Sunday, March 15, 2009

Wednesday, March 11, 2009

Planning tools for Interaction: Storyboard images

Planning tools for interaction - Storyboard example of making toast steps 4, 5 and 6.



Planning tools for Interaction: Flowcharting

Step-by-step text description 

  1. Place the toaster on a hard, flat, heat resistant surface
  1. Plug toaster into power point
  1. Turn on power point outlet switch
  1. Take bread slice out of packaging
  1. Insert bread into one or each of the slots
  1. Depending on toaster utility. Either push leaver or press button to begin the toasting process
  1. Ejecting

8A. Wait for timer to finish and eject toast automatically

8B. Eject early by pushing eject button

  1. Ensure toast is safe to touch

10. Toast is ready for consumption.




Tuesday, March 10, 2009

Interactive Design: Great web design examples

Many great Interactive Design examples, specifically in the form of web design can be found online. Here are a few well known samples that most people would interact with or have at least heard about:






Monday, March 9, 2009

Information/Instructional Design: Definition

Information/Instructional Design is the procedure by which instruction is refined through the examination of learning needs and systems of learning materials. Instructional designers commonly use technology and multimedia as tools to improve the communication of instruction.

According to Wikipedia, Instructional Design is the practice of creating instructional tools and content to help facilitate learning most effectively. The process consists broadly of determining the current state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition (URL: http://en.wikipedia.org/wiki/Instructional_design)

Furthermore, the website http://www.uab.edu/uasomume/cdm/id.htm breaks down instructional design in more detail:

Three Purposes of the Instructional Design Process

1. To identify the outcomes of the instruction

2. To guide the developing the instructional content (scope and sequence)

3. To establish how instructional effectiveness will be evaluated.


Stages of Instructional Design

Stage 1: Define instructional goals.

Stage 2: Conduct an instructional analysis

Stage 3: Identify entry behaviors/learner characteristics 

Stage 4:  Develop performance objectives.

Stage 5:  Select an instructional method.

Stage 6:  Assemble instructional material.

Stage 7:  Plan and conduct formative evaluation.

Stage 8:  Plan and conduct summative evaluation.

Sunday, March 8, 2009

Information/Instructional Design: Examples

From diagrams to maps to charts or even graphs. There are plenty of examples both online and printed in the environments around us where we rely heavily on information/instructional design. Below are a few sourced examples:


Way finding signage in Melbourne building - Australia:
(Source: http://www.brailletactilesigns.com.au/slideshow/banner1.jpg)



Map of the London underground railway system:
(Source: http://www.barclayweb.com/DESTINAT/unitedki/ENGLAND/undgr.gif)



Visual instructional diagram of an exercise:
(Source: http://www.creativeeye.net/illustrations/technical/fitness_exercise.jpg)



Informational pie graph - showing online mainstream social networks:
(Source: http://vanirsystems.com/images/SocialPieChart.png)



Friday, March 6, 2009

Interactive Design: Definition

Interactive Design also known as Interaction Design can be described as the relationship between people and the products or systems they interact with. This interaction includes but surpasses the use of software, mobiles and other electronic devices. It not only involves one-on-one communication but could be one-to-many such as blogs and also many-to-many such as the stock market. An interactive designer can create unique and effective experiences through these mediums in digital, analog, physical or a mix of other various forms. It is important to note that Interactive Design is constantly evolving and developing and as time passes there are always new opportunities for Interactive Designers and potentially greater solutions.

Monday, March 2, 2009

Web 2.0: Examples

As mentioned in the earlier post that details the meaning of Web 2.0, it is important to note that Web 2.0 (as stated in the post by Robin Good and Kevin C. Borgia on http://www.masternewmedia.org/web_2/web_2_examples/web2_examples_of_services_and_applications_20051006.htm) "is NOT a specific software or some registered trademark of Microsoft or Google, but a buzz word describing a collection of approaches to using the net in new and very innovative ways".

Since Web 2.0 refers to technologies that allow data to b
ecome independent of the person who produced it or the site it originated on. It can also let users receive information from a range of sites at the same time and deliver it on their own site to achieve a new purpose. It isn't a platform for stealing the work of others or pirating information for personal gain but instead Web 2.0 is a product of the open-source; sharing elements that the internet was founded on.

This helps us understand the examples of Web 2.0.

A great diagram listing examples of Web 2.0 can be seen below as well as well as Web 1.0 examples and its transition between the two. Sourced from Tim O'Reilly in his article 'What Web 2.0 is' (http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html)














Specific examples include sites such as www.youtube.com, www.ebay.com and goggle maps.

Web 2.0: Definition

After much research and exploration, it is clear that narrowing the definition of Web 2.0 involves many facets of elements and different layers of information. Thus, Web 2.0 is not a simple topic.

In a nutshell, it is believed that Web 1.0 can be described as connecting computers and allowing technology to be more efficient for computers. Web 2.0 on the other hand can be said to target people;  connecting them and making technology more efficient for them. The Web has grown into a platform for innovative ideas and executions spanning an array of devices and media, including TV, mobile and telephone.

A much more technical meaning in its compact form can be seen by Tim O'Reilly (Founder and CEO of O'Reilly Media) (Source: http://radar.oreilly.com/archives/2005/10/web-20-compact-definition.html).

O'Reilly states: "Web 2.0 is the network as platform, spanning all connected devices; Web 2.0 applications are those that make the most of the intrinsic advantages of that platform: delivering software as a continually-updated service that gets better the more people use it, consuming and remixing data from multiple sources, including individual users, while providing their own data and services in a form that allows remixing by others, creating network effects through an "architecture of participation," and going beyond the page metaphor of Web 1.0 to deliver rich user experiences".