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Methodological Framework –
Assessment of selected Web2.0
                         tools


     Teresa Holocher-Ertl, Zentrum fuer Soziale Innovation
Lifelong Learning Programme             PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 Deliverable Number:              D7
 Contractual Date of              31/05/2012
 Delivery:
 Actual Date of Delivery:         16/08/2012
 Title of Deliverable (in the     Methodological Framework - Participatory user
 project application):            involvement
 Dissemination Level:             Public
 WP contributing to the           WP3
 Deliverable:                     D6
 Author(s):                       Teresa Holocher-Ertl, ZSI



 Participant(s):                  Maria Schwarz-Woelzl, ZSI
                                  Erwin Rennert, ZSI
                                  Silvia Burger, ZSI



 History
 Version Date                 Author                      Comments

                                                          Methodology developed for a
 V01           15/05/2012 Teresa Holocher-Ertl
                                                          SWOT analysis of selected tools.

                                                          After   the   revision  of the
                                                          workshop’s goals: from SWOT to
 V02           14.08.2012     Teresa Holocher-Ertl
                                                          usefulness of tools for peer
                                                          learning purposes.




                      This project has been funded with support from the European Commission.
This publication reflects the views only of the author, and the Commission cannot be held
responsible for any use which may be made of the information contained therein.




Version: 0.2                                      Author(s): Teresa Holocher-Ertl

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Lifelong Learning Programme      PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 Abstract

 This deliverable is prepared within the WP4 of the PEER project, namely WP4:
 ‘Assessment of preselected open source Web2.0 tools’. As the first deliverable
 within this WP, its aim is to define the methodology for assessment of
 preselected open source Web2.0 tools done within WP3 via a participatory
 workshop with older people, conducted in Glasgow, at the University of
 Strathclyde.




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Lifelong Learning Programme                            PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 Table of Contents
 1 Introduction ............................................................................5

    1.1           About the PEER project ....................................................... 5
    1.2           About this document ............................................................. 5
 2 Design of the participative assessment Workshop.....6

    2.1           Methodology and instruments applied........................ 6
        2.1.1         Introduction to the topic of peer learning and online social networks .... 6
        2.1.2         Presentation of the seven peer learning tools ....................................... 7
        2.1.3         Creation of individual peer learning scenarios....................................... 9
    2.2        Agenda .............................................................................................. 13
 References ..................................................................................14


 Index of Graphs
 Figure 1: Feedback matrix for each web2.0 tool .................................................................... 8
 Figure 2: Activity card .......................................................................................................... 11
 Figure 3: Tool card .............................................................................................................. 11




Version: 0.2                                                        Author(s): Teresa Holocher-Ertl

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Lifelong Learning Programme          PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 1 Introduction
 1.1 About the PEER project
 PEER is a LLP / Grundtvig project which provides facilitation of informal and non-
 formal peer learning in online communities supported by customized Web2.0
 tools for adults aged 50+.
 Target groups are:
 •   Companies and operators of 50plus platforms
 •   Organisations who want to augment their existing website by introducing
     user-friendly Web2.0 tools in the domain of an ageing society, such as 3rd
     Age Universities, senior associations, care givers of older people and other
     organisations in this field.
 Start date: 01/10/2011 - 09/2013
 End date: 30/09/ 2013
 Website: www.peer-learning-50plus.eu

 1.2 About this document
 This document presents the methodology for an end-user workshop of the PEER
 project that will be conducted in Glasgow / Scotland. This workshop is part of the
 fourth WP of the PEER project, namely WP4: ‘Assessment of preselected open
 source Web2.0 tools’. Based on preliminary findings within WP2 (D3) on theories
 of older peoples’ learning patterns, motivational factors in peer learning settings
 and their technology enhanced learning patterns, a selection of Web2.0 tools has
 been conducted in WP3. This selection includes six different tools which all have
 the potential to support peer learning amongst the target group of 50+ people.
 These tools support activities like the collaborative creation of knowledge
 artefacts, the management of one’s shared knowledge resources, the conduction
 of virtual meetings and the organisation of meetings and events.
 The methodology for this workshop aims to involve the potential end-users of
 50plus platforms in order to assess a shortlist of Web2.0 tool which have the
 potential to support older peoples’ peer learning on 50plus platforms.
 Within this workshop we explore:
     o   The relevance and usefulness of the proposed tools for peer learning
         amongst the 50+ target group.
     o   The perceived ease of use and aesthetics of the proposed web2.0 tools.
     o   Application scenarios for the usage of these tools in peer learning.
     o   Perceived barriers and potential enablers for the usage of these tools in
         peer learning.

