Archive for 'Interaction'

Illumen and the Chicago eLearning & Technology Showcase

cltsIllumen Group is proud to announce our sponsorship of the Chicago eLearning & Technology Showcase this year. This event, with more than 30 contributing speakers is setting the bar for eLearning based events.

This year, the Showcase celebrates the evolution of adult learning and performance, with an emphasis on the role of new media and interactive methods in business and institutional training. The Showcase provides a full day of educational sessions for all levels of experience. More than 30 speakers will explore all aspects of elearning—instructional design, development tools, media resources, virtual classrooms, social and interactive applications, mobile learning, rapid elearning, and more. Attendees will have an opportunity to create their own schedules from a variety of topics or follow one of four Showcase Tracks, including Simulations & Social Media, eLearning Tools & LMS, Online Design, and Management of eLearning.

More information about the event and registration can be found at the Chicago eLearning & Technology Website.

Illumen will be at the event showcasing our eLearning applications and offering information on the process and development of technology and learning based solutions. We hope to see you all there.

Register Now for Learning 2009

Illumen had a great time at Learning 2008 last year. Registration is now open for Learning 2009. Keynoters include Capt. Sullenberger, Laura Fitton - On Enterprise Twitter and Malcolm Gladwell.

Learn, Benchmark, Collaborate, Compare and Plan at Learning 2009!  - Elliott Masie

Learning 2009 (www.learning2009.com)  ::  November 8 - 11, 2009  ::  Orlando, Florida

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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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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Thinking Critically Through Experiential and Environmental E-Learning

sandwichtraining

My first job was at an Arby’s. I learned how to make sandwiches, work the register, work drive thru, clean dishes, prep for the day, shut down the store, etc. I was taught how to make each sandwich, the correct order to place the ingredients, and how to wrap the sandwich. All this I learned from a book, a few triple laminated guides, and from making a few sandwiches on my own. I felt pretty comfortable and ready to make my first sandwich for the customer. What I wasn’t ready for was the 5 for 5 sandwich deal that was available. Five Regular Roast Beef sandwiches for $5.00 (a great deal compared to today’s prices). Suddenly on the sandwich monitor there were three 5 for 5 orders, a Super, two Arby’s Melts, and a Chicken Cordon Bleu. The Super needed extra sauce and the Cordon Bleu had added lettuce. Someone working the drive thru yelled back that they needed their Arby’s Melts first and that the second order of 5 for 5s needed cheese. I had limited space and limited time to make everything I needed. More sandwiches were popping up on the monitor. The frier and slicer were beeping. Customers were waiting and managers and employees were shouting. I was in a panic. What is going on? What goes on what sandwich? Did they say they needed cheese on the sandwiches? Do I have enough chicken? Was this worth making only $5.25 an hour? If I didn’t perform my job well we could lose time, lose money, and upset customers. This was real life and I didn’t have the experience I needed.


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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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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.

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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.
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Higher Education turns to Interactive

article_denz02Purdue University continually explores the future of interactive learning in an effort to find effective and engaging content delivery methods for it’s faculty and students. On August 28th Purdue’s Vet School invited Illumen Group along with Dr. James “Butch” Rosser of The Stealth Learning Company to present the topic of Experiential Learning and how it’s shaping both academic and corporate learning environments. Over three sessions, the trio provided insight on Experiential Learning’s past, present, and future. Audience members consisted of faculty from Purdue’s Vet Sciences, Nursing, Engineering and Agriculture Departments.

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