Академический Документы
Профессиональный Документы
Культура Документы
by
Sneha Maji
(Roll No.2011JDS6005)
Under Supervision of
Prof. I.P Singh
CERTIFICATE
This is certified that the work contained in the thesis titled To Design a Smart
phone App to Capture Notes, Audio and Photo enabling Mobile based learning for
Students in Universities submitted by Ms. Sneha Maji to the Indian Institute of
Technology Delhi for the award of the degree of Master of Design has been carried out
under my supervision. This work has not been submitted elsewhere for the award of any
other degree or diploma.
Supervisor,
Prof. I.P Singh
Instrument Design Development Centre,
Indian Institute of Technology, Delhi.
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ABSTRACT
Today we live in the age of hyper connectedness and with a trend of increasing
rise of technological advancements. But our brain is only capable of absorbing things to
an extent. Our brain has a certain limitations and challenges. We often forget something
important and fail to remember things on time. There exists a need for us to find ways
to lead a complex and a busy life with more ease.
Media fragmentation is occurring at break-neck speed in the current multiplatform environment, which features not only TVs and computers, but smartphones,
tablets, gaming platforms and a seemingly endless and ever-increasing number of
emerging devices. This new paradigm offers users a seamless digital experience that can
easily traverse platforms, locations and temporal constraints so that content can be
experienced anytime and anyplace. The Smartphone market is currently the fastestgrowing segment and it will continue to outpace the overall handset market in the
foreseeable future. User friendly platform and evolving user behavior pattern are
responsible for its exponential growth. In the past few years, Smartphone sales have
grown exponentially. The diffusion of sensors, communications, and processing power
into everyday objects and environments will unleash an unprecedented torrent of data
and the opportunity to see patterns and design systems on a scale never before
possible. The increasing capabilities of mobile or smart phones are positioning them as
the technology of choice, replacing PCs, for many users, especially college students. As
such, the use of these devices must be contemplated as an inevitable learning tool
available to higher education and for other recreational activities by students. Devices
Like a smart phone is used actively by students to capture various aspects on their lives.
This project probes into the needs of students and proposed some Innovative design
solutions to capture content and use it in my rid ways with a smart phone.
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ACKNOWLEDGMENT
I would like to thank Prof.IP Singh my Academic Mentor for providing me the
freedom to explore and go ahead work for an industry for my internship. I would deeply
thank my Faculty here at IITD IDDC for the systematic structuring of the design studio
so as to make it an gradual process of learning and application; Prof Jyoti Kumar for his
regular evoking insightful discussions for the past few semesters.
I am grateful to my colleagues and batch mates both from Microsoft IDC and IITD
for the bouquets and the brickbats handed out by them which were of immense help in
the successful conclusion of the design investigation and thesis project.
To my family and friends especially Akhil, Swati, Navneet and Shrikant who have
provided the unconditional moral support that carried me through the entire period
who provided me with some of the best critique that helped me formulate my design. I
would like to thank the night mess bhaiya who have given us a space to discuss various
topics ranging from Art, politics to Design education in India over a cup of tea in the cold
winter night of Delhi.
Finally I would like to thank Indian Institute of Technology, Delhi who supported
me to realize my thesis.
TABLE OF CONTENTS
Chapter
Page
ABSTRACT ............................................................................................................................ iv
ACKNOWLEDGMENTS ..........................................................................................................v
TABLE OF CONTENTS...........................................................................................................vi
LIST OF TABLES ..................................................................... Error! Bookmark not defined.
LIST OF FIGURES ................................................................... Error! Bookmark not defined.
GLOSSAR.ix
Project Sponsorer Introduction-Microsoft India development Centre.
CHAPTER I: Introduction ..................................................................................................... 1
CHAPTER II: Background and Literature Review ................................................................. 4
Smart Phone in Classroom and M-Learning ................ Error! Bookmark not defined.
Digital Trends Related to Smart Phones ...................... Error! Bookmark not defined.
Automated context Computing .................................. Error! Bookmark not defined.
Existing Automated computing Tools...
Competitive analysis of the Existing Smart Phone Capture tools...... Error! Bookmark
not defined.
CHAPTER III: METHODOLOGY ........................................................................................... 32
Framework of Primary research
Investigating issues and Hypotheses
Interview summary
Focus group discussion summary
Contextual Observation summary
Categories of students and Generating Personas
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Identifying Needs.
Generation of Scenarios around the Persona and Needs.
Story Boarding
Task flows of some Initial concepts.
Initial Ideation
CHAPTER V: CONCLUSION ................................................................................................ 66
Concept Final landing page features.
Information architecture.
App logo and name.
High fidelity wireframe Glimpse.
REFERENCES ...................................................................................................................... 68
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GLOSSARY
Single gallery
There is a single Capture gallery where all captured content resides.
Any individual galleries that might exist do not play in the capture
scenario.
Store
The act of saving an item into a gallery (either type). This could be implicit
or explicit. If the users purpose for capture is archiving/collecting the
scenario may end here.
Use
The user chooses to do more with the captured content. This might be at
the time of capture, or might be a later time.
Push/pull
Two modes of use. The user can push captured content from a gallery
to an app, or pull content into the app from a gallery. The difference is
the starting point.
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App
This is an app that can do more with captured content. Examples may be
calendar, sharing app, reader, storytelling, etc. This may be a MS app or
a competitor app.
Augment
Captured content is recognized and useful information, metadata and/or
actions are added. (Time, location, tags, links to purchase, etc)
Transform
Captured content is converted into the format appropriate for app that
the user wants to have use the captured content
India
(R&D)
Corporation,
set
up
xi
xii
to introduce a tool which has a longer lifecycle. Finally Mobile phone and its implication in education is
the core of the thesis project and thus this segment of users are the most apt choice.
How can mobile devices become tools for advanced learning in Universities? Can we device
mechanism for Capturing content in Smart phone via various mechanisms such as Note, Voice, Ink or
photo.Also one of the aim of the thesis is to help provide Designs to offer insight into the relationship
between note-taking and learning, with particular attention being paid to theories of focusing and
Collaboration.
Objectives:
The purpose of the investigation is to finally come up with a Design proposal for Young Adults
(University/college student community) by providing them with smart and innovative Mobile platform
M-Learning app which Capture Notes, Image audio etc. via a Smartphone both in the classroom and
outdoor context. The goal is to explore the various automated options (technologies-Sensors) on the
mobile phone and harnessing them in the form of application in various scenarios in a mobile college
life.
These define the resulting outcome (prediction, prototypes) and the related tasks or project
approach could be
Understanding various existing solutions and doing a competitive analysis of them. Exploring
the design heuristic and form Factor study of how mobiles are used and worked on.
Exploring various technological trends in mobile and how they can be harnessed.
Developing a Persona and generating scenarios which reflect the students needs specifically.
Converging the concepts to one concept and generating a Detailed Information architecture.
Creating initial wireframes and iterating. Adding Visual design to the finalized wireframes.
Mobile Learning
What is Mlearning?
Mobile learning (m-learning) is a combination of electronic learning (e-learning) and computing
on the go. M-learning derived from e-learning which derived from d-learning (distance learning).
Ubiquity- Can the user access all content needed at any time?
Flexibility- Can the content be viewed on different types of devices and operating systems?
Efficiency- What is the required memory for the applications and how quickly will they load?
1. Most m-learning studies have been small-scale and implemented in only one discipline. For
Example, most mfield work learning has been conducted in the health sector. There is a major
need for large scale implementations generalised across a range discipline and subject areas
and across institutions.
2. The great majority of m-learning experiments have dealt with a single pedagogical issue, e.g.
enhancing classroom interactivity. They have also usually focused on a single technology, more
often than not PDAs, surprising given the small percentage of students who own PDAs 15% in
our survey. Because of these limitations, in addition to those highlighted in 1. above, there is a
lack of a consolidated body of knowledge to guide teachers in implementing m-learning,
particularly in the university sector. A body of knowledge of learning and teaching principles
and strategies is urgently needed to inform teachers wishing to utilise innovative mobile
technologies and also to inform the development of national policy and pedagogical
approaches about emerging mobile devices.
3. A major challenge yet to be overcome is the cost of mobile hardware, software, connection and
usage charges. The lack of sustainability of many m-learning projects indicates that this may
well be the major hurdle to implementing m-learning on a national scale. There is a great need
for the investigation of low-cost solutions to implementing mlearning so that it can be
sustainable.
