Inspired by the inaugural D4D 2015 conference, librarians from Reed College and Montana State University have kept in touch to brainstorm and share ideas on design research and service design. Our projects have many parallels, yet remain unique due to our distinct work environments and goals for our respective projects. We share a common belief that the holistic approaches of design research are critically important for creating and sustaining library services.
Design research and its holistic blending of the physical and digital is the next important topic for libraries. It holds great power for improving library services, but initiating and planning a project of this type comes with a unique set of challenges, including gaining buy-in; working out logistics, timing, and scope; and appropriately matching methods to research questions. This 90 minute presentation/session will start with a discussion of the different types of design and will provide attendees with points of conversation they can adapt to help build a shared understanding with colleagues and administrators of the value of design research. We will then discuss how we got started at our individual libraries and offer advice and resources for getting traction on and sustaining projects. Following the presentation section of our session, we will work through a set of exercises to help attendees practice design-focused research techniques.
Presented at Designing for Digital 2016 in Austin, TX. Presenters include: Joe Marquez, Annie Downey, Kris Johnson, & Scott Young.
Service Design: Towards a Holistic Assessment of the Library ExperienceJoe Marquez
Librarians are not new to designing or assessing services, but we tend to develop each service in isolation from the other services we offer, with little to no user input prior to implementation. Service design is a holistic, co-creative, and user-centered approach to understanding user behavior for creating or refining services. In service design, we look at the entire ecology and the holistic experience of using the Library and its services from the user’s perspective. This session explores the service design methodology as a relevant method for service assessment and creation in a library environment and discusses the various tools libraries and librarians can use to implement a service design approach to assessment. It also illustrates the service design approach with a case study from the Reed College Library.
Presented at NISO Virtual Conference: Interacting with Content: Improving the User Experience. Presenters: Joe Marquez & Annie Downey.
Everything is a Service: New Perspectives on Assessing the Library Using Serv...Joe Marquez
This document summarizes a presentation on using service design to assess libraries. It discusses how service design is a holistic, co-creative, and user-centered approach for understanding customer behavior. The presentation outlines the phases of service design including pre-work, observation, understanding, implementation, and continuous feedback. It then provides examples of how service design was applied at Reed College Library over two years, including prototyping a reference desk interaction, student journaling, and focus groups. The presentation emphasizes getting input from users and testing ideas frequently to improve library services from the user perspective.
Transforming Organizational Culture Using UX StrategiesRachel Vacek
Many libraries hope to reimagine and transform their organizational cultures as well as their physical and digital spaces to better represent their expertise, collections, and resources, and to meet the evolving needs of their user communities. Some libraries use assessment and user experience methodologies to "prove" their value and to demonstrate student success. In this 60-minute presentation, the presenters will discuss the importance of how establishing user-centered values for the library can be an impactful strategy coupled with empowering library staff to become UX advocates. They will present methods, team structures, and approaches used within their libraries aimed at facilitating organizational and cultural change that puts the user at the center of service design, collaborative partnerships, and strategic and data-driven decisions.
It Takes A Village: Building UX Capacity in Librariescraigmmacdonald
With growing interest in applying user experience (UX) methods to improve library interfaces, spaces, and services, it is critical to gain a deeper understanding of the organizational factors influencing libraries' adoption and incorporation of UX expertise. This article reports the results of semi-structured interviews with 16 UX librarians and focuses on how the positions were created, the benefits they have brought to their library, their biggest challenges, and the extent that their work is understood throughout the library. The article concludes with a preliminary model of library UX maturity and six critical directions for the future of UX librarianship.
This presentation was provided by Rachel Vacek of the University of Michigan during the NISO webinar, Library as Publisher, Part Two, held on March 14, 2018.
This document discusses a literature review on user satisfaction with academic ebook collections. It summarizes findings from 99 articles that directly addressed satisfaction. Key themes included variations in how satisfaction was defined and measured, comparisons of ebooks to print books, and the impact of ebook formats, platforms and accessibility features on user experience. Next steps proposed continuing the conversation with practitioners, replicating user experience studies with clearer definitions, and observing actual user behaviors. The overall goal is to enhance user experience and accessibility of ebook collections.
Redesigning the Open Access Institutional RepositoryEdward Luca
This lecture presents a redesign project of UTS's institutional repository, OPUS. It explains some of the challenges faced by libraries in ensuring eRepository participation, and investigates three user groups - academics, librarians, and information seekers. User experience principles are used to address issues around navigation, terminology, and visual identity.
Presented as a guest lecture to Designing for the Web (Spring 2016) students.
Stealth Librarianship: Creating Meaningful Connections Through User Experienc...Bohyun Kim
Association of College and Research Libraries - Live Webcast. April 23, 2013
Part : User Experience by Bohyun Kim, Part 2: Liaising by Kiyomi Deards, Part 3: Outreach by Erin Dorney
Service Design: Towards a Holistic Assessment of the Library ExperienceJoe Marquez
Librarians are not new to designing or assessing services, but we tend to develop each service in isolation from the other services we offer, with little to no user input prior to implementation. Service design is a holistic, co-creative, and user-centered approach to understanding user behavior for creating or refining services. In service design, we look at the entire ecology and the holistic experience of using the Library and its services from the user’s perspective. This session explores the service design methodology as a relevant method for service assessment and creation in a library environment and discusses the various tools libraries and librarians can use to implement a service design approach to assessment. It also illustrates the service design approach with a case study from the Reed College Library.
Presented at NISO Virtual Conference: Interacting with Content: Improving the User Experience. Presenters: Joe Marquez & Annie Downey.
Everything is a Service: New Perspectives on Assessing the Library Using Serv...Joe Marquez
This document summarizes a presentation on using service design to assess libraries. It discusses how service design is a holistic, co-creative, and user-centered approach for understanding customer behavior. The presentation outlines the phases of service design including pre-work, observation, understanding, implementation, and continuous feedback. It then provides examples of how service design was applied at Reed College Library over two years, including prototyping a reference desk interaction, student journaling, and focus groups. The presentation emphasizes getting input from users and testing ideas frequently to improve library services from the user perspective.
Transforming Organizational Culture Using UX StrategiesRachel Vacek
Many libraries hope to reimagine and transform their organizational cultures as well as their physical and digital spaces to better represent their expertise, collections, and resources, and to meet the evolving needs of their user communities. Some libraries use assessment and user experience methodologies to "prove" their value and to demonstrate student success. In this 60-minute presentation, the presenters will discuss the importance of how establishing user-centered values for the library can be an impactful strategy coupled with empowering library staff to become UX advocates. They will present methods, team structures, and approaches used within their libraries aimed at facilitating organizational and cultural change that puts the user at the center of service design, collaborative partnerships, and strategic and data-driven decisions.
It Takes A Village: Building UX Capacity in Librariescraigmmacdonald
With growing interest in applying user experience (UX) methods to improve library interfaces, spaces, and services, it is critical to gain a deeper understanding of the organizational factors influencing libraries' adoption and incorporation of UX expertise. This article reports the results of semi-structured interviews with 16 UX librarians and focuses on how the positions were created, the benefits they have brought to their library, their biggest challenges, and the extent that their work is understood throughout the library. The article concludes with a preliminary model of library UX maturity and six critical directions for the future of UX librarianship.
This presentation was provided by Rachel Vacek of the University of Michigan during the NISO webinar, Library as Publisher, Part Two, held on March 14, 2018.
This document discusses a literature review on user satisfaction with academic ebook collections. It summarizes findings from 99 articles that directly addressed satisfaction. Key themes included variations in how satisfaction was defined and measured, comparisons of ebooks to print books, and the impact of ebook formats, platforms and accessibility features on user experience. Next steps proposed continuing the conversation with practitioners, replicating user experience studies with clearer definitions, and observing actual user behaviors. The overall goal is to enhance user experience and accessibility of ebook collections.
Redesigning the Open Access Institutional RepositoryEdward Luca
This lecture presents a redesign project of UTS's institutional repository, OPUS. It explains some of the challenges faced by libraries in ensuring eRepository participation, and investigates three user groups - academics, librarians, and information seekers. User experience principles are used to address issues around navigation, terminology, and visual identity.
