Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Saturday, June 7, 2014

Design Considerations for Mobile Learning

Published on October 21, 2013, 10:30 am Written by Ben Saunders

mobile evolution

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There is no escaping it, the accepted method of accessing information and experiencing the “web” is increasingly via a mobile device.

Looking at the timeline for the rise of the mobile device against the rise of the internet, shows us that we are only at the tip of the mobile device iceberg.

It’s generally agreed that the internet was initiated back in 1960 with the electronic linking of Stanford and UCLA colleges in the US by APRANET. Over time the technology improved and with that the capability of the internet along with the initiation of the first graphics based browsers emerging in the early 90’s. As such the internet has been evolving and refined over the last 50 years and that evolution has been at an exponential rate. Mobile devices are still in their infancy with the mobile web only just starting in 2007, it’s virtually impossible to imagine where the capability of these devices will be in ten years, let alone 50.

However the general agreement is the same, mobile devices are the way of the future.

What then does this mean for eLearning content?

eLearning by its nature is training and development interactions that are provided over the internet.  If the dominant method of accessing the web is to be via mobile devices, then what does the eLearning industry need to do to ensure that it keeps pace and still offer learners with the best possible training and experience.

The development of content for mobile devices is underpinned by three main areas for consideration.

The hardware that the content will be viewed on.The design of the content to fit within a limited screen size.The human element, being the physical and psychological use and perception of any content viewed on a mobile device.

The major technical factor to consider when developing content for mobile devices are the actual device(s) that will be used to view the content. The range of mobile devices currently available to view online content is very large and the operating systems for these mobile devices are in no way standardised.  What’s more, the types of interactive outputs available for standard eLearning on a PC can be limited by the devices operating system specifications, the classic example being Apple devices not running Flash Media.

This creates a large, however not insurmountable, problem. How can you guarantee that your content will work in the way intended for all of your audience?

There are a number of ways to get around this challenge. Firstly and most obviously you need to be able to test your content across the range of available mobile devices and operating systems that your audience will be using to ensure that the content plays and works correctly. If you find an interaction or media item that doesn’t work then you can make alterations before the content goes public.

Secondly you can look at using a content development tool that recognises the emergence of the mobile as a valid delivery tool and is working to align the content publishing outputs with this delivery option. For instance Articulate has built an App for iPads that allows the majority of eLearning interactions to work on an Apple device. Articulate Storyline and now also Articulate Studio 13 allows for the publishing straight to HTML5 for mobile devices.

The design of your eLearning content is the next major consideration and this is directly linked to two elements. Firstly the physical, mobile devices have a much smaller screen size than a PC and mechanics of accessing and manipulating the content on screen is very different when there is no external mouse and keyboard. Secondly the psychological, the nature of the majority of popular content available via mobile devices is creating prejudice amongst users for very small and succinct packets of information.

As a subtext to both of these design considerations is the environment in which the content is being viewed. As the major appeal of mobile devices is accessibility of content from any location, we should rightly assume that the content you are developing will be viewed from any location. More specifically the content you are developing will be viewed in a non-office environment which is fraught with distraction both on the device in the form of texts, emails, phone calls and also from the person’s surroundings such as emergency vehicle sirens, kids playing, their bus arriving.

All of the above design considerations lead us down one particular pathway. Make it quick, make it relevant.

So let’s break down these design considerations and look at what we can do to make the content work within the constraints of the device and audience perception.

1. Visual Design

The single biggest and most obvious design consideration with mobile devices is the limited screen size and also significantly the range of screen sizes between smart phones and tablets. This means that unless you have a specified device you are designing for, you need to make your design operable in the smaller smart phone screen sizes as the standard. This thinking then takes us down a particular change in the way that mobile eLearning content is designed and that is that text on screen is out and images and media are in.