4. There has been a lack of focus on designated groups of students. The assumption has generally
been that all student groups have similar m-learning needs. Where studies have examined mlearning with different populations, the results are difficult to interpret because of
inconsistencies in discipline areas. A proper evaluation needs to be made of the effectiveness of
m-learning with international and other identified groups of students.
5. Few studies have been found on how to teach technology students about mobile technology
using mobile technology. Cost again is presumed to be the major obstacle. Investigations are
needed to develop teaching strategies for effective learning about wireless and mobile
technologies.
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All of these aspects of Capture and the context aware computing has been explored in particular in
the coming sections.
What is Capture?
Capture is the act of gathering information. Information which can be accessed anywhere
anytime by anybody. Information which can lead to something more meaningful.
One can also capture the coordinate while navigating and can use it for many purposes. While surfing
interesting things are often bookmarked and reflected upon it later. Images are Multimedia and are
acted and reacted upon frequently. The ability of storing the captured content in many way be it cloud
or in social media forum lets users do a variety of things with ones captured content. The options of
what to do with the captured content is limitless.
Various steps Involved in Capturing content with a Mobile device. The steps are my initial
understanding as how /what/when/etc. What Capture is and what are the steps involved in capture.
One can also Define Capture as a process which leads to a task later on. Once a Person captures
any content it leads to a series of events which can happen simultaneously or maybe later depending
on the users intent. The various Users Intent can be described in the next few pages.
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Figure 4: Steps Involved in a Smart phone used for capturing content-use case.
While going through the various steps of capture I analysed and summed up the overall needs of
users (students also) into three specific categories:
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These are further broken down and analysed as to what they actually comprise of and what do they
mean, They are described in the tables which follows:
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These needs will be all investigated further with the students community to club them into more
precise groups.
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College students in America are expected to lay out an all-time high $6.5 billion this year on
technology items and spend an average of 12 hours each day engaged with some type of media or
capturing some content with their smart phones.
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However benefits of mobile phones are not merely limited to increased access to educational
services. M Learning, they indicate, can also facilitate changes in the character of learning modalities
that in turn impact educational outcomes. In this regard, mLearning represents more than a mere
extension of traditional forms of education; mLearning facilitates alternative learning processes and
instructional methods that the theories of new learning identify as effective for learning.
According to proponents of new learning, mobiles facilitate designs for personalized learning in
that they are responsive to difference and diversity in the way learning occurs. They facilitate designs
for situation learning by providing learning during the course of the activity in the field for a botany
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student, in the classroom for a teacher trainee, or in the workshop for an engineer. In this sense,
mLearning also facilitates designs for authentic learning, meaning learning that targets real-world
problems and involves projects of relevance and interest to the learner.
MLearning thus represents learning that is not just-in-case, education for the sake of
producing a bank of knowledge, but rather represents learning that is just-in-time, just enough, or
just-for-me (Traxler, 2007, p. 5). As a facilitator of new learning, mLearning goes beyond an emphasis
on the possession of information to enabling learners to find, identify, manipulate, and evaluate
existing information.
Smart Phones Changing College Student Lives
Smart phone technology, with its pervasive acceptance and powerful functionality, is inevitably
changing peoples behaviors. Young adults are especially dependent on smart phones today. A survey
conducted by Course Smart, the worlds largest provider of e-Textbooks and digital course materials,
found that college students cant go long without checking their digital devices, including smart
phones, laptops and more. Its very common to see college students checking email, Facebook, Twitter,
or other social network sites using smart phones with their constant web connection feature
nowadays.
Trying to remember
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The literature tells us that, in general, modern technology-aided learning is found in three
stages ranging from conventional e-learning to m-learning to context-aware u-learning. Conventional
e-learning refers to using computer and the Internet for learning. This is where computer plays a vital
role in modern education and pedagogy. M-learning (or mobile learning) is realized with mobile
devices and wireless communication. Context-aware u-learning (or ubiquitous-learning) requires
mobile devices equipped with sensor technology and wireless communication. Context-aware ulearning could be classified under m-learning actually because as more smart phones enable sensor
technology, m-learning will become indistinguishable from context-aware u-learning. By definition,
mobile-learning (m-learning) is learning using wireless devices that can be used wherever the learners
device can receive unbroken transmission signals. The mobile devices include not only smart phones
but also devices like mobile tablets and personal digital aids (PDAs).
