Archive for May, 2009

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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