1,773 Matching Annotations
  1. Jul 2017
    1. According to a recent study by online job matching service TheLadders, the fastest growing jobs are in user experience design, iOS and Android development, and business intelligence–some of which didn’t exist before 2007.The study, which gathered key word search data from among its 6 million members, also found that middle management jobs are being phased out. Among the top 10% of growing jobs, less than 2% of titles contain the word “manager” or “director,” which points to a trend that you can still be a professional in a high-paying position, but the end game isn’t a gold plaque with a management title tacked to your name.Mark Newman, CEO of digital interviewing service HireVue, says the company is witnessing similar trends as it helps place people with companies such as Hilton, GE, Chipotle, and others. “Overall, HireVue is seeing that jobs of the future are design and data scientist jobs,” he says.
    1. We focus on a particular topic (e.g., racial prejudice), use a particular resource (e.g., To Kill a Mockingbird), and choose specific instructional methods (e.g., Socratic seminar to discuss the book and cooperative groups to analyze stereotypical images in films and on television) to cause learning to meet a given standard (e.g., the student will understand the nature of prejudice, and the difference between generalizations and stereotypes).
    1. Furthermore, the format of the test causes many educators to erroneously believe that the state test or provincial exam only assesses low-level knowledge and skill. This, too, is false. Indeed, the data from released national tests show conclusively that the students have the most difficulty with those items that require understanding and transfer, not recall or recognition.
    2. he Three Stages of Backward DesignThe UbD framework offers a three-stage backward design process for curriculum planning, and includes a template and set of design tools that embody the process. A key concept in UbD framework is align-ment (i.e., all three stages must clearly align not only to standards, but also to one another). In other words, the Stage 1 con-tent and understanding must be what is assessed in Stage 2 and taught in Stage 3.
  2. Jun 2017
    1. JLW: Did these electronic or highly technical things come naturally to you? Or is it a case of working with the right collaborator? PS: It’s always a case of working with the right collaborator. I don’t like equipment. I don’t even take pictures.
    2. I find that with 3D work it’s the opposite of graphic design for print. The computer has revolutionised this kind of work – the way you can see work before it is built. The jobs come out almost identical 
to my Photoshop rendering, and usually something is selected in the first or second round. These things, they’re a whole different speed. They take a very long time to realise. There’s a lot of expense involved, trying out materials – they go on forever. I’ve been working on the High Line [a New York park built on the 1930s elevated railway] for a million years [since 2000].
    3. I told you I’m not a craftsperson. Anything I do where I think I make a breakthrough, in five minutes someone’s going to come along and do it better than I did it. JLW: So you keep moving … PS: Well I have to because I’m never going to develop the craft well enough. That’s been true for me my whole life.
    4. My view is that to grow as a designer you have to allow yourself to be who you are irrespective of the technology, but let the technology inform you in ways that it can. When you look at periods you find designers whose body of work is completely connected to one technological form and then it stops there. I see it in some of my ex-students – it’s quite a sad thing. Students who learned to work on the computer in the late 1980s and 90s who are now approaching 40 are having a hard time working because the younger kids who are right out of school are not only cheaper but they can adapt to the technology much faster and much more easily, so they’re actually better at the gig. It leaves a whole generation cold in relation to advancement.
    5. The thing I do – which is why I became less interested in style and more interested in finding a way to do it – is to create expressionist typography. Words have meaning and typography has feeling. When you put them together it’s a spectacular combination. I think the reason I responded so negatively to Helvetica way back when was that it neutralises feeling. A Modernist would argue that that’s terrific because then the words speak and you’re not influencing the content by creating disorder with them. It’s almost like an understood, generic form … that you can say OK take the words as they are because they’re laid out very clearly in Helvetica. All other styles imbue the words with a shade or meaning, which changes them, which is where I think all the fun is!
    6. First I had a design teacher who gave us Basel basics: move a black square around a white page, make a white on white piece – things that involved seeing and craft, but I was very sloppy, so for me that form of exercise was terrible. Y’know, the notion of lining things up and making things function, and then later designing a business card or putting typography on a grid was virtually impossible to achieve and depressing for me. I felt I was cleaning up my room in some kind of ordered system where the goal of life is to be neat. I remember seeing Kathy McCoy talk about it from her perspective and she had said that the biggest compliment you could give to something was that it was ‘clean’. C’mon, there’s gotta be more than that… That can’t be it! What about expression, what about emotion, what about feeling? You had to be engaged with it in some way. If you could be neat, it seemed that you could achieve it. And that didn’t seem right to me about a form of expression and communication. If anybody can achieve it, why bother to do it, why don’t we all do it ourselves?
    1. For instance, a set of stairs does not just afford climbing, but based on the angle of construction, may facilitate an easy climb, pose challenges to climbing, or be unclimbable entirely

      Ah so an object may have a property that gives clues to people to do something, but do it so poorly that it may appear that the object doesn't have the affordance

    1. graphic design has more opportunity for impact than ever, as institutional liveries now live not just on signs and letterhead, but in apps and physical installations that span landscapes, and typefaces can breathe and grow in response to their environments
    1. I use backwards de-sign to develop our lesson plans: What do we want our students to write, and why? What skills are required, and how do students acquire those skills (Wiggins and McTighe 34)?