The definition for m-learning contains three key components mobility of technology, mobility
of learners, and mobility of learning processes. Mobility of technology refers to the mobile nature of
installed hardware and software that enable constant wireless Internet connection. Mobility of
learners means learners are no longer physically attached to one or several learning sites, and they can
be mobile and learn at the same time as long as the mobile devices are around. Finally, mobility of
learning is the result of mobility of both the technology and learners.
According to the review of mobile learning research in mobile learning can generally be
grouped into these categories games and competition in learning, classroom learning, laboratories
learning, field trip learning, distance learning, informal learning, pedagogical and learning theory,
learning and teaching support, mobile learning architecture, and mobile evaluation, requirements,
and human interface. One example with regard to games and competition in learning is young people
using phone-based games improves their spelling and reading and mathematics skills. Classroom
learning uses mobile devices in the laboratory environment to support individual learning as well as
collaborative learning. One example of classroom learning would be using mobile smart phones to
brainstorm, take quizzes, and vote. Laboratory learning is similar to classroom learning but has data
acquisition as extra function. One example here is doing hands-on scientific experimentation and
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learners experiences are enriched because they are closer to the real activities. Field trip learning is
enabled with mobileDevices mobility outside the classroom. One example is a mobile learning system
developed for bird watching based on a scaffolding concept, which showed improved learning for
children. Distance learning uses mobile devices to support synchronous and asynchronous learning.
One example here would be use videophone to deliver home education for students with severe
physical impairment.Informal learning is enabled with context aware technologies. The setting of
informal learning can include gallery, garden, aquarium, museum, outside classrooms, Cafeterias and
etc.
In the pedagogical and learning theory category, researchers explore varied theory of using
mobile devices for educational purposes, which is also the most important aspect of mobile learning.
The guidelines are a list of dos and donts, which include costs, usability, choice of technology, roles,
equipment management, support for teachers, administration, collaboration, services and
applications, and security and privacy. Learning and teaching support category uses mobile devices
to supplement learning and formal teaching. One example is that through a collaborative note taking
system on mobile smart phones, students can share their notes with others. Mobile learning
architecture mainly focuses on architecture issues in develop mobile learning systems. Contextawareness architecture for mobile learning could be one example. Finally, mobile evaluation,
requirements, and human interface primarily look into human computer interface issues. One research
done by Houser and Thornton under this category is evaluating the typing speed of mobile devices, and
they found that Japanese students were able to take notes in Japanese on their mobile smart phones,
but needed some training to do same things in English. Note the difference between m-learning and
traditional classroom lecture-form learning. M-learning is learner-centric learning as opposed to
classroom lecture-form learning which is teacher-centric. The traditional forms of learning requires
learners to be present in one fixed location, where with m-learning students can be anywhere as long
as there is internet connectivity. The advantages of m-learning are obvious. Conventional e-learning
enables learners from a distance with a PC and internet connection so that they can learn and interact
with others online. However, the size and weight of PCs is a limitation because learning process is tied
to computers locations. Mobile phones solve this problem and promotes learning anytime and
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everywhere_ as was touted at M -Learning 2004, an international conference on-mobile learning (ElHussein & Cronje, 2010). If m-learning could be achieved via the use of smart phone on college
campuses, students would most probably see it as a great advantage.
The first was by Schilit and had 2 orthogonal dimensions: whether the task is to get information
or to execute a command and whether the task is executed manually or automatically. Applications
that retrieve Information for the user manually based on available context are classified as proximate
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selection applications. It is an interaction technique where a list of objects (printers) or places (offices)
is presented, where items relevant to the users context are emphasized or made easier to choose.
Applications that retrieve information for the user automatically based on available context are
classified as automatic contextual reconfiguration. It is a system-level technique that creates an
automatic binding to an available resource based on current context. Applications that execute
commands for the user manually based on available context are classified as contextual command
applications. They are executable services made available due to the users context or whose execution
is modified based on the users context. Finally, applications that execute commands for the user
automatically based on available context use context-triggered actions. They are services that are
executed automatically when the right combination of context exists, and are based on simple if-then
rules.