Version: 0.2                                  Author(s): Teresa Holocher-Ertl

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Lifelong Learning Programme       PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 Target audience of the deliverable
 This document is a public deliverable. However, it is mainly intended for the
 project partners and the European Commission officers and so the document will
 be made public, but not specifically disseminated on a wider scale.



 2 Design of the participative
   assessment Workshop
 The PEER project foresees one assessment workshop in Glasgow (Scotland).
 The participants involved in this assessment workshop are twelve retired end-
 users aged 50+. These twelve end-users ideally are split into two profiles:
 •   Half of them relies on experiences in sharing information and knowledge;
 •   Half of them relies on experiences in using online social network platforms,
     ideally in 50+ platforms
 Further, an equal gender division should be given.

 2.1 Methodology and instruments applied
 In the following chapter the methodology and instruments of the workshop will
 be explained. This chapter is structured along the agenda of the workshop. For
 each of the instruments a short description, the objectives as well as more
 detailed information – for instance back ground literature – can be found.

 2.1.1     Introduction to the topic of peer learning and online
      social networks
 Timeframe: 10H00 – 10H10 (10 minutes)
    • Presentation of the PEER project, the role of the end-users in the project
      and the objectives of the workshop (5 min)
    • Introduction of the participants and researchers (5 min)

 Objectives:
   • Make participants understand that they are the experts of their
      “Lebenswelt” – the world of their own life experience.
   • Sensitizing participants to the fact that technology is often produced in a
      way that makes it difficult to use for end-users. In other words, that
      problems in handling new technologies are often not due to the end-users’
      low capability but due to low usability.
   • Introduce users to the topic of online social networks and their increasing
      relevance in peoples’ lives. Introduce the concept of peer-learning.
   • Create a climate of open exchange between participants and researchers


Version: 0.2                               Author(s): Teresa Holocher-Ertl

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Lifelong Learning Programme       PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 Background information:
 Older people have limited experiences with new technology, and their opinion
 about technology is often based on very little knowledge, stories from friends,
 neighbours or the media. Thus older people tend to blame their fear, perception
 of complexity and own poor knowledge when failing to deal with new technology,
 instead of blaming poor design. Thus it’s very important to not undermine the
 very low confidence that older people have in their computer skills when
 involving them in the participatory design process (Newell and Monk 2007).
 Therefore, when involving older people in the design process an ambience of
 trust has to be established. The user-centred design activities have to be
 conducted in an atmosphere, which encourages and values the participants own
 opinions, invites them to express themselves honestly, and to enjoy their
 experience. It is important at the beginning to explain the research process to
 everybody and clarify the roles of the different parties involved. Researchers
 have to make participants aware of their own expertise (for instance, their life
 experience) and how valuable their contribution is (Newell, Arnott et al. 2007;
 Eisma, Dickinson et al. 2004).

 2.1.2           Presentation of the six peer learning tools
 Timeframe: 10H10 – 12H40 (140 min and 10 min break after the first
 four tools)
 In this section the users will be introduced to the six web2.0 tools. We will use a
 scenario that guides the users through each of the tool presentations and makes
 the functionality of the tools understandable for the specific purpose of peer
 learning amongst 50+ people. The scenario will also help to better understand
 what kind of support each of the tools could provide to handle real-life challenges
 of 50+ people with regard to peer learning.

 Each introduction will have as main objective to make the functionality of the
 tools understandable for the target group. So the focus lays on making the
 potential value of these tools transparent in the given context. But participants
 should also get a better understanding of the look & feel of the respective tools
 to provide their first impressions about ease of use and aesthetics. That’s why
 the presenter, guided by the scenario, will make an online, click-through
 presentation of each of the tools.

 The scenario:
 We will develop a fictive persona who wants to exchange experiences about the
 challenges and joys from going into retirement. This persona has six tools at her
 disposal. In Slideshare she looks up other’s presentations on the topic, with
 Disqus she manages all the comments and questions that she posted on divers
 blogs, with Doodle she organises a meeting with her oldest friends to discuss the
 topic, with Scribblar she meets online with her friends after the meeting to make
 a nice summary and so on.

 The challenge of this part of the agenda is to keep the participants focused and
 interested, despite the fact that participants are mainly passive consumers of the
 content and although the complexity of the presented tool is considerable.

