Archive for December, 2006

Life explained, Learning on film

Sunday, December 31st, 2006

eLearning, predicted will replace traditional classroom-based learning has failed to deliver on its expectations. This failure brought skepticism and misconception of what eLearning is all about. As a result, it faded out into specific and rather small market niche. Nevertheless, the eLearning concept was noted right, only the implementation of it was wrong and not practical.

VideoJug is an interesting online video sharing which might show what practical eLearning could be. Unlike other video sharing services, it is focused on sharing knowledge, aiming to be “genuinely useful, genuinely helpful, and genuinely practical”. Currently it has both professionally produced and amateur made how-to videos covering relationships, health, lifestyle, work, finance, fun and more. These videos come in between 2 and 6 minutes long that you can download to your iPod or mobile phone. Apart from posting comments, linking and embedding video to your blog, VideoJug allows you to print instructions described in the video. You can suggest and vote topics to be produced or you can create your own videojug, or slideshow.

Having learned hard lessons from the previous bust, many industries are making a come back despite reusing old concept with new approach. I think VideoJug gives refreshing ideas for eLearning industry to make itself relevant in the market which I hope to see in the coming year. Meanwhile, I will learn to stick with my 2007 resolutions :D

Happy New Year!

The Complexity of Simplicity

Friday, December 29th, 2006

What makes simplicity difficult to achieve? Luke Wroblewski, Principal Designer on the Search team at Yahoo! identified following possible causes:

  • Conflict between perceived simplicity with actual simplicity of usage. What appears as simple might be difficult to use, and what initially looks complex might be easy to use. Unfortunately, this perceived complexity can prevent potential users from discovering the simplicity of a product’s actual use.
  • Complexity in balancing the features and information for advanced and average users creating value for company. The features and information that help power participants meet their goals can quickly complicate things for the average user, while simplifying a product to be effective for the average user may penalize the efficiency of power participants—who are arguably a company’s most valuable customers (read also: Power and Simplicity).
  • Complexity in making gradual engagement works. Gradual engagement is a methodology used to manage complexity by gradually reveal complexity as users specify when they are ready for it - also known as progressive disclosure. This method in itself requires complex behind-the-scenes considerations in order to be effective.

This complexity, in other word, lies in aligning both perceived and actual simplicity, taking into consideration diverse type of users, making sure the resulting simplicity is appropriate (right interface, right user and at the right time) for their particular needs.

Features and Simplicity

Wednesday, December 13th, 2006

Don Norman recently posted that simplicity is overrated. He noted that how features (and the related complexity) still win over simplicity in the market “…simplicity is a myth whose time has past, if it ever existed. Make it simple and people won’t buy. Given a choice, they will take the item that does more. Features win over simplicity, even when people realize that it is accompanied by more complexity.”

Norman’s skepticism draws interesting responses. Joel Spolsky, a well-known software engineer, argued that simplicity and number of features are not related. Simplicity does not necessarily means “not very many features” or “does one thing and does it well.” It could simply means aesthetic, clean visual appearance of the product. Simplicity is about making product usable or easy to use. It is about thinking users who will use the product. The success of the product does not depend on simplicity but rather “…a result of a combination of things: building an audience, evangelism, clean and spare design, emotional appeal, aesthetics, fast response time, direct and instant user feedback, program models which correspond to the user model resulting in high usability, and putting the user in control, all of which are features of one sort, in the sense that they are benefits that customers like and pay for, but none of which can really be described as “simplicity.” Therefore, attributing product success simply based on features ignoring the role of simplicity is not appropriate.

A comment made by a reader in Guardian blog added the need to consider type and maturity of the product in relation with new features added. Customers are likely making their decision based on features particularly for new and unfamiliar products. This is not something irrational, features convey benefits and economically people have the tendency of maximizing their gains. The problem though, they do not have “sufficient information or experience to understand their choices” - as a result, they often experience regret and disappointment.

At the heart of the issue is what I believe simplicity as minimizing effort. When Norman observed people choosing feature-rich products, I believe they are minimizing their decision making effort based on visible factors available. Unless people have personal experience using a product, external factors such as branding, feature-list, advertisement, product reviews and testimonials are some of the factors that influence this simplistic decision making. Simple and usable products that fail in the market are likely caused by their failure differentiating, communicating and justifying their values in the market. The problem is not the product but about the product; hence, the challenge is managing the perceived value of the products. When people start using products, deeper level of simplicity is essential - this is where design, usability and human factors create lasting experience that will hopefully have positive impact on subsequent decision. A good design plays important role in confirming and ensuring people that they have make a good choice which will eventually simplify their future decision. Hence, the challenge here is to put into practice all of those design and user-centric theory and principles.

Last year, I made my decision of buying Sony Ericsson K750 simply because it has all features that a handphone could have (radio, bluetooth, infrared, camera, mp3 player, and many more). I don’t use all those features (they just give me a good feeling that my handphone is powerful). As I start using it, I realize how usable and friendly it is (shortcuts, responsive recently called and messaged contacts, immediate camera mode upon opening the lens cover). The simplicity of deciding and using creates a good experience, which I feel will have definite impact on my future purchase.