You can only fit a certain amount of text on a smart phone screen before scrolling or zooming is required and both of these functions will disrupt the flow of your content and lead to distractions in your audience. Recent studies have shown that the average attention span for reading text on mobile device is no more than three short paragraphs and if you were to have multiple screens of predominantly text the attention and therefore retention of the audience would drop off extremely quickly. This is very large design shift for eLearning since the vast majority of content is still heavily reliant on text to relay information. To overcome this we need to shift our attention away from text and focus more on the audio narration of concepts, video content and relevant imagery since images can tell a thousand words.

The smaller screen size also means that any images or video media that you do use will need to dominate the screen simply to make them easily visible.

Having said this, interactions such as drag and drop and clickable items are still entirely viable in a mobile delivery however the screen size constrains do limit the number of intractable items on a single screen.

2. The Psychological Design

Beyond the pure aesthetic of the screen and the necessity to increase the usage of audio, and video  content and simple image based interactions, there a number of design considerations around the way mobile content in general is perceived and consumed by the users of these devices.

Any content made available on a mobile device is accessed and consumed at the convenience of the user. There is no set timeframe for this access and there is no control over the environment in which the content is view or engaged with. Companies who develop mobile Apps and content for mobile dissemination generally understand this and deliberately segment their content so that it is delivered in small, quickly and easily digestible chunks of information.

This concept directly fits in with the surveys conducted on mobile device users, as mentioned previously, where the active attention spans of these users when reviewing content averaged out at:

a) Less than three paragraphs of text

b) Less than 30 seconds of audio

c) Less than one minute of video

eLearning developers who are designing content for mobile devices should take these types of surveys into consideration when storyboarding their courses.

Granted the above statistics represent all types of online content viewed and in a large number of cases the content being viewed may not be immediately or socially relevant to the consumer, which would automatically reduce attention spans, eLearning design should still embrace the same principles.

Even mobile eLearning content that is job specific or career or personal development based, which should engender great willingness to view and therefore longer attention spans, is still subject to the external environmental interruptions we encounter every day.

So the design message we take from this that if we can chunk down our content into much smaller bytes of information, perhaps focusing on single scenarios, individual concepts or theoretical summaries. Then provide these smaller chucks as a suite of interrelated content items, from which the user can either cherry pick individually relevant items or view interrelated items as a series of sequenced events, then we can still deliver the learning outcomes required in a format and a manner in which mobile content users will understand and engage with.

Beyond this the chunking down of content into smaller bytes also allows us to start embracing gamification concepts such as progression, investment and cascading information streams, which we will look at in another blog.

At B Online Learning we are able to provide comprehensive training in mobile and eLearning design and delivery as well as the usage of all Articulate development products Articulate Storyline and Articulate Studio. These products have been developed with output of content  to mobile devices as one of the key features.

About Ben Saunders:
For the past 10 years Ben has been immersed in the world of learning and communication (and training and development), from planning and design to build and implementation, from both the client and vendor perspectives. His experience bridges the gaps between business expectation, technology and learning theory, importantly this allows Ben to translate and articulate business needs into defined learner outcomes. He has experience with various LMS implementations including Moodle, Docebo, Plateau, SABA, DOTS as well as bespoke solutions. Ben is an Articulate Trainer/Developer with B Online Learning.

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Friday, April 4, 2014

Homework time… Rapid eLearning Design Text Assignments

Regular readers will be aware that I am currently undertaking an online Rapid eLearning Development programme which is being facilitated by @robhubbard. One of the assignments this week relates to the use of text within elearning and requires a number of assignment to be undertaken and then posted to the blog section of the Ning site that acts as the portal to all the other brilliant content. However, as I have my own blog I prefer to post my assignments here as it:

a) provides more opportunities for wider feedback

b) helps to promote what is a fantastic online learning programme.

There were 3 assignments this week, the first being:

Find some text that is difficult to understand and that contains jargon and or acronyms. Ideally this should be some of the source written content for your final assignment. Alternatively Wikipedia http://en.wikipedia.org/wiki/Main_Page is a great source of content written by experts for experts. Click on the ‘Random article’ link on the left-hand side until you find some content that would benefit from rewriting.Follow the Plain English guidelines to rewrite about 200 words of it in Plain English.