Presented as a guest lecture to Designing for the Web (Spring 2016) students.
Stealth Librarianship: Creating Meaningful Connections Through User Experienc...Bohyun Kim
Association of College and Research Libraries - Live Webcast. April 23, 2013
Part : User Experience by Bohyun Kim, Part 2: Liaising by Kiyomi Deards, Part 3: Outreach by Erin Dorney
The document outlines a three stage process for designing curriculum and instruction called backward design. Stage 1 involves identifying desired learning outcomes and establishing goals. Stage 2 determines how student understanding will be assessed through evidence. Stage 3 plans learning experiences and instruction necessary to achieve the goals and demonstrate the desired evidence of understanding.
The document discusses key skills and abilities that students should develop, and ways to assess them, including:
1. Explain, interpret, apply concepts and have perspective and empathy, which can be assessed through oral exams, performance tasks, and demonstrating understanding of other views.
2. Have self-knowledge, which can be assessed through self-assessment and checking understanding over time.
3. When designing assessments, teachers should think about sufficient evidence of understanding, engaging activities, anchoring performance tasks, criteria for distinguishing understanding, and checking for misunderstandings.
The document outlines six facets of understanding: 1) Explanation - providing knowledgeable accounts and inferences about why and how with evidence; 2) Interpretation - providing meaning and narratives to illustrate human experience; 3) Application - using knowledge effectively in new situations; 4) Perspective - considering critical and insightful points of view; 5) Empathy - getting inside another person's feelings and worldviews; 6) Self-knowledge - understanding one's own ignorance, blind spots, and preferred learning methods to develop further understanding. Developing these six facets is important for students to demonstrate a sophisticated level of understanding.
The 5-day lesson plan aims to teach English 4 students how to effectively listen, analyze words and sentences, structure dialogues, and perform a play. Over the course of the lessons, students will learn listening strategies, understand different perspectives, and work collaboratively to write and perform their own short play. Assessment will be based on an analytic rubric evaluating the content, acting skills, fluency, and group dynamics displayed in the student performance at the end of the week.
This document provides an overview of Understanding by Design (UbD), a framework for designing curriculum units that focuses on designing assessments before lessons in order to ensure students achieve desired learning outcomes. It describes the three stages of backward design: 1) identifying desired results like understandings, essential questions and knowledge/skills; 2) determining appropriate assessments like performance tasks; and 3) planning learning experiences to prepare students for the assessments. The goal is for students to develop a deep understanding of key concepts and be able to transfer their learning to new situations.
Service Design: Towards a Holistic Assessment of the Library Experience
Joe Marquez, MLIS, Web Services Librarian, Reed Libraries, Reed College
Annie Downey, MLIS, PhD, Reed Libraries, Director of Research Services, Reed College
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...All Things Open
The document provides a summary of lessons learned for improving user experience in open source software. It lists the top 10 lessons as: 1) think about the user's entire experience, 2) evangelize user experience, 3) work within community processes, 4) conduct user experience research with limited budgets, 5) recruit users from within the community, 6) use appropriate research methods for each project, 7) measure effectiveness, 8) make results actionable, 9) share results with the community, and 10) consider free and open source tools to conduct research. The document describes each lesson in more detail and provides recommendations for applying the lessons to improve user experience in open source projects.
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...Ju Lim
"Ten Lessons Learnt to Drive and Transform Open Source Software User Experience, and How to Get There" talk was presented by Piet Kruithof, Ju Lim, and Melissa Meingast at All Things Open 2019 in Raleigh, NC on 14 October 2019.
Abstract
The greatest strength associated with open source communities is the developer-driven culture that leverages processes and tools optimized for code development and review. One reason this model works is the developers are also the consumers of the software.
But what if community members aren’t the only ones using the software? How do we give them a voice within the open source community?
This discussion includes an overview of our efforts to drive and transform open source software user experience, how we got there, and what needs to be improved.