      McTighe's UbD advice to "think big, start small, and go for an early win" is helpful here (and whenever trying new approaches to teaching): https://youtu.be/d8F1SnWaIfE?t=3m40s

    1. Technologists are not noted for learning from the errors of the past. They look forward, not behind, so they repeat the same problems over and over again.”

      History of computational thinking.

  3. May 2017
    1. “An individual building, the style in which it is going to be designed and built, is not that important. The important thing, really, is the community. How does it affect life?” I.M. Pei
    1. Hoe kan een digitale applicatie ervoor zorgen dat bekkenfysiotherapeuten meer controle hebben over de oefeningen die ze de patienten meegeven en daarbij minder tijd kwijt zijn aan het beschrijven van de oefening.

      Wil de fysiotherapeut meer controle krijgen over de oefeningen, of meer inzicht krijgen in hoeverre de oefeningen gedaan worden? Wat is de belangrijkste challenge? Inzicht krijgen in het verloop van oefeningen, of tijdswinst voor het beschrijven van oefeningen? Maak een keuze.. Maakt het uit voor de applicatie dat je specifiek noemt dat het om een bekkenfysiotherapeut gaat? Of geldt je challenge voor elke vorm van fysiotherapie?

  4. Apr 2017
    1. My plea to designers and software engineers: Ignore the fads and go back to the typographic principles of print — keep your type black, and vary weight and font instead of grayness.

      vary weight, not grey

    2. It wasn’t hard to isolate the biggest obstacle to legible text: contrast, the difference between the foreground and background colors on a page. In 2008, the Web Accessibility Initiative, a group that works to produce guidelines for web developers, introduced a widely accepted ratio for creating easy-to-read webpages.To translate contrast, it uses a numerical model. If the text and background of a website are the same color, the ratio is 1:1. For black text on white background (or vice versa), the ratio is 21:1. The Initiative set 4.5:1 as the minimum ratio for clear type, while recommending a contrast of at least 7:1, to aid readers with impaired vision. The recommendation was designed as a suggested minimum contrast to designate the boundaries of legibility. Still, designers tend to treat it as as a starting point.

      WAI minimum text contrast ratio 7:1.

    1. Now I can read updates in that private channel, I can receive desktop notifications, and I can also push notifications to Slack on my mobile devices.

      How can I tweak what info gets displayed in the Slack Channel? For example, I wish to display the author. Is there a way to control this?

  5. Mar 2017
    1. The central idea of DbC is a metaphor on how elements of a software system collaborate with each other on the basis of mutual obligations and benefits.

      Offer, acceptance, mutual consideration: CONTRACT!

    1. Now that you have your component hierarchy, it's time to implement your app. The easiest way is to build a version that takes your data model and renders the UI but has no interactivity. It's best to decouple these processes because building a static version requires a lot of typing and no thinking, and adding interactivity requires a lot of thinking and not a lot of typing.
    2. You can build top-down or bottom-up. That is, you can either start with building the components higher up in the hierarchy (i.e. starting with FilterableProductTable) or with the ones lower in it (ProductRow). In simpler examples, it's usually easier to go top-down, and on larger projects, it's easier to go bottom-up and write tests as you build.
    3. To build a static version of your app that renders your data model, you'll want to build components that reuse other components and pass data using props. props are a way of passing data from parent to child. If you're familiar with the concept of state, don't use state at all to build this static version. State is reserved only for interactivity, that is, data that changes over time.
    4. Since you're often displaying a JSON data model to a user, you'll find that if your model was built correctly, your UI (and therefore your component structure) will map nicely. That's because UI and data models tend to adhere to the same information architecture, which means the work of separating your UI into components is often trivial. Just break it up into components that represent exactly one piece of your data model.
    1. Star Legacy by the Vanderbilt LearningTechnology Center, 4-Mat by McCarthy,instructional episodes by Andre, multipleapproaches to understanding by Gardner,collaborative problem solving by Nelson,constructivist learning environments byJonassen, and learning by doing by Schank.

      Something to investigate...

      especially "multiple approaches to understanding by Gardner"

    1. truth is, there isn’t a better system – both flexbox and the CSS grid are good at different things and should be used together, not as alternatives to one another.

      This is a great post to keep as a reference.

    2. Now we have a new contender for the best-system-to-build-html-layouts trophy (trophy title is a work in progress). It is the mighty CSS Grid, and by the end of this month, it will be available natively in Firefox 52 and Chrome 57, with other browsers (hopefully) following soon.

      Highlight

    1. project-based learning (PBL), game-based learning (GBL), Understanding by Design (UbD), or authentic literacy, find an effective model to institute in your classroom

      Project based learning Game based learning Understanding by design

  6. Feb 2017
    1. When dealing with technology, there are two dominant discourses that permeate research and practice: determinism and non-determinism. For the former discourse, ethics is only an issue for the designers of technology, because they determine what users should do; for the latter, ethics is only an issue for users, because they ultimately define what to do with technology. Both

      So determinism makes the designer responsible/hold accountable assuming they "determine" what users "should" do,

      while non-determinism absolves the designer leaving the burden of responsibility of the consequence of interactions, on the user. So non determinism assums that the embedded characteristics don't work on the user, or that he is able to resist their encouragement or discouragement. That he can shape the aspects of those certain characteristics than the other way around, thereby ultimately defining what to do with the technology.

