Interface Design for Learning

Design Strategies for Learning Experiences

Author: Dorian Peters

Publisher: Pearson Education

ISBN: 0321903048

Category: Computers

Page: 266

View: 8561

In offices, colleges, and living rooms across the globe, learners of all ages are logging into virtual laboratories, online classrooms, and 3D worlds. Kids from kindergarten to high school are honing math and literacy skills on their phones and iPads. If that weren't enough, people worldwide are aggregating internet services (from social networks to media content) to learn from each other in “Personal Learning Environments.” Strange as it sounds, the future of education is now as much in the hands of digital designers and programmers as it is in the hands of teachers. And yet, as interface designers, how much do we really know about how people learn? How does interface design actually impact learning? And how do we design environments that support both the cognitive and emotional sides of learning experiences? The answers have been hidden away in the research on education, psychology, and human computer interaction, until now. Packed with over 100 evidence-based strategies, in this book you'll learn how to: Design educational games, apps, and multimedia interfaces in ways that enhance learning Support creativity, problem-solving, and collaboration through interface design Design effective visual layouts, navigation, and multimedia for online and mobile learning Improve educational outcomes through interface design.
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Design for How People Learn

Author: Julie Dirksen

Publisher: New Riders

ISBN: 0134211529

Category: Education

Page: 304

View: 1708

Products, technologies, and workplaces change so quickly today that everyone is continually learning. Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems. In Design For How People Learn, Second Edition, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Updated to cover new insights and research into how we learn and remember, this new edition includes new techniques for using social media for learning as well as two brand new chapters on designing for habit and best practices for evaluating learning, such as how and when to use tests. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn, Second Edition will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.
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Graphics for Learning

Proven Guidelines for Planning, Designing, and Evaluating Visuals in Training Materials

Author: Ruth C. Clark,Chopeta Lyons

Publisher: John Wiley & Sons

ISBN: 0470547448

Category: Business & Economics

Page: 399

View: 8675

Are you getting the most learning value from visuals? Thoroughlyrevised and updated, Graphics for Learning is the secondedition of the bestselling book that summarizes the guidelines forthe best use of graphics for instructional materials, includingmultimedia, texts, working aids, and slides. The guidelines arebased on the most current empirical scientific research and areillustrated with a wealth of examples from diverse trainingmaterials. The authors show how to plan illustrations for varioustypes of content, including facts, concepts, processes, procedures,and principles. The book also discusses technical and environmentalfactors that will influence how instructional professionals canapply the guidelines to their training projects. Praise for the First Edition "For years I've been looking for a book that links cognitiveresearch on learning to graphics and instructional design. Here itis! Ruth Clark and Chopeta Lyons not only explain how to makegraphics work—they've created a very interesting read, fullof useful guidelines and examples." —Lynn Kearny, CPT, instructional designer and graphiccommunicator, Graphic Tools for Thinking and Learning "Finally! A book that integrates visual design into the largercontext of instructional design and development." —Linda Lohr, Ed.D., author, Creating Graphics forLearning and assistant professor, University of NorthernColorado
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Brilliance by Design

Creating Learning Experiences That Connect, Inspire, and Engage

Author: Vicki Halsey

Publisher: Berrett-Koehler Publishers

ISBN: 1605099619

Category: Business & Economics

Page: 216

View: 856

Many subject matter experts are just that, subject matter experts--not experts in the art of teaching, facilitating, or designing. Thousands of authors, trainers, and speakers have great content, but they lack the skills required to convey their content in a way that inspires learners to unleash their brilliance and move the learning to practice.. They often spend 70% of their time on WHAT they are going to teach, and 30% of their time on HOW, when they should be spending 30% on WHAT, and 70% on HOW. Their instructional techniques often are at odds with their message of inclusivity, eagerness for people to learn, and hopes that their content will change lives and organizations. “Brilliance by Design” outlines how to design learning interactions (such as meetings and workshops) that enable people to do their best thinking. Using the tested, signature ENGAGE model, it helps anyone who brings people together for the purpose of learning, problem-solving, or innovating to develop a clear, high-impact training design that unleashes brilliance. It presents a model that enables teachers to analyze learner and teacher needs, create objectives that meet those needs, and incorporate interactive tools that “fire ‘em up,” ensuring all key outcomes are met. To help readers unleash the brilliance in others, this book provides the structure, tools, language, and models needed to create optimal learning experiences from their ideas, practices, models and books. In learning these techniques, readers will achieve powerful outcomes, building communities of learners who share best practices and communicate at a deep and profound level while doing real work.
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Positive Computing