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Lifelong Learning Programme                PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 Researchers made the experience that it isn’t easy to keep a focus group of older
 people focused on the subject being discussed (Eisma, Dickinson et al. 2004),
 (Lines and Hone 2004). Lines reported that older people tended to “wander”
 from the topic under discussion, providing instead unrelated anecdotes and
 chatting amongst themselves.
 To address this challenge, the presentations will be kept to a maximum of 10
 minutes for each of the tools. After each presentation participants will be
 required to become active themselves and provide feedback on relevance, value,
 ease of use and aesthetics of the respective tool, using a feedback matrix (see
 Figure 1). Participants will be asked to stand up and move through the room to
 provide their feedback. And after this initial feedback questions and answers can
 be posed and discussed.




                              Figure 1: Feedback matrix for each web2.0 tool
 Additionally, each of the tools will stay present in the room in the form of an
 artefact. For each of the six tools one flipchart will be prepared that contains
 coloured screenshots of the tool and also bullet points of the main functionalities
 and benefits, it provided to the persona in the presented scenario. These
 artefacts will also serve the participants as memory aid during the second part of
 the workshop.

 Objectives:
   • Introduce the main functionalities and benefits of the six selected tools to
      the target group.
   • Get a first feedback on relevance, usefulness, ease of use and aesthetics
      for each of the tools.
   • Clarify open questions.

 Background information:
 In this part the following six Web2.0 are presented:


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Lifelong Learning Programme        PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




     •   Openmeetings: is an Audio/Video conferencing software that allows
         users to instantly set up a conference in the Web. Users can use
         microphone or webcam, share documents on a white board, share their
         screen or record meetings (incubator.apache.org/openmeetings).
     •   Disqus: is an online discussion and commenting service for websites and
         online communities that uses a network platform (disqus.com).
     •   Slideshare easy: is a community for sharing presentations, documents,
         videos and webinars. Individuals and organizations can upload documents
         to SlideShare to share their ideas, conduct research, connect with others.
         Anyone can view presentations and documents on topics that interests
         them, download them and reuse or remix for their own work
         (www.slideshare.net).
     •   Dropbox: is a free file hosting service that offers cloud storage, file
         synchronization, and client software (www.dropbox.com).
     •   Scribblar: provides users with an easily accessible, collaborative
         whiteboard tool (www.scribblar.com).
     •   Doodle: is an online scheduling tool that allows the user to “poll” a
         number of people to determine at what time they could attend a meeting,
         event, etc. Users create a poll with date and time choices for the
         participants to choose (www.doodle.com).
 For this task the project will use the scenario approach. User scenarios are
 “informal narrative descriptions” (Carroll 2000) about a persona or personas
 (hypothetical archetypes of actual users) and their activities, emphasizing the
 goals the user wants to reach with a specific product, the persona’s expectations
 concerning particular systems and the most critical tasks that he/she wants to
 execute. Scenarios can be described in different ways including text, speech,
 photographs and video clips (Isacker, Slegers et al. 2009).
 Scenarios have turned out to be very useful techniques for the elicitation of user
 requirements when users lacked knowledge of technical language and different
 technologies (Eisma, Dickinson et al. 2003). The scenarios helped them to
 visualize the consequences of the introduction and usage of new technology, as
 well as to tie the usage of technology to practical concerns from their everyday
 life.
 12H40 – 13H45 - lunch break (1h05 min)