    2. nteraction designers try to impose structures upon human action by shaping coercive environments where people are punished if they do things the “wrong way” and by hiding or not providing options for changing artifact adaptations. Interaction design mediates human agency and power, but if it does not provide choices for action, there is no room for ethics: people act based on conditions, not on considerations of what should be done.

      Point on reward & punishment feedback is a really good point, darkpatterns comes to mind.

      If IxD does not provide choices for action, there is no room for ethics: People act based on conditions, not on considerations of what should be done

      This reactive behaviour is what UX practioners of gamification feel proud to do. It's disgusting to see them feel proud doing it, how come they feel no remorse doing it?. I too will have to do it in the near future, but I won't fucking have a glitter in my eye and a wide smile across my face doing it.

    3. We argue that artifacts support human behavior by providing adaptations, but these adaptations can expand or restrict human actions.

      Those adaptations are also framed under the guise of fulfilling the prime objective of fulfilling the business needs, i.e to compete for market share, increase profit margins or simply, "Will this make "them" give "us" more money?. This objective is constrained to view humans in the identity of consumer. It is through this identity we derive the canvas of needs which our bosses and their bosses let us create adaptations.

      Many designers are limited to designing a set of adaptations in their artifacts by what markets signals as profitable. Those who are fortunate enough to work in non-profits or worker coops may have more freedom to resist the unethical demands of the market forces.

  7. Jan 2017
    1. In this article, it mentioned that the word “participatory” might be self-explained, but the word “design” is a bit ambiguous. In other field of design, “what” is much emphasized whereas in participatory design(PD) that “how” is what it’s focusing on. That is to say, the practice of design in PD to be addressed while in Human Computer Interaction(HCI) for example focus on resultant product or service.

      This triggers me to reflect on my past work experience in user experience(UX) design and service design. I’ve optimized a trading software through wireframing and usability testing and participated in another service design project to address the issue of the wayfinding system of a hospital in Taiwan. For the former one, UX design simply looks for concrete outcome of UX designer such as a interface that has higher usability and is more enjoyable. It will be great if the design process to be as simple as possible. At the same time, we don’t reflect much on the process and how we interact with each other. That is to say, the outcome is the only thing we care about.

      However, in the latter one, it involves different stakeholders to design, which by definition is a participatory design, including patients, doctors, medical professionals, managers, and volunteers to join the workshop. It emphasizes on how these stakeholders interact with each other, hoping the practice of design will be brought into their context and have greater impact besides the certain tangible outcome we’ve made - a way finding system with clear identification system to make the space more accessible. I didn’t realize the difference between these two approaches until I read the material. It’s truly inspiring!

  8. Dec 2016
    1. This is not easy. Well-designed educational technology has often lacked a learning sciences base, and many research-based education products have lacked a compelling user-centered design. How can world-class user experience (UX) design— grounded in a fail-fast culture—and educational research— grounded in rigor—peacefully coexist?

      In this Pearson sounds more like an edtech company than a content publisher. I wonder at what point will Pearson release a full LMS product that competes directly with BB, D2L, etc?

      The tension in that last line on the cultural environments of technology vs academia is an important -and real-tension.

  9. Nov 2016
    1. Every theorem of mathematics, every significant result of science, is a challenge to our imagination as interface designers. Can we find ways of expressing these principles in an interface? What new objects and new operations does a principle suggest? What a priori surprising relationship between those objects and operations are revealed by the principle? Can we find interfaces which vividly reveal those relationships, preferably in a way that is unique to the phenomenon being studied?
    2. Speech, writing, math notation, various kinds of graphs, and musical notation are all examples of cognitive technologies. They are tools that help us think, and they can become part of the way we think -- and change the way we think.

      Computer interfaces can be cognitive technologies. To whatever degree an interface reflects a set of ideas or methods of working, mastering the interface provides mastery of those ideas or methods.

      Experts often have ways of thinking that they rarely share with others, for various reasons. Sometimes they aren't fully aware of their thought processes. The thoughts may be difficult to convey in speech or print. The thoughts may seem sloppy compared to traditional formal explanations.

      These thought processes often involve:

      • minimal canonical examples - simple models
      • heuristics for rapid reasoning about what might work

      Nielsen considers turning such thought processes into (computer) interfaces. "Every theorem of mathematics, every significant result of science, is a challenge to our imagination as interface designers. Can we find ways of expressing these principles in an interface? What new objects and operations does a principle suggest?"

    1. learning enabled by technology

      So often we are thinking the other way around: How can I find a parallel in technology that would give youth an experience in learning similar to what they get in the classroom? I actually this is a great way to begin to design learning experiences for student, and what we find is that we sometimes end up with even richer materials and wider/deeper connections with others when we move enable learning with technology. Still starting with what works without the tech makes sense often.

  10. Oct 2016
    1. The design and the way courses are structured can be vital factors that are associated with students’ motiva-tion and positive/negative experiences of learning online.

      course

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  11. Sep 2016
    1. design this class, I found I was seeking an experience of learning

      Just highlighting and annotating the obvious, lest we forget. There is so much of design = pathway to objectives that I want to linger over, signal boost, Mia's fundamental point: design = the learning experience. A crucial distinction.

    1. addressing their tasks clearly, placing calls to action up front and center. Highlight your app’s key and new features in context at the appropriate place

      Make clear from the start what can they do by putting in their face the means to achieve what the site offers.