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The first feature is contextual sensing and is the ability to detect contextual information
and present it to the user, augmenting the users sensory system. This is similar to proximate selection,
except in this case, the user does not necessarily need to select one of the context items for more
information (i.e. the context may be the information required). The next feature is contextual
adaptation and is the ability to execute or modify a service automatically based on the current
context. This maps directly to Schilits context triggered Actions. The third feature, contextual resource
discovery, allows context aware applications to locate and exploit resources and services that are
relevant to the users context. This maps directly to automatic contextual reconfiguration. The final
feature, contextual augmentation, is the ability to associate digital data with the users context. A user
can view the data when he is in that associated context. For example, a user can create a virtual note
providing details about a broken television and attach the note to the television. When another user is
close to the television or attempts to use it, he will see the virtual note left previously. Pascoe and
Schilit both list the ability to exploit resources relevant to the users context, the ability to execute a
command automatically based on the users context and the ability to display relevant information to
the user.
Pascoe goes further in terms of displaying relevant information to the user by including the
display of context, and not just information that requires further selection (e.g. showing the users
location vs. showing a list of printers and allowing the user to choose one). Pascoes taxonomy has a
category not found in Schilits taxonomy: contextual augmentation, or the ability to associate digital
data with the users context. Finally, Pascoes taxonomy does not support the presentation of
commands relevant to a users context. This presentation is called contextual commands in Schilits
taxonomy.
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Existing Tools
Tool Description
Context Type
A
Classroom 2000
Cyber guide
Tour Guide
Teleport
Teleporting
Stick-e-Document
L
X
Context Aware
P
Reactive Room
Guide
Tour Guide
Cyber Desk
Conference Assistance
Responsive Office
Netnam
X
X
Network Maintenance
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X
X
X
Field Work
In/out Board
Call forwarding
Augment-able Reality
X
X
From this table, we see that while many applications make use of both location and Identity
context, few make use of activity context. We also note that many applications Use the presentation
feature, but fewer use the execution and tagging features. This table indicates that there are areas
which need addressing in the space of context aware applications.
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condensing techniques, such as shortened words and substitution symbols, for the creation of an
external memory whose only importance will be its later use.
Some of the Techniques which are widely used are Cornell Note taking method.
Writing on the board: a very powerful indicator. (Teachers are well advised to choose what
they write on the board carefully, as its extremely likely to be included in the note taking)
Dictation: when the teacher acts as if he or she is dictating the information (slow delivery,
low vocal register).
A title of a section or a list or the listing of information (which, moreover, are often written
on the board).
Definitions, catch phrases. (Even if students dont understand them, they overwhelmingly
take notes on them.)
Macro-textual planning indicators that organize and structure the classes (expressions such
as firstly/secondly or first question/second question).
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Poor environmental features-Bad lighting, poor acoustics of classrooms, Outdoor noise and
sound distractions.
These were some of the initial understanding of the obstacles to capturing notes in classroom.
These helps in generating a hypothesis which can act as an initial investigation point while conducting
primary research with the students community.
Novice users of smart phone land up taking way too many photographs which lead to poor
productivity and problems emerge in sorting merging and collating together later. Also going
through so many unwanted photos is a task.
Poor lighting conditions and poor knowledge of photography leads to poor photo capture.
Hands are too occupied while multitasking which leads to not using ones smart phone.
Lack of motivation and Unwillingness to go through the audio recording for reviewing or
relistening it.
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List of all the top Popular Capture tools used By University Students (all platforms including)
Figure 8: List ofall popular application(used by studets) to Capture Notes audio etc across platform
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For that purpose I mapped the existing popular apps in matrices to find where My Design Proposal can
possibly be.
Core idea
To understand the experience and the engagement styles of the current apps used.
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29
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Introduce elements to make user frequent one app for multiple purposes.
Provide the tools for capturing a particular subject so its users arent passively being told an
answer, but rather actively engaged in find it out for themselves.
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UTILITY
Is it designed to make the most out of hardware and
software?
Is it delightful to use?
Is it easy to use /Navigate?
Does it provide something which desktops dont offer?
LONGITIVITY
The Final matrix aims to find the sweet spot where all the mentioned
adjectives are reflected in the conceptual model of the app.
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With a Framework or Conceptual model of the proposed Capture tool in mind it was necessary
to go and probe into the students community and understand their mental models. Earlier In my
literature study I had mentioned certain Hypothesis as to how what and why students capture. It was
also important to validate them.
