UX for E-learning: Designing the Learner Experience
Post on 21-Jan-2018
- 1. UX for Elearning: Designing the Learner Experience Majid Tahir / email@example.com
- 2. About Me/ acumenity acumenity We build communities for your products Majid Tahir Im a Seasoned Entrepreneur Partner and Founder of acumenity Provide technical direction and leadership Have experience working at large management consulting firms as well as boutique design agencies
- 3. You Have a Job to Do Imagine you are tasked with developing/ designing an awesome experience And its due in 2 months And theres no content ready And the users are not understood Andyeah, this is bad
- 4. How Do You Do Your Job? Lets go online and see whats out there! Good luck sorting that out What looks cool when youre desperate may not be cool once delivered Lets read design books/articles! Do you really have the time? Hit-or-miss probability I have design experience super-powers Nope
- 5. How Do You Do Your Job? Is this good?
- 6. How Do You Do Your Job? Or, is this good?
- 7. How Do You Do Your Job? Do I read this book? Or that book? Or articles!?
- 8. Some Great Resources Responsive Web Design (Ethan Marcotte) The Web Designers Idea Book (Patrick McNeil) Dont Make Me Think (Steve Krug) Designing for Emotion (Aaron Walter) Mobile First (Luke Wroblewski) Android Design Patterns (Greg Nudleman) Mobile Design Pattern Gallery (Theresa Neil) Motivational Design for Learning and Performance (John M. Keller) User Centered Design (Travis Lowdermilk) Interactive Design (Andy Pratt & Jason Nunes) And so forth
- 9. How to succeed at your job You want to stand out Make it awesome You want to defend your work Be able to explain every element and the harmony between them You want to quickly learn from your work Knowing why you chose elements and design prepares you to incorporate feedback and criticism You want confidence in yourself You should be able to repeat your success because you know why
- 10. How to learn to stop worrying and love your job Start the work by ensuring success 1. Understand what makes an impactful user experience 2. Use the acumenity Clarity Index to create an awesome experience
- 11. What is User Experience? The judicious application of certain user- centered design practices (http://uxdesign.com/ux-defined#sthash.y5mlAv63.dpuf)
- 12. UCD Principles Excerpted from usabilitynet.org 1. Design for the users and their tasks 2. Be consistent 3. Use simple and natural dialogue 4. Reduce unnecessary mental effort by the user 5. Provide adequate feedback (success/fail at goal) 6. Provide adequate navigation mechanisms 7. Let the user drive 8. Present information clearly 9. Be helpful 10. Reduce errors
- 13. 3 Benefits of a Great User Experience
- 14. How Do You Achieve a Great User Experience?
- 15. What Do You Achieve through Great User Experiences? Gain the positives and avoid the negatives
- 16. What Are the Elements of acumenitys Clarity Index?
- 17. What Are the Elements of acumenitys Clarity Index?
- 18. The Clarity Index
- 19. The Clarity Index
- 20. Increase Tact Tact is the sensitivity and empathy towards the learner.
- 21. Tact: Attractive Design Brings Instant Credibility A Stanford University study states that 46% of participants assessed the credibility of a site based on the appeal of the visual design, including layout, typography, and color schemes. http://credibility.stanford.edu Where would you buy your wedding dress? Site A Site B
- 22. Where would you buy your electronics? Site A Site B
- 23. Where would you buy your groceries? Site A Site B
- 24. Tact: Aesthetic-Usability Effect The Aesthetic-Usability Effect is the phenomenon that describes users perception that more aesthetically pleasing designs to be easier to use than less aesthetically pleasing designs. Users are more sympathetic to faults or failures if a design is aesthetically pleasing, leading them to believe that the better looking option is the better option entirely.
- 25. Distract: Remove Distractions
- 26. Distract: Use Simple, Meaningful Visuals Consider using simple drawings or icons that lack unnecessary detail.
- 27. Distract: Use Simple, Meaningful Visuals
- 28. Interact User interaction or active involvement
- 29. Passive Learning Interction Make Learning Active Interaction Active Learning
- 30. Interaction Creates an active learning process that aids understanding and retention. Ensure that your knowledge checks or quizzes test that they have understood the learning objective rather than recall what they just heard. Product simulations create workflow memories. Can be useful, but not if your product changes often Exercises engage the user to independently solve problems outside the training. Variety is the spice of life.
- 31. Interaction
- 32. How to Quantify the Relationship Tact & Interact Simplest way is to develop a checklist Elements meeting more of the checklist items score higher Elements not meeting all of the checklist items should be redone or justified For example: User Centered Design principles Ensure standards are met Principles can be used as the checklist
- 33. Testing the Index High Tact: Navigation menu placed on the left Distract: Consider using simplified visuals :Low Interact Difficult interaction, especially on mobile Low Tact: Visuals do not look like buttons Low Tact: Important Menu items are faded Distract: Too much text; difficult to read
- 34. How Mobile Impacts the Learning Experience Extra diligence must be applied in identifying learning distractions. Mobile requires a different set of tact than desktop Different design and content conventions are used on mobile than desktop
- 35. Wrap Up and Q&A Majid Tahir / firstname.lastname@example.org / 847-312-6504
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