Archive by Author

Part 4 - Illumen’s Guide to eLearning - Types of Learners

There are libraries of books defining the many types of learners. We can usually drill down to three categories which are: Auditory, Visual, Tactile.

hearingListening, Verbal or Auditory Learners connect more dots through listening. Audio descriptions, storytelling, sound effects, and audio cues are better comprehended. If you want to connect better with this type of learner, try using voice over or record a podcast. When using a spacial based learning environment, sound effects and environmental noises that relate to your topic can often help your user focus as it will immerse them in the content.

If you want to teach someone how to change a bicycle tire, record audio that gives a very detailed description of what they are in store for. Make sure you pace the audio appropriately and be specific between one step and the next. Using just audio to explain to someone how to change a bike tire may not sound like the best approach, but what if you created a phone number for people to call into if they are stranded on the road and can’t recall the steps. They might not have a device that can show images and in an emergency situation it might be the best option.

sightSeeing or Visual Learners learn through imagery. They make better connections between information and themselves through seeing. Examples include videos, animations, infographics, photos, charts, graphs, and even visually laid out text. There are many ways to better connect with your user such as making a video that shows a process or shows motion graphics that represent the information being presented. Draw out what is being explained or use images that represent each step or the details of a product or theory.

If you want to teach someone how to change a bicycle tire, play a video showing all the steps. Show close up images of the tools and display text for key steps along the way.

touchTouching, Tactile and Kinesthetic Learners learn through interaction or by doing. The hands-on style of learning often allows for mistakes and changes to variables which express the cause and effect of the subject at hand. To connect with a tactile learner, create an interactive experience. Let the user make choices or interactively explore.

If you want to teach someone how to change a bicycle tire, give them a virtual tire to change and allow them to click the proper tools, click and drag the tire and flat tube off the rim in the proper order. You can even make a learning game by timing them and scoring them.

Read more

Illumen Brings Products to Augmented Reality

ar1Illumen recently completed three augmented reality (AR) projects for a leading orthopaedic company. These augmented reality projects were a marketing and education tool focused on giving a virtual hands-on showcase of their medical implants at the American Academy of Orthopaedic Surgeons (AAOS) 2010 conference. Augmented reality creates a live real-time view of a virtual object overlaid upon a real environment. By simply holding a card with a specific pattern, a product can be placed on top of it. Product animations and video can add to the experience by providing additional detailed information. This gives anyone a feeling of having a product placed in their hands, without it actually being there. They can move it around and explore it.

To use augmented reality, all you need is a web cam and a card that can be printed on any paper from any printer. Hold the printed card up to the cam and wherever the small pattern on the card is seen, a 3D product can be placed. Rotate the pattern or move closer the cam and you will see your product rotate and zoom in real-time 3D.

Based on the angle of the card, for example, the product could animate into an exploded view or video can be played. Move the card towards your cam and see product details.

We will have samples available soon.

Part 1 - Illumen’s Guide to eLearning - The Beginning

elearningimageseLearning is a vague term which Wikipidia defines as Learning conducted via electronic media, especially via the Internet. And of course, Wikipidia knows everything. When we talk about eLearning it can be easy to focus on the “e” which stands for electronic. Through electronic means we have the ability to be educated through, TV, mobile devices, digital notepads, CD-ROM, DVD, and any other Internet capable device. Through these devices we have the tools to educate through a combination of mediums (text, video, animation, audio, 3D, interactivity), derive analytics, and deliver information through a highly accessible platform. But, we must remember that the e really does just mean the delivery platform and our real focus needs to be on the Learning part of eLearning. Through Learning, our focus should be to create engaging, memorable experiences that lead our audience to better understand information, improve performance, manage situations, think critically, problem solve, and make decisions.

bikeflateLearning starts with a need or an idea and from there we can begin to develop goals, objectives, and strategy. Through this series, we are going to look at the process of creating an eLearning application that teaches the user how to change a bicycle or bike tire. Each part in the series will focus on a specific eLearning topic or step in the process. We will explore different technologies and different approaches to creating a simple course that does nothing more than teach our audience how to change a bike tire.

