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FDN 5420: Hypermedia in Education

Session 3: Developing hypermedia learning environments

On the docket today ...

  • Program house-keeping and other issues/questions for Fall registration etc.;

  • Issues of usability;

  • developing animations for our hypermedia environments; and 

  • project development time


Issues of usability
In classroom-based teaching, many pay attention to the act of teaching, and place value on the process as a predictor of how valuable what is being taught might be.  Presentation -- the successful teacher learns quickly -- is an important element of good teaching.  When each of us learned to teach, we likely were taught some basic "rules" about the act - or, presentation - of teaching.  Don't write on the board and speak at the same time (no one can hear you / see your lips); Avoid using a monotone voice; etc.  We likely were taught other "rules" as well.  Neatly dressed teachers command more respect; Gestures and expressions can help contextualize and adapt messages as they are delivered; etc.  Just as likely, we teach successfully each day breaking or modifying some of these rules - in essence, this is where much of our teaching "style" comes from.

Well, the same applies for designing hypermedia learning environments.  However, there are a few important differences.  For example, it is assumed that -- since the use of non-verbal messaging (gestures, expressions, etc.) are absent computer-based instruction, there are fewer ways to communicate.  In essence, "presentation" is limited to the learner's interaction with the computer screen.  So, instead of "presentation" skills for classroom-based teaching, we hear mostly about "user interface design" or "usability" or even "human-computer interaction (HCI)".  Essentially, the concerns are the same - that is, focusing at the point where "teacher connects to student" - just with (seemingly) fewer places to connect.

There are theories and models for HCI bouncing around that are intended to help the would-be designer understand basic "rules of presentation" when designing non-linear, multimedia environments.  There are even shrines to examples of bad design -- this link here being a pretty famous one. So, there are some general "rules" that hypermedia designers consider an essential foundation for design.  Read through the links, below, and use as a starting point for your own thinking about how is learning in non-linear learning environments different (and/or similar) to learning in classrooms - and what design considerations are important to remember, accordingly? 

  • Yale Style Manual - Site Design -- 
    http://info.med.yale.edu/caim/manual/sites/site_design.html
    The Yale web style site continues to be an excellent starting point for a quick introduction to "do's," "don't's," and "where-to-go's," and this case is no different.  Check out the Site Design section first, as a crash-course in usability and interface design.   

  • Usability of Websites for Children -- 
    http://www.useit.com/alertbox/20020414.html
    Read this executive summary from a report called "Usabilty of Websites for Children" by the Nielson Norman Group.  We discussed some of the issues here briefly last time, but it is worth a quick read.  

  • Style Guide for Online Hypertext -- http://www.w3.org/Provider/Style/Overview.html
    Here's a guide from the man, himself -- Tim Berners-Lee, the "father" of the World Wide Web.

  • Usable Web -- 
    http://www.usableweb.com 
    For those of you interested in designing web-based learning environments, visit the Usable Web site - considered by some to be the place to begin exploration of usability issues.

Spend some time on these sites and let's talk about what they say.  Which rules seem "good" and which ones might we "break"?  Will you re-think how you are designing your own project?  In what ways and for what reasons?


Project Development
Ok, gang, we only have a few more weeks left - and only one more meeting after this one - so let us take some time today to work together in our teams on our project development.  So far, we have learned a few new tools and talked a lot about hypermedia's role in instruction.  This morning, we discussed issues of usability.  Let's spend time now making sure that the hypermedia projects you develop in your groups reflect you understanding of each of these elements.

Work together and use your time wisely today.


SWiSH
Today, I would like to introduce you to a great little piece of software called "SWiSH."  SWiSH is a cheap ($50, less with the educational discount) tool that helps you develop Flash animations - without having to learn the Flash software, which is very difficult to just jump into.  SWiSH isn't as powerful as the Flash development tool (made by Macromedia) - for example, I haven't discovered a way to make an animation in SWiSH that includes a form for capturing information (which you can do with the Flash developer) - but I think it's a great "Flash-on-training-wheels" kind of tool and you should all play with it.

Download the trial version and install it.  Go directly to the tutorial and follow along.  Within an hour or so, you will have produced your first animation for the web!  I promise.

Let's spend some time learning this tool (I encourage you to do so in groups, at first) and then, if you think it will be useful, think about how you might develop something for your project or for your classes. 


Assignments:

  • Be prepared to share your projects next week.

  • Post (to the course discussion board) your final position statements on hypermedia.  Consider doing so in a hypermedia format (e.g., post a link to a webpage or attach a powerpoint, etc.) 


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