96
ning Courses and Curricula for Engagem Seductive Online Program for Adult Learners:

Seductive Online Program for Adult Learners

Embed Size (px)

Citation preview

Designing Courses and Curricula for Engagement

Seductive Online Program for Adult Learners:

1

Presenters

Val KellyDirector of Online LearningKent State UniversityDr. David RobinsAssistant ProfessorSchool of Library & Information ScienceKent State University

2

AgendaEverything is Designed. Few things are designed wellBrian Reed 1InstructionalDesign

2User ExperienceDesign 3CurriculumDesign Example with Val Kellywith Dave & Valwith Dave Robins

3

Instructional DesignDesigning to Learn1

4

The Next Generation ofOnline Learning atKent State University

5

PLANNING is Important

6

PROCESS is Important

DesignDevelopmentImplementationEvaluation

AnalysisFind out where you are before you begin.Create a pedagogicalframework.Digitize content and buildcourse structure.Provide support for instructors.Review student and instructor feedback.

7

DESIGN is Important

DesignDevelopmentImplementationEvaluation

AnalysisFind out where you are before you begin.Create a pedagogicalframework.Digitize content and buildcourse structure.Provide support for instructors.Review student and instructor feedback.

8

Best Design Practices Emerge!

Online = Transparency

Transparency = Evaluation, Review, Revision

9

What do we know about Design?

10

Bad Design = Frustration

11

Teaching is much, much more than content development & delivery.

Design to facilitateteaching

Teachers We need you!

12

COMMUNITY is Important

Or a vast, connected community?Is online a solitary world?

13

Creating Community

14

InteractionsThe online community includes places for

15

Goals and Objectives are Important Instead of this.Start with a mixture of calcium, silicon, aluminum & ironMix 1 part calcium, silicon aluminum & iron mixture with 2 parts sand and 3 parts gravel. Add water until mixture becomes malleable enough to pour into a form.

16

Design with your Goal in mindStart with this.By the end of this program, students will be able to understand the principles of sustainability and design a sustainable structure.It will look something like this:

Backward design Understanding by Design http://www.mtace.org/pirday_sept2010/Intro%20to%20UBD%20Handout.pdfGrant Wiggins and Jay McTighe17

Use Backward DesignIdentify desired results.Determine acceptable evidence.Plan learning experiences and instruction.Understanding by DesignGrant Wiggins and Jay McTighe

18

Create Attainable Learning Objectives

Design for Success

19

Tell Students how each objective gets them closer to their goal.

You are here

Read this.Do this.Discuss this.

Listen to this.Demonstrate this.Now you are here.Design pathways to achieve objectives

Backward design Understanding by Design http://www.mtace.org/pirday_sept2010/Intro%20to%20UBD%20Handout.pdfGrant Wiggins and Jay McTighe20

Understanding Student Motivations is Important Intrinsic Motivationthe activity itself is the rewardExtrinsic Motivationthe reward for doing something is external to theactivity, not the activity itself.

From Cognitve Surplus, Clay Shirky p70

Edward Deci Soma puzzle game experiment.Subjects given complex puzzle then given a break where there were plentyof other distractions. Subjects were observed during their break and manycontinued working on puzzle.Second session half of the subjects were paid for each puzzle they solved again they were give a break, again they were observed, the subjects that werepaid, experimented more than they had previously.Third session run exactly like the first one. No one is paid. The ones that hadbeen paid previously showed markedly less interest in working through theirbreak. The subjects that had never been paid remained relatively constant.Doing something because it interests you, makes it a different kind of activitythan doing it because you are reaping an external reward.Intrinsic motivations are those in which the activity itself is the reward. Extrinsicmotivations are those in which the reward for doing something is external to theactivity, not the activity itself.Deci identified two intrinsic (personal) motivations:1. The desire to be autonomous (to determine what we do and how we do it).2. The desire to be competent (to be good at what we do).Video game studies conclude that the principle draw is the feelings ofcontrol and competence the players attain as they master the game.

21

Understanding Student Motivations is Important Intrinsic Motivators1. The desire to be autonomous (to determine what we do and how we do it).2. The desire to be competent (to be good at what we do).Extrinsic Motivators1. Grades2. Punishment

22

Design for Autonomy

23

Design for Competence

24

How good is your memory?List the animals you just saw

What if they were ordered like this

26

Design for Competence

Sometimes courses look like this

27

Design for the student perspective

What does your course look like through a students eyes?

