Archive by Author

Flash and the iPad

ipad_iphoneMany of our clients currently and will continue to rely on Flash, and already have a library of projects developed in Flash. Flash is still one of the top choices for developing more engaging and entertaining user experiences. With mobile devices becoming mainstream, some of the people we work with ask what they can do to continue their educational content on Android and iOS (such as the iPad or iPhone) based devices. With Android supporting Flash fairly well, we will focus this article on the iPad and iPhone.

It is well known that an iPad or iPhone does not support Flash within the web browser and this raises a lot of questions relating to how mobile users can view this content. This is where Adobe AIR comes in. AIR can be used to output Flash content into an app that can be downloaded or purchased through the Apple App store or an Enterprise account. Some conversion may be needed if your course was created using an older version of Flash or if the navigation or interaction points were better suited for a mouse then a user’s touch, but once this is complete, many Flash based projects can be turned into iPad apps. This means that you may be able to take some of your Flash based applications, even those that might need to connect to the internet or database, and convert them into something a learner or sales rep can download to their device, just as they would download any other app. AIR can also output Android apps, although most Flash content will display on an Android device. Although Flash is here to stay for years to come, and continues to run strong on PCs, Macs, and many current mobile devices, you may still have a wealth of knowledge that can be converted into something that can reach out to even more of your users.

Lectora - A Quick Look and a Few Tricks

Lectora is an eLearning authoring tool that produces courses in web, SCORM, and AICC formats. Lectora, like its Articulate and Captivate counterparts, does a great job giving you a blank canvas to populate with your content. While there is a slight learning curve to development, anyone who is familiar with PowerPoint would feel comfortable creating pages (or Titles as they are called in Lectora), and publishing to SCORM, or AICC compliant formats.
lectora_screenshot1
Lectora Creates Websites
eLearning does not require SCORM/AICC compliancy to work with an LMS or help educate. Sometimes you need to present your content as a simple website. Lectora is different than Articulate and Captivate in that it creates what most people would consider a standard website, in that it is HTML based, rather than Flash based. In fact, you can use Lectora as a website creator to create a website with a menu, pages, and even some form capabilities. When you publish a Lectora file in a simple web format, it creates all the HTML, CSS, and Javascript - all the goodies that make a website work under the hood. While this can be helpful bringing your course to your website, be aware that editing the code itself is not as easy.

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eLearning & The Human Touch

humantouchWhenever we find ourselves headed to a live event, we are subconsciously prepared to see teachers, training facilitators, and/or presenters expressing information. When we go online to learn, we are subconsciously prepared for far less human interaction; usually none at all. The evolution of eLearning is only now providing easier ways of bringing what we expect at live events, online. This evolution brings an enrichment of video, motion, imagery, and engaging content delivery tools, making the human touch no longer a thing out on the horizon. Providing the human touch to our projects can be easy (and fairly inexpensive) to implement. The human touch provides:


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20 Common Terms and Definitions Found in E-Learning - Part I

When dealing with training, education, and marketing solutions, it doesn’t take long before we start hearing words we may not know. Below is a list of 20 common terms and definitions.

  1. Analytics
    Refers to the analysis and derivation of data into usable information or statistics. Analytics are often presented visually or numerically and are used to understand your audience, where they are succeeding, where they are failing, your site’s use, and any other number of variables.
  2. Animation
    Animation can be broken into two areas. First, it can be presented as 2d or 3d, and in a realistic or stylized representation of objects, people, and places. They take place over time and are often used to visually describe a story, a
    theory, an idea, a process, a feature, or a benefit. Second, animation can be used within a user interface to lead the user’s eye to focus on something specific or guide them to the next section within a course. The iPhone is a good example of this.
  3. Avatar
    A virtual representation of a user. Avatars take on many styles such as cartoons, real photos, and even an image of a favorite sport, hobby, pet, or event. Avatars can help users customize their experience and interact with others.

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6 Ways to Extend User Experiences Through Mobile Devices

medicaldeviceMore people are using mobile devices to handle their everyday computer tasks. Given three minutes and my iPhone, I can check my work and personal emails, my schedule, the news, the weather, and sometimes even get in a game of Tetris. It, like so many mobile devices, is usable, engaging, efficient, informative, and scalable. This mobile convenience should carry through training and marketing solutions as well. Unfortunately, often due to certain limitations of each mobile device and their short shelf life, there is often not a credible mobile counterpart to most training applications. To bridge the gaps, here are 6 ways to extend the user experience of your web or CD-ROM based app through mobile devices.

  1. Limit Your Limitations
    It is often said that the difficulty in developing mobile experiences is that there are too many custom devices, all with unique technologies that need unique solutions, and therefore too many limitations to justify the development price. In reality, you can often find that two or three devices, or types of devices, make up a majority of what your audience uses. This may not always be the case, but survey your audience, you may find out that that most use iPhones and Blackberries, or maybe they tend to use more generalized cell phones. There is nothing wrong with developing towards a couple specific types of devices if it makes sense. By understanding what devices are typically used by your audience, you can limit the limitations, save time and money.

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A Look at Personas

personas1When defining the best solution to any project, one step within the discovery process is the creation and use of personas. User personas are fictitious characters who represent unique groups of users. We use personas to understand how different groups of users will use a website and application. By focusing on how a persona interacts with a website, navigates to content and through content, understands and retains the content, we can begin to understand the different user experiences that occur. These user experiences must fulfill the goals, objectives, and needs. This step can also help determine new goals, objectives, and needs as well as limitations users may have.