Oh, That’s Interesting:
The term eLearning is often written eLearning or e-learning. Which is correct? The good news is that they are both accepted among professionals, although if you look at Google Trends you will see that eLearning may be taking the cake. Google Trends: eLearning and e-Learning

Bringing Note Taking to eLearning - Part 1

notesGo into any classroom and you will see students taking notes. What do we do when we need to remember things? We write them down.  We all retain and gain our understanding of information differently and so we all take notes differently. So, with note taking being such an important tool in education and training, it is important that, as we move learning to the Internet, we have the tools available to allow us to take notes online.

Read more

5 Tricks to Developing Better eLearning Experiences

1. Be Your Student
Try viewing your course as your student would. Look at the user interface (design and navigation). Do you know what section you are in? Do you know how many sections there are? Do you know how to review previous content? Here is a big one — Does your student know their goals and objectives for the course or the section they are in? Do they know why they are even there? Look at the content. Is it too high level? Where are the basics? What questions does the content raise? Let the questions flow and try and answer them all.

Read more

Developing for Training & Education

article_charneyd01I never teach my pupils; I only attempt to provide the conditions in which they can learn. - Albert Einstein

Knowledge is obviously a big ingredient when it comes to our ideas and actions. It is the foundation to what we do, how we think, and how we interact. Knowledge is often accrued through the presentation of materials, through self exploration, through mentoring, or through trial and error. Personally, I learn most of my lessons through screw ups. This knowledge forms the foundation we need to understand a situation, think critically, and make the decisions we need to grow and succeed.

When developing educational or training based applications we tend to look at three key ideas involved with understanding and applying knowledge: developing state-of-mind, problem solving skills, and experience.

Read more

Make a Meal, Not a Shopping List

When starting a project, it is easy for us to gather up a shopping list of goals, wants, needs, and ideas. We may say “I want a chat room, a product configurator, a calendar, a blog, a forum,…”  - you get the idea. In fact this list is a great component when within the discovery and defining process. The more information and ideas we can put on paper, the better. But this is shopping list. It is a list of ingredients that don’t necessarily relate to each other. We buy ingredients to create a meal. There are a lot of ingredients we like but we must understand the that not all good ingredients can be put together to create a great meal. We choose ingredients that have their own unique flavors, textures, and colors, that intermingle to form the perfect tasting meal. This same idea can be applied within training, educational, and marketing applications. It is important that we not only define and develop the individual components, but how these components work together to form a comprehensive, cohesive experience.

When we make a meal we pay attention to how it tastes. We make adjustments to the ingredients to make the next meal even better. Metrics, or measurements do the same for your applications. We don’t make a meal and not wonder what people think of it. We don’t give it to someone and not ask how it tasted. The process continues past the development of your application. Use it yourself, find out what others think, and review the analytics.

If we focus both bottom-up and top-down, explore ideas that are detailed while stepping back to review the big picture, there will be no stopping our pursuit in creating more engaging, better measurable, and more delicious applications.

6 Elements of Great Usability

Usability is a word that is often heard, yet is not often understood. What is usability? Why spend so much time on usability? How is it measured? When done right, usability can increase user productivity, provide a higher retention of information, and raise user satisfaction by creating and providing a stronger experience. Understanding what makes something usable or intuitive is never clearly defined. There are many factors that should go into the design of a usable solution. Usability is a component of user centered design, and is based on the goals, objectives, and even the limitations of you and your audience. Usability can be broken down into six elements that overlap each other to provide one cohesive experience. These six elemental groups are defined as: goal solving, intuitive, efficient, functional, satisfying, and memorable.

Read more

Illumen’s David Charney Speaks at CD2

cd2logoDavid Charney, Chief Creative Officer at Illumen, speaks at CD2 about the user experience and design. CD2 (Chicago Designers and Developers User Group) is focused on nurturing the collaboration between designers & developers and the importance of the user experience and how it relates to creativity and technology.
Read more

TED - Do Schools Kill Creativity?

A well presented look at creativity in the classroom by creativity expert Sir Ken Robinson: