There are two big design challenges facing IDs in the months and years to come as it relates to mobile learning: (1) how do we convert the hundreds of thousands of PC-based e-learning courses we’ve stockpiled and (2) how do we adapt our design tactics to take full advantage of a mobile device’s affordances and constraints? We’ll start answering these questions by taking an existing PC-based course and re-designing it to work on a mobile device. We’ll explore the interaction design, learning, and technological issues involved. Then we’ll do the same thing except this time we’ll worry less about converting and instead re-design the course from scratch to take full advantage of mobile technologies. This presentation comes from the 2012 Philadelphia ASTD Leading Edge Conference.
1. DESIGNING INTERACTIVITY
IN A MOBILE WORLD
…SEE WHAT’S POSSIBLE, EFFECTIVE, AND NEITHER
Leading Edge Conference Gus Prestera, PhD
Philadelphia ASTD Learning & Performance Strategist
Ace Center, May 10, 2012 gus@presterafx.com
http://www.presterafx.com
PRESTERA FX
2. FROM E TO M
CONVERTING OUR EXISTING E-LEARNING
TO SMARTPHONE-BASED M-LEARNING
PRESTERA FX Designing Interactivity in a Mobile World 2
3. Tips for Going From E to M
1. From horizontal to vertical orientation
2. From all-at-once to parsed out
3. From always there to only-when-needed
4. From help screen to intuition and dialog
5. From books to learning objects
6. From mouse clicks to finger tapping
7. From eye candy to info-graphics
8. From “Are you sure….?” to “Let’s make sure….”
9. From loud & proud to “Shhh, you’re in the quiet car!”
10. “Keep it pithy!”
PRESTERA FX Designing Interactivity in a Mobile World 3
4. Tip #1. From horizontal to vertical orientation
http://www.presterafx.com/pfx/demos/m_web/index.htm
PRESTERA FX Designing Interactivity in a Mobile World 4
5. Tip #2. From all-at-once to parsed out
http://www.presterafx.com/pfx/demos/ep_motion/index.html
PRESTERA FX Designing Interactivity in a Mobile World 5
6. Tip #3. From always there to only-when-needed
PRESTERA FX Designing Interactivity in a Mobile World 6
7. Tip #6. From mouse clicks to finger tapping
PRESTERA FX Designing Interactivity in a Mobile World 7
8. Using motion to optimize space
PRESTERA FX Designing Interactivity in a Mobile World 8
9. How would
you convert
this game for a
smartphone?
PRESTERA FX Designing Interactivity in a Mobile World 9
10. Table-Top Activity: Convert Busy Bee!
Remember…
1. From horizontal to vertical orientation
2. From all-at-once to parsed out
3. From always there to only-when-needed
6. From mouse clicks to finger tapping
http://www.presterafx.com/pfx/demos/ep_show/index.html
PRESTERA FX Designing Interactivity in a Mobile World 10
11. UNLOCKING THE POTENTIAL OF M-LEARNING
IF WE WEREN’T CONVERTING AND COULD DESIGN THINGS ANY
WAY WE WANTED, HOW WOULD WE LEVERAGE SMARTPHONES?
PRESTERA FX Designing Interactivity in a Mobile World 11
12. Some Smartphone Affordances
1. Touch: Senses touch, multi‐touch, flick, 7. Integration: With printers and other
double‐tap, pinch, drag networked devices; with databases, streaming
media, and the web while on the move:
2. Movement: Senses physical interacts with other apps
movements, such as tilt, shake, and motion
8. Productivity: Interacts with
3. Geography: Judges geographic productivity tools that are already being used
location and relates to geographic information for work tasks
systems 9. Media Creation: Capture photos,
audio, and video on the move
4. Augmented Reality:
Superimpose virtual reality onto physical 10. Immediacy: Communicate instantly
world with others
5. Connectivity: Maintains connectivity 11. Scanning: Scans documents and QR
as we move codes
12. Size! It can go anywhere with us
6. Communication: Interacts with
other mobile devices: conferences with other
learners
PRESTERA FX Designing Interactivity in a Mobile World 12
13. GEP FoR President!
Guidance
Examples
Practice
Feedback
Reflection
More Practice!
