Learnlets

Secondary

Clark Quinn’s Learnings about Learning

Design: the first heuristics

20 September 2008 by Clark Leave a Comment

Part 3 of a 4 part series:

We talked previously about our cognitive limitations.   Here I list a subset of the heuristics I‘ve discovered across design practices and from experience.   I‘m sure you‘ll find some that seem obvious, and have others of your own. However, I still see instances where these principles would have helped, so I‘m tossing them out there just in case.

Team Design: One problem is covering all the required areas of expertise.   As was discovered in the early days of multimedia, designers should recognize and acknowledge the spectrum of talent required to properly develop a project.   In particular, there should be expertise on the team for the content area, the educational design, the interface design, the programming environment, and each media area to be used.   The management style has to allow the contributions of these experts to the design, and to resolve any fundamental contradictions only upon assessment of each point of view.   The saying is that the room is smarter than the smartest person in the room, but my caveat is that is only true if you manage the process right.   But diversity helps, and you want to find a way to involve diverse viewpoints early on, so ensure a suite of talents on the design team.

Egoless Design: Hand in hand with the above is the requirement for egoless design.   Each team member has to feel comfortable contributing to the overall design and willing to offer and receive constructive criticism.   Egoless programming was the source of this approach, but it holds true fo all group endeavors. The members have to recognize and respect the contributions of each other.   Team leaders can facilitate this by displaying the same quality themselves.   For instance, the opportunity for deliberately silly ideas can support a willingness to take risks.   There should be explicit discussions of process as well as product, as this is likely to prove valuable in not only leading to a high quality of output but in leading to improved capabilities of the team members.

3 Strategies Design: While creativity in the design process can contribute to selecting a good design, all designs will benefit from testing and refinement of the design.   Three strategies from the field of ‘user-centered design’ can be used to characterize an appropriate approach.   This process is captured in the notion of iterative, formative, and situated design, where successive iterations of the design are tested with real data and real users and the results are used to further inform the design process.   It has been reliably demonstrated that single passes at design fail for reasons specifically related to lack of appropriate testing.   In short, the waterfall approach doesn‘t work.   We‘ll find questions we can‘t answer on the basis of existing information and we‘ll have differing opinions. Prototype and test!   Also…

(the Double) Double P’s: Once some designs are generated, it is necessary to start producing limited-capability versions, or prototypes (different from the use of the term for the evolutionary design model), for testing to feed back into the design process.   The prototypes that are created should be of increasing fidelity, but it is tempting to start prototyping them on the computer   However, this can lead to functional fixedness.   A colleague many years ago had a rule for his team that no programming should proceed until a complete ‘storyboard’ has been completed on paper.   This leads to a prescription for the Double P’s: Postponing Programming and Preferring Paper.   User experience work has found that paper can be extremely valuable for experimenting, prototyping, and testing.   Get your answers before you spend lots of money and time!

OK, one more list of heuristics coming up.   And I look forward to yours and your feedback.

First: https://blog.learnlets.com/2008/09/design-design-as-search/

Second: https://blog.learnlets.com/2008/09/design-our-barriers/

Fourth: https://blog.learnlets.com/2008/09/design-final-heuristics/  

Design: our barriers

19 September 2008 by Clark Leave a Comment

Part 2 of a 4 part series:

Cognitive psychology has identified certain characteristics of our brains. When it comes to problem solving, (and we can think of design as problem-solving as well as search), we have certain behaviors that predispose us to certain types of solutions (in other words, prematurely limiting our search space). These include functional fixedness, set-effects, premature evaluation, and, not too surprisingly, social issues.

Functional fixedness is really just about not seeing new applications of a tool.   This can be seen when designers are familiar with a particular implementation tool or environment. The designs then tend to resemble what is easy to do with that tool (the old “when you have a hammer everything looks like a nail”).   Alternatively, they may push the tool beyond it‘s effective range trying to accomplish a particular outcome.   If the tool is the optimal one for the job this is not a problem, but in other cases the tool is familiar and so it is used despite a lack of relevance.   Even in robust design environments, projects often resemble what is easy to implement in that environment, not what the analysis would indicate.