Service Design: A Toolkit for Assessment, Insight and ImprovementALATechSource
This document provides an overview of service design as a methodology for assessing and improving library services. It defines key concepts like what a service is, defines service design, and illustrates common service design tools and phases. The document then summarizes a case study where service design was applied at Reed College Library over two years. Key takeaways from the process included understanding student behaviors and needs, the importance of communication and buy-in, and leaving preconceptions at the door. The document concludes by offering tips for planning and conducting a service design project.
This presentation was provided by Martha Kyrillidou of QualityMetrics LLC and served as the full slide deck throughout the course of our Fall training series "Research Methods and Tools." The program was held from October 11, 2022 - December 13, 2022.
This document outlines a workshop on building a content strategy toolkit. It discusses conducting a content audit to understand existing content, analyzing goals and processes, developing a strategy with roles and workflows, and sustaining the strategy long-term. The workshop covers auditing tools and techniques, defining objectives, establishing governance, creating style guides and training, customizing systems to support the strategy, and looking at content holistically across channels. Sustaining the strategy requires ongoing communication, adapting to changes, and celebrating small wins. The overall goal is to ensure content is useful, usable and findable.
Design Thinking For Educational Technology Stefanie Panke
The document provides an overview of design thinking. It discusses what design thinking is, how it can be used to solve "wicked problems", and some related approaches like LEGO Serious Play and participatory design. It also shares examples of design thinking workshops conducted at universities in Germany to redesign websites and develop curricula. Participants provided positive feedback on the creativity and cross-disciplinary nature of design thinking, though some noted it lacks ways to further develop ideas.
Lindsey van der Lans is a UX researcher and designer who is passionate about using technology and research-based methods to enhance human potential and optimize work processes. She has a Master's degree in Applied Cognitive Psychology and has worked on various projects involving user research, interaction design, and concept development. Her goal is to create products that have a positive impact on people's lives.
The document summarizes a booksprint event held at the University of Minnesota in 2013. A booksprint is an intensive collaborative process used to quickly produce open educational resources. Over two days, 18 interdisciplinary students participated in concept mapping, design, structuring content, and publishing infographic posters on potential futures of education with technologies like augmented reality, 3D printing, and robotics. Feedback found the collaborative knowledge production and community aspects valuable, though coordinating design and content was challenging given the short timeline.
This document provides details about a student project to develop a fiction authoring tool. It outlines the problem statement of assisting fiction authors in planning and writing stories individually and collaboratively. The students conducted various empirical studies and analyses of existing tools to understand the fiction writing process. They arrived at a solution approach of first developing a single-user fiction authoring tool before adding collaborative features. The document describes the technology and platforms to be used, which is a web-based tool designed for both desktops and mobile devices.
Data-Informed Decision Making for Digital ResourcesChristine Madsen
This session will provide three case studies of assessment and evaluation programs in libraries--one past, one current, and one future. The cases use three different modes of data gathering and analysis and show the power of understanding user needs and how well your organization is meeting them.
Data-Informed Decision Making for Libraries - Athenaeum21Megan Hurst
Athenaeum21 presents three case studies of assessment and evaluation programs in libraries--one past, one current, and one future. The cases use three different modes of data gathering and analysis to show the power of understanding user needs and how well your organization is meeting them.
The document outlines a three stage process for designing curriculum and instruction called backward design. Stage 1 involves identifying desired learning outcomes and establishing goals. Stage 2 determines how student understanding will be assessed through evidence. Stage 3 plans learning experiences and instruction necessary to achieve the goals and demonstrate the desired evidence of understanding.
The document discusses key skills and abilities that students should develop, and ways to assess them, including:
1. Explain, interpret, apply concepts and have perspective and empathy, which can be assessed through oral exams, performance tasks, and demonstrating understanding of other views.
2. Have self-knowledge, which can be assessed through self-assessment and checking understanding over time.
3. When designing assessments, teachers should think about sufficient evidence of understanding, engaging activities, anchoring performance tasks, criteria for distinguishing understanding, and checking for misunderstandings.
The document outlines six facets of understanding: 1) Explanation - providing knowledgeable accounts and inferences about why and how with evidence; 2) Interpretation - providing meaning and narratives to illustrate human experience; 3) Application - using knowledge effectively in new situations; 4) Perspective - considering critical and insightful points of view; 5) Empathy - getting inside another person's feelings and worldviews; 6) Self-knowledge - understanding one's own ignorance, blind spots, and preferred learning methods to develop further understanding. Developing these six facets is important for students to demonstrate a sophisticated level of understanding.