Technology for Wellbeing and Human Potential

Author: Rafael A. Calvo,Dorian Peters

Publisher: MIT Press

ISBN: 0262028158

Category: Computers

Page: 304

View: 674

"Calvo and Peters explain that technologists' growing interest in social good is part of a larger public concern about how our digital experience affects our emotions and our quality of life--which itself reflects an emerging focus on humanistic values in many different disciplines. Synthesizing theory, knowledge, and empirical methodologies from a variety of fields, they offer a rigorous and coherent foundational framework for positive computing. Sidebars by experts from psychology, neuroscience, human-computer interaction, and other disciplines supply essential context. Calvo and Peters examine specific well-being factors, including positive emotions, self-awareness, mindfulness, empathy, and compassion, and explore how technology can support these factors. Finally, they offer suggestions for future research and funding." --Publisher's description.
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Simple and Usable Web, Mobile, and Interaction Design

Author: Giles Colborne

Publisher: New Riders

ISBN: 0321714156

Category: Computers

Page: 240

View: 6944

In a complex world, products that are easy to use win favor with consumers. This is the first book on the topic of simplicity aimed specifically at interaction designers. It shows how to drill down and simplify user experiences when designing digital tools and applications. It begins by explaining why simplicity is attractive, explores the laws of simplicity, and presents proven strategies for achieving simplicity. Remove, hide, organize and displace become guidelines for designers, who learn simplicity by seeing before and after examples and case studies where the results speak for themselves.
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Designing for the Social Web

Author: Joshua Porter

Publisher: Peachpit Press

ISBN: 9780132089531

Category: Computers

Page: 192

View: 2241

No matter what type of web site or application you’re building, social interaction among the people who use it will be key to its success. They will talk about it, invite their friends, complain, sing its high praises, and dissect it in countless ways. With the right design strategy you can use this social interaction to get people signing up, coming back regularly, and bringing others into the fold. With tons of examples from real-world interfaces and a touch of the underlying social psychology theory, Joshua Porter shows you how to design your next great social web application. Inside, you’ll discover: • The real reasons why people participate online and the psychology behind them • The Usage Lifecycle—or how people use your web application over time • How to get people past that trickiest of hurdles: sign-up • What to do when you’ve launched a web application and nobody is using it • How to analyze the effectiveness of your application screens and flows • How to grow your social web application from zero users to 1000—and beyond Designing for the social web is about much more than adding features. It’s about embracing the social interaction of the people who make you successful—and then designing smartly to encourage it.
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Design For Kids

Digital Products for Playing and Learning

Author: Debra Levin Gelman

Publisher: Rosenfeld Media

ISBN: 1933820438

Category: Design

Page: 248

View: 7312

Emotion. Ego. Impatience. Stubbornness. Characteristics like these make creating sites and apps for kids a daunting proposition. However, with a bit of knowledge, you can design experiences that help children think, play, and learn. With Design for Kids, you'll learn how to create digital products for today's connected generation.
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Designing for Interaction

Creating Innovative Applications and Devices

Author: Dan Saffer

Publisher: New Riders

ISBN: 0321643399

Category: Computers

Page: 223

View: 487

Describes effective approaches to interaction design, with information on developing a design strategy, conducting research, analyzing the data, creating concepts, and testing and deployment.
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Undercover User Experience

Learn how to Do Great UX Work with Tiny Budgets, No Time, and Limited Support

Author: Cennydd Bowles,James Box

Publisher: New Riders Pub

ISBN: 9780321719904

Category: Computers

Page: 183

View: 6910

Once You Catch The User Experience Bug, the world changes. Doors open the wrong way, websites don't work, and companies don't seem to care. And while anyone can learn the UX remedies---usability testing, personas, prototyping and so on---unless your organization "gets it," putting them into practice is trickier. Undercover User Experience is a pragmatic guide from the front lines, giving frank advice on making UX work in real companies with real problems. Readers will learn how to fit research, idea generation, prototyping and testing into their daily workflow, and how to design good user experiences under the all-too-common constraints of time, budget and culture. "A wonderful, proctical, yet subversive book. Cennydd and James teach you the subtle art of fighting for---and then designing for---users in a hostile world."---Joshua Porter, co-founder Performable and co-creator of 52 weeksofUX. com
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A Project Guide to UX Design

