INSTRUCTIONAL DESIGN JMA 503. Objectives 1. Flowcharts and storyboards Flowcharts and storyboards 2. Project Eval Project Eval 3. Toolbook (Data) Toolbook.

Slides:



Advertisements
Similar presentations
Designing and Developing Online Courses. Course Life Cycle Design Develop Implement Evaluate Revise.
Advertisements

Chapter 3 – Web Design Tables & Page Layout
Web Design Principles 5th Edition
Choose the Proper Screen-Based Controls
Section 6.1 Write Web text Use a mission statement Generate and organize content ideas Section 6.2 Use page dimension guidelines Determine content placement.
6 Developing Content and Layout Section 6.1 Generate and organize content ideas Write and organize Web text Section 6.2 Identify page dimension guidelines.
Designing for Multiple Screen Resolutions Screen resolution is the width and height of the computer screen in pixels Most monitors have many screen resolutions.
Psych 101 for Designers Interaction Design. Interaction Design is about people first. What motivates people? How do people think? How do people behave?
Chapter 6 Design Principles Principles of Interaction Design Comprehensibility Learnability Effectiveness/Usefulness Efficiency/Usability Grouping Stimulus.
GROUPING Organizing Information & Gestalt Principles of Perception.
Instructional Design JMA 503.
Prof. Anselm SpoerriWeb Design Summary1 Web Guiding Principles Diversity of Users & Rapid Change –Diverse users, diverse computers, diverse skills, diverse.
Web Site Design Marti Hearst (UCB SIMS) SIMS 213, UI Design & Development April 6, 1999.
Chapter 2 Web Site Design Principles Principles of Web Design, Third Edition.
© Anselm Spoerri Lecture 14 Annotated Nike Ad Course Review –Course Objectives.
Chapter 2 Web Site Design Principles Principles of Web Design, 4 th Edition.
Mid-Term Exam Review IS 485, Professor Matt Thatcher.
User Interface Design Process Gabriel Spitz. User-Interface design Steps/Goals Understand who are the users and what do they do Articulate how will users.
Multimedia Design. Table of Content 1.Navigational structures 2.Storyboard 3.Multimedia interface components 4.Tips for interface design.
DESIGNING FOR IOS. iOS uses the following themes:  Deference. UI helps users understand and interact with the content, but never competes with it.
Introduction to Interactive Media 02. The Interactive Media Development Process.
Objectives Part I What is a CBT Part II l Integration of ISD & CBT Instructional Systems Development (ISD) Computer-Based Training (CBT) Part III l Information.
Multimedia & The World Wide Web winny HCI 201 Multimedia and the www.
Psychology of usability 1 User interfaces Jaana Holvikivi Metropolia.
DVC Level 1 Achievement Standards
Human beings and their capabilities Design guidelines based on: ● Human Senses, perception, interruptions, and memory ● Mental models,metaphors, and perceived.
© Anselm Spoerri Lecture 14 Course Review –Course Objectives –Design Principles Evaluation Criteria used for Term Project.
CORE 2: Information systems and Databases COLLECTING AND DISPLAYING FOR DATABASE SYSTEMS.
ELearning Design After your analysis, prepare for delivery.
Introduction to Graphic Design
Introduction to Interactive Media The Interactive Media Development Process.
INSTRUCTIONAL DESIGN JMA Review Principle Review Principle 2. Toolbook (Data) Toolbook (Data) 3. M-Learning M-Learning Objectives.
SWE205 Review Spring Why is software unusable? Users are no longer trained. Why? Feature creep Inherently hard: a problem of communication Designed.
Web Development. Presentation Design Visualizing your web site or Visual Design.
Multimedia Design 1. 2 Objectives By completion of this session, you will be able to: Organize your multimedia project Develop Flowcharts and Storyboards.
Web Site Usability: Chapter 3 Billboard Design Summary Notes on Steve Krug Don’t Make Me Think New Riders, 2 nd Edition Ben Hunt Web 2.0 How to Design.
June 5, 2007Mohamad Eid Design Principles Chapter 7.
Interface design Multimedia and Web. Today’s Objectives Defined User Interface Design Introduce User-Center Design Guidelines Project portfolio page -
INSTRUCTIONAL DESIGN JMA Review Principle Review Principle 2. Flowcharts and storyboards Flowcharts and storyboards 3. Project evaluation (Morae)
Chapter 2 Web Site Design Principles Principles of Web Design, 4 th Edition.
1 After completing this lesson, you will be able to: Plan a FrontPage Web site. Create a new Web. Create a subpage layout. Use the subpage layout to build.
Understanding Users Cognition & Cognitive Frameworks
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Lecturer: Prof Jim Warren Based on Chapter 6 The Resonant Interface HCI Foundations.
Gestalt Principles of Design
Instructional Design JMA503. Objectives 1. Assignments Assignments 2. Project guide Project guide 3. Instructional strategy - Events of instruction. Instructional.
©2001 Southern Illinois University, Edwardsville All rights reserved. CS 321 Human-Computer Interaction Today Design Elements Readings in HCI, pp
Chapter 2: Capabilities of Human BeingsCopyright © 2004 by Prentice Hall Context Context plays a major role in what people see in an image Mind set: factors.
Chapter 2: Capabilities of Human BeingsCopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach.
With a focus on screen design and CRAP. The Joshua Tree Epiphany.
3461 Laying Out Components Principles of Good Screen Design Galitz, W. O., (2002) The Essential Guide to User Interface Design, 2nd Edition, Wiley Computer.
Prototypes, Storyboards, and Flowcharts Ike Choi.
CEIT 225 Instructional Design Prof. Dr. Kürşat Çağıltay
GESTALT PRINCIPLES OF VISUAL DESIGN Gestalt principles of visual design are derived from the theories of gestalt psychology, which were applied to the.
Learning theories Application continued. Learning by problem solving (situated learning) Learning by Information assimilation Constructivist approach.
Design Evaluation Overview Introduction Model for Interface Design Evaluation Types of Evaluation –Conceptual Design –Usability –Learning Outcome.
CGMB124/224 GESTALT Gestalt is a general description for the concepts that make unity and variety possible in design. It is a German word that roughly.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition.
University of Washington HCDE 418 Wireframes HCDE 418.
Digital Media & Interaction Design LECTURE 4+5. Lecture 4+5 Draw requirement + Prototyping.
Be a Great Teacher? (Lesson Plan Development)
Section 6.1 Section 6.2 Write Web text Use a mission statement
Human Computer Interaction
Technical Writing and Instructional Design: A great confluence!
CEIT 225 Instructional Design
Principles of Good Screen Design
Web Site Design Web site diagrams from the Yale Style Manual at:
Huxley’s Circle of Visual Perception
STORYBOARDING FOR CONTENT DEVELOPMENT
Systems Design Project Deliverable 3
Step-3: Principles of Good Interface and Screen Design
Presentation transcript:

INSTRUCTIONAL DESIGN JMA 503

Objectives 1. Flowcharts and storyboards Flowcharts and storyboards 2. Project Eval Project Eval 3. Toolbook (Data) Toolbook (Data)

Important Dates | Announcements  March 28 Team project - program

Phase III Develop & Implement Phase I Analysis Phase II Design Evaluate & Revise Start Models

Analysis

Analysis: Understanding problem 1. You’ve examined: 1. Problem | Need | Learning context | Environment 2. Learners 3. Tasks 4. Goals and objectives

Bloom’s Taxonomy Comprehension Application Analysis Synthesis Evaluation Knowledge

Learning objectives Components of an objective:  Audience  Behavior: description of terminal behavior.  Condition: description of conditions of demonstration of action.  Degree: description of the standard or criterion.

Analysis: Understanding problem 1. You’ve examined: 1. Problem | Need | Learning context | Environment 2. Learners 3. Tasks 4. Goals and objectives 2. You’ve thought about instructional strategies: 1. Events of instruction 2. Sequence of instruction 3. Presentation, questioning, practice, discovery, etc. 3. Begin to design

Instructional Strategy Instruction strategies include presentation of knowledge, practice activities, learner guidance, questioning…

Instructional Strategy Gagne’s Events of Instruction: 1. Gain attention 2. Inform learner of objectives 3. Stimulate recall 4. Present material 5. Provide guidance 6. Elicit performance 7. Assess performance 8. Enhance retention and transfer Blackboard Instructional Strategy (7) pages

From Analysis/ Problem Space Conceptualizing design space Source:

Conceptualizing design space From Analysis/problem space to design space:  A thorough analysis or good understanding of the problem space helps inform the design space  e.g., what kind of interface, strategies, functionality to provide

Flowchart symbols Source: Hannafin & Peck Blueprint/specifications

Sample Flowchart Terminator Input Decision Operation/ Presentation

Macro Flowchart

WireFrame

Plan site Make wireframes  Help in planning structure of pages  Serve as blueprints for development  Should include placement and measurement of elements in pixels  Wireframe Example Wireframe Example

Storyboards  Storyboard -  a hard-copy or digital mock-up of the series of screens a learner will see in the completed e-learning piece.