2User Experience DesignDave Robins

29

User Experience... a person's perceptions and responses that result from the use or anticipated use of a product, system or service.

http://en.wikipedia.org/wiki/User_experienceISO FDIS 9241-210:2009. Ergonomics of human system interaction Part 210: Human-centered design for interactive systems (formerly known as 13407). International Organization for Standardization (ISO). Switzerland.

30

User Experience... includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviours and accomplishments that occur before, during and after use.

http://en.wikipedia.org/wiki/User_experienceISO FDIS 9241-210:2009. Ergonomics of human system interaction Part 210: Human-centered design for interactive systems (formerly known as 13407). International Organization for Standardization (ISO). Switzerland.

31

Designing User Experience

Jesse James GarretElements of User Experience Design

32

EvaluationThe flip side of design

Usability as Evaluation

34

We try to measure and evaluateEase of useAffordanceBarriers to effective useKnow our audience

For example

35

Platform PedalsEasy to use

Platform pedalsPlatform pedalsFor some

Not for others

36

Know your audienceFor a competitive cyclist

=

among other difficulties

37

For most of the 20th century we had

Toe clips

38

A simpler idea

Clipless pedals

A more pertinent example

GUI

Mobile

The experience is the productPeter Merholz, 16 (Mostly Difficult) Steps to Becoming a Customer Experience-Based Organization

47

Emotion/Seduction/Motivation

48

Which experience?

49

Seductive Design

Piano StairsWhat is Seductive Design?

51

Piano StairsLimits of Evaluation

Makes use of human traits to create engagement

ChallengeWant to be heroesStatusCollectors

About humansWere curiousWere afraid of changeWe seek out patternsWe like to order and organize thingsWere intensely self-centeredWere lazyWere highly visual thinkers and learnersWe like to be the hero of the storyWe respond to our name and other first person cuesWe dont like to make choices, but we like choiceWe like to be in control (and we like to be guided)We find novelty and surprise interesting and on and on

About humans

54

About humans

Whats in the cards?Stephen Anderson, Mental Noteshttp://getmentalnotes.com/

55

Recognize this?

56

57

58

About humansAbout humansWere curiousWere afraid of changeWe seek out patternsWe like to order and organize thingsWere intensely self-centeredWere lazyWere highly visual thinkers and learnersWe like to be the hero of the storyWe respond to our name and other first person cuesWe dont like to make choices, but we like choiceWe like to be in control (and we like to be guided)We find novelty and surprise interesting and on and on

59

3Design ExamplesUser Experience Design, Seductive Design, and Curriculum DesignSeductive Design, and Curriculum Design

60

AnalysisCurriculumFind out where you are before you begin.

61

PersonasWho are our potential students?

63

64

65

Who are our competitors?

Some Related ProgramsFine Arts (Interaction Design)HCIInteraction DesignMultimedia DesignDatabase DesignWeb DesignInformation Design

67

Other ProgramsInteraction DesignSavannah College of Art & DesignCarnegie Mellon UniversitySchool of Visual Arts (NYC)University of BaltimoreHCICarnegie Mellon UniversityRensselaer Polytechnic InstituteRochester Institute of TechnologyMultimedia DesignRegent UniversityWeb and/or Database DesignUniversity of DenverInformation DesignBentley UniversityInformation ArchitectureFlorida State University (concentration)

68

What do UX Professionals Do?Are there jobs for our graduates?

UserExperienceDesignInformationArchitectureInformationDesignUsabilityUserStudiesContentStrategyInteractionDesign

70

User Experience DesignersManage Projects

Evaluationthrough

Design/Organization of

Information/Contentvia

work in teams to

involving

UsabilityTesting

Research

InformationArchitecture

ContentStrategy

toUnderstand

ContextandUsers

communicate their designs/results viaDeliverables toStakeholders

Developers

Team MembersVisual Designers

71

How suitable is our curriculum?Curriculum Audit

Curriculum (Current)Information Architecture IIUsability IIUser and Task AnalysisContent Management SystemsMany others from different disciplinesIAKM in ContextKnowledge Organization SystemsInformation Architecture IUsability IInformation and Visual DesignInformation TechnologiesResearching the User ExperienceIAKM CoreUXD RequiredUXD Electives

73

Needed Additions to CurriculumSocial MediaMobile DesignNatural User Interface (NUI)Rich interactions/applications/visualizationProject ManagementPresenting deliverables to stakeholdersEthicsContent StrategyRemote UsabilityDesign methods (e.g. agile, waterfall)Other?