Set effects are solving new problems in ways appropriate for previous problems, whether or not that‘s appropriate now.   In this approach, subjects who had solved several prior problems in a particular way would solve a new problem in that well-practiced way.   However, subjects who had not had that prior experience would find the simpler solution to the problem.   What was identified as “set effects” manifests itself in designers whose new solutions resemble prior solutions even when the old solutions are inappropriate.   While it is true that the consistency produced from set effects is often beneficial, that should be a conscious decision and not the accidental outcome of limitations of the designer or the design process.

Premature evaluation is where problem-solvers will settle on a solution before all possibilities have been considered.   In creativity, one of the hurdles has been when problem-solvers will pursue the first solution path that presents itself rather than delay solution while considering other potential solution paths that might be more effective.   The cognitive overhead in retaining a meta-level of strategy that considers multiple solution paths is often overwhelmed in the efforts to consider all the factors in the problem itself.   Considerable practice can be required to develop good strategic maintenance of strategies as well as solution.

A final set of problems in problem-solving are the social ones: the difficulty of publicly suggesting an idea that may not be accepted, the difficulty in sharing an idea that may not get credited, the difficulty in offering help due to a perception that it may be an intrusion or unwelcome, or the difficulty in accepting help from others whether to not be a burden or to resent intrusion.   Another set of social problems have to do with different domains of expertise.   Most learning technology projects these days require multiple skill sets: writing, media production, software engineering, learning design, management, etc.   Who gets listened to? How do you coordinate this?

I suspect you recognize these problems, but of course the issue is what to do. Coming up in the next two posts: Team Design, Egoless Design, No Limits Analysis, ‘Kitchen Sink’ Analysis, Systematic Creativity, 3 Strategy Design, the (double) Double P’s, and Full Spectrum Design.   What are your ideas?

First: https://blog.learnlets.com/2008/09/design-design-as-search/

Third: https://blog.learnlets.com/2008/09/design-the-first-heuristics/

Fourth: https://blog.learnlets.com/2008/09/design-final-heuristics/  

Design: design as search

18 September 2008 by Clark Leave a Comment

A four-part series on design, barriers, and some heuristics to improve outcomes:

I found my passion in learning technology.   I took most of a computer science degree (after flirting with biology, and…) before designing my own major combining CS with education.   I went back to grad school to learn a lot about cognition and learning.   I took a rather eclectic approach, going beyond cognitive approaches to include behavioral approaches, instructional design, social learning theories, constructivist learning theories, even machine learning.   (I continue that today.)

As I took very much an ‘applied‘ approach (not doing pure research, but interpreting research to meet real problems, now known as “design-based research” in the edtech field, but close to the more general ‘action research‘), and was teaching interaction design, I started looking at design processes in that same eclectic way. (NB: I‘ve also tracked ‘engagement‘, as those who‘ve read the book or heard me speak on games know).   I looked at interface design processes, and instructional design processes, heck, I looked at architectural, industrial, engineering, and graphic design processes. And I realized some things that I‘ve talked about in various places but haven‘t written about for over 10 years, and yet I think are still relevant.   I‘m going to talk here about design, our cognitive (and other) barriers to design, and my plan is to subsequently post about a suite of heuristics I‘ve come up with to minimize the consequences of those barriers.

Design can be characterized as a search of a ‘solution‘ space. Think of all the possible solutions as this n-dimensional space or cloud, and outside the cloud are designs that wouldn‘t solve the problem, like the old approach we were using; inside the cloud are possible solutions).   Sometimes we can evolve an existing design incrementally to solve the problem, and sometimes we combine previous solutions to create a new one (or so some theories say).   Another way to think about it is we have this infinite solution space, and then we start putting in constraints that limit the space (must cost less than $50K, must be doable in six weeks, must work in our technical environment, etc).   Constraints are actually good, as they limit the space we have to search.   However, too often when we consider all the constraints, we‘ve just made the space the null set; we‘ve excluded any solution. Then we have to relax constraints: reduce scope, increase budget, etc.

One of the problems is prematurely limiting our search. It turns out that our cognitive architecture has biases that may limit our search long before we consciously look at our options.   We may only search a limited space nearby our prior experience, and only achieve what‘s know in search as a ‘local maximum‘, as a good solution for part of the space but not the best solution overall (a ‘global maximum‘). We need to know the barriers, and then propose solutions around those barriers.   Coming up: Functional Fixedness, Set-Effects, Premature Evaluation, and the ever-dreaded Social issues.   Stay tuned!