The 5-day lesson plan aims to teach English 4 students how to effectively listen, analyze words and sentences, structure dialogues, and perform a play. Over the course of the lessons, students will learn listening strategies, understand different perspectives, and work collaboratively to write and perform their own short play. Assessment will be based on an analytic rubric evaluating the content, acting skills, fluency, and group dynamics displayed in the student performance at the end of the week.
This document provides an overview of Understanding by Design (UbD), a framework for designing curriculum units that focuses on designing assessments before lessons in order to ensure students achieve desired learning outcomes. It describes the three stages of backward design: 1) identifying desired results like understandings, essential questions and knowledge/skills; 2) determining appropriate assessments like performance tasks; and 3) planning learning experiences to prepare students for the assessments. The goal is for students to develop a deep understanding of key concepts and be able to transfer their learning to new situations.
Service Design: Towards a Holistic Assessment of the Library Experience
Joe Marquez, MLIS, Web Services Librarian, Reed Libraries, Reed College
Annie Downey, MLIS, PhD, Reed Libraries, Director of Research Services, Reed College
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...All Things Open
The document provides a summary of lessons learned for improving user experience in open source software. It lists the top 10 lessons as: 1) think about the user's entire experience, 2) evangelize user experience, 3) work within community processes, 4) conduct user experience research with limited budgets, 5) recruit users from within the community, 6) use appropriate research methods for each project, 7) measure effectiveness, 8) make results actionable, 9) share results with the community, and 10) consider free and open source tools to conduct research. The document describes each lesson in more detail and provides recommendations for applying the lessons to improve user experience in open source projects.
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...Ju Lim
"Ten Lessons Learnt to Drive and Transform Open Source Software User Experience, and How to Get There" talk was presented by Piet Kruithof, Ju Lim, and Melissa Meingast at All Things Open 2019 in Raleigh, NC on 14 October 2019.
Abstract
The greatest strength associated with open source communities is the developer-driven culture that leverages processes and tools optimized for code development and review. One reason this model works is the developers are also the consumers of the software.
But what if community members aren’t the only ones using the software? How do we give them a voice within the open source community?
This discussion includes an overview of our efforts to drive and transform open source software user experience, how we got there, and what needs to be improved.
Service Design: A Toolkit for Assessment, Insight and ImprovementALATechSource
This document provides an overview of service design as a methodology for assessing and improving library services. It defines key concepts like what a service is, defines service design, and illustrates common service design tools and phases. The document then summarizes a case study where service design was applied at Reed College Library over two years. Key takeaways from the process included understanding student behaviors and needs, the importance of communication and buy-in, and leaving preconceptions at the door. The document concludes by offering tips for planning and conducting a service design project.
This presentation was provided by Martha Kyrillidou of QualityMetrics LLC and served as the full slide deck throughout the course of our Fall training series "Research Methods and Tools." The program was held from October 11, 2022 - December 13, 2022.
This document outlines a workshop on building a content strategy toolkit. It discusses conducting a content audit to understand existing content, analyzing goals and processes, developing a strategy with roles and workflows, and sustaining the strategy long-term. The workshop covers auditing tools and techniques, defining objectives, establishing governance, creating style guides and training, customizing systems to support the strategy, and looking at content holistically across channels. Sustaining the strategy requires ongoing communication, adapting to changes, and celebrating small wins. The overall goal is to ensure content is useful, usable and findable.
Design Thinking For Educational Technology Stefanie Panke
The document provides an overview of design thinking. It discusses what design thinking is, how it can be used to solve "wicked problems", and some related approaches like LEGO Serious Play and participatory design. It also shares examples of design thinking workshops conducted at universities in Germany to redesign websites and develop curricula. Participants provided positive feedback on the creativity and cross-disciplinary nature of design thinking, though some noted it lacks ways to further develop ideas.