74

10 Carousel CoursesCourseAction AreaFieldKnowledge Organization SystemsOrganizationInformation ArchitectureContent StrategyOrganization, DesignInformation ArchitectureUsability TestingEvaluationUsabilityAlternative Usability TestingEvaluationUsabilityInformation & Visual DesignOrganization, DesignInformation DesignMarkup and PresentationOrganization, DesignInformation Architecture, Information DesignInformation TechnologyDesignInformation Architecture, Information DesignInformation ArchitectureOrganization, DesignInformation ArchitectureUser and Task AnalysisResearchUser StudiesResearching the User ExperienceResearchUser Studies

75

Proposed Introductory Courses1. User Experience Design Theory and Context2. User Experience Design Processes and DeliverablesWhoWhyWhereWhatis theofWhenHowis theofResearchEvaluationDesignCommunicationDeliverablesthrough, and development ofInformationArchitectureUsabilityContentStrategyUserStudiesInteractionDesignInformationDesign

UserExperienceDesignfor

for

76

Design

CurriculumCreate a pedagogical framework.

77

Start with your Goal in mindBy the end of this program, students will be able to make good experiences GREAT.Our Guiding Principles for the Program: LUMENLearn: Research/Collect/Gather/Filter/Group/ContextUnderstand: Model/RequirementsiMagine: Design/Make/SketchEvaluate: Prototype/TestiNform: Reports/Explanations/Describe

Backward design Understanding by Design http://www.mtace.org/pirday_sept2010/Intro%20to%20UBD%20Handout.pdfGrant Wiggins and Jay McTighe78

Determine acceptable evidence.How will are students show their proficiency in UxD?Student portfolios tell our storyStudents willBuild a portfolio containing deliverables from allcore learning areas, including:Information architectureUser studiesUsabilityInteraction designContent strategyInformation design

Backward design Understanding by Design http://www.mtace.org/pirday_sept2010/Intro%20to%20UBD%20Handout.pdfGrant Wiggins and Jay McTighe79

Plan Learning Experiences & InstructionsWhat activities will allow students to become GREAT User Experience Designers?Students willInteract with industry expertsBuild a portfolio Develop a toolkit (bag of tricks)Create a sketch book of ideasContribute to the Inspiration LibraryParticipate in group workPresent their own designs to clientsEvaluate designs

Backward design Understanding by Design http://www.mtace.org/pirday_sept2010/Intro%20to%20UBD%20Handout.pdfGrant Wiggins and Jay McTighe80

Create a Learning CommunityStudenttoInstructorInteractionsInstructor will Give video orientation to self and course.Provide FeedbackDetailed feedback on first draft and final portfolio submissions and any other assignments.Discussion BoardsWeekly audio summaryWritten repliesEmailRespond to any email within 24 hoursLive ChatBe available for scheduled chats (office hours)PodcastsWill create audio podcasts of interesting events.Assessments- Provide timely assessments on discussions, quizzes and project work.

Backward design Understanding by Design http://www.mtace.org/pirday_sept2010/Intro%20to%20UBD%20Handout.pdfGrant Wiggins and Jay McTighe81

Create a Learning CommunityStudenttoContentInteractionsCourse will containReadingsAudio lectures including many from leading professionalsVideo Discussion BoardsInspiration LibraryWritten communication PodcastsWeb linksSelf-tests with feedback

Backward design Understanding by Design http://www.mtace.org/pirday_sept2010/Intro%20to%20UBD%20Handout.pdfGrant Wiggins and Jay McTighe82

Create a Learning CommunityStudenttoStudentInteractionsStudents willPost on discussion boardsRespond to peers on discussion boardsParticipate in group projectsGive recorded presentationsParticipate in peer evaluationsParticipate in live chats where possible

Backward design Understanding by Design http://www.mtace.org/pirday_sept2010/Intro%20to%20UBD%20Handout.pdfGrant Wiggins and Jay McTighe83

Course WireframesWhat will these 7 week courses look like?