Second: https://blog.learnlets.com/2008/09/design-our-barriers/

Third: https://blog.learnlets.com/2008/09/design-the-first-heuristics/

Fourth: https://blog.learnlets.com/2008/09/design-final-heuristics/  

Chromed Comics

2 September 2008 by Clark Leave a Comment

The web is an interesting place, and Google is an interesting player.   They’re just announcing their new browser, Chrome, which uses the same WebKit engine as Safari (as opposed to Firefox’s Gecko engine).   The challenge is to Microsoft’s Internet Explorer (which is raising new anti-trust issues with the announcement that once you install it, you may not be able to remove it), but at the same time it’s also challenging Apple and Mozilla (owners of Safari and Firefox, respectively) with whom they’ve had a pretty good relationship.   Of course, Google’s Android OS for mobile phones also challenges Apple’s Mac OS X for the iPhone.   The point being that there are times when it’s hard to decide who’s doing what to who!

Which isn’t to say that Chrome isn’t a compelling vision, and the way they chose to reveal this vision is with a comic!   They got Scott McCloud (author of the must-read Understanding Comics) to write/draw it, and he clearly had access to folks who understood the underpinning ideas and manages to communicate them.     Granted, it helps if you understand the differences between threads and processes, but it really does help illuminate the underlying ideas.

Two lessons:

1. you’ve got to stay on top of the changes in the web space: the arguments for the new technical implementation may not be important to you (they are, but it’s about performance and if you’re not a mega-surfer yet you won’t really notice), but Google’s weight behind it is important from a market perspective.

2. Comics are an underused communication tool with great power.   We’re looking at them for a project we’re working on, fortunately the client’s enthused.   Start considering how you might employ them.

Pre-tests = learner abuse*

28 August 2008 by Clark 12 Comments

I thought I’d gone off about pre-tests here before, but apparently not (at least I can’t find it).   So let me do it now.   Pre-tests are learner-abusive. Period.   *OK, with one (rare) caveat…

First, let’s agree that quizzes are usually not an enjoyable experience.   Except when the outcome doesn’t matter, and provides valuable information (e.g. the ‘Cozmo quiz’ where you learn things about yourself).   However, when you don’t know the answers (by definition, or you wouldn’t need it), it’s just a tedious process in most cases.

There are two major arguments for pre-tests, which I’ll argue against.   One is that it helps the learner understand what’s coming, serving as an advance organizer, activating relevant knowledge. Yes, it will do that.   However, there are much less cruel ways to do it, such as dramatically or humorously exaggerating the consequences of not having the knowledge, drilling down from the larger context, etc.   Doing it through a random quiz, particularly when you’re not already expected to know the information, just leads to frustration and/or boredom.

The other reason used to justify pre-tests is to show the delta from before and after the learning experience.   This is also wrong, since you shouldn’t even be developing the learning unless you already know they don’t know the material.   Consequently, the only thing you should need to demonstrate is that they know can achieve your objectives. And beyond, that it leads to improved performance and better outcomes.

The only qualification to this is when the pre-assessment is used to allow the student to test-out. That is, by passing a pre-assessment, they can skip material they already know.   Even then, it might be a preference, rather than required.

So, please, don’t abuse your learners, and don’t give pre-tests unless it allows the learner to test-out of the learning (and only if they want to).

Performance Support & Performance Ecosystem

27 August 2008 by Clark 3 Comments

Jay Cross has an eloquent post talking about the history of Performance Support, ending of course calling for considering the learnscape. Tony Karrer comments on it in his own post looking at performance support and learning technology.

Interestingly, what Jay doesn’t really cover in his history is that Gloria came up with Performance Support to cover up bad interface design.   The systems were monolithic and essentially impermeable to change, so she wrapped a solution around it.   The interaction design field was a little put out about the whole performance support system notion, saying it was really just good interface design. And there’s still too little of that, sad to say (I used to teach interaction design, and it’s a component of the performance ecosystem solution).