Lindsey van der Lans is a UX researcher and designer who is passionate about using technology and research-based methods to enhance human potential and optimize work processes. She has a Master's degree in Applied Cognitive Psychology and has worked on various projects involving user research, interaction design, and concept development. Her goal is to create products that have a positive impact on people's lives.
The document summarizes a booksprint event held at the University of Minnesota in 2013. A booksprint is an intensive collaborative process used to quickly produce open educational resources. Over two days, 18 interdisciplinary students participated in concept mapping, design, structuring content, and publishing infographic posters on potential futures of education with technologies like augmented reality, 3D printing, and robotics. Feedback found the collaborative knowledge production and community aspects valuable, though coordinating design and content was challenging given the short timeline.
This document provides details about a student project to develop a fiction authoring tool. It outlines the problem statement of assisting fiction authors in planning and writing stories individually and collaboratively. The students conducted various empirical studies and analyses of existing tools to understand the fiction writing process. They arrived at a solution approach of first developing a single-user fiction authoring tool before adding collaborative features. The document describes the technology and platforms to be used, which is a web-based tool designed for both desktops and mobile devices.
Data-Informed Decision Making for Digital ResourcesChristine Madsen
This session will provide three case studies of assessment and evaluation programs in libraries--one past, one current, and one future. The cases use three different modes of data gathering and analysis and show the power of understanding user needs and how well your organization is meeting them.
Data-Informed Decision Making for Libraries - Athenaeum21Megan Hurst
Athenaeum21 presents three case studies of assessment and evaluation programs in libraries--one past, one current, and one future. The cases use three different modes of data gathering and analysis to show the power of understanding user needs and how well your organization is meeting them.
The document summarizes the staff, doctoral students, resources, and laboratories of the HCI Group at Tallinn University. It lists the researchers, professors, and analysts that make up the staff. It also lists the doctoral students that have been or are currently affiliated with the group. Finally, it describes two laboratories managed by the group - the Interaction Design Laboratory and the User Experience Laboratory, including their purposes and example projects.
This document provides an overview of the Science Gateways Community Institute (SGCI) project. It summarizes the project's goals, activities, and outcomes over multiple phases from conceptualization to ongoing execution. Key aspects include establishing processes and gauging interest during the design phase, then scaling services and growing partnerships to cope with high demand during ongoing execution. Regular meetings and tools support agile management of the project. The SGCI helps science gateway stakeholders through expertise, software frameworks, and community building.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Impact the UX of Your Website with Contextual InquiryRachel Vacek
A contextual inquiry is a research study that involves in-depth interviews where users walk through common tasks in the physical environment in which they typically perform them. It can be used to better understand the intents and motivations behind user behavior. In this session, learn what’s needed to conduct a contextual inquiry and how to analyze the ethnographic data once collected. We'll cover how to synthesize and visualize your findings as sequence models and affinity diagrams that directly inform the development of personas and common task flows. Finally, learn how this process can help guide your design and content strategy efforts while constructing a rich picture of the user experience.
Similar to Understanding Understanding: Implementing Design-Focused Service Initiatives at Your Library (20)
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2. Who We Are
● Kris Johnson, Montana State University,
krisjohnson@montana.edu - @askkrisjohnson
● Scott Young, Montana State University,
swyoung@montana.edu - @hei_scott
● Annie Downey, Reed College, adowney@reed.edu
● Joe Marquez, Reed College, jmarquez@reed.edu -
@joughm
3. Outline & Expectations
● Overview of process
● Activities to get everyone talking
● Case Studies from MSU and Reed College
● More activities
● Wrap-up
4. Understanding understanding
Understanding - the power of comprehending; especially :
the capacity to apprehend general relations of particulars :
the power to make experience intelligible by applying
concepts and categories
understanding - related to the user’s perception,
interpretation, need(s), and expectation
7. Understanding understanding
The need to understand who our users are in order to
design with and for them.
It is about understanding what they know, perceive, expect
and need.
8. Why Should We Care About Design?
“It must constantly be borne in mind that the object being worked on is
going to be ridden in, sat upon, looked at, talked into, activated, operated,
or in some way used by people individually or en masse. If the point of
contact between the product and people becomes a point of friction,
then the designer has failed. If, on the other hand, people are made
safer, more comfortable, more desirous of purchase, more efficient — or
just plain happier — by contact with the product, then the designer has
succeeded.”
