want and I’ll show you what you can have: who drives design of technology for learning?g presentation for upload

  • 1. Tell me what you want and I’ll show you what you can have Who drives design of technology for learning? Sue Cobb Human Factors Research Group, University of Nottingham, UK
  • 2. Structure of presentation •Introduction •My background and research •Description of VE/CVE technology •Why we wanted to apply this technology for student learning •Example projects and Design/development approach: UCD/PD •Outcomes and Lessons learned
  • 3. Sue Cobb •1992: Virtual Reality Applications Research Team (VIRART), Human Factors Research Group, University of Nottingham •Head of HFRG, Faculty of Engineering •Background - Psychology and Human Factors •Research interest – Applications of VR technology in education –Specific interest from special educational needs community in how VR technology could bring the world of learning into the classroom –Need to work with technology that could be placed in schools (desktop VR systems) •Research approach = Methods for user-centred design and evaluation of VR applications •www.hfrg.nottingham.ac.uk
  • 4. Virtual and mixed reality technologies Virtual Real
  • 5.
  • 6. User-Centred Design (UCD) •Design centred around the user •Understanding the needs of the user in order to inform design –Involve users as much as possible (recognise limitations) –Integrate knowledge and expertise from different disciplines –Iterative testing to check design meets user requirements
  • 7. Participatory Design •Originated in Scandinavia 1970‟s •Established PD methods –System prototypes –User evaluation –Mutual learning between active participants –All partners are equal: Users, managers, systems designers, human factors experts
  • 8. Working with the User Group
  • 9. How can VR support learning? •Constructivist learning –„direct experience‟ –Multi-sensory cues –3D immersion –Frames of reference •Constructionist learning –Students create or modify VE –Collaborative learning •Situated learning –Interactive role play in CVEs Moshell and Hughes (2002) •Computers are fun! •Motivational •Increased learning opportunities •Self-directed, active learning •Self-paced •Learning by doing •Safe space for learning •Scaffolded Neale, Brown, Cobb and Wilson (1999) Cobb, Neale and Stewart (2001).
  • 10. •The Virtual City Project •Practice of procedural steps in everyday tasks •3 weeks of training improved task familiarisation •Student-led activity in real world Brown et al.(1998) Life skills education
  • 11. Main findings •Students found it easier to use VEs than mentors believed they would •Shift of control-action and decision-making shift from teacher initiated to student initiated •Anecdotal reports of benefit to performance •Student feedback on UCD method positive •Usability issues raised
  • 12. VEs for Social Skills Training AS Interactive  3yr project: 2000-2003  Funded by Shirley Foundation  University of Nottingham  Human Factors/VIRART  Computer Science  Psychology  National Autistic Society www.virart.nott.ac.uk/asi
  • 13. Why Virtual Environments (VEs)? •Ability to control input levels e.g. number of people present, auditory inputs, non-verbal cues •Practice skills safely without experiencing real world problems (role play) •Shared (visual) features between virtual and real worlds may facilitate generalisation of skills from former to latter Parsons & Mitchell (2002)
  • 14. Participatory design •Idea generation –Discussion and brainstorming –Low tech prototyping –Bodystorming •Design modelling –Mock-ups (“Wizard of Oz”) •Prototype evaluation –User testing –Observation –User notes and comments
  • 15. Text is displayed here VE content and viewpoints Interface design
  • 16. •What type of VEs? •How do we replicate social situations? •How do users understand and interpret these VEs? •How can we encourage social interaction? •How do we measure social skills? •How can we support generalisation? Research Questions
  • 17. Single User Virtual Environments (SVEs) A single user is guided through a social interaction task and invited to make choices about what to do and what to say in specific situations The user may be supported by a teacher or training advisor seated next to them at the PC
  • 18. SVE Training Scenarios Social Café Catching a bus
  • 19. •Use, understanding and learning (to a limited degree). •Some indication of successful learning and potential generalisation to other media •Learning potential not confined to those with stronger verbal abilities (Mitchell et al. 2007) •However, limitations –Visually „blocky and unrealistic‟ –Limited spontaneous interpersonal communication •CVEs offer more flexibility for but technology not sufficiently robust for use in schools (Cobb, 2007) Main findings
  • 20. http://cospatial.fbk.eu Objective: to develop specific interactive technologies for school settings that may help to promote learning and social competence in children on the autism spectrum.