What Jay points out, however, is that the learning designer needs to take responsibility for more than just courses, and it’s ok if information is the solution (“‘Information is not instruction.’ …if information gets the job done, it doesn‘t matter whether it‘s instruction”).

However, Jay starts lumping all of the web 2.0 tools into performance support, which is where Tony gets curious.   He thinks some of the tools fall more into the knowledge management category, but admits he may be getting definitional.   He is in agreement about the need to look at the larger picture and consider all these tools as playing a role in meeting ePerformance, a term he and I agree upon.

Jay cites Marc Rosenberg, and Marc certainly has been calling for us to include knowledge management, performance support, and eCommunity as part of our tools to go beyond eLearning.   Which is where we’re all in agreement.   Good reading, good thoughts, good work.

Stories and Tools

21 August 2008 by Clark 2 Comments

BJSchone‘s tweet pointed me to Jay’s business assessment of web 2.0 tools, which somehow I’d missed.   A great little chart.   What got me going was his final entry, on stories.   He says:

memorable, natural way to spread values and goals; more sophisticated than text, oral tradition reinforces meaning

It started me thinking about the research (e.g. Schank, way back when) about our ‘scripts‘ (Schank’s equivalent to Minsky‘s Frames, and Rumelhart‘s Schemas, several co-emergent conceptualizations for thinking from cognitive science).   There’s been lots of recent interest in stories for business and organizations (e.g. Steven Denning), and there are sound reasons to do so.

The point that strikes me about why stories are such a compelling, memorable way to communicate is that our brains are hardwired to process them, they naturally contextualize the message, and (when well-done), help communicate both the solution and the underlying concept.   They can communicate messages about values, as Jay points out, as well as methods.   And they tap into human universals, as this article from Scientific American points out (sent to me after I’d written first draft of this; serendipity).

Which is why I’m a fan of stories in elearning.   They can be used up-front for what I call a motivating example, not a reference example but instead a visceral demonstration of why this knowledge is important.   And, of course, they can be used for reference examples where they link concept to context.   There are some nuances about how to do this that I talk about in my talks about Deeper eLearning (coming to DevLearn) and in my article on the 7 Step Program to better elearning (PDF).   Basically, worked steps, cognitive annotation, and backtracking & repair.   Solid research to back it up.

Of course, podcasts are a great way to use stories.   They are naturally an audio medium.   Then, you can augment stories with images, ala a narrated slideshow, or video. I remember we used to attend a series of travel movies at Carnegie Library in Pittsburgh; the filmmakers themselves would narrate the film live, and it was a very professional, entertaining, and enlightening experience. So vidcasts would also be useful.

And, as I’ve stated before, I think that comics/manga are a great and underexplored way to communicate, as they are stories, with the same ability to exaggerate.   They can take more time to produce but are more visceral (because they add visuals).   They also globalize easily (though may have trouble with accessibility?).   I can’t resist pointing again to Dan Pink’s new manga because it’s both good career advice and a good example!   I’d bet they’d work well on an iPhone, too.   Hmm…

So, look at the tool guide, think stories, and media.   Now, if we could only find a reliable and affordable way to get comics/manga done.

Motivation by Behavior Change

11 August 2008 by Clark Leave a Comment

Clive Shepherd blogs this idea from Richard Middleton, about two possible dimensions that might affect your learning goals: how motivated your learners are, and how ‘big’ the behavior change is:

The quick notion is that if you’ve a small change and high motivation, it can be very lean.   Lower motivation requires more engaging presentation, and once you start having big changes you’ll need lots of practice, and when the learner isn’t interested or is resistant, you’ll really have to ramp up the engagement (tuning it into a game).

There are lots of other dimensions (e.g. maybe it doesn’t even require rapid elearning, but just an information update), but this is certainly a good way to look more richly at the design task and how it might be addressed.   And looking richly at your learning task is where you get more creative learning solutions (read: learning experience designs).

DevLearn ’08

6 August 2008 by Clark 2 Comments

Up in the mountains, there’s lots to reflect on, little time to capture it. However, I do want to note that DevLearn is again on the horizon (November), which will include keynote, preconference sessions, concurrent sessions, and more.

