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Presented by NSF Project Team
May 14, 2003
…Building Empowered Communities
Building Empowered Communities
This material is based upon work supported by the National Science Foundation under Grant No. 0210928. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author (s) and do not
necessarily reflect the views of the National Science Foundation.
Presentation Outline
• Overview of Fall 2002 semester work• Vision, Mission, and Goals• Research• Design• Development
Overview of Fall 2002
• Data collection
• Needs assessment
• Use cases and role models
• Flowcharts
• Wire frames
ADDIE Model
Vision, Mission, Goals
Vision:
Building empowered communities
Mission:
Create a foundation for a self-sustaining, self-directed learning community that fosters capacity building in underserved communities
Vision, Mission, Goals (cont.)
Goals:• Prioritize functions of Self Directed Learning
Community• Implement functions of Self Directed Learning
Community• Document the process of system design (i.e.
design document)• Produce a scalable high-fidelity prototype of an
online system
Vision, Mission, Goals (cont.)
Approach:• Open communication• Research a Community of Practice• Participatory Design• Performance Centered Design
Research
Views of Culture
Traditional definition• Stable practices that capture daily life• Passed down through generations• Dynamic & improvisational• Participation in multiple communities• Self-identity in relation to others
Views of Culture
Modern Definition • Discourse Community
– People, ways of thinking, acting, valuing
• Funds of Knowledge– Strategic knowledge
Implications
Implications on Instructional Systems Design• Framework based on majority• Participatory design• Funds of knowledge
Capacity Building
Characteristics of:• Sense of Community• Commitment from community members• Members participate as stakeholders• Ability to solve problems• Access resources – economic, physical, human,
and political (Chaskin)
Communities of Practice
“Communities of Practice are groups of people who share a concern, a set of problems, or a passion about a topic, and who deepen their knowledge and expertise in this area by interacting on an ongoing basis.”
(Wenger, McDermott, & Snyder, 2002, p. 4)
Why Communities of Practice
• Practical knowledge management
• Not limited by physical, geographical boundaries
• Creates value to members
• “Offers possibilities for weaving the organization around knowledge, connecting people, solving problems, and creating opportunities.”
(Wenger et al., 2002)
Virtual Communities
• Language and artifacts reflect culture• Identity and norms from shared history and
behavioral rules• Develop processes that spur participation• Support new organizational roles• Give community members “space” to participate• Flexible ways for communities to describe and
find resources• Flexible support to manage growth
Participatory Design
What is it?• “Participatory design is a set of theories,
practices, and studies related to end-users as full participants in activities leading to software and hardware computer products and computer-based activities.”
(Schuler & Namioka, 1993)
Level of participation• How involved do we want them?
Participatory Design (cont.)
• Settings• Workshops• Stories• Photographs • Drama• Games
• Language• Descriptive Artifacts• Low Tech Prototypes• Evolutional Prototyping
and Cooperative Prototyping
Participatory Design (cont.)
Implications:• Improved communication and understanding• Incorporation of new and emergent ideas• Shared ownership• Committed working relations • Achieving consequential goals
Usage-Centered Design
“What really counts is not the number of clicks it takes me to get to what I want, but rather how hard each click is - the amount of thought required, and the amount of uncertainty about whether I’m making the right choice.”
(Krug, 2000, p.41)
Visual Design
• Look and Feel• Functionality
“Creating consistent and functional systems for navigation, graphics, page layout, and title languages so that the user knows where to go, what to do, and it encourages them to return.” (Goto & Cotler, p. 88)
Design Process
Function Flow
Vision, Mission, GoalsNeeds Assessment
Participatory DesignResearch
Flow Charts
Categories
Pages
Soci
al N
egot
iatio
nR
eference Research
The Pyramid Process of Design
Vision, Mission, GoalsNeeds AssessmentResearch
Flow Charts
Categories
Pages
Reference R
esearchSoci
al N
egot
iatio
n
The Pyramid Process of Design
Vision, Mission, GoalsNeeds AssessmentResearchParticipatory Design
Functions Revision
Learn
Practice
Play
Communication
Create Resources
Resource Storage
Track
Access Resources
Interact
Communication
Create Resources
Store
Track
Access
Functions Flow
Interact
Communication
Create resources
Store
Track
Access
Log In
InteractEmailChatDiscussion Board Add Delete Edit TrackSearch Log In
Prioritization
• What is critical to the system?• What do we have the time to do?• What do we have the resources to do?• What does the client want/need?
Vision, Mission, GoalsNeeds Assessment
Participatory DesignResearch
Flow Charts
Categories
Pages
Soci
al N
egot
iatio
nR
eference Research
The Pyramid Process of Design
Flow Charts
Vision, Mission, GoalsNeeds Assessment
Participatory DesignResearch
Flow Charts
Pages
Pages
Soci
al N
egot
iatio
nR
eference Research
The Pyramid Process of Design
Categories
Vision, Mission, GoalsNeeds Assessment
Participatory DesignResearch
Flow Charts
Categories
Content
Soci
al N
egot
iatio
nR
eference Research
The Pyramid Process of Design
Pages
From the Abstract into the Concrete
• Take the functions and make them real
• Take the categories and make them real
Functions
What are users going to do?• Communicate = email, chat, discussion board, email
administrator, (email this page), (listserve) • Add/Delete/Modify content• Login to the system• (Interact - learn, practice, play)• (Search)
Site Structure
• Communicate• Information• Events• Classes
Participatory Design
• Four client design meetings• Three usability rounds with user role models at
the community centerNomenclatureStructureContentColors and Fonts
• One round with the Buckingham Neighborhood Committee
Participatory Design
Client design meetings– Functions– Prioritization– Structure and nomenclature– Test wireframes
Usability Testing - Round OneNomenclature and Structure
• Meeting Place = Communicate (email/chat)• Discussion Board = Communicate (discussion
board)• Email Administrator = Communicate (email)• Life Skills = Information• What’s Happening = Events• Education = Classes• Lost? = Site Map
Usability Testing – Round TwoNomenclature and Structure
• Email or Chat = Meeting Place• Information, My World, Keepin’ It Real = Life
Skills• Things to Do, Fun, Style = What’s Happening• Classes and School House = Education• Send Suggestion = Email Administrator• Site Map = Site Map
Usability Testing - Round Three Visual Design/Colors and Fonts
• Color palette for adults, kids and teens
• Font selection for kids and teens
Visual Design - The Logo
• Adults
• Kids
• Teens
Taking the Show on the Road
• Demonstration/Test at the Buckingham Neighborhood Committee
• Advisor/Provider role models
What About BOB?
http://itdev.gmu.edu/nsf/index.asp
References
Goto, K. & Cotler, E. (2002). Web redesign: Workflow that works. Indianapolis: New Riders Publishing.
Krug, S. (2000). Don’t make me think! A common sense approach to web usability. Indianapolis: New Riders Publishing.
Schuler, D. & Namioka, A. (1993). Participatory design: Principles and practices. Lawrence Erlbaum Associates.
Wenger, E., McDermott, R., & Snyder, W. (2002). Cultivating communities of practice. Massachusetts: Harvard Business School Press.