  12. Aug 2016
    1. this diversity was reflected in the winning images and how much they varied between different countries and cultures:
    2. but regional nuances can be powerful
    1. “Starting from a place of 'I don’t have biases' is never helpful.” It’s not necessarily the gender of an engineer that matters, it’s that engineer’s ability to consider perspectives outside their own.
    1. When design solutions address the symptoms of a problem (like sleeping outside in public) rather than the cause of the problem (like the myriad societal shortcomings that lead to homelessness), that problem is simply pushed down the street.
    2. there is always an aspect of coercion to design

      The word "coercion" has historically been a negative word to me - to be coerced is to go against one's will. Many negative examples are presented here - what are positive examples of coercion in design? I lived in Portland, OR for many years and volunteered with the City Repair project whose mission is to "place make". Here are examples of PDX intersections "repairs": http://www.cityrepair.org/intersection-repair-examples/

    3. Today, we have since become so habituated to public lighting that our primary association with street lights is that they deter criminal activity and make us feel safe.

      Is that really a false assumption? I'm totally on board with the overall argument here--big Mike Davis fan!--but feel this goes a step too far.

      Austin's moon towers were supposedly a response to a late-nineteenth century serial killer), but have not prevented youth from gathering, indeed they have occasioned such gatherings:

    4. Designs that are unpleasant to some are put into place to make things more pleasant for others, and that latter category might just include you.

      I'm really excited to see how we turn the argument of this essay toward the design of learning technologies and courses, specifically in how we might locate tacit power relations in seemingly innocuous (sometimes "unpleasant") interfaces...

    1. Perhaps they need not even be infrastructure in the traditional, utilitarian sense, but efforts to create lasting human works that can provide keystones of cultural continuity for centuries to come — works I believe capitalism has proven nearly incapable of building, or in some cases even maintaining.

      This is the tie-in with Transition design!

    1. it’s this pattern of a work reacting to itself and its environment that gives it the spark of life.

      I look forward to this new frame to my design work allowing one to capture this precious moment when a design pattern reacts to itself... or perhaps it is too elusive to in fact "capture"?

    2. If you find them as powerful as I do the context will eventually present itself.

      I appreciate the invitation to read for emergence & discovery

    3. the way a sentence arises from grammatical templates/rules

      Or the way a poem/argument emerges from the form of a sonnet.

    4. work on architecture,

      Seems like architecture will be a valuable metaphor for our conversation about instructional design.

      Interestingly, Alan Levine opens a recent blog on Domain of One's Own with a nice architectural metaphor for that great project:

      Like a small stubborn, unique, old fashioned house surrounded by modern monolithic mega modern glass and steel structures, the Domain of Ones Own project started at the University of Mary Washington stands out as one hope amongst Educational Technology’s adoration of mega scale, management, analytics, automation, and tall tall towers of data, data, data.

    1. Automation need not impoverish education: we welcome our new robot colleagues.

      Audrey Watters had something different to say about this idea of automation at last year's DPL Institute.

    2. Face-time is over-valued.

      I'm not sure we need to say this to defend the value of digital pedagogy. I'd rather view it all as more of a continuum than a differently valenced dichotomy depending on your POV.

    1. Designing for discovery is tricky business

      Indeed, it's almost an oxymoron.

    2. Having just finished a year working at an educational technology company, I’ve also seen from that side how learners become quantities on a spreadsheet, numbers on an infographic. I worry that researching learners and learning is not the same as knowing learners and learning

      Especially coming out of the (shared) biographical context here, I'm interested in further discussing this idea...

    1. we talked about the importance of adopting practices that keep complexity in our educational processes,

      This reminds me of one of my favorite quotes, from Patricia Williams's The Alchemy of Race and Rights:

      That life is complicated is a fact of great analytic importance.

    2. That’s hard to do.

      And a positively (and positive) anti-corporate logic. Witness the rhetoric of "solutions" so pervasive in at least Silicon Valley tech and edtech.

    3. we should make space for things that don’t fit into our tidy conceptions about education.

      Here's perhaps an interesting take on this issue form someone working on the tech side of edtech, trying to build tech for teachers and students, and help them leverage that tech for teaching and learning:

      As I say above, it's obviously hard to market this kind of "untidiness." When people are "shopping" for technology for the classroom, most don't want things that half work or might work or try it and let us know what works/doesn't. That only goes so far.

      Don't get me wrong, the early adopters of both products I've worked on were just the kind of people who wanted to be part of that kind of experiment and by collaborating closely with them, I believe I've been able to direct product development in both projects towards a more authentic pedagogical value. But that process doesn't, at least I don't think it can, "scale"--a term I realize has it's own problematic ideology.

      But I also get frustrated with this lack of tidiness because I want to offer a good product/service/experience to my educational users. I don't want to disrupt the teaching and learning process that should be the focus of everyone's energy in a classroom by my own tool's buginess. I don't want to suggest that a tool can be invisible, but I also don't want a tool to be the focus.

      Despite my hesitancy about "untidiness"--no doubt further entrenched by my own anal retentiveness--I'm really interested in how edtech, or perhaps indie edtech, might actually incorporate this kind of philosophy. As long as centers for teaching and learning, and teachers and learners themselves, are on board, I don't see why it can't work.

