Interaction Design for Collective Construction of Knowledge in eLearning: the Process of Learners’ Contribution Niki Lambropoulos Centre of Interactive Systems Engineering London South Bank University niki@lambropoulos.org Agenda Background Research HCI in Education Situated Learning LPP in On-line Learning Communities Interaction Design (a user as a learner) The EEEP Study Implications for Interaction Design Conclusion & Future Trends References Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Easy/Natural to use Which design does not require manual or instructions? Don Norman, p. 76-77. The Design of Everyday Things (1998) Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 HCI in Education: the user as a learner Co-evolution of Education & Technology Factors for Human-Computer Interaction Users Social Aspect Design Evaluation Reasons: rapid change of technology – from a small number of users to everyone - shift from Interface to Interaction - context specific – users’ involvement Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Interaction Design (ID) Sociability Usability as an attribute (Notess, 2001) Educational Interaction Design Sociability Pedagogical Usability Pedagogical Usability Engineering as a process Learnability System Purpose of learning Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 On-line Learning Communities Situated Learning LPP in On-line Learning Communities Legitimate Peripheral Participation Community Knowledge Building The Role of the Dialogue Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 EEEP Focus Group Aim: Identify the Greek Teachers’ context Greek Teachers: 14 subjects as the focus group to explore sociability and usability in the Greek context, EEEP – 65 members in July, 2004 Data Analysis Discourse Analysis Interaction Design Evaluation Criteria Catalogue EEEP Levels of Participation 4.5 Number of Participants 4 3.5 3 2.5 Series1 2 1.5 1 0.5 0 Zero Low Medium High Participation Levels EEEP conference on Broadband and Satellite communications in schools, Oct 06 Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Results: Purposes Organisation and founding members define the initial purposes (interests, needs, targets, common visions) The main community purposes need to appear on the interface before the registration processes Initial activity is information-based than interactions-based Intention and motivation for sharing knowledge (what tools to use?) Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Results: Common Reasons for lurking o o o o Uncomfortable in public Fear of public, judgement Learning about the group Information needed for participation Active Lurking Active Waiting/Observation Transfer of knowledge outside the community Transfer of knowledge in the classroom and make choices e.g. on educational software Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Results Consensus Knowledge Building learn from the active members (42,9%) moderator (21,4%) Result: specific suggestions for changes in the educational system (what tools to use?) Socio-emotional relationship for affective learning 42,9% developed negative feelings 35% stressed the importance of active participation (what tools to use?) Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Results: Practices I The first week of registration defines members’ initial intention A good moderator is of great importance Cooperation via personal communication New suggestions based on the previous messages Community Support Feedback: if the feedback is positive the communication continues, if negative, s/he returns to the previous observational and active lurking Projects support discussions Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Results: Practices II Active Observation of Discussions First contact with the community Active lurking for active observation Aporia, hesitation, doubt, insecurity negotiation of meaning, agreement & alignment Familiarisation with the community Finding the minimum level of agreement with community Find interesting information - topics Personal Judgment Interest & agreement on expressing interest for a topic Define personal enquiries Decisions on what to do next: Reply or stay off scene (what tools to use?...) Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Matching Usability and Sociability A. Before Registration: Acquiring information - Informative Front Page B. Registration: minimum agreement with the community; encourage and motivate the newcomers, building profiles. C. After Registration: Search for existing discussion topics, sub-groups D. Maintenance: Environment of trust and support Participation Process for each post Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Conclusions - Trends Learning Factors in On-line Learning Educational Interaction Design Know your users as learners, know their tasks Define Quality in On-line Learning Cognitive (Constructivist Learning) Psychological (Affective Learning) Social (Socio-cultural Learning) Usability Engineering More Research is Needed Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Conclusions for the… Policy Makers: know the needs of the community and be based on both Sociability and Usability (ID) and Pedagogical Usability for methods and tools Members and the social contribution paradox: public participation is not prerequisite although necessary Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Thank you… For your attention! Any questions and/or suggestions? Niki Lambropoulos niki@lambropoulos.org Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 References References Introduction Schlager, M. S., & Fusco, J. (2004). Teacher Professional Development, Technology, and Communities of Practice: are we putting the cart before the horse? In S. A. Barab, R. Kling & J. H. Gray (Eds.), Designing for Virtual Communities in the Service of Learning (pp. 120-153). Cambridge, U.K.: Cambridge University Press. Neal, L. (2003). Q&A With Diana Laurillard. from http://www.elearnmag.org/subpage.cfm?section=articles&article=14-1 Notess, M. (2001). Tutorial: Usability, user experience, and learner experience eLearn Magazine (8), 3. Shneiderman, B. (2000). Creating Creativity: User Interfaces for Supporting Innovation. ACM Transactions on Computer-Human Interaction, 7(1), 114–138. Karat, J., & Karat, C.-M. (2003). The evolution of user-centred focus in the human-computer interaction field. IBM Systems Journal. Norman, D., and Spohrer, J. (1996). Learner Centered Education. Communication of the ACM. 39, (4), pp. 24-27. Feldstein, M. (2002). What Is "Usable" e-Learning? eLearn Magazine. ACM. Muir, A., Shield, L., & Kukulska-Hulme, A. (2003). The Pyramid of Usability: A Framework for Quality Course Websites, In the Proceedings of EDEN 12th Annual Conference of the European Distance Education Network, The Quality Dialogue: Integrating Quality Cultures in Flexible, Distance and eLearning. Rhodes, Greece: p. 188-194. Kukulska-Hulme, A., & Shield, L. (2004). Usability and Pedagogical Design: are Language Learning Websites Special? Paper presented at the World Conference on Educational Multimedia, Hypermedia and Telecommunications, Lugano, Switzerland. Squires, D., & Preece, J. (1999). Predicting Quality in Educational Software: Evaluating for learning, usability and the synergy between them. Interacting with Computers, 11(5), 467-483. Zaharias, P. (2005). E-Learning Design Quality: A Holistic conceptual framework. In C. Howard, J. Boettcher, L. Justice, K. Schenk, P. L. Rogers & G. A. Berg (Eds.), Encyclopaedia of Distance Learning. New York, NY: Idea Publishing. Preece, J., Rogers, Y., & Sharp, H. (2002). Interaction Design: Beyond Human-Computer Interaction. New York, NY: John Wiley & Sons, Inc. Faulkner, X. (2000). Usability Engineering. New York, NY: Palgrave, MacMillan Keywords User-Centred Design Learner-Centred Design Pedagogical Usability (metrics) Pedagogical Usability Engineering (process) Quality in On-line Learning Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05 Pedagogical Usability Engineering 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Know the user/learner to identify user/learner characteristics. Know the task to identify user/learner background. Capture user/learner requirements to identify user/learner requirements. Set pedagogical usability goals for usability specification. Design for initial design. Apply guidelines and heuristics for feedback for design. Create prototypes for user/learner testing. Evaluate with user/learner to acquire feedback for redesign, checking whether the learning objectives have met. Redesign and evaluate with user/learner to finish the product. Evaluate with users/learners and produce report to acquire feedback for future systems. Centre of Interactive Systems Engineering LSBU Interaction Design - ICODL 2005 – Hellenic Open University – Patra 11/11/05