In my career I have sat through my share of usability tests and they are always a humbling experience. Months of planning, attention to detail and prioritization of usability is invalidated as your test subjects behave completely different from you expected. All of your assumptions made while planning the website turned out to be just […]
At work lately, I have been privileged to work on a Continuing Professional Development (CPD) program. For those that don’t know the philosophy of CPD, as a member of some companies/professional bodies, you must understand the value of life-long learning. Some companies/professional bodies there is an obligation to participate in continuing professional development (CPD) as […]
I was thinking the other day, how I could I make some quick little wins for some eLearning solutions, so I could maybe modulise and integrate into some solutions. I thought of minigames. For those that don’t know, a minigame is a simple game created to provide variety and represent simple activities. From my research many minigames are based on or are variations of classic arcade and classic home console games. Let me clarify, a microgame is a minigame that takes seconds to play. Half of the challenge of microgames is learning how to play them within the short time allotted. Warioware and the likes in Mario Party are compilations of microgames.
A lot of people know about the Albert Einstein famous E=MC2 formula. But here is a formula for learner engagement that I came across on my research, that I found pretty cool. E=MC5 The formula appears in an article by Gregg Collins in the Spring issue of Training Industry magazine titled How Games Drive Learning. […]
Today I thought I would talk a little bit about this elusive concept of “fun.” Games, we are told, are supposed to be fun. The role of a eLearning designer is, in most cases, to take something and make it fun. I use the word “fun” a lot and I usually enclose the word “fun” […]
These days, stories are not just for parents with children or journalists with readers. Good teachers have always known the power of stories in the classroom. Stories often hold a strange and magical quality that can interest and engage learners in a way that few other materials and methods have. While the telling of stories […]
As you may know, I wrote my honors thesis on Human Computer Interaction back in my university days, and since then have done a lot of UX and UI based work over the years. I thought I would share some insight into some common things that people mistake UX for UI and vice versa. So here is a clarification post for those interested.
Normally, we think of the term user interface (or UI) as it applies to applications. Technically, this term refers to the parts of the software which interact directly with a human. So, it covers things like what options are available to the user at any given time, how those options are presented on the computer screen, as well as the physical interactions (mouse/keyboard, game pad, etc.). For example, with video games, the UI is divided into two parts: the input (that is, how the player gives commands to the game) and output (how the game communicates the results of those actions and other aspects of the game state to the player).
Before the MDA Framework was written, the terms “mechanics” and “dynamics” were already in common use among designers. The term “aesthetics” in this sense had not, but has gained more use in recent years.