30 Matching Annotations
  1. Apr 2023
    1. Various studies have shown that color-use influences learner attitudes, comprehension, and retention (Gaines & Curry, 2011). Some of these influences are broadly universalizable, others are contextual to the learner’s age, gender, or culture, and others are contextual to the subject matter or learning objectives being targeted

      The claim that some of these influences are "broadly universalizable" and others are "contextual" is somewhat arguable. While it is true that cultural and contextual factors can influence the way learners respond to color, it is important to note that some basic color associations and effects are fairly universal across cultures and age groups. For example, the color red tends to be associated with danger or excitement, regardless of cultural background. At the same time, it is also true that the specific effects of color-use may vary depending on the learning objectives and subject matter being addressed. For example, the use of warm colors like orange and yellow may be appropriate for a lesson on creativity or innovation, but might be less effective in a lesson on analytical thinking.

    2. This, in turn, frustrated me, because the only explanation he then provided would result in what I thought would be a terrible-looking design. “What does ‘pop’ really mean?” I though

      It highlights the importance of effective communication between designers and clients about color choices. This requires a shared understanding of color theory and the ability to articulate preferences and objectives clearly. The anecdote about the client requesting something that "pops" demonstrates the challenge of interpreting subjective requests and how to implement them in a way that aligns with design principles.

  2. Mar 2023
    1. We need a stronger understanding of how educational technology professionals are managing intricate projects in increasingly

      it is crucial for these professionals to have a strong understanding of project management principles and strategies, as well as a deep understanding of the needs and goals of multiple stakeholders. This can help ensure that projects are completed on time, within budget, and to the satisfaction of all stakeholders involved.

    1. “The first pitfall is the 'quick and dirty' effect, i.e. a very rapid, but low quality development may negatively affect further developments, hindering understanding, collaboration and commitment. The second one is just at the opposite pole in the 'speed' scale: the non-fast prototyping case. Here the prototyping phase is extended so much that it only delivers a late contribution, which often has to be accepted as time resources do not allow substantial revisions.”

      The 'quick and dirty' effect refers to the temptation to rush the development process and deliver low-quality results, which can have long-term negative effects on the project. This approach can lead to misunderstandings, lack of collaboration, and reduced commitment from stakeholders. On the other hand, the non-fast prototyping case refers to the opposite problem, where the prototyping phase is extended too much, resulting in delayed contributions and missed opportunities for substantial revisions. It is crucial to strike a balance between speed and quality when developing instructional systems, which requires careful planning and effective communication among team members.

    2. It allows to promote the discussion within the project group in a focused way, by concentrating on the facts and the results, rather than on theories and prejudices against technologies.

      Focusing on facts and results rather than theories and prejudices against technologies can promote objective and productive discussions within a project group. When discussing technologies, it is essential to focus on their potential benefits and drawbacks based on empirical evidence and research findings. This approach can help project members to make informed decisions and avoid getting sidetracked by personal biases or unfounded assumptions.

    3. Agile methods have been always very popular in education since this is how teachers operate in the classroom.

      While there may be some similarities between agile methods and how teachers operate in the classroom, it is not accurate to say that agile methods have always been very popular in education. Agile methods are a project management approach that has been primarily used in software development and business management. However, some schools and universities have started adopting agile methods in their curriculum development and project management processes. Agile methods can be beneficial in education as they promote collaboration, flexibility, and continuous improvement.

  3. Feb 2023
    1. On the other side of the screen, the performers make Crush respond to the children in authentic ways that make Crush seem real.

      As I can conclude this approach aims to gather user feedback and improve the design of a system before investing significant resources in development, ultimately leading to a better user experience and a more successful product.

    2. Instead, when a user or prototype tester wants to do something, they indicate where they would go, or what they would click, and the designer provides the next low fidelity prototype example. I

      Wizard of Oz (WoZ) prototype seems like used often for software development.

    3. Sketch of Exhibit Design Layout

      Through this rough sketch, designers can quickly test out different approaches and adjust their design based on feedback. Thus, it can help to save time and resources by allowing designers to iterate on their ideas more quickly.

