Showing posts with label universal design. Show all posts
Showing posts with label universal design. Show all posts

Feb 19, 2013

Part II: Websites and Apps for Teens and Education

If you plan to design/develop websites or applications that provide an element of "edutainment" or informal educational activities for teens, it might be good to think about how your site/application can fit into the requirements of an educational system. Much has changed over the past three years. 

For example, many schools have adopted a 1:1 laptop/netbook/tablet initiative. In some cases, the students no longer carry textbooks, because digital versions are installed on their devices. They access on-line digital content, such as videos and interactive learning games, and self-correcting quizzes provided by the textbook publisher. These activities are accessed by the students during and after school hours. 

Teachers do not limit their assignments to the resources provided by text-book publishers. In some classes at the high school level, students are required to work on group projects that extend over several weeks. Students use protected websites, i.e. Moodle, provided by the school district, to store digital content and collaborate on group projects. 

During the course of a group project, teachers provide students with links to approved websites. Some of these websites provide tools to assist in the creation of content related to their project. Students might work together to create an animation or video, or work individually on one component of the project to contribute to the final project. For example, one student might work on an animation to demonstrate a biological process, and another might be responsible for organizing a story board for a video that the group presents to the class.

After completion, the products generated from the students' work may be available for viewing by others on-line, and in some cases, featured on the school's website.

If you are interested in developing applications or content for use in education, it is important to know that most states have adopted the Common Core Standards. Educational applications must align with these content standards in order to support the learning and teaching goals for a particular subject. 

It is also important to have a grasp of learning and teaching theories, an understanding of child and adolescent development, and a working knowledge of applications and technologies that have been successfully used with this age group to support learning.  Consider working with a knowledgeable interdisciplinary team!



RELATED/SOMEWHAT RELATED

Nielson-Norman Group Research Reports

Pew Research Center Resources

Teens and Education Resources 
The following websites also provide resources for other age groups and related topics.
Edutopia

Other Resources

For readers interested in learning more about educational technology and related "nuts and bolts", the following links will provide food for thought:


Dec 29, 2010

UPDATE: CALL FOR PAPERS: Workshop on UI Technologies and Educational Pedagogy, Child-Computer Interaction (in conjunction with CHI 2011, May)



CALL FOR PAPERS
 
Child Computer Interaction: 
in conjunction with CHI 2011, Vancouver, Canada
May 8th 2011

Topic: Given the emergence of Child Computer Interaction and the ubiquitous application of interactive technology as an educational tool, there is a need to explore how next generation HCI will impact education in the future. Educators are depending on the interaction communities and to deliver technologies that will improve and adapt learning to an ever- changing world. In addition to novel UI concepts, the HCI community needs to examine how these concepts can be matched to contemporary paradigms in educational pedagogy. The classroom is a challenging environment for evaluation, thus new techniques need to be established to prove the value of new HCI interactions in the educational space. This workshop provides a forum to discuss key HCI issues facing next generation education.

We invite authors to present position papers about potential design challenges and perspectives on how the community should handle the next generation of HCI in education. Topics of interest include:

  1.  Gestural input, multitouch, large displays, multi-display interaction, response systems

  2.  Mobile Devices/mobile & pervasive learning

  3.  Tangible, VR, AR & MR, Multimodal interfaces, universal design, accessibility

  4.  Console gaming, 3D input devices, 3D displays

  5.  Co-located interaction, presentations, tele-presence, interactive video

  6.  Child Computer Interaction, Educational Pedagogy, learner-centric, adaptive “smart” applications

  7.  Empirical methods, case studies, linking of HCI research with educational research methodology

  8. Usable systems to support learning and teaching: Ecology of learning, any where, anytime, (UX of cloud computing to support teaching and learning)

Submission: The deadline for workshop paper submissions is January 14, 2011. Interested researchers should submit a 4-page position paper in the ACM CHI adjunct proceedings style to the workshop management system. Acceptance notifications will be sent out February 20, 2011. The workshop will be held May 7 or May 8, 2011 in Vancouver, Canada. Please note that at least one author of an accepted position paper must register for the workshop and for one or more days of the CHI 2011conference.