 2.1.3           Creation of individual peer learning scenarios
 Timeframe: 13H45-14H15 (30 min)
 At the beginning of the afternoon session the participants will be asked to create
 their own scenarios. They are asked to imagine that they are part of an online
 community platform of 50+ people where they meet regularly to provide each
 other with help and advice. On this platform there is a new topic under
 discussion at the moment, which is the transition phase into retirement. The
 individual participants want to share their experiences with those people involved
 on the platform.
 So the question is which of the tools that have been presented in the morning
 would they use? Which of these tools are really relevant for them? For what kind
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Lifelong Learning Programme         PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 of activity would they use it and why? Are there any problems related to the
 usage of these tools?
 Each person should elaborate on these questions individually. To support this
 reflection process, cards will be prepared for the participants. There will be cards
 for each of the tools, activity cards, problem cards and cards for new
 ideas/suggestions.
 The cards can be filled in and placed on a flipchart in any order the participants
 want them to be placed.
 Objectives:
      •   This tasks aims to foster the individual reflection amongst participants on
          the tools that have been presented to them.
      •   The exercise is based on a scenario again, only that this time the
          participants chose which tools to use for what kind of learning activity.
      •   This exercise will help us to understand, which of the tools are found
          attractive by the target group, how they would use them within their
          learning scenarios and what would be the reason for the usage. The
          lessons learned from this section will support the project team to further
          reduce the number of selected tools and know on which functionalities the
          peer learning services will need to focus on.
 Background information on this instrument:
 In this and the next task we will use a very simple form of the CARD
 (Collaborative Analysis of Requirements and Design) technique. The CARD
 technique was discovered by Tudor in 1992, and has been refined into a well-
 understood practice in 1993 (Tudor et al. 1993). The materials in the CARD
 technique are physical cards, each of which represents an activity, an object or
 tools, a person etc. (Muller 2001). CARD sessions are conducted informally as a
 kind of semi-structured brainstorming session. Participants are people who want
 to combine their different viewpoints to reflect their diverse needs and
 constituencies. Normally the session starts with the presentation of the cards.
 Each card represents an open-ended template to describe an activity, or a
 component of an activity. The participants in the session will use the cards to
 lay out a sequence of activities, to explain not only what is done but also why it
 is done, and to add commentary and interpretation that help to understand the
 context of the process.
 As in our case we think that the older people first need time to individually reflect
 on the tools and processes which have been presented to them in the morning,
 we will start this task not as a collaborative task but as an individual one and
 reduce the different types of cards to reduce complexity (for examples of cards
 see Figure 2 and Figure 3). Learning and sharing of experiences is also
 something that is very much influenced by one’s individual needs and values, so
 we start at an individual level first. The collaborative creation will be part of the
 next task.




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Lifelong Learning Programme       PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




                                 Figure 2: Activity card




                                  Figure 3: Tool card

 2.1.3.1         Creation of a collaborative peer learning scenario
 Timeframe: 14H15 – 15H15 (60 min)
 In this final task the participants will form two groups of six members each. The
 group work will start with a short presentation of the individual learning
 scenarios, which were elaborated during the previous exercise. This presentation
 should not last more than 3-5 minutes each and will also be audio-recorded. The
 presentations help to understand each other’s ideas, first about the peer learning
 process and second about the usage of the proposed tools. It will build the
 common ground for the following group work.

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Lifelong Learning Programme        PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 In the following group work the six participants will be asked to create one
 shared application scenario together, which subsumes the individual views of
 each of them if possible. This is when the different ideas should flow into one big
 picture about the usage of the six selected tools for peer learning. This is the
 tasks, where participants are asked to be creative and create a usage scenario
 for a collaborative learning environment, which at the one hand seems useful to
 them but on the other hand also has some innovation potential.
 Objectives:
     •   Come up with a shared view on computer supported peer learning
     •   Trigger participants to use the creativity of the group to create learning
         scenarios which are not only useful but more innovative than what they
         have heard about or experienced until now.
     •   Get a good understanding about the usage of the selected tools to further
         reduce the list of web2.0 tools and start to develop the peer learning
         package which will be evaluated by end-users in a next step.
 15H15 – 15H30 (15 min)
 Presentation of group work
 Finally each group will shortly present their work to the other group to come up
 with a shared understanding of all participants. Again these presentations are
 recorded by the research team for further analysis.




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Lifelong Learning Programme       PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 2.2 Agenda

 10H00 – 10H10
 Introduction to the project – 10 min


 10H1 0– 12H40
 Presentation and discussion of the six peer learning tools (including 10 min
 break)


 12H40 – 13H45
 Lunch break


 13H45 – 14H15
 Creation of individual peer learning scenarios (30 min)


 14H15 – 15H15
 Creation of a collaborative peer learning scenario (60 min)


 15H15 – 15H30
 Presentation of group work (15 min)




Version: 0.2                               Author(s): Teresa Holocher-Ertl

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Lifelong Learning Programme        PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP




 3 References
 Carroll, J. M. (2000). "Five Reasons for Scenario-Based Design." Interacting with
 Computers 13(1): 43-60.
 Eisma, R., A. Dickinson, et al. (2003). Mutual inspiration in the development of
 new technology for older people. INCLUDE 2003, London, UK.
 Eisma, R., A. Dickinson, et al. (2004). "Early user involvement in the
 development of Information Technology-related products for older people."
 Universal Access in the Information Society 3(2): 131 - 140.
 Isacker, K. V., K. Slegers, et al. (2009). "A UCD Approach towards the Design,
 Development and Assessment of Accessible Applications in a Large Scale
 European Integrated Project." Universal Access in HCI, Part I: 184-192.
 Lines, L. and K. S. Hone (2004). "Eliciting User Requirements with Older Adults:
 Lessons from the Design of an Interactive Domestic Alarm System." Universal
 Access in the Information Society 3(2): 141-148.
 Muller, Michael J. (2001). “Layered Participatory Analysis: New Developments in
 the CARD Technique” SIGCHI ’01, March 31-April 4, 2001, Seattle, WA.
 Newell, A., J. Arnott, et al. (2007). Methodologies for Involving Older Adults in
 the Design Process. HCII, Bejing.
 Newell, A. and A. Monk (2007). Involving Older People in Design. Design for
 Inclusivity: A Practical Guide to Accesible, Innovative and User-Centred Design.
 J. C. Roger Coleman, Huan Dong and Julia Cassim. Hampshire, England, Gower
 Publishing Limited: 111-130.
 Tudor, L.G., Muller, M.J., Dayton, T., and Root, R.W. (1993). A participatory
 design technique for high-level task analysis, critique, and redesign:   The
 CARD method. In Proceedings of HFES’93. Seattle WA USA.




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Peer d7 assessment workshop methodology