Week 1Week 2Week 3Week 4Week 5Week 6Week 7Course overviewIntroductionsCourse wrap-upPortfolio feedbackShort recorded lecture covering main points of topic/readingsWeekly discussion of topic and readingsWeekly discussion of topic and readingsWeekly discussion of topic and readingsWeekly discussion of topic and readingsWeekly discussion of topic and readingsWeekly discussion of topic and readingsWeekly discussion of topic and readingsShort multiple choice quizover readings/topicShort multiple choice quizover readings/topicShort multiple choice quizover readings/topicShort multiple choice quizover readings/topicProject or project phase dueProject or project phase dueProject or project phase dueShort recorded lecture covering main points of topic/readingsShort recorded lecture covering main points of topic/readingsShort recorded lecture covering main points of topic/readingsShort recorded lecture covering main points of topic/readingsShort recorded lecture covering main points of topic/readingsShort recorded lecture covering main points of topic/readings

84

Develop

Build Curriculum Structure.

Implement

Provide Instructor Training

Evaluate

Review student and instructor feedback

Design

Create a pedagogical framework.

AnalysisFind out where you are before you begin

85

Seductive Design

Courses & CurriculumA few quick examples.

86

Problem StatementProblem:Discussions online are not lively I agree with so and so

Students dont participate until the midnight of the night it is due leaving no time for an actual discussion.

Solution: Use Limited DurationSolution:Model:Use Limited Duration to limit timeswhen participation can take place.

Problem StatementProblem:Students are more concerned about earning a grade than acquiring new knowledge and skills.

Solution: AutonomySolution:Model:Have students create portfolios. Let Students choose own projects. Givethem opportunities to display workat conferences.

Continue to build relationships with companies like FatDUX to sponsor student presentations at Conferences.

Problem StatementProblem:Students start to lose interest part way through the course.

Solution: TriggersSolution:Model:Create Triggers to alert studentsto events in the class in the industry Pass along invitations to Webinars, meetings and other professional activities.

NEOUPA

Problem StatementProblem:In a 7 week course, students have littletime to learn their way around the course and learn new technologies

Solution: Pattern RecognitionSolution:Model:Create uniform navigation. Makeconsistent use of tools. Make eachcourse follow similar patterns.

CONTENTAbout the CourseMeet Your InstructorIntroduce YourselfINFORMATIONAnnouncementsAsk QuestionsOffice HoursTech HelpASSIGNMENTS & GRADESDiscussionsSelf-TestsWeekly AssignmentsPortfolio SubmissionsMy GradesINTRODUCTIONHomeWeekly Modules

Thank you for attendingAny Questions?Dave Robins & Val Kelly

ReferencesWiggins, Grant and Tighe, Jay (2005). Understanding by Design (2nd Edition). Merrill/Prentice Hall.Smith, Robin (2008). Conquering Content: A Step-by-Step Guide to Online Course Design. Jossey-Bass.Palloff, Rena and Pratt, Keith (2007). Online Learning Communities: Strategies for the Virtual Classroom. Wiley & Sons, Inc.Anderson, Stephen (2011). Seductive Interactive Design: Creating Playful, Fun, and Effective User Experience. New Riders.Norman, Donald (1990). The design of everyday things. Doubleday Business.Norman, Donald. (2004). Emotional Design: Why we love (or hate) everyday things. Basic Books.Merholz, Peter, Schauer, Brandon, Verba, David, & Wilkens, Todd (2010).Subject to change: creating great products and services for an uncertain world. O'Reilly Media.Garrett, Jesse James (2010). The elements of user experience (2nd Edition). New Riders Press.Saffer, Dan (2009). Designing for interaction (2nd Edition). Voices that Matter.Cooper, Alan (2004). The Inmates are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity. Sams - Pearson Education.Unger, Russ, & Chandler, Carolyn (2009).A Project Guide to UX Design: For user experience designers in the field or in the making. New Riders Press.Wilson, Chauncey (Ed.) (2009). User-experience re-mastered: Your Guide to Getting the Right Design. Morgan Kaufmann.