    4. but you can’t actually “increase dancing”

      I'd argue that YouTube has increased dancing, but I'm mostly just using that as an excuse to share this video:

      https://www.youtube.com/watch?v=YNEkZ7bvZw8

  13. Jul 2016
    1. it’s possible to create meaningful and useful new products, new services, and new experiences just by changing the user experience
    1. adget design is a pretty well-known boys’ club, a field where male engineers design products with other men in mind, rarely considering the way the needs, anatomy, or lived experience of women might change the way a product should work. It’s not uncommon to hear stories of how male engineers forgot to factor in the smaller size of women’s hands and wrists, or the way female fashion doesn’t always include a pocket.
  14. Jun 2016
    1. In a 1992 paper in Organizational Science titled “The Duality of Technology: Rethinking the Concept of Technology in Organizations,” Wanda Orlikowski applied the structuration theory of sociologist Anthony Giddens to technology use and reached a similar conclusion. Giddens argued that human agency is constrained by the structures around us—technology and sociocultural conventions—and that we in turn shape those structures. Software, malleable and capable of representing rules, is especially conducive to such analysis.

      Love this paper!!!

    1. Most studies of extrinsic incentives and intrinsic motivation, including those men- tioned earlier, used as controls subjects who received no rewards or feedback, apparently on the assumption that un- der these conditions original levels of intrinsic motivation would be maintained.

      make an interesting point that most studies assume that no-feedback is a status quo.

    2. The role of the availability of such information was studied in comparison with conditions of nonreceipt of any information and of receipt of normative evaluation.

      Compared it to grades only and no-feedback.

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    Annotators

    1. In summary, our main goal was to examine how students' achievement goals are related to changes in self-efficacy, preference to avoid challenge, and intrin sic value in the face of evaluation. Early in the semester, we assessed students' achievement goals, self-efficacy, desire to avoid challenge, and intrinsic value. We assessed students' self-efficacy, desire to avoid challenge, and intrinsic value again immediately after they received their grades on their first major exam or paper. This design allowed us to examine the role of goals in the change in mo tivational constructs associated with performance feedback. Our main hypothe ses were (a) a mastery goal will be associated with enhanced motivation around receipt of grades (i.e., increased efficacy and value and lower preference for chal lenge avoidance); (b) a performance-avoidance goal will be associated with di minished motivation around receipt of grades (i.e., decreased efficacy and value and increased preference for challenge avoidance); and (c) the effects of a per formance-approach goal on changes in motivation will be moderated by grades. When students encounter low grades, a performance-approach goal will be relat ed to diminished motivation. When students receive high grades, a performance approach goal will be unrelated to changes in motivation.

      The method. Should see if I could replicate this.

    1. the only real problem remaining is the user experience that entices teachers to contribute content

      Sounds a bit restrictive. Though there are hairy UX problems making it even more difficult for teachers to contribute content, many other issues are likely to remain, preventing contributions, even if the User Experience were optimal for every single potential contributor. In other words, it’s one thing to set “the problem to be solved” in a manageable way. It’s another to grasp the complexity of the situation.

  15. May 2016
    1. Wiggins and McTighe’s solutions—backward design, sharing detailed rubrics with students, etc.—are certainly the right way to do teacher-centered, standards-driven education based on measurable outcomes.

      I've been wondering for a long time about ID, UbD and the like as they fit in with open educational practices and open pedagogy. It seems like they're closed in a way, in that the the goals, the way they're defined and the means to getting there are all defined for the learner. But if we really want to help people grow and be all they can be, we have to cede control to the learners, so they can start to define their own goals, and find out how to set their own paths.

  16. Apr 2016
    1. Everything is movable—including the walls
    2. “We designed every desk, chair, wall, workstation, and table so it can be moved by no more than two [hypothetical] people who are each five feet tall and weigh 80 pounds.”
    3. if a given layout isn’t working well for the people using it, they can change it quickly
    1. Each class that derives from UObject has a singleton UClass created for it that contains all of the meta data about the class instance. UObject and UClass together are at the root of everything that a gameplay object does during its lifetime. The best way to think of the difference between a UClass and a UObject is that the UClass describes what an instance of a UObject will look like, what properties are available for serialization, networking, etc. Most gameplay development does not involve directly deriving from UObjects, but instead from AActor and UActorComponent. You do not need to know the details of how UClass/UObject works in order to write gameplay code, but it is good to know that these systems exist.
  17. Mar 2016
    1. Now that our designers can call our C++ code, let us explore one more powerful way to cross the C++/Blueprint boundary. This approach allows C++ code to call functions that are defined in Blueprints. We often use the approach to notify the designer of an event that they can respond to as they see fit.
    1. What kinds of objects and subjects do interaction design practices make, and how do those practices produce them?

      The question could also be re-framed as what experiences of our lives do the objects of interaction design encapsulate?

    1. Great example of a forum which will cause burnout (for both student and professor). I like the idea for using Twitter as explained below. Students are probably already using the tool, it can be used as a back channel, and it has a more normal flow of conversation with potential guest speakers.

  18. Feb 2016
    1. moves the center from the designer’s imagination of the system to the designer’s imagination of the user of the system
    2. Don Norman at Apple in 1993 (referenced by Peter Merholz[10]Peter Merholz. "Whither "User Experience"?". peterme.com. (1998): [http://www.peterme.com/index112498.html] ):“I invented the term [User Experience]

      Apple invented the concept of "user experience." Makes sense.

    3. Modernist

      As anti-user.

