Monday, July 20, 2009

Don Norman talks about his book



Human interactions, communications, symbosis, connections with technology are topics that Norman have addressed in this video. How much intelligence do we need in technology surrounding us? Will it help us or create a bizarre? Cars, airplanes, smart kitchens, bathrooms are being built to make our lives easy and designers are working hard on it. This is call for those designers who are engaged in making these smart systems. The message by Norman is clear “make it smart and easy” This is also applicable for the field of education technology which is geared to meet the challenges of 21st century. Education technologists are looked upon as system designers that use technology to deliver educational content. As system designers it is important to take two cents from what Norman thinks. In this video he talks about the gap between a technological solution and the real world. He brings out the difference between human actions and machines actions, human goals and machine goals, human perceptions and machine perceptions.

Wednesday, December 31, 2008

Under Construction!!!

The material is under construction and constant revision is being made.......

Research Title

A study of User Experience in Museum Maze: Usability Testing

Introduction

At the University of Calgary, the Graduate Division of Educational Research’s Knowledge Design Lab (KDL) is engaged in developing an extraordinary Learning Team Adventure Game (LTAG) model. This unique concept maintains that learning can take place while moving in an physical interactive maze. The model will now be implemented in Calgary Military Museum run by the Calgary Military Museum society for the first time. A discovery room, which is in its last stage of construction at the Museum, is designed to bring the real maze experience. Gordon Fairhead, chairman of the museum's education committee, says that as the organization doubles in size - it is being renamed the Calgary Military Museums as it brings together the Naval Museum and an Air Forces Gallery - it needs to use the latest technology to engage young minds. Schools from in and around Calgary visit the museum. The museum encourages school teachers to visit along with their students and view the artifacts and archived material related to military history of Canada. In a view of exploring the promises of technology in delivering the educational programs the Museum has now collaborated with the University of Calgary to develop materials that will engage the visitor and help them carry a remarkable experience of the visit. The content of the maze currently focuses on the consequences of Second World War and intend to educate the visitor with the destructions caused by the war.

Purpose of the Study

The Maze experience developed by the KDL for the Museum comprises of high-end technology, appealing content and an ambience that is close to the real time. These factors contribute to create the real wartime experience for the user. The ultimate goal of creating such an experience is to engage the learner in the content. For creating an engaging learning environment KDL relies on multimedia technology like 3D movies, animations, graphics, sound effects.
Three stories are conceptualized and will be featured in the maze as its opening deal in early 2009, they deal with the heritage and sacrifice of real people in unreal times. The smell of acrid smoke from bombed-out buildings will waft through the air; searing images will be used at every corner, rubbles, machine-gun fire rattles and many such lively experiences will fill the Maze room. While the Maze experience attempts to use the best that it promises, it becomes crucial to test the system with the actual users. It becomes important to know whether the design works with the users that it is meant for. Usability testing is the field of study, which deals with the testing of the product with the actual users. Usability testing requires a researcher to drill in the most crucial aspects of the design and find how the effects of the system on the users. The purpose of this research study is to test the usability of the Maze experience in the Calgary Military Museum. The results of the research will also help the museum experience evolve, ultimately leading it to its orignal goal of engaging the users in the content.

Musuem Maze

The physical maze is installed in a discovery room connected to the museum. The Maze has one entry point and one exit point. The maze is partitioned in eight hallways. Each hallway consists of two computer screens. To create a dramatic effect the stories will be featured on the big "" inches high definition computer screens mounted on the wall and the small "" inch touch screens called as decision stations will be used by the user to navigate and to make decsions.

The decision stations will show the user the way to the next hallway.The user will proceed sequentially towards each hallways and will ultimately reach the exit point. A debriefing room in the center will be used by the teachers and the students to have discussions.

It is envisaged that all the three stories will be played at the same time.

User Experience

This research intends to provide an insight into the experiences, perspective and abilities of the users while using the maze. The research will draw information on the crucial aspects of the usability issues, which will make recommendations for further developing the product and making it user savvy.
User experience encompasses various findings about the interaction of the user with the design. However this study will focus on a few critical user experiences.

Probable usability issues under considerations are:
1. Moving around the maze- Entering, Exiting, Collaborating for decision making and moving around in the Maze.
2. Switching between Decision points and Hall way screens as required.
3. User(students) clicks on the three interfaces design:
a. Interface in the story mode -- (hotspots and menu structure included)
b. Interface in the decision making mode
c. Interface of the Frequently asked questions mode
4. User (teachers/students)Preferences
5. User(teachers/students ) problems while interacting with the design.
6. Overall Teacher experience
7. Overall Student experience


The above mentioned issues are subjected to revision after discussions with the experts