I’m really looking forward to Tim O’Reilly’s keynote, as his description of Web 2.0 is fairly definitive.   I reckon I’ll again be part of the pre-conference sessions on Serious Games, er, Immersive Learning Simulations, and Mobile Learning as well.   I have a concurrent session on deeper instructional design which is stuff I really believe is fundamental yet seemingly not widespread, and fortunately has been well received in a few prior instances.

The real excitement for me is having a chance to catch up with some of the brightest folks in the business, like Tony Karrer, Will Thalheimer, Ruth Clark, Judy Brown, David Metcalf, Mark Oehlert, Brent Schenkler, Frank Nguyen, Lance Dublin, Karen Hyder, Michelle Lentz, and more, as well as the new folks I’ll meet.

The Guild’s conferences have always been a highlight of the year for me, so I hope I’ll see you there!

Model madness

12 July 2008 by Clark 2 Comments

Well, if you happened to hit my blog between yesterday and today, you might’ve noticed some slight changes to the format.   Unintentional.   I’ve just started tweeting (using Twitter), and had seen how your tweets could appear in a window in your blog.   I wanted to do the same, but my blog template is old.   I wanted to look at another template so I clicked on it, and it installed the new theme, not just giving me information.   Which wiped out the header and some of the customization on my sidebar.

I pinged my ISP, who’s also a friend/colleague/mentor, and was my boss a couple of times.   Sky let me know that the themes are just different sub-directories that get swapped between, and if I just clicked on another theme I’d eventually get mine back.   Which worked, and it’s now back, but there’s a lesson in there.

First, I’m reasonably tech literate.   I programmed for a living (for Sky, actually) before I went back to grad school.   I’ve maintained a knowledge of what tech can do, though I no longer maintain fluency in any languages.   I’ve maintained, updated, and have customized my sites as well (this blog, my book site, and my company site).   However, my understanding is more conceptual these days; e.g. while I know what CSS is and why it’s good and you should use it, I’m pretty much at the crayon level with it.

However, the lesson is that having taught interface design (and studied with Don Norman) I know that the interface could be doing a better job of helping me build a conceptual model of how my blog site operates.   They recently changed the blog entry interface, and actually made it worse because the ‘tag’ interface is no longer on the screen initially, it’s hidden down below and you need to scroll to get to it (which means I forget sometimes).   But overall, I really don’t understand where and how they’re using files to compile this site.

Now, I also don’t know PHP (or javascript, or Python, or… the point being that there are so many different web technologies I can’t keep up with them all; it’s not how I add value to the endeavors I’m engaged in), but I’ve managed to muddle through adding things to the files like the Feedblitz signup (if you want to read via email, like I do).   The old interface made it really hard to find a file to edit that you hadn’t edited recently, and the new one’s better (some things get worse and others get better, but really things should steadily get better). I realize web interfaces are going to be weaker than application ones, but it doesn’t have to be this hard.   Of course, as far as I know it’s free, so I shouldn’t complain too much.

Still, one of the things we know is that if there is a conceptual model underlying how something’s implemented, making that conceptual model clear (or even available) will help people work with a system when they’re using it intermittently.   There’re no clues for me in WordPress.   Now, their working assumption for people who’ve installed their own copy is that they’re reasonably facile with PHP and probably more regularly generating code, so maybe I’m not one of their target users.   Still, there’s little to be lost, and a lot to be gained by making the underlying model clear.

I do recommend you read Don’s Design of Everyday Things book, which helps explain why mappings and models are powerful guides to action. Everyone who designs solutions for others should read it; it’s an easy and short read, and it will definitely change the way you look at the world.   In a positive way, and that’s a good thing, I reckon.   Oh, and do include conceptual models in your learning designs. It leads to much more persistent and flexible performance.