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Quantitative
An online survey targeting the students body was initiated to understand the note taking
habits of the students in general. The response was received from about 50 people from various
Backgrounds (Science, art, architecture) this was also followed by interviewing some of the users to
share their recent notebook usage (captured lectured). Some were in the form of notes which will be
discussed in the later part of this chapter.
Qualitative
Plain observation and Shadowing of Users - Classrooms, Canteens, Malls, Other hang outs,
In queue, Walking to Bus stop, Site visit Studies.(Duration 4 days, 20 hours, Participant-20)
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FIND INFORMATION
Locate & Compare
Search
Bookmark(Recent/Favorite)
Create Content
Create Alerts
Share
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RESOURCE MANAGEMENT
Set Goals
Create alerts
Create Reminders
Check progress
Share
NAVIGATE
Search
Locate
Pin point
Share
Typical note doesnt show my calendar or Planner at the same time. Nor does it
indicate whether you have time to do it or not. Doesnt state the importance to
the things I are doing now.
Namita, Architecture Student
Other Observations
Intent is not always present in a capture moment. Focusing on intent may lead one down
the wrong path.
Most people do not want to spend time organizing their captured content. They just want to
find it quickly.
Actual file format differences are big problem. Imagining this kind of transformation is a
delighter.
Concern over automating AR if the system doesnt figure out the important information to
give me, it feels like spam, distractions. But delighters might be good.
Show me content when I specifically ask for it, but not before.
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Turning captured content into a social opportunity wasnt interesting. Participants were
worried about distractions, but information that comes up at the right time is not a distraction.
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boards. Students can make notes efficiently if they know the outline of the lecture-handouts are rarely
given and students are left in anticipation while listening.
Need: Note taking is a painful task and mobile devices can provide solutions to captures notes easily in
lectures. Tools for creation (e.g. molecule drawing)
Further on the main points in the notes should lead/connect to supporting Material for further
study.Ways of capturing Contents of Visiting faculties who do not share slides. Capturing Audio with
Less interruption.
Need: Capturing content for documentation of important sheets at work. Make Capturing live
experiments easy when multitasking. Dictation leading to a voice capture would help them greatly as
they will enable them do tasks together in less time.
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Need: To be able to annotate add more data on a photo (dimensions).The photos also needs to be
non-blurry and should arrange in the order I visit the site.
OTHERS COMMON:
Difficult to write quick note while travelling in public transport/When you have to interview
people in site study.Students often create to do lists across devices-mobiles, laptops, sticky notes .but
the information doesnt encourage students to act on them. Some sort of reminder for time and
resource management was seen as a very important issue for students especially around minor and
major exams.Eg: Return book in library, Submit assignment, attend the class in lecture hall 404 and
compensate for the low attendance. (Micro coordination and Contextual reminders)
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Merging and Managing Captured content from various resources in one place easily.
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Observations and Inferences: The apps are very static in nature and the inertia to open them and
capture content acted as too much of a task to motivate the user to capture content. Native Apps were
preferred more in this Case. Also the difficulty to capture a readable image was seen and several
attempts were made to capture a right photograph. There were no indications also if the photo
captured was alrite and legible and warnings of not attempting taking any more photos. Also login
frustrations were seen in the case of one note. Spring pad offered delightful search options but again
they were not sensitive to the context of the user. Overall ever note seemed to be easier to navigate
and Use. My proposed Capture tool does take into account the positive feedbacks of the user task
survey.
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Quantitative Survey
Since Taking notes is one of the key task in the app.Itw as important to have a look into the traditional
note taking styles in the students community. A survey was floated which wanted to see how students
are writing their choices primarily.
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Bridging the gap of traditional note taking in classroom and Using Devices is important and Clues from
this will be carried ahead in the conceptualization phase.
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Alice Keys
Undergrad Student-Architecture
University of California, Berkeley.
Age: 24
Race: Canadian
Profession: Works as a Part time
Employee.
Family: Stays with Parents
Hobbies: Avid reader, online forum
Moderator, enjoys
Thursday
Talks at Students halls.
Objectives:
Needs to stay connected with her colleagues at work.
Need to utilize her commuting time to do something constructive.
Environment:
Stays in San Francisco with parents.
Works from both home and staying up late in University Studios. Used a
variety of devices and is semi-proficient in them. Mobile phone usage to
capture content should interrupt or fit in my other ongoing tasks.