Contact: Edward Tse, SMART Technologies, edwardtse@smarttech.com


WORKSHOP ORGANIZERS
Edward Tse, SMART Technologiess
Johannes Schöning, DFKI GmbH
Yvonne Rogers, Pervasive Computing Laboratory, The Open University
Jochen Huber, Technische Universität Darmstadt
Max Mühlhäuser, Technische Universität Darmstadt
Lynn Marentette, Union County Public Schools, Wolfe School
Richard Beckwith, Intel

Nov 30, 2010

Call for Papers - Child Computer Interaction: Workshop on UI Technologies and Educational Pedagogy, in conjunction with CHI 2011, Vancouver, May 7th or 8th

CALL FOR PAPERS 
Child Computer Interaction 
in conjunction with CHI 2011, Vancouver, Canada
May 7th or May 8th 2011

Topic: Given the emergence of Child Computer Interaction and the ubiquitous application of interactive technology as an educational tool, there is a need to explore how next generation HCI will impact education in the future. Educators are depending on the interaction communities and to deliver technologies that will improve and adapt learning to an ever- changing world. In addition to novel UI concepts, the HCI community needs to examine how these concepts can be matched to contemporary paradigms in educational pedagogy. The classroom is a challenging environment for evaluation, thus new techniques need to be established to prove the value of new HCI interactions in the educational space. This workshop provides a forum to discuss key HCI issues facing next generation education.

We invite authors to present position papers about potential design challenges and perspectives on how the community should handle the next generation of HCI in education. Topics of interest include:

  1.  Gestural input, multitouch, large displays, multi-display interaction, response systems

  2.  Mobile Devices/mobile & pervasive learning

  3.  Tangible, VR, AR & MR, Multimodal interfaces, universal design, accessibility

  4.  Console gaming, 3D input devices, 3D displays

  5.  Co-located interaction, presentations, tele-presence, interactive video

  6.  Child Computer Interaction, Educational Pedagogy, learner-centric, adaptive “smart” applications

  7.  Empirical methods, case studies, linking of HCI research with educational research methodology

  8. Usable systems to support learning and teaching: Ecology of learning, any where, anytime, (UX of cloud computing to support teaching and learning)

Submission: The deadline for workshop paper submissions is January 14, 2011. Interested researchers should submit a 4-page position paper in the ACM CHI adjunct proceedings style to the workshop management system. Acceptance notifications will be sent out February 20, 2011. The workshop will be held May 7 or May 8, 2011 in Vancouver, Canada. Please note that at least one author of an accepted position paper must register for the workshop and for one or more days of the CHI 2011conference.


Contact: Edward Tse, SMART Technologies, edwardtse@smarttech.com


WORKSHOP ORGANIZERS
Edward Tse, SMART Technologiess
Johannes Schöning, DFKI GmbH
Yvonne Rogers, Pervasive Computing Laboratory, The Open University
Jochen Huber, Technische Universität Darmstadt
Max Mühlhäuser, Technische Universität Darmstadt
Lynn Marentette, Union County Public Schools, Wolfe School
Richard Beckwith, Intel

Jan 18, 2010

Special Effect's on-line Accessible Gamebase network, supporting accessible games for young people with disabilities.

"SpecialEffect is a charity dedicated to helping ALL young people with disabilities to enjoy computer games. For these children, the majority of computer games are simply too quick or too difficult to play, and we can help them and their parents to find out which games they CAN play, and how to adapt those games that they can't."


Here is a video that tells a story of how SpecialEffects created a game for a young woman, Helen, with a motor disability.  Helen operates the computer with her eyes to play against her brother, who uses the touch-screen interface:

If you are interested in supporting accessible games, consider joining Accessible Gamebase, a new on-line community maintained by Special Effect.  Below is the message I recently received from SpecialEffect regarding this opportunity to connect others regarding accessible games:


"Have you been wondering just what it is you could do to get involved with SpecialEffect? Well, that question is answered today with the launch of SpecialEffect's 'accessible Gamebase.