Henry Dreyfuss, Industrial Designer
Dreyfuss, H. (1950). The Industrial Designer and the Businessman. Harvard Business Review, 28(6), 77–85.
9. Why Does It Matter?
Services do not operate in a vacuum, but rather in tandem
with other established services.
Services are part of larger things called systems or
ecologies.
11. Libraries are Tightly Coupled Systems
“A system is a set of things interconnected in such a way that they
produce their own pattern of behavior over time.” (p.2)
“Once we see the relationship between structure and behavior, we can
begin to understand how systems work, what makes them produce
poor results, and how to shift them into better behavior patterns.” (p.
1)
Donella Meadows, Thinking in Systems
Meadows, D. H. (2008). Thinking in systems : a primer. White River Junction, Vt: Chelsea Green Pub.
13. Think Pair Share Service Safari!
Think (one minute):
● an example of a favorite service experience
● an example of an awful service experience
Pair (five minutes):
● what made it good
● what made it awful
Share:
● the characteristics of good service experiences
● the characteristics of bad service experiences
14. KJ Technique + Affinity Mapping
KJ Technique (5 minutes)
● A silent, consensus-building method for generating shared understanding
● Thoughts are written on Post-its, then shared together
○ What is design thinking?
○ In which contexts can design thinking be applied?
○ What are the barriers to design thinking?
Affinity Mapping (10 minutes)
● Technique for identifying emerging themes from disparate sources (like
Post-its!)
15.
16.
17. Families of Design
Design: A plan for arranging elements in such a way as best to
accomplish a particular purpose. – Charles Eames
Photograph by Rama, Wikimedia Commons, Cc-by-sa-2.0-fr
18. Families of Design
● Design Thinking: Is a discipline that uses the designer’s sensibility and
methods to match people’s needs with what is technologically feasible
and what a viable business strategy can convert into customer value and
market opportunity. (Brown, 2008)
● Interaction Design: Interaction design, a significant part of interface
design, is responsible for designing the performance of these processes
in relation to the user over time. (Heidkamp, 2008)
● Participatory Design: Participatory design describes a collaborative
approach to the design of products, services, spaces, or systems that
includes the range of stakeholders in the creative process. (Dust &
Jonsdatter, 2008)
19. Families of Design
● Service Design: Service design is a holistic, co-creative, and user-centered
approach to understanding customer behavior for the creation or refining
of services. (Marquez & Downey, 2015)
● User Experience Design: UX design is the process of designing (digital or
physical) products that are useful, easy to use, and delightful to interact
with. (Lanoue, 2015)
● Universal Design: Universal design is not a specialized field of design
practice but an approach to design, an attitude, a mindset conducive to
the idea that designed objects, systems, environments, and services
should be equally accessible and simultaneously experienced by the
largest number of people possible. (Mitrasinovic, 2008)
24. [Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
25. [Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
26. [Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
● Empathetic
27. [Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
● Empathetic
● Open minded, or No Devil’s Advocate
28. [Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
● Empathetic
● Open minded, or No Devil’s Advocate
● A Willingness to Evolve
31. Service Design @ Reed College
Goal
● Understand how students use the physical library and library
services/resources.
Scope
● Defined by College Librarian
● Changed and refined over time to focus more on space usage
Timeline
● Two+ years
● Plan in fall / implement in spring / data analysis and report writing in
summer
Two groups
● Library Usability Group (LUX) = staff
● Student advisory group = users
32. SD @ Reed College Library: Phase 1
Assess space usage (SUMA + Gate counts)
● Once each semester
● What questions do you have?
● What will you do with the data?