Behavior:
Appreciative
Adventurous
Curious
Explorative
Design Implications
Health and wellness Services
Counseling and Psychological services
Academic Development Services.
Micro Coordination Services
Purchasing decision Services
David Kauffman
PhD Student-Chemistry
University of California, Berkeley.
Age: 28
Race: Californian
Profession: Works as a Researcher.
Family: Single.
Hobbies: Avid reader, online forum
Moderator, enjoys Thursday
Talks at Students halls.
Objectives:
Needs to find out the resources in time.
Needs to help him stay organized and manage and document his Research process.
Need to stay informed of only specific events related to his work.
Environment:
Stays in the University Town.
Works from both home and when Travelling.
Used a variety of devices and is proficient in them.
Likes his workstation in office. Works Independently as of now.
Behavior:
Competitive and Disciplined
Concerned about Nature
Politically neutral
Private and reserved, has a Bunch of close friends whom he hangs out with on
Weekends.
Design Implications:
Health and wellness Services
Counseling and Psychological services
Academic Development Services.
Micro Coordination Services
Purchasing decision Services
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Building up Scenarios which explains user problem in them helps in designing solution very pin
pointedly.
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Science and Architecture Students-When copying diagram, numerical figures, chemical equations and
other numerical data and figures from white board it is often inaccurate. Even more difficult for
international students who speak and write English slowly. Some students have said that the professor
speaks very fast and the pace of the class is fast to make notes. They then randomly scribble notes
which they do not make sense when they refer back. Also verbally said content is written more than
what is written on white boards. Students can make notes efficiently if they know the outline of the
lecture-handouts are rarely given and students are left in anticipation while listening.
Need: Note taking is a painful task and mobile devices can provide solutions to captures notes easily in
lectures. Tools for creation (e.g. molecule drawing) and collaboration with fellow students.
Further on the main points in the notes should lead/connect to supporting Material for further study.
Ways of capturing Contents of Visiting faculties who do not share slides. Capturing Audio with Less
interruption.
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OTHERS COMMON:
Difficult to write quick note while travelling in public transport/When you have to interview people in
site study.
Students often create to do lists across devices-mobiles, laptops, sticky notes .but the information
doesnt encourage students to act on them. Some sort of reminder for time and resource management
was seen as a very important issue for students especially around minor and major exams.Eg: Return
book in library, Submit assignment, attend the class in lecture hall 404 and compensate for the low
attendance. (Micro coordination and Contextual reminders)
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o You take a screen capture of an Ikea chair from the Ikea website. The system surfaces
information about Ikea (hours, locations) as well as other stores that carry similar chairs.
o You take a voice note, and the note is automatically transcribed and saved as a text note.
o You take a picture of a book, or take a note of the title of a book. The system recognizes what
youve done and labels what youve captured as book
o You take a photo of the front of a restaurant. The system surfaces the menu and the phone
number of the restaurant.
o You take a photo of an appointment card for your next dentist appointment. The day before the
appointment, the system sends you a reminder for your appointment the next day.
o You take a picture of an item, then use that photo to do a web search.
o You take a screen capture of a book cover. The system recognizes the book, and surfaces
information telling you that your friend has just read and reviewed this book on a book site,
with a link to the review.
o You take a voice note to remember to buy milk at Safeway. When you are at Safeway, the
voice note is surfaced on your phone as a notification.
o You create a quick shopping list on your phone. The shopping list is updated with information
from the web such as the prices of the items at three local grocers.
o You take several pictures of a type of item (e.g., dogs, bottles of wine, chairs,books) and a label
is added to the photo of what it is.
o Take a picture of someone, and the system recognizes their face.
o Take a picture of the bus schedule at a bus stop. The system tells you when that bus is due to
arrive at your stop.
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Story Boarding I
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Story Boarding-II
Later part of the day when in field visit she faces difficulty to multitask using various tools and
capture photos easily. She is curious to explore and needs information which she studied in
class at her finger tips easily.
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Task flow Diagram to Capture Photos easily with automated guided Guides and Using photos to
measure distance, volumes lengths etc. and annotating content at the point of capture.
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Exploring other easy Note Capture mechanism Note and Ink input
Replay the
way you
have
captured for
Easy
understandi
ng what you
have
captured
and how.
Exploring Group note taking solutions in real time while attending a lecture.