It is a good practice to find two or three user personas and one or two administrative personas. But each opportunity is unique and can derive any number of unique persona. First we must understand the different user personas. To do this we must understand the audience(s). This can be done by talking with our clients, their audiences, defining surveys, focus groups, looking at demographics, and general research. A lot of specific information can arise such as (to name a few):


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Part 3 - Illumen’s Guide to eLearning - The Audience

personas1If we want to find the best direction for our eLearning course we must first know who is going to use it. We will call these people, or users, our audience. A single subject may be presented very differently depending on the audience that will use it. Once we know who the audience is, we can develop a course that relates information to their general interests and learning styles. By relating information, we can make a course more engaging, present content based on likely past experiences an audience has, and can look, feel, navigate, and deliver to a platform an audience enjoys using.

Your audiences may:

  • be in Kindergarten, be in college, or be elderly
  • have never used a computer, have computer experience using a PC or a Mac, be the definition of a geek
  • Be surgeons, plumbers, presidents, mothers, fathers, or all of the above
  • Have vision or hearing impairment
  • Be in an environment without a keyboard, a mouse, a noisy environment, or a stressful environment
  • Enjoy humor, reading, comic books, watching TV, or getting hands-on

So who needs to know how to change a bike tire? Let’s see… we have people who have a flat tire and we have people who may have just bought a bike and want to be prepared for a future flat tire. We can break the people with a flat tire into two groups: those who have an emergency situation (a flat tire on the road) and those that don’t (a flat tire in, say the garage). We may have managers of bike stores who want new employees to use this course for training. Finally let’s not forget that we are an audience. We could be site administrators, people who need to edit content, or people who need analytical information.

Let’s dig deeper. Through research (website analytics, survey, and discussions with potential users) we find that most the potential users will not be very familiar with the parts of the bike or tools used. Most will want to change their tire while following along with the course, and most would rather watch a video. There are some that actually need to learn from their phones or a print-out, as they are stuck on the road with a flat tire and in a bit of an emergency. Without going into the details of what the project might be, it is safe to say we have a great starting point that is tailored towards the audience.

For learning to take place with any kind of efficiency students must be motivated. To be motivated, they must become interested. And they become interested when they are actively working on projects which they can relate to their values and goals in life. - Gus Tuberville, President, William Penn College

Oh, That’s Interesting:
Personas are fictitious characters who represent unique groups of users. Once personas are defined, we can define better usability and learning methods based on how we believe a given group will use a given course. We test the personas against our ideas and strategies to have a better understanding of the end user interaction. More info: Personas

Part 2 - Illumen’s Guide to eLearning - The Goals

Our journey begins by first understanding why we are taking a journey in the first place. Goals are the core when developing a learning program and the strategy, all information, activities, and assessments orbit this core. Defined goals give us a basis for what is important and what would make the end results of our program a success. Goals are often two-fold. Not only do we have goals and objectives, but so should our audience. Our goals are often financial, important to business, important to health and safety, analytical, required by law, and/or political, while our audience may just want to learn, is required to learn because of their education or job, or, like in the case of our bike enthusiast broken down on the side of the road or a homeowner who suddenly has a broken furnace, placed in a situation where learning is imperative. Goals have levels too. We might have one all encompassing goal for the learner as well as goals that specify what we want to see in our program. Here is a quick listing of my goals:

  1. Having been in a prior situation requiring I change my bike tire, and having thoroughly perused the Internet, I was unhappy with the level of information explaining the act of changing a bicycle tire. I want an easy, yet more comprehensive way to educate someone on how to change a bike tire.
  2. I want to better inform the audience about the tools required, the process, problems that often or rarely occur, and finding why the tire may have gone flat.
  3. Provide an additional printable or mobile solution that is accessible to someone on the road, without the luxuries of possibly the Internet or a screen.

A few examples of goals we may find in other learning programs:

  1. My business has a requirement that safety in the workplace training is required for all new employees and for every employee every two years. They must take a five questions assessment and pass with 85% accuracy to not be put on leave.
  2. I teach a business course about project management. My goal is to educate PMs on what is important when testing to become PMP certified.
  3. I sell custom made watches and need to explain to people how to care for their watch, and manage their watch, such as how to change the time and change the battery.

We could talk about learning goals forever and it is easy for a discussion on goals to turn into a want/don’t want list of everything including the kitchen sink. Time to move on.

Hey, Further Reading:
Planning a Course (Define course goals)

Link: Creating a Quick eLearning Template

Tom Kuhlmann of The Rapid eLearning Blog had a great article on bringing a little life into an eLearning template. Check out the article (and the many other great articles) here.

How Illumen Develops Online Rapid Experience in eLearning and eTraining

What makes someone a professional? We could say time and experience but neither equates to the development of ability. We need to focus specifically on the skills someone needs to do a task or series of tasks well. Let’s break down the skills of a professional into their ability to manage situations, think critically, problem solve, and make decisions. How do they develop these skills in real life? Usually through trial and error and over a very long period of time. The more time, the more questions, issues, and interactions that occur. The more experience that is developed and the faster answers and solutions can be found to these questions and issues. We are always lucky when we find a good teacher or mentor along the way, but we live in a world that moves fast and with careers with high turn-over and new products that need constant training, we need ways to expedite the process and build rapid experience.
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