« Previous Page
Next Page »

Clark Quinn

The Company

Search

Feedblitz (email) signup

Never miss a post
Your email address:*
Please wait...
Please enter all required fields Click to hide
Correct invalid entries Click to hide

Pages

  • About Learnlets and Quinnovation

The Serious eLearning Manifesto

Manifesto badge

Categories

  • design
  • games
  • meta-learning
  • mindmap
  • mobile
  • social
  • strategy
  • technology
  • Uncategorized
  • virtual worlds

License

Previous Posts

  • March 2026
  • February 2026
  • January 2026
  • December 2025
  • November 2025
  • October 2025
  • September 2025
  • August 2025
  • July 2025
  • June 2025
  • May 2025
  • April 2025
  • March 2025
  • February 2025
  • January 2025
  • December 2024
  • November 2024
  • October 2024
  • September 2024
  • August 2024
  • July 2024
  • June 2024
  • May 2024
  • April 2024
  • March 2024
  • February 2024
  • January 2024
  • December 2023
  • November 2023
  • October 2023
  • September 2023
  • August 2023
  • July 2023
  • June 2023
  • May 2023
  • April 2023
  • March 2023
  • February 2023
  • January 2023
  • December 2022
  • November 2022
  • October 2022
  • September 2022
  • August 2022
  • July 2022
  • June 2022
  • May 2022
  • April 2022
  • March 2022
  • February 2022
  • January 2022
  • December 2021
  • November 2021
  • October 2021
  • September 2021
  • August 2021
  • July 2021
  • June 2021
  • May 2021
  • April 2021
  • March 2021
  • February 2021
  • January 2021
  • December 2020
  • November 2020
  • October 2020
  • September 2020
  • August 2020
  • July 2020
  • June 2020
  • May 2020
  • April 2020
  • March 2020
  • February 2020
  • January 2020
  • December 2019
  • November 2019
  • October 2019
  • September 2019
  • August 2019
  • July 2019
  • June 2019
  • May 2019
  • April 2019
  • March 2019
  • February 2019
  • January 2019
  • December 2018
  • November 2018
  • October 2018
  • September 2018
  • August 2018
  • July 2018
  • June 2018
  • May 2018
  • April 2018
  • March 2018
  • February 2018
  • January 2018
  • December 2017
  • November 2017
  • October 2017
  • September 2017
  • August 2017
  • July 2017
  • June 2017
  • May 2017
  • April 2017
  • March 2017
  • February 2017
  • January 2017
  • December 2016
  • November 2016
  • October 2016
  • September 2016
  • August 2016
  • July 2016
  • June 2016
  • May 2016
  • April 2016
  • March 2016
  • February 2016
  • January 2016
  • December 2015
  • November 2015
  • October 2015
  • September 2015
  • August 2015
  • July 2015
  • June 2015
  • May 2015
  • April 2015
  • March 2015
  • February 2015
  • January 2015
  • December 2014
  • November 2014
  • October 2014
  • September 2014
  • August 2014
  • July 2014
  • June 2014
  • May 2014
  • April 2014
  • March 2014
  • February 2014
  • January 2014
  • December 2013
  • November 2013
  • October 2013
  • September 2013
  • August 2013
  • July 2013
  • June 2013
  • May 2013
  • April 2013
  • March 2013
  • February 2013
  • January 2013
  • December 2012
  • November 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • February 2012
  • January 2012
  • December 2011
  • November 2011
  • October 2011
  • September 2011
  • August 2011
  • July 2011
  • June 2011
  • May 2011
  • April 2011
  • March 2011
  • February 2011
  • January 2011
  • December 2010
  • November 2010
  • October 2010
  • September 2010
  • August 2010
  • July 2010
  • June 2010
  • May 2010
  • April 2010
  • March 2010
  • February 2010
  • January 2010
  • December 2009
  • November 2009
  • October 2009
  • September 2009
  • August 2009
  • July 2009
  • June 2009
  • May 2009
  • April 2009
  • March 2009
  • February 2009
  • January 2009
  • December 2008
  • November 2008
  • October 2008
  • September 2008
  • August 2008
  • July 2008
  • June 2008
  • May 2008
  • April 2008
  • March 2008
  • February 2008
  • January 2008
  • December 2007
  • November 2007
  • October 2007
  • September 2007
  • August 2007
  • July 2007
  • June 2007
  • May 2007
  • April 2007
  • March 2007
  • February 2007
  • January 2007
  • December 2006
  • November 2006
  • October 2006
  • September 2006
  • August 2006
  • July 2006
  • June 2006
  • May 2006
  • April 2006
  • March 2006
  • February 2006
  • January 2006

Amazon Affiliate

Required to announce that, as an Amazon Associate, I earn from qualifying purchases. Mostly book links. Full disclosure.

We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.