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image courtesy of
http://wli.wwt.org.uk/category/uncategorized/world-wetlands-day/
Anneleise Dickens
November 1, 2014
Anneleise Dickens
November 1, 2014
Figure 1
Touch-screen kiosk
Explore & Learn about
Wetlands
audio narration
Requirements
age differences
language barriers
Wants/Needs
fancy animation
game section
The client in this case is The Aquarium; however, to be more specific, Laura Barton
(government liaison with The Aquarium) and Ben Williams (Education Manager at The
Aquarium) are two leaders of The Aquarium team and qualify as clients. This team (unnamed
but for Laura and Ben, but also clients) will be creating the entire wetlands exhibit; Ben and
Laura are the two with whom Lynn will be working closely in designing this software. I would
classify Laura as a primary client; she is the sponsor of the project and has requested
involvement only in major reviews and signoffs (Ertmer et al., 2014, p 197). The clients'
primary concern is a great, interactive touch-screen kiosk that comes in under or at the limited
budget and within the time frame given (more below). Janette Parks, head of Telopea Learnings
sales team, would not necessarily be a client. She secured the contract with The Aquarium, so
she holds a stake in this project. I would consider her as important, but not a stakeholder, per
say.
Anneleise Dickens
November 1, 2014
The Subject Matter Expert (SME) in the Lynn Dixon case is Ben Williams; the case specifies
him as the SME and he is there to help Lynn with preliminary reviews, feedback, and timeline
management. Ben will also report to Laura, project leader (Ertmer et al., 2014, p.197). A primary
concern of Ben Williams is that he wants a great exhibit, such as animation, games, audio
narration, and more of the Aboriginal importance, especially storytelling (Ertmer et al., 2014, p.
200). He wants this exhibit to truly show visitors the importance of the wetlands. Overall, Ben is
happy with the initial design; he just has high hopes of more bells and whistles, (Ertmer et al.,
2014, p. 199).
For this case, the audience includes the general public, young and old, natives and foreign
visitors, and many experts in marine life. This kiosk will be located in a central exhibit at The
Aquarium, available for everyone to access. The central concerns of the audience would
assumedly be user-friendliness, streamline quick access design, understandable for all ages
and languages, accessible for those with special needs, and not time intensive.
Key ID Design Challenges:
Design challenge 1: Lynn must design a project that is set up on a touch-screen, something
she has never done before. In terms of ADDIE, this should be primarily part of Analysis, but
could also be part of both design and development, as she has to consider certain materials to
include. She has never done such a design and realizes she needs to figure out many specifics,
such as screen size, buttons and placement.
Design challenge 2: Within the context of ADDIE model and in the Evaluation stage, I saw
very little in this case regarding evaluation. Ben did state that the team wanted access to reports
of learner interaction and time spent on modules within the kiosk exhibit, and data as to which
modules there was more or less time spent on. However, there is nothing said during the design
review regarding evaluation. It makes me wonder if this has been considered or addressed.
Anneleise Dickens
November 1, 2014
Case-Specific Constraint(s):
This would be primarily satisfying Ben Williams, a client and the SME. Ben wants to include
several things in this exhibit that may be cost-prohibitive; he has great ideas and aspirations for
the kiosk, but is having a difficult time accepting that the budget is not endless. However, Lynn
does a good job including him as a valued partner and accepting his ideas, then putting a spin
on them to help him realize what is and is not possible. Below, Table 1 outlines some of the
primary constraints of this case.
Table 1
Constraint
Touch-Screen Kiosk:
Thematic connections
Aboriginal relationship/storytelling
Games
Fancy animation (sky-level
animation of the catchment area)
Design Dilemma
Lynn has never designed for anything other
than a computer, so she has research to
complete in terms of the idiosyncrasies of this
format. In addition, she needs to follow the
Statement of Work that specifies the time, user
ability format, and data collection
requirements.
Lynn has much to do in what I suspect to be 45 months. World Wetlands Day falls on
February 2, and as the case describes her
current climate to be chilly, I am thinking it
must be August or September, with winter
coming to an end.
The primary dilemma here is for Lynn to
incorporate the Aboriginal relationship to the
wetlands. Being from the US, Lynn probably
does not know much about the Aborigines; her
suggestion to approach a local university in
Cairns is probably the best approach, and Ben
is well qualified to do so as the SME.