    4. s this example demonstrates, storyboards can contribute to product development because they are drawn with the target audience in mind (Martin & Hanington, 2012) and visually describe how users will interact with the product.

      To conclude, storyboards are a helpful tool in instruction prototypes because they provide a clear and concise visual representation of the learning experience, allowing designers to identify potential issues early on, communicate their ideas more effectively, and iterate on their design more quickly. By visualizing the learning experience in storyboard, designers can more easily identify gaps in the instructional content, as well as potential usability or accessibility issues.

    5. Prototyping Stage

      I am wondering on among the prototyping stages in table 1, which stage that most of designers failed to accomplish the goals?

    6. visual prototypes

      Visual prototypes can decrease cognitive load because they allow the user to more easily understand and interact with the product or instructional material being designed. When designing any type of learning experience or product, it's important to consider the cognitive load that the user will experience. If the cognitive load is too high, it can result in frustration, confusion, and a decreased ability to learn. Thus, visual prototypes aim to decrease cognitive load by presenting information in a more visual and intuitive way. Instead of relying solely on text or verbal instructions, visual prototypes can use diagrams, images, and other visual aids to convey information more effectively. This can help to reduce the amount of mental effort required to understand the material or product being presented.

    7. make well-informed decisions about tool choice and tool use during design ideation

      demonstrating a clear instruction prototype is a must.

    8. nearly impossible to produce instruction that works perfectly the first time.

      Through this course, I learned that being messy in instruction design prototyping can be beneficial because it allows for a more creative and exploratory approach to designing instructional materials. When designing any type of learning experience, it's important to allow for flexibility and the ability to try different approaches and ideas. By being messy and not worrying about making everything perfect in the initial prototype stage, designers can test out different ideas and quickly iterate on what works and what doesn't.

      In addition, being messy in the prototyping stage can help to uncover hidden assumptions and biases that may not be apparent in a more polished final product. By seeing what works and what doesn't in a rough draft, designers can more easily identify areas that need improvement and adjust their approach accordingly.

    9. they must also be useful for someone—the end users or learners.

      We often called it as a meaningful instruction which refers to the design and delivery of educational experiences that are purposeful, relevant, and engaging for learners. It involves creating learning opportunities that are aligned with the goals and objectives of the course or program, and that are designed to support student learning and development. Meaningful instruction goes beyond simply conveying information to students. It involves creating learning experiences that are active, experiential, and designed to promote deep learning and understanding. This might involve using a variety of teaching strategies, such as case-based learning, problem-based learning, or project-based learning, that allow students to apply their knowledge in real-world contexts.

    1. These characterizations are not intended to privilege one design approach over others

      The provided case-studies mentioned above was kind of similar to our class experience in designing instructional material for brain tumor survivor. Each one of the groups has different approach but it is not intended to privilege one design approach over another, other than that it complements each other.

    2. In reviewing these proposals, they noted that even though all designers had access to the same information and the same design brief, the solutions were different, yet all were satisficing, meaning they met the requirements without violating any constraints.

      Even though all designers had access to the same information and design brief, the solutions they came up with were different because each designer brings their own unique set of experiences, skills, and perspectives to the design process.

      Design is a creative and iterative process that involves making a series of decisions based on a wide range of factors, including user needs, technical feasibility, aesthetic considerations, and business requirements. Each designer may prioritize these factors differently, leading to different design decisions and outcomes. Additionally, even when working within the same constraints, designers may interpret those constraints differently, leading to different solutions. For example, one designer may see a constraint as a limitation that must be worked around, while another designer may see it as an opportunity to innovate.

    3. with children

      True, a dynamic design approach is necessary when designing for children because it allows designers to create products or experiences that can adapt and evolve over time to meet the changing needs of the user. This approach helps to ensure that children have access to products and experiences that are engaging, supportive, and appropriate for their developmental stage by considering their unique cognitive, physical, and emotional needs that must be taken into account.