  • 21. Project structure SoA Review CBT Framework SAS Technology CVE Technology Evaluation Social competence training Technology for ASC Social competence skills: • cooperation/collaboration • social conversation Application of CBT techniques: • learning • experience • Design Process • Usability • Barriers to implementation • Effectiveness
  • 22. Collaborative Virtual Environments (CVEs) • Several users, real time communication • Open-ended, more natural • Less anxiety provoking • Exploration • Dynamic • Perspective taking • Facilitation • Supportive environment for rehearsing appropriate behaviours
  • 23. Design method •Design team: research group + teachers •Design workshops – evaluation & discussion of design concepts •School visits •Concept designs •Prototype building •Methods for user testing and evaluation •User trials
  • 25. CBT aspects of scenario What is the intervention focused general social goal? Cooperation / Collaboration What are goal’s main social components? Choosing Mutual planning Mutual performance What are goal’s sub social components? Compromise Which CBT learning techniques are most suitable to be implemented? Indicate which are best implemented via software Problem solving Indicate which are best implemented via a human mediator Concept clarification (collaboration/cooperation) Which CBT experience techniques are most suitable to be implemented? Indicate which are best implemented via software Behavioural rehearsal (working together) Feedback reinforcement (players are rewarded for completing the task) Indicate which are best implemented via a human mediator Modelling practice Homework (practice working together on a task in a real world activity)
  • 26. Teacher Involvement •3 schools; 3 teachers in core design team •5 schools; 40 teachers in stage 2 reviews •4 schools intervention study (22 pupils) •Dissemination event: 120 delegates, 1000+ hits online Agile Design Team WP5 Wider school setting (new schools & PD with ASD students) Block Party Block Party Block Party Catch the Sheep Catch the Sheep Catch the Sheep Snack Time
  • 28. Adapted methods: involving children with ASC in design Millen, Cobb, Patel and Glover (2012). Millen, Cobb, and Patel (2011)..
  • 29. CVE software Talk2U: Two children work with a teacher who explains social conversation and helps them to practise key parts. Different topics can be chosen and talked about by pressing the button in the room. Block Challenge: Two children work together to build a tower of blocks. Each has a different target, and they must talk to each other to select blocks and rotate them so that the side facing each player matches their own target.
  • 30. Main findings •Suitable for supporting collaboration and communication •Encourages children to consider others‟ perspective and task-related needs •Facilitation can be tailored to the individual needs of children •Engaging for all children but too easy for most •Overall, game does what we wanted it to do! Follow-on project: Shape digital stories. See outcomes relating to COSPATIAL in videos „Collaboration by Stealth‟, „Outside the Box‟, and „Working Party‟. http://www.birmingham.ac.uk/research/activity/education/shape/digital-stories/index.aspx
  • 31. Why can’t you have what you want? Lessons learned: how to improve the participatory design approach
  • 32. CVE development process Concept evaluation & prototyping Formative evaluation & re-design Background technology review Concept elaboration User centred design process. Iterative review of design stages Identification of needs & requirements + CBT
  • 33. Presentation of requirements to different stakeholders
  • 34. Multi-disciplinary research in development and application of interactive technology  Multi-disciplinary design/development teams  Stakeholders--- define objectives/interpret outcomes  HF/HCI researchers --- interface design  CS and technical research--- develop design prototypes  Users --- inform and evaluate interface, usability  Understanding user needs and requirements  Task description  Interviews and observation  Focus groups  Informing technology design and development  UCD and PD methods  Low tech prototyping  Focus group review  Usability studies  Evaluation of outcomes  User testing  Observation and measurement of performance  Evaluation of effectiveness Inclusive design toolbox of methods (Neale, Cobb and Kerr, 2003) Applying Participatory Design to Develop Technology for Autism Evaluation and Treatment. Online course in collaboration with Autism Speaks: http://pdtech.haifa.ac.il/login/index.php