  • 1. Methodological Framework – Assessment of selected Web2.0 tools Teresa Holocher-Ertl, Zentrum fuer Soziale Innovation
  • 2. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP Deliverable Number: D7 Contractual Date of 31/05/2012 Delivery: Actual Date of Delivery: 16/08/2012 Title of Deliverable (in the Methodological Framework - Participatory user project application): involvement Dissemination Level: Public WP contributing to the WP3 Deliverable: D6 Author(s): Teresa Holocher-Ertl, ZSI Participant(s): Maria Schwarz-Woelzl, ZSI Erwin Rennert, ZSI Silvia Burger, ZSI History Version Date Author Comments Methodology developed for a V01 15/05/2012 Teresa Holocher-Ertl SWOT analysis of selected tools. After the revision of the workshop’s goals: from SWOT to V02 14.08.2012 Teresa Holocher-Ertl usefulness of tools for peer learning purposes. This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 2 / 14
  • 3. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP Abstract This deliverable is prepared within the WP4 of the PEER project, namely WP4: ‘Assessment of preselected open source Web2.0 tools’. As the first deliverable within this WP, its aim is to define the methodology for assessment of preselected open source Web2.0 tools done within WP3 via a participatory workshop with older people, conducted in Glasgow, at the University of Strathclyde. Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 3 / 14
  • 4. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP Table of Contents 1 Introduction ............................................................................5 1.1 About the PEER project ....................................................... 5 1.2 About this document ............................................................. 5 2 Design of the participative assessment Workshop.....6 2.1 Methodology and instruments applied........................ 6 2.1.1 Introduction to the topic of peer learning and online social networks .... 6 2.1.2 Presentation of the seven peer learning tools ....................................... 7 2.1.3 Creation of individual peer learning scenarios....................................... 9 2.2 Agenda .............................................................................................. 13 References ..................................................................................14 Index of Graphs Figure 1: Feedback matrix for each web2.0 tool .................................................................... 8 Figure 2: Activity card .......................................................................................................... 11 Figure 3: Tool card .............................................................................................................. 11 Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 4 / 14
  • 5. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP 1 Introduction 1.1 About the PEER project PEER is a LLP / Grundtvig project which provides facilitation of informal and non- formal peer learning in online communities supported by customized Web2.0 tools for adults aged 50+. Target groups are: • Companies and operators of 50plus platforms • Organisations who want to augment their existing website by introducing user-friendly Web2.0 tools in the domain of an ageing society, such as 3rd Age Universities, senior associations, care givers of older people and other organisations in this field. Start date: 01/10/2011 - 09/2013 End date: 30/09/ 2013 Website: www.peer-learning-50plus.eu 1.2 About this document This document presents the methodology for an end-user workshop of the PEER project that will be conducted in Glasgow / Scotland. This workshop is part of the fourth WP of the PEER project, namely WP4: ‘Assessment of preselected open source Web2.0 tools’. Based on preliminary findings within WP2 (D3) on theories of older peoples’ learning patterns, motivational factors in peer learning settings and their technology enhanced learning patterns, a selection of Web2.0 tools has been conducted in WP3. This selection includes six different tools which all have the potential to support peer learning amongst the target group of 50+ people. These tools support activities like the collaborative creation of knowledge artefacts, the management of one’s shared knowledge resources, the conduction of virtual meetings and the organisation of meetings and events. The methodology for this workshop aims to involve the potential end-users of 50plus platforms in order to assess a shortlist of Web2.0 tool which have the potential to support older peoples’ peer learning on 50plus platforms. Within this workshop we explore: o The relevance and usefulness of the proposed tools for peer learning amongst the 50+ target group. o The perceived ease of use and aesthetics of the proposed web2.0 tools. o Application scenarios for the usage of these tools in peer learning. o Perceived barriers and potential enablers for the usage of these tools in peer learning. Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 5 / 14
  • 6. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP Target audience of the deliverable This document is a public deliverable. However, it is mainly intended for the project partners and the European Commission officers and so the document will be made public, but not specifically disseminated on a wider scale. 2 Design of the participative assessment Workshop The PEER project foresees one assessment workshop in Glasgow (Scotland). The participants involved in this assessment workshop are twelve retired end- users aged 50+. These twelve end-users ideally are split into two profiles: • Half of them relies on experiences in sharing information and knowledge; • Half of them relies on experiences in using online social network platforms, ideally in 50+ platforms Further, an equal gender division should be given. 2.1 Methodology and instruments applied In the following chapter the methodology and instruments of the workshop will be explained. This chapter is structured along the agenda of the workshop. For each of the instruments a short description, the objectives as well as more detailed information – for instance back ground literature – can be found. 2.1.1 Introduction to the topic of peer learning and online social networks Timeframe: 10H00 – 10H10 (10 minutes) • Presentation of the PEER project, the role of the end-users in the project and the objectives of the workshop (5 min) • Introduction of the participants and researchers (5 min) Objectives: • Make participants understand that they are the experts of their “Lebenswelt” – the world of their own life experience. • Sensitizing participants to the fact that technology is often produced in a way that makes it difficult to use for end-users. In other words, that problems in handling new technologies are often not due to the end-users’ low capability but due to low usability. • Introduce users to the topic of online social networks and their increasing relevance in peoples’ lives. Introduce the concept of peer-learning. • Create a climate of open exchange between participants and researchers Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 6 / 14