    1. Graham Chivers @deepgreendesign Let's enable all 2 flourish ~ Disruptive #Green Mechatronics #Design ~ #Freedom #Water #Food #Climate #HumanRights #Science #STEM #Math & amateur #Feminist Toronto, Canada, #iEarth1st grahamsgreendesign.com/blogs/

      This is me on twitter :)

    1. n Saul Carliner’s LessonsLearned from Museum Exhibit Design, exhibit design is broken into three main stages(2003). The “idea generator,” “exhibit designer, and “idea implementer,”leads each phase respectively (Carliner, 2003). The idea generator determines the main concepts or themes and chooses the content of the exhibit. Then, the exhibit designer takes the concept to prepare physical designs for the new gallery, creating display cases and deciding wall and floor coverings for the overall ambiance. Lastly, the idea implementer brings together everything to create the exhibit. The implementer collects any missing pieces for the gallery, ensures conservation of displayed pieces, and oversees all parts of the assembly(Carliner, 2003)

      Types of museum visitors outlined: idea generators, exhibit designers, idea implementers. Next paragraph introduces that an aspect of exhibit design missing is 'audience targeting' - reaching out to a specific clientele intentionally with an exhibition's design.

  19. Jan 2016
    1. If you ain't talking about the teacher in the classroom, I ain't listening. Teacher quality matters. Too many in the profession are quick to awfulize students in poverty to rationalize poor results. Better teaching inspires students and gets better results. Better teaching engages students and keeps them in classrooms, rather than the streets. Better teaching is the one thing we never really talk about. Better teaching is the only mechanism we have left.

      What are some ways to significantly improve teaching in these communities? The teaching doesn't happen in a vacuum and we need a plan to counteract the systemic forces at work that maintain the status quo.

    1. Good Design

      You know you have a good design when you show it to people and they say, “oh, yeah, of course,” like the solution was obvious.

    1. After some classroom experimentation, a more specific list of smart technology use criteria emerged

      As we transform the "HOW" of what we do to support schools, encouraging safe fail experimentation will be important. The design process supports this and iteration consists of success and failure.

    1. I would like to see an accurate array of photographs of these tasty lunch options. What does a a "Princess Sandwich" even look like? Is a "Celery Sandwich" satisfying? I'd be pleased to see precise measurements of the ideal "Tea Biscuit" Sandwich.

  20. Dec 2015
    1. Clojure Design Patterns

      Intro Episode 1. Command Episode 2. Strategy Episode 3. State Episode 4. Visitor Episode 5. Template Method Episode 6. Iterator Episode 7. Memento Episode 8. Prototype Episode 9. Mediator Episode 10. Observer Episode 11. Interpreter Episode 12. Flyweight Episode 13. Builder Episode 14. Facade Episode 15. Singleton Episode 16. Chain of Responsibility Episode 17. Composite Episode 18. Factory Method Episode 19. Abstract Factory Episode 20. Adapter Episode 21. Decorator Episode 22. Proxy Episode 23. Bridge

    1. Eames – outside of the world of design scholarship and commercial licenses – has become a word applied to alchemise junk shop remnants. A word whose prefix-polish transforms the value of the object to which it has been attached, a kind of culturally magic Brasso intended to bring out particular qualities in an object, even if those qualities aren't there in the first place.
    1. course design is more important than the LMS

      In all the platform news, we can talk about “learning management” in view of instructional and course design. But maybe it even goes further than design into a variety of practices which aren´t through-designed.

  21. gridlex.devlint.fr gridlex.devlint.fr
    1. Based on Flexbox (CSS Flexible Box Layout Module), Gridlex is a very simple css grid system to quickly create modern layouts and submodules.

      easy grid system fo web sites and apps

  22. Nov 2015
    1. Strong arguments for abandoning icon fonts in favor of SVG icons, with plenty of links to supporting material.<br> Tyler Sticka

      Font Awesome is an SVG and CSS icon library designed for Bootstrap.

    1. Most apps had detailed stats to help improve performance. However, to a friend who is not a runner, that info is much less exciting. They would probably much rather see that it was equal to 5 donuts, and give you a thumbs up.
    2. When starting on a new design, I like to list the objectives. Picking the right goals is often more important and harder than making things look good
    1. Dramatic statistics about the negative impact of hiding key navigation options out of the main view in mobile apps.

    1. The onboarding flow can be designed in many other ways that might be more useful to your users. Slack, for instance, uses the first screen to create some context. They simply introduce themselves, focusing on benefits instead of screens and features.
    2. That’s why now all the big players are shifting from hamburger menus towards making the most relevant navigation options always visible.

      Interesting example of YouTube switching away from the hamburger menu.

    1. There is a lot of evidence that quite subtle changes to user interfaces can have dramatic effects on how the interfaces are used. For example, the size of a search box or the text that accompanies it can considerably influence the queries that people submit.

      -- David Elsweller

    2. The whole gendered usage of hearts seems to have escaped Twitter. So does the fact that people fave (with stars) in complex ways - they are bookmarks, they are likes, they are nods of the head. But they are not indicators of love. I feel very weird loving tweets by random men I've only just started a conversation with. Not that there's anything wrong with feminine. But women - and men, in their own ways - are well-aware of how feminized visual signals get read by others, and in an identity space like Twitter, I suspect that will really minimize usage. Or at least until we all get used to it.