Inspired from Cornell Note taking Method Listen Actively and take great notes.
Users immediately relate all the topics spoken. Longer retention and easy for organization
T
it
l
Cue
e
Colu
:
mn
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N
o
t
Sue
ms
ma
ry
Double
Tap for
Enlarge
d
screen.
Pe
LP
it
n
alGRr
a l
yuiil
styl
d
n e
Nes
oe
d
u: o
t
t
e
s
Scenario: Alice Capturing Content and Live augmenting and gathering information while on filed visit
after attending the lecture Concepts around Capturing of photos easily.
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Scenario: Analog to Digital and finding useful information through the digital capture.
Capture a photo of all the fool coupons and
bills.Automatically generated a Tabuar form
and documents your analog files which can
be shared amonst a close group of friends
who enjoyed the meal with you
Let the Captured notes lead you to something useful.Physically Search or locate the Book which you
have written down to issue from th library rack(matches the word which you have writrn to the word
in the spine of the book in the rack)
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Business perspective: The next steps were to come up with an end to end solution for an app by
converging some of the above concepts .A detailed information architecture was created and
wireframes were made following some android design guidelines (as decided by the company
(Microsoft) Business framework)
It was essential to keep the business perspective in mind as to how the capture tool can be integrated
in one note (a product of Microsoft), this was seen as an opportunity more than a constraint for a
capture tool which when integrated in an office product used by students will definitely bring in more
value to the concept. Also the product visibility which was one of my elements of my framework would
be justifies. Keeping that in mind the finalized concept would include one note in intuitive and
seamless way. One way to look into all this was to think how all the captured content is being accessed.
They dont want to organize it, they want it to be organized.
Organization by type, by time captured.
Organized by time within type concern over time only being a jumbled mess.
Different locations by type isnt problematic for them
Some want it organized within the file system, not just in the UI.
One place is fine, as long as its organized
Didnt see separate locations as an issue they know where to go.
Web captures and photos could conceivably be stored together as images
Keeping things in two places is not a problem anymore, data is so cheap.
Tend to use search to find their own stuff, browse to find other peoples stuff
Win 8 doesnt search for folders an issue for one student
Concern about loading time the more stuff I capture, the longer it might take to load.
Thus the Proposal to have all the capture content organize itself automatically in One Note is one
possible direction I was thinking of as part of Microsoft product Integration with Capture.
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FINAL CONCEPT
NAME OF THE APP- COCAP
Idea Behind the name:
Since the prime feature of the app is toward capturing multiple things in a pocket size device
inspiration is taken form the word collaboration, coordination cooperation and the name CO-Capture.
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CHAPTER V: CONCLUSION
The prime objective of this project was to understand and look for opportunity to introduce smart
phone in the education sector. It is not very far when this would be achieved and scaled successfully in
many part of the globe. Note taking and other capturing interfaces which involves active learning both
in class and outside class was one such outcome. A lecture is typically not interactive and will continue
its didactic style of one-way information flow into the foreseeable future. Consequently, low
attendance rate and student disengagement in lectures are the common problems in most universities.
Complementary to existing approaches that re-design lectures to incorporate more vertical interaction
between the lecturer and students by taking advantage of special electronic devices, our approach lets
a student be kept self-engaged by allowing them to voluntarily participate in horizontal interaction
Within a virtual group in a lecture class using their everyday pocket device. This approach attempts to
apply a student centered collaborative learning pedagogy into the lecture environment through a
novel real-time collaborative note taking application Co-Capture on Smartphones.
Initial Response from Students Community:
The project was discussed with a group of students in a same class and Discipline. Preliminary student
feedback has shown that the approach is pedagogically and technically feasible and students are quite
open to this approach due to its fun factor and peer motivation.
The current application is designed for Android-based Smartphones.
Ultimately, the true test would be to validate the response from the students community after the
application is deployed for pilot use in any university laying emphasise on m learning.
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Design Recommendations
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REFERENCES
Pettit, J. & Kukulska-Hulme, A. (2007). Going with the grain: Mobile devices in practice.
Australasian
Prosser, M. & Trigwell, K. (1999). Understanding learning and teaching: the experience in higher
education. Buckingham: Society for Research into Higher Education and Open University Press.
Rogers, E. (1973). Diffusion of Innovations. New York Free Press: Simon & Schuster Inc.
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