Here is my submission for assignment 1:

The original article is below:

Social bookmarking is a method for Internet users to organize, store, manage and search for bookmarks of resources online. Unlike file sharing, the resources themselves aren’t shared, merely bookmarks that reference them.

Descriptions may be added to these bookmarks in the form of metadata, so users may understand the content of the resource without first needing to download it for themselves. Such descriptions may be free text comments, votes in favour of or against its quality, or tags that collectively or collaboratively become a folksonomy. Folksonomy is also called social tagging, “the process by which many users add metadata in the form of keywords to shared content”.[1]

In a social bookmarking system, users save links to web pages that they want to remember and/or share. These bookmarks are usually public, and can be saved privately, shared only with specified people or groups, shared only inside certain networks, or another combination of public and private domains. The allowed people can usually view these bookmarks chronologically, by category or tags, or via a search engine.

Most social bookmark services encourage users to organize their bookmarks with informal tags instead of the traditional browser-based system of folders, although some services feature categories/folders or a combination of folders and tags. They also enable viewing bookmarks associated with a chosen tag, and include information about the number of users who have bookmarked them. Some social bookmarking services also draw inferences from the relationship of tags to create clusters of tags or bookmarks.

Many social bookmarking services provide web feeds for their lists of bookmarks, including lists organized by tags. This allows subscribers to become aware of new bookmarks as they are saved, shared, and tagged by other users.

As these services have matured and grown more popular, they have added extra features such as ratings and comments on bookmarks, the ability to import and export bookmarks from browsers, emailing of bookmarks, web annotation, and groups or other social network features.[2]

My reworked article:

Social bookmarking is a method for you to store, manage and search for bookmarks of online resources. Unlike file sharing, it isn’t the resources themselves that are shared, just the bookmarks that reference them.

You can add descriptions to these bookmarks so that other users can understand the content of the resource without having to download it for themselves. These descriptions could be free text comments, votes in favour of or against its quality, or tags which are words or phrases that generally describe the resource.

i.e. a bookmarked website on ‘implemeting social media policies within Blue-Chip organisations’ would probably be tagged with the following

By adding tags both you and other users can search for different websites, all on the same subject just by selecting a tag of interest.

In a social bookmarking system, you would save links to web pages that you want to remember and/or share with others. You could make these bookmarks open to the public, save them privately, share them with specific people, shared them only inside certain networks, or a combination of public and private areas.

Many social bookmarking sites have added extra features such as being able to import and export bookmarks from directly from a web browsers and the emailing of bookmarks to other.

The 2nd assignment asked us to:

write two SMART learning outcomes for your final assignment.

One of the many elements of the ReD programme that I have found to be quite innovative is the way in which Rob has used the Mindmeister mind-mapping tool to visually portray the learning outcomes, but to also use the linking features of it to link to the various resources that are in place to help achieve that outcome.

So here is my attempt at writing the learning objectives. (quite blatantly borrowing Rob’s idea!)

The 3rd and final assignment required us to:

write two multiple-choice assessment questions based on your learning outcomes

I’m still not sure whether these questions will be pitched as a stand-alone multiple choice assessment (not my preferred option) or as part of a scenario (my preference), but either way they will look a little something like this:

1. Which of the following is the correct web address for the Diigo homepage?

a)     www.diigo.co.uk

b)    www.diigo.net

c)     www.diigo.com

d)    www.diigo.gov.uk

2. What is the user name which you will need to log into the Diigo account?

a)     Tayloring.it

b)    Tailoringit

c)     Tayloringit

d)    Tayloring it

So over to you Dear Reader, what are your thoughts?

Was the reworking on the Wikipedia article clear enough?

Were the objectives SMART enough?

Were the multiple choice questions relevant and challenging?

As always, any and all feedback is greatly appreciated…


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