  • It deals with all access devices for all physical and learning disabilities - from switch users to eye controllers. 
  • It's not just a place for gamers but a place where everyone - carers, gamers, developers and, of course, end-users themselves - can both share information and try out the latest games whether they are seasoned gamers or absolute beginners. 
  • It has the potential to be a great training tool, too, and we've already put up some example videos to illustrate how the games are played. 
  • As it's based on a social networking model, anyone can easily join up and share information. 
  • It tells you not only how to adapt mainstream games for use by everyone but also provides information on which special games are available - and for whom.
All in all, then, it's very much designed to be a place that encourages anyone with an interest in this area to meet to share information and ideas. The proof of the pudding will be in the extent to which people use it, of course, and it will need significant promotion (yes, this will be where we will need your help!) to reach that point of critical mass when, with SpecialEffect's expert input and moderation, it will thrive.

Go to
http://www.gamebase.info to sign up and Be a Part of It!"




Oct 6, 2009

Problems with Kindle in Education: Looks as if Amazon forgot to do usability and accessibility homework!

When e-readers first were released to the world, I thought I'd be the first on the block to run out and get one.  But I wasn't, and I didn't.  Why not?   

  • They are too expensive.
  • They don't provide me with the text/content/concept/nonlinear/multimedia interaction I want (not useful for my purposes.)
  • Issues regarding usability, accessibility, and universal design have yet to be resolved.
Problem: Not quite useful or usable for students.

Hyung Lee, The Daily Princetonian 9/28/09
“I hate to sound like a Luddite, but this technology is a poor excuse of an academic tool...It’s clunky, slow and a real pain to operate...Much of my learning comes from a physical interaction with the text: bookmarks, highlights, page-tearing, sticky notes and other marks representing the importance of certain passages — not to mention margin notes, where most of my paper ideas come from and interaction with the material occurs,” he explained. “All these things have been lost, and if not lost they’re too slow to keep up with my thinking, and the ‘features’ have been rendered useless.” - Aaron Horvath, student, Princeton
Winthrop professor uses Kindle to spark new age of learning- but response to e-reader lukewarm (Shawn Cetrone, Herald Online, 10/5/09)
"About a month into the semester at Winthrop, the device has yet to garner many fans...
 “I don't really like it,” senior Cindy Satta said after class. “We used to highlight things we read, especially with complicated texts. We can't do that now.”    And Satta prefers leafing through paper pages over fumbling with the Kindle key pad. But, she added, it was nice not having to buy a book."
EDUKINDLE:  Kindle for Educators

Problem:  Usable and useful for reading fiction, but not much else.
I'm delighted to share Jakob Nielsen's reviews of the Kindle- he is an "older" guy, and given his background in the usability field, he's well-aware of factors related to reading text on screens.  I don't need reading glasses yet, but given my age, reading small print will become an important issue when and if I purchase an e-Reader!

Kindle 2 Usability Review (Jakob Nielsen, Alertbox, 3/9/09)
"Amazon's new e-book reader offers print-level readability and shines for reading fiction, but it has awkward interaction design and poor support for non-linear content."
Kindle Content Design (Jakob Nielson, Alertbox, 3/16/09)
" Adapting content for the Kindle e-book reader requires that you follow an unholy mix of usability guidelines for other environments........ Given these constraints, navigating non-linear content on Kindle feels much like navigating websites on a mobile phone. Kindle content designers should therefore follow mobile usability guidelines for many user interface issues, including the presentation of article pages."
Kindle DX - Disappointing (Jakob Nielsen, Alertbox, 5/2009)
"Reduced crispness means fuzzier fonts, which again means reduced legibility and slower reading speed. Thus, Kindle DX is not likely to replicate the pleasant reading experience of Kindle 2. This is particularly catastrophic since it's intended for reading textbooks which are dense in word count...Seeing only one page at a time will reduce students' ability to learn, relative to reading books that display two-page spreads as the designer and author intended."


Problem: Lacking key features required for accessibility and conforming to UDL (Universal Design for Learning) principles.


NOTE: Somehow I missed the controversy about accessibility and e-Books! Since I don't have an e-reader and I don't know anyone who owns one, it was off my radar.