      -- Bonnie Stewart

    1. There is a very significant differentiation between user-design and User-centered design

      User-design is like "peer-production": the users are given the tool to do the job; while

      User-centered design is a way of "participants' consultation".

  23. Oct 2015
    1. Sigo convencido de que Lean Startup y las ideas, herramientas y metodologías que le rodean como Customer Development, Business Model Design, Lean UX o Effectuation son la mejor vía para crear una empresa. Pero la interacción con mis lectores y con los alumnos de mis cursos me ha hecho ver que hay problemas para llevar a la práctica estas ideas.
    1. it is vital that teachers become active agents for change, not just in implementing technological innovations, but in designing them too.

      One of the ultimate levels of technological appropriation may be in designing and implementing new tools related to a given technology.

    1. Apple does not sell great design. It sells design that flatters its owner. (And Apple’s timing has been perfect to exploit the rising tide of wealth inequality.)
  24. Sep 2015
    1. digital systems and displays oftenundermine mutual availability and visibility. Removing the visibility ofthe scene of action from the view of others not only undermines co-participation and collaboration at the exhibit itself, but removes thepossibility of others seeing and making relevant sense of what people aredoing elsewhere within the scene. The relevant ecology of action is largelydenied to those who happen to be within the same space. In contrast, it isworth adding that even those who design for fairgrounds and similar venueshave long recognized the importance of making their displays visible to a‘gathering’, allowing others to participate in various ways in the scene ofaction

      In our world of constant digitization, it is important to be aware of how technology creates individual and group experiences. If, in order to appreciate the work, you have to participate (i.e. run the controls), you are turning what could have been a group experience into an individual one.

      This also reminds me a lot of Marshal McLuhan's ideas on hot and cold media.

  25. Aug 2015
    1. Hey... BTW we can also use hypothes.is by now to collect opinion and feedback from peers during this design phase .

    1. we try to not make a specific interface. Instead, we always use the content as the interface. This is how we always design. In Cargo, there’s no design, there’s just content. You click on a thumbnail, but the thumbnail is just a smaller representation of the project. Essentially the browser is the canvas—it is the design—whereas, with a lot of web design, you see people making designs inside the browser, like a box inside a box, and then shading here, adding a bar there. But we don’t do that. We try to disappear.
  26. Jun 2015
    1. Gilbert, Tafarodi and Malone's paper was entitled "You Can't Not Believe Everything You Read". This suggests —to say the very least—that we should be more careful when we expose ourselves to unreliable information, especially if we're doing something else at the time. Be careful when you glance at that newspaper in the supermarket.

      I wonder if this accounts for the bad design of pseudoscience publications.

    1. No

      This is an eligibility question. Answering 'No' ends the transaction.

    1. When you hear people talk about Slack they often say it’s “fun”. Using it doesn’t feel like work.

      I'm commenting on my friends (Medium comment) here in Hypothesis because I wanted to see how Hypothesis handles that!

  27. May 2015
    1. That is, the human annotators are likely to assign different relevance labels to a document, depending on the quality of the last document they had judged for the same query. In addi- tion to manually assigned labels, we further show that the implicit relevance labels inferred from click logs can also be affected by an- choring bias. Our experiments over the query logs of a commercial search engine suggested that searchers’ interaction with a document can be highly affected by the documents visited immediately be- forehand.
  28. Apr 2015
    1. What features are included in my Founding Membership? 1 year pre-paid subscription Subscription begins v1 release, late Spring 2015 Life-time subscription rate of $8/month 7 Sites, custom domains OK Pretty much unlimited contributors, storage and bandwidth Commerce engine, due late 2015 Grid NFC Token (limited gold edition)

      Reduced monthly cost for life and 7 sites with customizable domains

      Pretty much unlimited contributors, storage and bandwidth

      I assume this mean you can share your sites with others?

    2. Do you need to learn code to use The Grid? No coding is required to use The Grid. Just do what you're already doing on Facebook, Twitter, Instagram, etc. Post images, video, and content to your site and our AI Designer will make it beautiful. If you know code, you can extend functionality using our platform tools and API.

      Coding skills are a plus but not necessary. Accessibility!...

    3. Can I migrate my existing website into The Grid? We will provide tools so that you can migrate your existing website, however, there will be some limitations depending on how your website was built. In addition, third parties can use our APIs to build tools that can add additional functionality for migrating content.

      Site migration is a plus!

    4. Do I own my content on The Grid? Yes, you own your content. The engine AutoDesigns your site, publishes it, and stores it on Github. Your source content will live in a Github repository that you can access and download anytime.

      Is access private/public?

    5. you post to your site

      Supposedly as simple as sharing to any social website

    1. Set body copy as justified left, ragged right?

      I'm a huge fan of justified text. I don't know why a typography checklist would encourage "ragged right". I do understand that humans can sometimes make better decisions about stretching character spacing (or not) and breaking words with hyphens at line boundaries, but computers do pretty well and it's so nice.

    2. Limit line length to 350–550 pixels by splitting wide pages into two or more columns?

      Why would you measure line length in px rather than characters?

  29. Mar 2015
    1. bound together by a systematic, continuous, organized knowledge structure supports the act of new knowledge creation also known as scholarship

      continuité des pratiques, continuité entre pratiques et ressources

    2. a collection of services that support the creation of new knowledge
    3. As important as the information itself, is providing and supporting an environment that allows for the transformation of that information into new knowledge

      Which is appropriation

    1. ‘We need to return to the original purpose of the library, which is to support all the various needs of the scholar and provide him or her with a place to come up with ideas and make breakthroughs that would not otherwise have happened.’