For user experience designers in the field or in the making

Author: Russ Unger,Carolyn Chandler

Publisher: New Riders

ISBN: 0132931729

Category: Computers

Page: 360

View: 8617

User experience design is the discipline of creating a useful and usable Web site or application that’s easily navigated and meets the needs of the site owner and its users. There’s a lot more to successful UX design than knowing the latest Web technologies or design trends: It takes diplomacy, management skills, and business savvy. That’s where the updated edition of this important book comes in. With new information on design principles, mobile and gestural interactions, content strategy, remote research tools and more, you’ll learn to: Recognize the various roles in UX design, identify stakeholders, and enlist their support Obtain consensus from your team on project objectives Understand approaches such as Waterfall, Agile, and Lean UX Define the scope of your project and avoid mission creep Conduct user research in person or remotely, and document your findings Understand and communicate user behavior with personas Design and prototype your application or site Plan for development, product rollout, and ongoing quality assurance
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Design, User Experience, and Usability: Designing Pleasurable Experiences

6th International Conference, DUXU 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings

Author: Aaron Marcus,Wentao Wang

Publisher: Springer

ISBN: 3319586378

Category: Computers

Page: 752

View: 9432

The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.
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Designing Games for Children

Developmental, Usability, and Design Considerations for Making Games for Kids

Author: Carla Fisher

Publisher: CRC Press

ISBN: 1317915143

Category: Games & Activities

Page: 258

View: 2392

When making games for kids, it’s tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you’re a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences – babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing
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Ordering Disorder

Grid Principles for Web Design

Author: Khoi Vinh

Publisher: Pearson Education

ISBN: 9780321713735

Category: Computers

Page: 192

View: 5292

The grid has long been an invaluable tool for creating order out of chaos for designers of all kinds—from city planners to architects to typesetters and graphic artists. In recent years, web designers, too, have come to discover the remarkable power that grid-based design can afford in creating intuitive, immersive, and beautiful user experiences. Ordering Disorder delivers a definitive take on grids and the Web. It provides both the big ideas and the brass-tacks techniques of grid-based design. Readers are sure to come away with a keen understanding of the power of grids, as well as the design tools needed to implement them for the World Wide Web. Khoi Vinh is internationally recognized for bringing the tried-and-true principles of the typographic grid to the World Wide Web. He is the former Design Director for NYTimes.com, where he consolidated his reputation for superior user experience design. He writes and lectures widely on design, technology, and culture, and has published the popular blog Subtraction.com for over a decade. More information at grids.subtraction.com
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The Accidental Instructional Designer

Learning Design for the Digital Age

Author: Cammy Bean

Publisher: American Society for Training and Development

ISBN: 1562869140

Category: Design

Page: 224

View: 9497

Don't create boring e-learning! Cammy Bean presents a fresh, modern take on instructional design for e-learning. Filled with her personal insights and tips, The Accidental Instructional Designer covers nearly every aspect of the e-learning design process, including understanding instructional design, creating scenarios, building interactivity, designing visuals, and working with SMEs. You'll learn all about the CBT Lady and how to avoid her instructional design mistakes. Along the way, you'll hear from a few other accidental instructional designers, get ideas for your own projects, and find resources and references to take your own practice to the next level. The Accidental Instructional Designer is perfect for the learning professional or instructional designer who is just getting started with e-learning—or the more experienced practitioner looking for new ideas. In addition to sharing proven techniques and strategies, this book: covers best practices and what to avoid when designing an e-learning program presents e-learning in action through various case studies shows how you can go from being an accidental instructional designer to an intentional one.
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Smashing UX Design

Foundations for Designing Online User Experiences

Author: Jesmond Allen,James Chudley

Publisher: John Wiley & Sons

ISBN: 0470970626

Category: Computers

Page: 288

View: 3910

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Make It So

Interaction Design Lessons from Science Fiction

Author: Nathan Shedroff,Christopher Noessel

Publisher: Rosenfeld Media

ISBN: 1933820764

Category: Computers

Page: 368

View: 356

Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
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Designing for Interaction

Creating Smart Applications and Clever Devices

Author: Dan Saffer

Publisher: Peachpit Press

ISBN: 9780321432063

Category: Computers

Page: 231

View: 9585

Finally, an introductory and comprehensive guide to interaction design!
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The Elements of User Experience

User-centered Design for the Web and Beyond

Author: Jesse James Garrett

Publisher: New Riders Pub

ISBN: 9780321683687

Category: Computers

Page: 172

View: 7984

Provides an overview of the complexities of interactive Web design for non-designers, explaining the processes, methods, and vocabulary of user experience design.
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