  • 7. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP Background information: Older people have limited experiences with new technology, and their opinion about technology is often based on very little knowledge, stories from friends, neighbours or the media. Thus older people tend to blame their fear, perception of complexity and own poor knowledge when failing to deal with new technology, instead of blaming poor design. Thus it’s very important to not undermine the very low confidence that older people have in their computer skills when involving them in the participatory design process (Newell and Monk 2007). Therefore, when involving older people in the design process an ambience of trust has to be established. The user-centred design activities have to be conducted in an atmosphere, which encourages and values the participants own opinions, invites them to express themselves honestly, and to enjoy their experience. It is important at the beginning to explain the research process to everybody and clarify the roles of the different parties involved. Researchers have to make participants aware of their own expertise (for instance, their life experience) and how valuable their contribution is (Newell, Arnott et al. 2007; Eisma, Dickinson et al. 2004). 2.1.2 Presentation of the six peer learning tools Timeframe: 10H10 – 12H40 (140 min and 10 min break after the first four tools) In this section the users will be introduced to the six web2.0 tools. We will use a scenario that guides the users through each of the tool presentations and makes the functionality of the tools understandable for the specific purpose of peer learning amongst 50+ people. The scenario will also help to better understand what kind of support each of the tools could provide to handle real-life challenges of 50+ people with regard to peer learning. Each introduction will have as main objective to make the functionality of the tools understandable for the target group. So the focus lays on making the potential value of these tools transparent in the given context. But participants should also get a better understanding of the look & feel of the respective tools to provide their first impressions about ease of use and aesthetics. That’s why the presenter, guided by the scenario, will make an online, click-through presentation of each of the tools. The scenario: We will develop a fictive persona who wants to exchange experiences about the challenges and joys from going into retirement. This persona has six tools at her disposal. In Slideshare she looks up other’s presentations on the topic, with Disqus she manages all the comments and questions that she posted on divers blogs, with Doodle she organises a meeting with her oldest friends to discuss the topic, with Scribblar she meets online with her friends after the meeting to make a nice summary and so on. The challenge of this part of the agenda is to keep the participants focused and interested, despite the fact that participants are mainly passive consumers of the content and although the complexity of the presented tool is considerable. Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 7 / 14
  • 8. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP Researchers made the experience that it isn’t easy to keep a focus group of older people focused on the subject being discussed (Eisma, Dickinson et al. 2004), (Lines and Hone 2004). Lines reported that older people tended to “wander” from the topic under discussion, providing instead unrelated anecdotes and chatting amongst themselves. To address this challenge, the presentations will be kept to a maximum of 10 minutes for each of the tools. After each presentation participants will be required to become active themselves and provide feedback on relevance, value, ease of use and aesthetics of the respective tool, using a feedback matrix (see Figure 1). Participants will be asked to stand up and move through the room to provide their feedback. And after this initial feedback questions and answers can be posed and discussed. Figure 1: Feedback matrix for each web2.0 tool Additionally, each of the tools will stay present in the room in the form of an artefact. For each of the six tools one flipchart will be prepared that contains coloured screenshots of the tool and also bullet points of the main functionalities and benefits, it provided to the persona in the presented scenario. These artefacts will also serve the participants as memory aid during the second part of the workshop. Objectives: • Introduce the main functionalities and benefits of the six selected tools to the target group. • Get a first feedback on relevance, usefulness, ease of use and aesthetics for each of the tools. • Clarify open questions. Background information: In this part the following six Web2.0 are presented: Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 8 / 14
  • 9. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP • Openmeetings: is an Audio/Video conferencing software that allows users to instantly set up a conference in the Web. Users can use microphone or webcam, share documents on a white board, share their screen or record meetings (incubator.apache.org/openmeetings). • Disqus: is an online discussion and commenting service for websites and online communities that uses a network platform (disqus.com). • Slideshare easy: is a community for sharing presentations, documents, videos and webinars. Individuals and organizations can upload documents to SlideShare to share their ideas, conduct research, connect with others. Anyone can view presentations and documents on topics that interests them, download them and reuse or remix for their own work (www.slideshare.net). • Dropbox: is a free file hosting service that offers cloud storage, file synchronization, and client software (www.dropbox.com). • Scribblar: provides users with an easily accessible, collaborative whiteboard tool (www.scribblar.com). • Doodle: is an online scheduling tool that allows the user to “poll” a number of people to determine at what time they could attend a meeting, event, etc. Users create a poll with date and time choices for the participants to choose (www.doodle.com). For this task the project will use the scenario approach. User scenarios are “informal narrative descriptions” (Carroll 2000) about a persona or personas (hypothetical archetypes of actual users) and their activities, emphasizing the goals the user wants to reach with a specific product, the persona’s expectations concerning particular systems and the most critical tasks that he/she wants to execute. Scenarios can be described in different ways including text, speech, photographs and video clips (Isacker, Slegers et al. 2009). Scenarios have turned out to be very useful techniques for the elicitation of user requirements when users lacked knowledge of technical language and different technologies (Eisma, Dickinson et al. 2003). The scenarios helped them to visualize the consequences of the introduction and usage of new technology, as well as to tie the usage of technology to practical concerns from their everyday life. 12H40 – 13H45 - lunch break (1h05 min) 2.1.3 Creation of individual peer learning scenarios Timeframe: 13H45-14H15 (30 min) At the beginning of the afternoon session the participants will be asked to create their own scenarios. They are asked to imagine that they are part of an online community platform of 50+ people where they meet regularly to provide each other with help and advice. On this platform there is a new topic under discussion at the moment, which is the transition phase into retirement. The individual participants want to share their experiences with those people involved on the platform. So the question is which of the tools that have been presented in the morning would they use? Which of these tools are really relevant for them? For what kind Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 9 / 14