Gus E. Prestera
Training You Can Believe In
PRESTERA FX Designing Interactivity in a Mobile World 13
14. GEPFRP and Salesforce Effectiveness
• Guidance: Video documentary segments, peer best practices
• Examples: Videos of real interactions, manager role plays with
high performers, virtual job shadow
• Practice: Role playing in the classroom and sales team
meetings…and more practice through virtual role plays
• Feedback: Trainer/actor, peer, manager
• Reflection: Recorded practice and real calls, online development
plan app
PRESTERA FX Designing Interactivity in a Mobile World 14
15. Table-Top Activity: Now You Try It!
• Sponsor: ASTD National
• Goal: Train and certify members as Remember…
mobile learning design specialists
• Audience: Members who are Guidance
Instructional Designers with MEds Examples
and 5-10 years of ISD experience Practice
Feedback
Reflection
• Your Challenge: How could ASTD More Practice!
leverage smartphones to accomplish their
goals with this national audience?
PRESTERA FX Designing Interactivity in a Mobile World 15
16. Thank you!!!
DESIGNING INTERACTIVITY
IN A MOBILE WORLD
…SEE WHAT’S POSSIBLE, EFFECTIVE, AND NEITHER
Leading Edge Conference Gus Prestera, PhD
Philadelphia ASTD Learning & Performance Strategist
Ace Center, May 10, 2012 gus@presterafx.com
http://www.presterafx.com
PRESTERA FX
Editor's Notes
Designing Interactivity in a Mobile World: See What’s Possible, Effective, and Neither Description (100 words): In this highly interactive session, we’ll examine learning interaction design for m-learning, what works, and what doesn’t. Through hands-on, group-based work with real-life examples, we’ll explore ways in which we can convert existing PC-based courses to work well on mobile devices as well as ways in which we can re-imagine learning experiences to take advantage of the affordances and constraints of smart phones and tablets. We’ll have examples to work with, but if you have a PC-based course that you’d like to re-design for mobile, bring your storyboards and use it to brainstorm with fellow participants. Purpose/Tool(s)/Take-Away to be Provided: There are two big design challenges facing IDs in the months and years to come as it relates to mobile learning: (1) how do we convert the hundreds of thousands of PC-based e-learning courses we’ve stockpiled and (2) how do we adapt our design tactics to take full advantage of a mobile device’s affordances and constraints? We’ll start answering these questions by taking an existing PC-based course and re-designing it to work on a mobile device. We’ll explore the interaction design, learning, and technological issues involved. Then we’ll do the same thing except this time we’ll worry less about converting and instead re-design the course from scratch to take full advantage of mobile technologies. Coming out of the workshop, participants will have gained a better understanding of the design issues involved and will concrete ideas that they can take back to their workplace to help them start re-designing their courses. Though a lot of the learning will happen through group-based, hands-on design activities (e.g., each group will design the same course for a different technology), we will also provide participants with a white paper and job aids that explain and summarize a lot of the best practices discussed. As artifacts of this session, they will have the original and revised designs. Coming out of the event, we will also post some of the content on YouTube and we will be blogging to extend the sharing of design best practices.
Designing Interactivity in a Mobile World: See What’s Possible, Effective, and Neither Description (100 words): In this highly interactive session, we’ll examine learning interaction design for m-learning, what works, and what doesn’t. Through hands-on, group-based work with real-life examples, we’ll explore ways in which we can convert existing PC-based courses to work well on mobile devices as well as ways in which we can re-imagine learning experiences to take advantage of the affordances and constraints of smart phones and tablets. We’ll have examples to work with, but if you have a PC-based course that you’d like to re-design for mobile, bring your storyboards and use it to brainstorm with fellow participants. Purpose/Tool(s)/Take-Away to be Provided: There are two big design challenges facing IDs in the months and years to come as it relates to mobile learning: (1) how do we convert the hundreds of thousands of PC-based e-learning courses we’ve stockpiled and (2) how do we adapt our design tactics to take full advantage of a mobile device’s affordances and constraints? We’ll start answering these questions by taking an existing PC-based course and re-designing it to work on a mobile device. We’ll explore the interaction design, learning, and technological issues involved. Then we’ll do the same thing except this time we’ll worry less about converting and instead re-design the course from scratch to take full advantage of mobile technologies. Coming out of the workshop, participants will have gained a better understanding of the design issues involved and will concrete ideas that they can take back to their workplace to help them start re-designing their courses. Though a lot of the learning will happen through group-based, hands-on design activities (e.g., each group will design the same course for a different technology), we will also provide participants with a white paper and job aids that explain and summarize a lot of the best practices discussed. As artifacts of this session, they will have the original and revised designs. Coming out of the event, we will also post some of the content on YouTube and we will be blogging to extend the sharing of design best practices.