Storyboards Notes for designers/artists, programmers, interaction designers Low Level Prototypes

Storyboards Low Level Prototypes

Storyboards  The logic of storyboards –  Look at sketches of screen designs  Read annotation of what is to happen  Look at interaction proposed, and feedback  Determine the events likely to achieve the defined learning outcomes.

Storyboards  Functional prototypes (High Level Prototypes) –  Everyone can see interactions, timing, feedback, etc.  Prototypes must be generated quickly – minutes to hours not weeks.

Storyboards 1. Draw your design on paper  Show them to a potential users & get feedback.  Ask user how he/she would approach tasks using the paper prototype. 2. Refine paper prototypes. 3. Make digital with graphic program (Photoshop | Illustrator )  Get user feedback 4. Develop functional prototype with ToolBook  Get user feedback

Paper prototypeHigh level prototype High level | Functional prototype

SCREEN TYPES Storyboarding

Orientation

Orientation: Objectives

Content Presentation

Questions

Results

DESIGN ISSUES

Attention scarcity  Often designers of information systems wrongly perceive a design problem as information scarcity instead of attention scarcity.  They build systems that excel at supplying more and more information to people but what is needed are systems that filter out unimportant information (Herbert Simon, 1996).

Design Three things you must communicate in your program: 1. Where am I? 2. What can I do? 3. What is here?

Where am I? What is here? Where can I go? On the Web

Where am I? What is here & Most important? Where can I go?

Major Category Information: Animals Sub category: Dogs Page information If the executive process doesn’t work right, the results can be catastrophic. Cognitive - memory, judgment, and reasoning. Cognitive - the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. NextPrevQuitMapGlossaryHelp Where am I? Where can I go and what can I do? What is here?

Help users understand  Create a clear visual hierarchy on each page  Take advantage of convention  Break screen up into clearly defined areas  Make it obvious what is clickable and what is content  Minimize noise Krug, 2000, p. 31

Help users understand  The more important = the more prominent  Things related logically = also related visually.  Things nested visually to show what’s part of what Krug, 2000, p

Major Category Information: Animals Sub category: Dogs Page information If the executive process doesn’t work right, the results can be catastrophic. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. NextPrevQuitMapGlossaryHelp The more prominent = The more important

Major Category Information: Animals Sub category: Dogs Page information If the executive process doesn’t work right, the results can be catastrophic. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. NextPrevQuitMapGlossaryHelp Things related logically = also related visually.

If the executive process doesn’t work right, the results can be catastrophic. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Major Category Information: Animals Sub category: Dogs Page information NextPrevQuitMapGlossaryHelp Things related logically = also related visually.

If the executive process doesn’t work right, the results can be catastrophic. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Major Category Information: Animals Sub category: Dogs Page information NextPrevQuitMapGlossaryHelp Things related logically = also related visually.

If the executive process doesn’t work right, the results can be catastrophic. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Major Category Information: Animals Sub category: Dogs Page information NextPrevQuitMapGlossaryHelp Nested visually to show what’s part of what

Gestalt Principles of Perception  Gestalt Principles of Perception  Gestalt psychology strives to explain the factors involved in the way we group things  At the heart of Gestalt psychology is the idea that we strive to find the simplest solutions to incomplete visual information

Principles  Humans organize things into meaningful units using:  Proximity: we group by distance or location  Similarity: we group by type  Symmetry: we group by meaning  Continuity: we group by flow of lines (alignment)  Closure: we perceive shapes that are not (completely) there

Proximity

1-49 Gestalt Principles of Perception  Proximity Principle – Objects that are close to each other will be seen as belonging together Equidistant Horizontal Proximity Vertical Proximity

The executive process doesn’t work right… Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Menu NextPrev Quit

Gestalt Principles of Perception  Proximity - Adobe PhotoShop Preferences Dialog

Example: a page that can be improved..