  • 10. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP of activity would they use it and why? Are there any problems related to the usage of these tools? Each person should elaborate on these questions individually. To support this reflection process, cards will be prepared for the participants. There will be cards for each of the tools, activity cards, problem cards and cards for new ideas/suggestions. The cards can be filled in and placed on a flipchart in any order the participants want them to be placed. Objectives: • This tasks aims to foster the individual reflection amongst participants on the tools that have been presented to them. • The exercise is based on a scenario again, only that this time the participants chose which tools to use for what kind of learning activity. • This exercise will help us to understand, which of the tools are found attractive by the target group, how they would use them within their learning scenarios and what would be the reason for the usage. The lessons learned from this section will support the project team to further reduce the number of selected tools and know on which functionalities the peer learning services will need to focus on. Background information on this instrument: In this and the next task we will use a very simple form of the CARD (Collaborative Analysis of Requirements and Design) technique. The CARD technique was discovered by Tudor in 1992, and has been refined into a well- understood practice in 1993 (Tudor et al. 1993). The materials in the CARD technique are physical cards, each of which represents an activity, an object or tools, a person etc. (Muller 2001). CARD sessions are conducted informally as a kind of semi-structured brainstorming session. Participants are people who want to combine their different viewpoints to reflect their diverse needs and constituencies. Normally the session starts with the presentation of the cards. Each card represents an open-ended template to describe an activity, or a component of an activity. The participants in the session will use the cards to lay out a sequence of activities, to explain not only what is done but also why it is done, and to add commentary and interpretation that help to understand the context of the process. As in our case we think that the older people first need time to individually reflect on the tools and processes which have been presented to them in the morning, we will start this task not as a collaborative task but as an individual one and reduce the different types of cards to reduce complexity (for examples of cards see Figure 2 and Figure 3). Learning and sharing of experiences is also something that is very much influenced by one’s individual needs and values, so we start at an individual level first. The collaborative creation will be part of the next task. Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 10 / 14
  • 11. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP Figure 2: Activity card Figure 3: Tool card 2.1.3.1 Creation of a collaborative peer learning scenario Timeframe: 14H15 – 15H15 (60 min) In this final task the participants will form two groups of six members each. The group work will start with a short presentation of the individual learning scenarios, which were elaborated during the previous exercise. This presentation should not last more than 3-5 minutes each and will also be audio-recorded. The presentations help to understand each other’s ideas, first about the peer learning process and second about the usage of the proposed tools. It will build the common ground for the following group work. Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 11 / 14
  • 12. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP In the following group work the six participants will be asked to create one shared application scenario together, which subsumes the individual views of each of them if possible. This is when the different ideas should flow into one big picture about the usage of the six selected tools for peer learning. This is the tasks, where participants are asked to be creative and create a usage scenario for a collaborative learning environment, which at the one hand seems useful to them but on the other hand also has some innovation potential. Objectives: • Come up with a shared view on computer supported peer learning • Trigger participants to use the creativity of the group to create learning scenarios which are not only useful but more innovative than what they have heard about or experienced until now. • Get a good understanding about the usage of the selected tools to further reduce the list of web2.0 tools and start to develop the peer learning package which will be evaluated by end-users in a next step. 15H15 – 15H30 (15 min) Presentation of group work Finally each group will shortly present their work to the other group to come up with a shared understanding of all participants. Again these presentations are recorded by the research team for further analysis. Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 12 / 14
  • 13. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP 2.2 Agenda 10H00 – 10H10 Introduction to the project – 10 min 10H1 0– 12H40 Presentation and discussion of the six peer learning tools (including 10 min break) 12H40 – 13H45 Lunch break 13H45 – 14H15 Creation of individual peer learning scenarios (30 min) 14H15 – 15H15 Creation of a collaborative peer learning scenario (60 min) 15H15 – 15H30 Presentation of group work (15 min) Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 13 / 14
  • 14. Lifelong Learning Programme PROJECT NUMBER - 517798-LLP-1-2011-1-AT-GRUNDTVIG-GMP 3 References Carroll, J. M. (2000). "Five Reasons for Scenario-Based Design." Interacting with Computers 13(1): 43-60. Eisma, R., A. Dickinson, et al. (2003). Mutual inspiration in the development of new technology for older people. INCLUDE 2003, London, UK. Eisma, R., A. Dickinson, et al. (2004). "Early user involvement in the development of Information Technology-related products for older people." Universal Access in the Information Society 3(2): 131 - 140. Isacker, K. V., K. Slegers, et al. (2009). "A UCD Approach towards the Design, Development and Assessment of Accessible Applications in a Large Scale European Integrated Project." Universal Access in HCI, Part I: 184-192. Lines, L. and K. S. Hone (2004). "Eliciting User Requirements with Older Adults: Lessons from the Design of an Interactive Domestic Alarm System." Universal Access in the Information Society 3(2): 141-148. Muller, Michael J. (2001). “Layered Participatory Analysis: New Developments in the CARD Technique” SIGCHI ’01, March 31-April 4, 2001, Seattle, WA. Newell, A., J. Arnott, et al. (2007). Methodologies for Involving Older Adults in the Design Process. HCII, Bejing. Newell, A. and A. Monk (2007). Involving Older People in Design. Design for Inclusivity: A Practical Guide to Accesible, Innovative and User-Centred Design. J. C. Roger Coleman, Huan Dong and Julia Cassim. Hampshire, England, Gower Publishing Limited: 111-130. Tudor, L.G., Muller, M.J., Dayton, T., and Root, R.W. (1993). A participatory design technique for high-level task analysis, critique, and redesign: The CARD method. In Proceedings of HFES’93. Seattle WA USA. Version: 0.2 Author(s): Teresa Holocher-Ertl 16/08/2012 Page 14 / 14