    4. Inviting stakeholders into instructional design process early can lead to more successful designs,

      I can really relate to this statement in which involving the stakeholders to our design process as much as we will be beneficial since it can allow us to fill the gap accurately.

    5. while scientific thinking can be characterized as reasoning inductively and deductively, designers reason constructively or abductively

      Designers reason constructively or abductively because their primary goal is to generate creative solutions to complex problems. This requires them to take a more exploratory and intuitive approach to problem-solving, focusing on generating a wide range of ideas and possibilities, rather than following a strict set of rules or procedures.

    6. Characterizations of Design Thinking (DT) Across Fields, Authors, and Over Time

      As I can assume, design thinking seems both useful and cool since it provides a structured and collaborative approach to problem-solving that can lead to innovative and effective solutions. It also encourages creativity and flexibility, which can be valuable in a wide range of contexts. Several key takeaways from this table are that design thinking focus on the user, emphasis on creativity, collaborative approach, iterative process, and imply the concept of agility.

    7. experienced designers do, we find they tend to use iterative methods

      Agreed, they tend to use iterative methods probably because it allow designers to continuously evaluate and improve their designs based on feedback and data. This iterative process helps to ensure that the final product is effective, efficient, and meets the needs of the learners.

    1. Conversations with the SME unveiled a concern that learners were too focused on finding the “right” answer while meeting the minimum requirements of a given assignment, which led the SME to believe the students lacked the critical thinking skills needed for entering the workforce.

      As a learning designer, it's essential to maintain close contact with subject matter experts. Subject matter experts bring a wealth of knowledge and expertise to the table, and their input is critical in ensuring that the learning material is accurate, relevant, and up-to-date. They can provide valuable insights into the subject matter, help to clarify complex concepts, and ensure that the learning design aligns with industry standards and best practices. Maintaining close contact with subject matter experts also helps to build a strong working relationship, which is important in ensuring that the learning design process runs smoothly and efficiently. In short, subject matter experts play a crucial role in the success of a learning design project, and it's essential for the learning designer to prioritize this relationship and seek their input throughout the design process.

    2. three key elements that involve the designer.

      In emphatic design approach, motivation, time commitment and determination to put ourselves in learner's shoes is a must.

    3. “relating to,” more than just “knowing about” the user (p. 441).

      Creating learner personas requires learning designers to not only know about the learners but also to relate to them. It's not enough to simply gather data and statistics; designers must be able to connect with the learners on a deeper level and understand their experiences, needs, and motivations. This requires a high level of empathy and the ability to put oneself in the shoes of the learners. By truly relating to the learners, the learning designer can create a more accurate and relatable persona that reflects the target audience. Additionally, this deeper level of understanding helps to inform the design decisions and ensure that the learning experience is tailored to the specific needs of the learners.

    4. who the learners are, as well as actual efforts to evaluate and understand their needs.

      This is important key takeaway in which understanding the learners is the key to unlocking learner potential and meeting learner needs. By getting to know their backgrounds, interests, and learning styles, we can create a more effective and engaging learning environment that caters to their individual needs and helps them achieve their full potential

    5. creating personas

      Empathy interviews are an essential aspect of creating learner personas in the field of learning design. The goal of a learner persona is to understand the target audience, their needs, motivations, and challenges. Empathy interviews provide valuable insights into the thoughts, feelings, and experiences of the learners, which helps to create a more accurate and relatable persona. These interviews allow the designer to see the world through the eyes of the learners, which is crucial in creating a learning experience that truly resonates with them. Without empathy, the learning designer may miss important details that could greatly impact the success of the design. In short, empathy interviews play a crucial role in ensuring that the learning design is tailored to the specific needs and expectations of the target audience.

    6. studies show that designers struggle regarding how to design the context that embodies the experience of users

      I completely agree that learning designers face challenges when it comes to designing the context that defines the user experience. It's not an easy task to create an environment that not only provides the necessary information but also engages and motivates the users to learn. The designer has to consider various aspects such as the target audience, their learning style, the subject matter, and the desired outcome. Balancing all these elements and creating a context that enhances the overall learning experience requires a great deal of creativity, skill, and expertise.