      Quote from Christine Madsen http://christinemadsen.com/

    1. Although people weren’t used to scrolling in the mid-nineties, nowadays it’s absolutely natural to scroll. For a continuous and lengthy content, like an article or a tutorial, scrolling provides even better usability than slicing up the text to several separate screens or pages.
  30. Jan 2015
    1. We strongly prefer our own term, knowledge-building community. It suggests continuity with the other knowledge-building communities that exist beyond the schools, and the term building implies that the classroom community works to produce knowledge - a collective product and not merely a summary report of what is in individual minds or a collection of outputs from group work.

      This fits with the open/closed scale for judging learning environments.

    1. We are using the term phygital as a way of emphasizing that these are a class of objects that have not simply had some digital functionality embedded within then but are connected devices whose functionality and operation is designed to exist simultaneously in both virtual and physical space.

      defining "phygital"

    2. this paper is speculating on a future in which creating game objects that link the physical and the digital presents an exciting and practical opportunity for game designers. However, such objects require interaction design approaches that not only utilise understandings from product design and graphical user interface but also how they might effectively be combined dynamically.

      Yep

    3. Example Game/Interaction Spaces for Game Objects used with Screens.

      This diagram showing interface interaction between screen space, player space and 3D space is intriguing

    4. Dan Saffer suggests hidden affordances may actually be regarded as ‘discoverable’ (Saffer 2013) in recognition that designers may deliberately allow them to be revealed through accidental use or deliberate exploration. This is similar to the practice of game designers leaving hidden elements, or ‘easter eggs’, within their games that are discovered by accident, this practice hints at a possible interesting opportunity yet to be applied to game objects.

      The use of 'easter eggs' inside game design -- purposeful hidden objects and pathways that fall outside the common map of the game - is fascinating. I have students who say they play games in order to find these elements.

    5. the interaction design of phygital objects for games requires games designers to not only fully understand the virtual aspects the affordances they are perhaps used to, but also to extend these to include the affordances we associate with physical objects to ensure their overall game design does not cause confusion for the player.

      agency considerations in design planning

    6. Interaction Design as defined by Verplank

      Interesting sketch here of equating emotions to our view of the world, and how we interact with information.

    7. mimetic interfaces

      When the virtual (game play) action is analogous to physical action .. ie, guitar hero: You play a guitar, not a joystick ..

    8. phygita

      Now, there's a word I have not seen before.

    9. Internet of Things

      I hate this term ... more marketing for businesses than reality in our lives.

    10. games that use objects as physical game pieces to enhance the players’ interaction with virtual games.

      Intriguing .. pushing the boundaries between the tangible and the virtual ...

  31. Sep 2014
    1. While the Atom Protocol specifies the formats of the representations that are exchanged and the actions that can be performed on the IRIs embedded in those representations, it does not constrain the form of the URIs that are used. HTTP [RFC2616] specifies that the URI space of each server is controlled by that server, and this protocol imposes no further constraints on that control.
  32. Feb 2014
    1. But when asked what he would have done differently, the answer was easy. "I would have got rid of the slash slash after the colon. You don't really need it. It just seemed like a good idea at the time."
  33. Jan 2014
    1. Survey design The survey was intended to capture as broad and complete a view of data production activities and curation concerns on campus as possible, at the expense of gaining more in-depth knowledge.

      Summary of the survey design

    1. Once you abandon entirely the crazy idea that the type of a value has anything whatsoever to do with the storage, it becomes much easier to reason about it. Of course, my point above stands: you don't need to reason about it unless you are writing unsafe code or doing some sort of heavy interoperating with unmanaged code. Let the compiler and the runtime manage the lifetime of your storage locations; that's what its good at.

      Understanding what you should (and should not) reason about in the language you are using is an important part of good programming; and a language that lets you reason (nee worry) about only the things you need to worry about is an important part of a good programming language.

    1. Surely the most relevant fact about value types is not the implementation detail of how they are allocated, but rather the by-design semantic meaning of “value type”, namely that they are always copied “by value”.
    1. I first encountered empathy as an explicit design principle in the context of design thinking. You can’t design anything truly useful unless you understand the people for whom you’re designing.

      Empathy as a design principle

  34. Nov 2013
    1. Here one may certainly admire man as a mighty genius of construction, who succeeds in piling an infinitely complicated dome of concepts upon an unstable foundation, and, as it were, on running water. Of course, in order to be supported by such a foundation, his construction must be like one constructed of spiders' webs: delicate enough to be carried along by the waves, strong enough not to be blown apart by every wind.
    2. It is remarkable that this was brought about by the intellect, which was certainly allotted to these most unfortunate, delicate, and ephemeral beings merely as a device for detaining them a minute within existence.

      Does this imply existence of a Creator?

    1. Model

      An illustration or some kind of graphic here would be nice, to help make the site more dynamic.

  35. Oct 2013
    1. For Foddy, QWOP was designed as a critique of the classic arcade game Track & Field. Foddy always looks to the games of his childhood when developing his own works rather than his more recent philosophy studies.

      Interesting to rely on life experiences vs. Philosophy background.