Create student advisory group
4 meetings with student advisory group
● Pre-survey
● Service discussion
● Scenarios
● Journaling
● Customer journeys
● Reference desk prototype
● Website review
Analyze data and write final report
33. SD @ Reed College Library: Phase 2
Turning the tables….adding student advisers to Library Usability
Group
● Students create, plan, and run focus groups
● 2-3 meetings as whole team to develop plan and questions
● Students volunteered for roles
○ Marketing /recruiting participants
○ Facilitators
○ Note takers / helpers
○ Analysis (if time)
34. What did we learn from the students?
● students are creatures of habit
● wayfinding
● culture of the library
● hierarchy
● library spaces are consecrated spaces
● naming conventions
● additional services: refilling stations, printing, better website
● chairs, uneven
● small repairs needed throughout library
35. What did we learn about the process?
● Plan early
● Test often
● Get buy-in early
● Communicate about the process – explain what you are doing and
what you are NOT doing
● Don’t be afraid to ask questions
● Leave all preconceived notions about your students (users) at the
door – approach the process with an open mind
36. Design Research @ Montana State University
A process of
composing & connecting
37. Design Research @ Montana State University
A culture of
reflective practice
intellectual integration
intentional choice
38. Design Research @ Montana State University
An impact based on
Understanding
Communication
Navigation
Application
39. Design Research @ MSU: Understanding
● Users
● Colleagues
● Administrators
● Design
● Motivation for change
● Infrastructure for change
● Professional community
○ D4D 2015 generated focus and provided purpose
40. Design Research @ MSU: Communication
● Share ideas and explore new techniques
● Build shared understanding and mutual trust
● “However much time you’re spending on communication, it’s not
enough.”
● Survey the landscape and inquire, “How can we make change to
improve the Library?”
41. Design Research @ MSU: Navigation
● Form a committee!
● WCG -> UXG/PSG -> LEG + DRWG + AppDev
● Articulate mission, vision, scope
● Identify initial projects
● Explore method and application
● Communicate early and often
42.
43. Design Research @ MSU: Application
● Build design infrastructure and capacity for change
● Success stories
○ LGBTQ+ Initiative
○ Love Letter / Breakup Letter
○ Design Consultations
44. LGBTQ+
● Safe Zone Training for Library staff
● New Webpage and Browse Collection for LGBTQ+ resources
● Diversity-focused collection development policies
46. Love Letter / Breakup Letter
“The library staff are consistently
courteous and professional.”
47. Love Letter / Breakup Letter
“The library staff are consistently
courteous and professional.”
“Thank you for all the new outlets on 3rd
floor.”
48. Love Letter / Breakup Letter
“Why are all the hand dryers have so much
mold on them?”
49. Love Letter / Breakup Letter
“Why are all the hand dryers have so much
mold on them?”
“Not stoked that the majority of the
computers are out of order... between that
and the slowest WiFi in town... we may
need to breakup. It’s not me, it’s you.”
51. Design Consultations
● Insight. We begin our consultation with a discussion of your vision
and goals for your service or product, with a focus on the insights
you wish to gain from design inquiry and user research.
52. Design Consultations
● Insight. We begin our consultation with a discussion of your vision
and goals for your service or product, with a focus on the insights
you wish to gain from design inquiry and user research.
● Method. With your goals in mind, we then identify relevant
research methods that will generate user insights to illuminate the
experience of your service or product.
53. Design Consultations
● Insight. We begin our consultation with a discussion of your vision
and goals for your service or product, with a focus on the insights
you wish to gain from design inquiry and user research.
● Method. With your goals in mind, we then identify relevant
research methods that will generate user insights to illuminate the
experience of your service or product.
● Application. We provide guidance in applying research results for
achieving your goals and improving the design and experience of
your service or product.
55. The Customer Journey Map
A Customer Journey Map (CJM) is a visual representation of the user journey
and experience in using a service or space.
Marquez, Joe J., Annie Downey, and Ryan Clement. “Walking a Mile in the User’s Shoes: Customer Journey Mapping as a
Method to Understanding the User Experience.” Internet Reference Services Quarterly 20, no. 3–4 (October 2, 2015): 135–50.
doi:10.1080/10875301.2015.1107000.
73. Mind Map
Guiding Questions
- How can the concepts of design be realized in your library?
- How can we apply a flexible design mindset?
- What does the design process entail?
76. Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
● Open minded, or No Devil’s Advocate
● A Willingness to Evolve
● Empathetic