Herein lies Lynns greatest dilemma, from the
angle of the case study writing: Ben wants it
all, and Lynn has limited budget and time. She
has a hard time telling Ben no, and works well
with steering him around an obstacle and
helping him point out himself about budget
Anneleise Dickens
Audio narration
November 1, 2014
Priority:
Which of the above challenges or constraints ranks as most important? In looking back, it
seems analyzing how a touch-screen interface operates and is developed is most important for
Lynn to tackle. She knows she has research to do, and she needs to reach out to the graphic
designers and anyone else she can think of from which to get feedback and advice. Surely there
are tutorials available online. Once Lynn has the basics of touch-screen devices down, she can
then work on the actual design and placement of the thematic connections and such. From her
Design Document, the time for the exhibit looks to be approximately eleven minutes. It is in her
best interest to understand fully how a touch-screen operates so she can get at the least a
working model up and going for testing in terms of time and user ability.
Coming in second for priority would be the basic case-specific constraint of making Ben
Williams happy. As he seems to be relatively easy-going and open-minded, this should not be
too difficult, for Lynn works well with Ben and has done a good job of placating him and opening
his eyes to alternative and less costly ideas than his optimistic ones. She suggested asking the
local university for help with the Aborigine storytelling and information, and suggests some
scaled down games and animation in place of the fancy things Ben requests.
The reason I place learning the touch-screen interface over satisfying Ben is simply that without
a working knowledge of the touch-screen, the exhibit will not happen under Lynns leadership.
Anneleise Dickens
November 1, 2014
She has to know the ins-and-outs of this format in order to make everything fit as the clients
wish.
Rounding out the third in importance of challenges would be Evaluation. Lynn has not, at least
as presented in this case study, addressed any summative evaluation of the project. This needs
to be done, especially as this is her first time designing for touch-screen interface; if she is
offered another opportunity she should have evaluative feedback. In that same manner, Laura
and her team also need hard data in order to make changes or improvements for this kiosk and
any future kiosks.
Weekly Readings & Previous Experience Contributions:
From the readings for this week, both centered on the use of graphics and animation/pictures
(aka, graphics!) in terms of learning. While neither study came to solid conclusions, they both
raise the point that when used correctly, graphics can contribute to learning. Thus, in the touchscreen interface Lynn is to design, graphics must be used. Ben wants to have animations and
interactive games, all of which contain graphics (Hoffler & Leutner, 2007; Sung & Mayer, 2012).
From my own experience, pictures and animation is always helpful as long as it is relevant (also
pointed out by Sung & Mayer, 2012). As a teacher, I know that many students are visually
oriented learnersthey have grown up with video in a variety of formats. I just saw that the
Smithsonians website has online 3-D viewers of different things such as dinosaurs and I have
seen many a virtual field trip online of sites such as aquariums, museums, and historical sites.
All of these use graphics, images and animations. As a mother, I have seen firsthand how an
illustration and animation captures a childs attention and imagination. For older folks such as
myself, it helps make things clearer and easier to understand. To be honest, a touch-screen
kiosk with nothing but text will most likely be ignored or used for graffiti art.
November 1, 2014
Anneleise Dickens
Reasonable Solutions:
Table 2
Solution
Challenge(s)
Addressed
Incorporate game(s)
and animation: Ben
wants this. He
knows The
Aquarium audience,
knows what people
want, and also
wants to showcase
his teams efforts at
their best. To satisfy
Ben, Lynn needs to
try and work in at
least 1-2 short,
interactive games
that include
animation, with
possibly a fancy
animation at the
beginning of the
exhibit to catch
audience attention.
Case-specific
constraint: keep Ben
happy
case constraint
Pro(s)
Con(s)
A quick Google
search leads to quite
a few hits and
tutorials, so it should
be relatively simple
for her to learn online
and from the graphic
designers at Telopea.
It is always possible
Lynn simply cannot
figure out how to
design for this
interface. Possible
also is the time factor
interferes with her
learning. Some
people pick up new
things quickly; I am
not sure how good
Lynn is at this, but it
seems she would not
accept such a public
project without being
confident in her ability
to learn a new
interface.
Anneleise Dickens
November 1, 2014
Anneleise Dickens
November 1, 2014
References
Ertmer, P. A., Quinn, J. A., & Glazewski, K. D. (2014). The ID CaseBook: Case Studies in Instructional
Design (4th ed.). Pearson Education.
Hoffler, T. N., & Leutner, D. (2007). Instructional animation versus static pictures: A meta-analysis.
Learning and Instruction, 722-738.
Sung, E., & Mayer, R. E. (2012). When graphics improve liking but not learning from online lessons.
Computers in Human Behavior, 1618-1625.