Sakai 3.0 capabilities for learning activities Investigation Kickoff, Sept 29, 2009 Keli.Amann and Jacqueline.Mai at stanford.edu.

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Presentation transcript:

Sakai 3.0 capabilities for learning activities Investigation Kickoff, Sept 29, 2009 Keli.Amann and Jacqueline.Mai at stanford.edu

Agenda Introduction (10m): Who and Why Three Phase Process (15m): based on Goal Directed Design End User Interviews (25m): Step 1 of the Investigation Next Meeting (10m)

Introduction

Who are we? Who we are Keli Amann & Jackie Mai, user experience specialists at Stanford (user research, interaction design) Who you are: 9 institutions: interaction designers, business analyst, support, instructional designers/specialists, managers/directors of instructional technology (development and/or service) ng+to+users+about+learning+activities

Why this project We want make the capabilities of T&Q available in Sakai 3.0 while avoiding some of the problems of 2.x We think that the methodology of Goal Directed Design can help us do this. We’ll start with two big problems, then give an overview of GDD

1. Tools become layered with complexity as people “want” new “features” End result: T&Q becomes confusing Problems with T&Q in Sakai 2.x

Problems with Sakai 2.x 2. Tools are siloed: User must leave a tool, like T&Q, to do a related activity, like notify students that a quiz is available using Announcements Or, different teams builds a way to notify students directly from tool; T&Q and Resources now have different ways of notification End result: user inefficiency and confusion

We think using Goal Directed Design can help us avoid these problems in 3.0

Three Phase Process Based on 6 steps of Goal Directed Design

What is Goal Directed Design? Goal Directed Design is a user centered design methodology intended to guide When, and to whom, to show complexity Allowing users to access the data and functions they need without losing context

If you just address needs without the context of the user Analogy from The Inmates are Running the Asylum, by Alan Cooper you end up with something unusable by anyone

Sometimes we are very different Analogy from The Inmates are Running the Asylum, by Alan Cooper

Sometimes we are the same Analogy from The Inmates are Running the Asylum, by Alan Cooper

6 steps, 3 phases Research Modeling Requirements Definition Framework Definition Design Development Investigation Design & Development Framework January October November December

Goal Directed Design helps us to recognize when people’s goals and mental models are similar, when they are different, and lets us design an experience that is right for them.

Activity takers Activity creators Activity evaluators Research: Interview

Other research Stakeholder interviews Benchmarking

Activity takers Activity creators Activity evaluators Modeling: Personas primarysecondary

Modeling: Workflows

Joe Mental model: how does he think about basic units of data? Context scenarios: based on the things Joe need to get done, tell a story of his ideal experience (tool agnostic). Requirements: Based on Joe’s context scenario, what are his data needs? Functional needs? Requirements Definition

Joe, in order to X, Y, Z Needs A, B,C Cindy, in order to X, Y, W, Needs A, B, D *Alana, in order to J, K Needs G, H, I *Mitchell, in order to Q, R, S Needs M, N, O Bill, in order to X, Y, Z Needs A, B, C and E Requirements Definition * Primary Persona *

Framework Definition: Each primary A B C DE F, G… Planning activities for term Make takers aware that activity is available

Design and Development

See Part 2