Learning from Games

Sunday, December 10th, 2006

From Wednesday until Friday, X|Media|Lab - an international digital media think-tank and creative workshop - organized their latest Professional Day Conference and lab session in Singapore. This year the theme is “Learning from Games”, covering the emerging area of ”Serious Games” or game-based learning, in which pedagogical approach of education meet with fun, entertaining aspect of games. The blending between these two perceivedly different, opposite areas leads to interesting implications and discussions, for example to what extent education can be embedded in games, vice versa.

Noah Falstein, Board Member of Serious Games Summit and Games for Health Conference, began the conference by highlighting positive implications of gaming that help to enable social change, improve dexterity and skills, and support healthy living. Serious games, to him, are characterized by 4 aspects: creative (offer fresh approach), commercial (first step toward what will be huge market), compassion (helping with real world problem), and consequential (shaping opinion).

Chee Yam San, from National Institute of Education (NIE, Singapore) followed up this topic by highlighting the importance of designing serious games seriously, putting pedagogical considerations into game design. This requires game designers to think more about what they consider as “Education”, in which goals, values, and beliefs play important role. They also have to figure out learning from simply knowing, and doing to “become and becoming”. It is important to realize that Game is just a means to end - just be sure what the end is.

Zhan Ye, from China GC Networks explained the emerging market of serious games, especially in China, given the increase in government spending, common chinese ideology, and increase in education and learning needs. Serious games are likely be able to bridge the gap between education needs, and entertaining preference of learniers.

Katie Salen, from Parsons The New School for Design, insightfully explained the nature of game. By looking at participatory nature of games rather than just interactivity, she noticed the role of bringing affiliation, expression, collaborative problem solving, and circulation into games. In addition, she looked into the nature of “gaming” which is the “frame of mind that produce something beyond the artifact of game”. Game, to her, are important because it teaches about system, procedural thinking, and computational literacy to collaborate and solve problem.

Siddharth Jain, from Playware Studios Asia described the challenge of designing serious games, because to him “learning stops cold when game gets too serious”. He highlighted the importance of having engaging narrative, experience, suitable game mechanics and meaningful challenge in games.

John Buchanan, from Carnegie Mellon University described the problem of interacting with game characters late in the development cycle. He introduced game sketches methodology to be done even before prototype was made. The purpose of sketch is to record ideas, provide flexibility by minimizing stakeholders’ commitment to the initial design, invite comment, and focus attention to certain design aspect while abstracting anything else.

Sande Chen, previously from MIT, introduced issues of assessment in serious games. Assessment is particularly important to measure effectiveness of Serious Games. Traditional assessment like feedback and quizzes only provides proof of learning and gauge on students’ ability. It is neither measure engagement nor self-motivation of learners/gamers. Serious Games assessment on the other hand, opens new possibility of providing continuous assessment, for example via logging, tracking, observation, replay/reviews, and modding.

Chris Deering, previously President of Sony Computer Entertainment , described new digital experiences (such as Big screen PC, handheld and mobile devices, content acquistion devices, monetization, games interactivity, user generated live content, and concierge services) that are happening, emerging trends (unlimited access that replaces ownership, streaming that replaces download, helping customer to find more what they like, easier way to pay, utilization of AI everywhere, improvement on voice recognition, and GPS) and their implications. 

Jyri Salomaa, from Nokia Research Centre, highlighted mobile specific features that make it compelling for ubiquitous learning and games in the future: always with you and personal, always connected to network, and rich communication capabilities (like video, audio, and messaging).

Caryl Shaw, who works in Will Wright’s Spore, Maxis shared about working in communities, identifying different user categories that emerge from the community, for example: casual, browser, collector, story teller, content creator, webmaster, toolmaker.

Deb Polson, from Australian Centre for Interaction Design (ACID) highlighted several elements of gaming that make it appealing: autonomy, simulation, consistency, feedback and authenticity. Autonomy of game provides genuine choice to control game path; Simulation in game sufficiently provide accurate representation of things to model. Consistency provides believable narratives to help players to immerse, establish clear casual relationship between variables to form hypothesis and strategy. Feedback allows players to test and refine their hypothesis and assess consequences of action. Finally assesment allows meaningful demonstration of ability and understanding, construct rather than recycle knowledge.

Richard Sanford, from Futurelab noted emerging new learning models (like student centric, knowledge as construction, experiential and situated learning) and the embrace of pedagogic changes as symptom of a broader educational shifts.

Finally, Tracy Fullerton, from Electronic Arts Game Innovation Lab looked at Games as system of meaning in which looking at what games mechanic communicate is essential.

To sum it up, I learned that fundamentally, Games and Learning are not that different. The blending of games and learning are not something unexpected; in fact, it is about time to realize that games is another system that enables learning, and learning is already embodied in games. What is important is to leverage on natural mechanics of games to deliver appropriate mode of learning that will yield the expected results.