Using proximity to group related things

Similarity

1-57 Gestalt Principles of Perception  Similarity Principle – Objects that have similar visual characteristics, such as size, shape or color will be seen as a group and therefore related Rows of Similar ObjectsColumns of Similar ObjectsGrouped Columns

1-59 Gestalt Principles of Perception  Property Pane from Dreamweaver  Our eyes pick up all of the text boxes because of the strong blue squares and the white areas that they have in common

Example: can you use similarity to improve this page?

Make the buttons the same size:

executive process doesn’t work right Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Menu NextPrev Quit Logo Topic 1Topic 2Topic 3 Visually similar things = related NextPrev

Visually similar things = related

executive process doesn’t work right Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Menu NextPrev Logo Topic 1Topic 2Topic 3 Visually similar things = related

Symmetry: we use our experience and expectations to make groups of things We see two triangles. We see three groups of paired square brackets.

1-66 Gestalt Principles of Perception  Symmetry Principle – Symmetrical areas tend to be seen as complete figures that form around their middle TranslationReflection Rotation

Executive process | Mental processes Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Productivity - having the power to produce, generate, and create a productive effort. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Productivity - having the power to produce, generate, and create a productive effort. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Productivity - having the power to produce, generate, and create a productive effort.

Executive process | Mental processes Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Productivity - having the power to produce, generate, and create a productive effort. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Productivity - having the power to produce, generate, and create a productive effort. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Productivity - having the power to produce, generate, and create a productive effort.

Continuity: flow, or alignment We see curves AB and CD, not AC and DB, and not AD and BC We see two rows of circles, not two L-shaped groups

Can you use alignment (one form of continuity) to improve this page?

Lines on the previous slide show how to use horizontal alignment

Left-align both columns to get vertical alignment also

Major Category Information: Animals Sub category: Dogs Page information If the executive process doesn’t work right, the results can be catastrophic. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. NextPrevQuitMapGlossaryHelp

Hello World

Hello world Navigation Section Headings Navigation SEARCH

Hello world Navigation Section Headings Navigation It is easier to perceive a structured layout. SEARCH

executive process doesn’t work right Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Menu Next Logo Topic 1Topic 2Topic 3 Visually similar things = related

Executive process | Mental processes Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Productivity - having the power to produce, generate, and create a productive effort. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Productivity - having the power to produce, generate, and create a productive effort. Cognitive - pertaining to the mental processes of perception, memory, judgment, and reasoning. Productivity - having the power to produce, generate, and create a productive effort. Productivity - having the power to produce, generate, and create a productive effort.

1-79 Gestalt Principles of Perception  The Area Principle – Objects with small area tend to be seen as the figure, not the ground (also called the smallness principle)

1-80 Gestalt Principles of Perception  Surroundedness Principle – An area that is surrounded will be seen as the figure and the area that surrounds will be seen as the ground

Other Principles of Perception – Proportion  Proportion can be used to represent logical hierarchies Heading Level 1 Heading Level 2 Heading Level 3 Heading Level 4 Heading Level 5 Heading Level 6

1.Divide screen into rows and columns 2.Identify elements that are common throughout 3.Essential and common elements are made to fit within the grid 4.Group related elements together 5.Create sample and get feedback. Gives a coherent visual structure. Reduces clutter and provides users visual cues to follow.

Help users understand

Divide pages up based on the following guide:  User should be able to glance around and point to different areas of the screen and say: 1. What is the section? 2. What topic am I in (page name)?/ Where am I? 3. What are the major sections (local navigation) 4. Things I can do. 5. Content to be studied. 6. Practice or assessment. 7. Getting Help or support resources. 8. Navigation to get to the rest of the program. 9. How do I get out?

Create a visual hierarchy

Section ID Book types Computer Books Perl scripting made easy

Major Category Information: Animals Sub category: Dogs Page information Text textText textText text text textText textText textText textText textText textText textText textText textText text text textText textText textText textText textText textText text Text textText textText text text textText textText textText textText textText textText text Text textText textText text text textText textText textText textText textText textText texttextText textText textText textText text Text textText textText text text textText textText textText textText textText Animals in other parts of the world Text textText textText text text textText textText textText textText textText texttextText textText NextPrevQuitMapGlossaryHelp