  • 35. The COSPATIAL sandwich Top slice: theory-driven  from the literature and disciplinary custom Filling: technology requirements  affordances, representations, control, input devices Bottom slice: user-driven  participants, practices, processes Parsons and Cobb (2014)
  • 37. Overall conclusions •Development of VR for learning requires a multi- disciplinary team •A participatory design approach ensures contribution from all stakeholders •Development process difficult and time consuming •Acknowledge tensions between design drivers - •Utility still requires teacher-led facilitation •Not easy for teachers to set up in schools  conduct design process within school context? (Newbutt, N. PhD Thesis 2013)
  • 38. Acknowledgements •Thanks to the students, parents, teachers and other professionals who participated in these projects. •The Virtual City project was supported by a National Lotteries Grant. •AS Interactive was supported by funding from the Shirley Foundation. Visit www.virart.nott.ac.uk/asi for information •COSPATIAL was supported by the Seventh Framework Programme of the European Commission (Grant agreement no. 231266). Visit http://cospatial.fbk.eu/ for project information.
  • 39. References Brown, D. J., Neale, H. R., Cobb, S. V. G., & Reynolds, H. (1999). Development and evaluation of the virtual city. International Journal of Virtual Reality, 3(4), 27-38. Cobb, SVG (2007). Virtual environments supporting learning and communication in special needs education. Topics in Language Disorders, 27 (3), 211-225. Cobb, S.V.G., Hawkins, T., Millen, L., and Wilson, J.R. (2014) Design and Development of Virtual Environments for Special Educational Needs. Chapter 42 in: In K. Hale and K. Stanney (Eds.), Virtual Environment Handbook, 2nd Edition, Boca Raton: CRC Press, 1075-1108. Cobb, S.V. G., Neale, H.R. and Stewart, D. (2001). Virtual Environments - Improving accessibility to learning? Proceedings of 1st International Conference on Universal Access and Human Computer Interaction, Aug 8-10, New Orleans, Lawrence Erlbaum Associates, 783-787. Millen, L., Cobb, S.V.G. & Patel, H (2011). Participatory design approach with children with autism. International Journal on Disability and Human Development (IJDHD), 10(4), 289-294. Millen, L., Cobb, S.V.G., Patel, H. and Glover, T. (2012). Collaborative virtual environment for conducting design sessions with students with autism spectrum conditions. Proc.9th Intl Conf. on Disability, Virtual Reality and Assoc. Technologies. P.M. Sharkey, E. Klinger (Eds), pp269-278. Laval, France, 10-12 Sept. 2012. Neale, H., Cobb, S. and Kerr, S. (2003). An inclusive design toolbox for development of educational Virtual Environments. Presented at: Include2003, Royal College of Art, London, 25-28 March 2003 Parsons, S. and Mitchell, P. (2002) The potential of virtual reality in social skills training for people with autistic spectrum disorders. Journal of Intellectual Disability Research, 46, (5), 430-443. Neale, H. R., Brown, D. J., Cobb, S. V. G., & Wilson, J. R. (1999). Structured evaluation of Virtual Environments for special needs education. Presence: Teleoperators and Virtual Environments, 8(3), 264-282. Parsons, S. and Cobb, S. (2014). Reflections on the role of the „users‟: challenges in a multidisciplinary context of learner-centred design for children on the autism spectrum. International Journal of Research & Method in Education, DOI:10.1080/1743727X.2014.890584 Parsons, S. and Mitchell, P. (2002) The potential of virtual reality in social skills training for people with autistic spectrum disorders. Journal of Intellectual Disability Research, 46, (5), 430-443.