Apparently e-Books don't come with audio rights, and this issue is much more complicated than one would think. I am sure there are many sides to the story. In my humble opinion, much of this controversy could have been prevented if all parties involved in the eBook revolution had done their homework before the first e-Book came to market!   

National Federation of the Blind and American Council of the BlindFile Discrimination Suit Against Arizona State University: University’s Amazon Kindle DX Pilot Program Discriminates Against the Blind
"The Kindle DX features text-to-speech technology that can read textbooks aloud to blind students.  The menus of the device are not accessible to the blind, however, making it impossible for a blind user to purchase books from Amazon’s Kindle store, select a book to read, activate the text-to-speech feature, and use the advanced reading functions available on the Kindle DX"

"Darrell Shandrow, a blind student pursuing a degree in journalism at ASU, said: “Not having access to the advanced reading features of the Kindle DX—including the ability to download books and course materials, add my own bookmarks and notes, and look up supplemental information instantly on the Internet when I encounter it in my reading—will lock me out of this new technology and put me and other blind students at a competitive disadvantage relative to our sighted peers.  While my peers will have instant access to their course materials in electronic form, I will still have to wait weeks or months for accessible texts to be prepared for me, and these texts will not provide the access and features available to other students.  That is why I am standing up for myself and with other blind Americans to end this blatant discrimination.""
Advocates for the Blind Sue Arizona State U over Kindle Use  (Marc Beja, Wired Campus, Chronicles of Higher Education, 7/2/09)
Blind Access Journal (Darrell Shandrow's Blog)

Broad Coalition Demands Access to Amazon Kindle/Electronic Books: Reading Rights Coalition Urges Authors to Allow Everyone Access to E-books
Author's Guild Statement Making the Kindle Accessible to the Print Disabled(4/7/09)

Reading Rights Coalition

(Direct links to the member groups of the Reading Rights Coalition can be found on the home page.) 
The Kindle TTS Issue
"Shortly after the Kindle 2’s release, the Authors Guild, as an organization that represents some writers, protested Amazon’s deployment of text-to-speech on the Kindle 2. The Authors Guild argued that reading a book out loud, as occurs with the Kindle, requires the specific permission of the copyright holder. It also expressed a concern that text-to-speech could inhibit the development of the market for audio books. On February 24, 2009, the New York Times ran an op-ed piece by Roy Blount, Jr., president of the Authors Guild, which escalated media attention on the issue."
Protest Signs: Potential E-Book Reader Below















CNN iReport Author's Guild Protest

HOPE FOR THE FUTURE?
How Tech for the Disabled is Going Mainstream: Designs conceived for the handicapped, such as voice commands for PCs, often lead to products for the masses 
(Reena Jana, Business Week 9/24/09)
""Companies could look at designing for accessibility as a sales opportunity. Most features that are accessible for the disabled have great value to everybody," says Donald A. Norman, a former Apple vice-president for advanced technology who heads a joint business and engineering program at Northwestern University."

"While VoiceOver helped broaden Apple's reach to the blind, it also became a mini-engine for innovation within the company. "When we created the VoiceOver idea and concept for the Mac, we also realized we could take advantage of it by mainstreaming it," says Greg Joswiak, Apple's vice-president for iPod and iPhone marketing."

"At Google (GOOG), a deaf software engineer, Ken Harrenstein, spearheaded the creation of a captioning tool for videos posted on Google's YouTube site. His original intention was to help deaf users. But the company soon figured out the software could also help translate languages. That idea led in late 2008 to an auto-translation tool that allows people to add captions in 50 languages instantly to YouTube videos they upload, increasing the number of people who can watch and understand the clips" 

Rebooting the Book (One Apple iPad Tablet at a Time) 
(Mark Sigal, O'Reilly Radar, 9/22/09)
In the above article,  Sigal digs into the history of Apple's past visions for the future, visions worth contemplating in 2009.  Sigal that believes the "iPad" could function as an interactive learning device, a chemistry and physics lab, a story-telling narrative vehicle, and an information and reference guide.  

Sigal provides some interesting scenarios that anyone interested in this area should seriously consider!



(Also read Sigal's "Apple, the Boomer Tablet, and the Matrix")