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Book review

Designing educational technologies with users

A handbook from NESTA Futurelab
Authors: Keri Facer and Ben Williamson

Review by John Harris, Director of Education, Epic

This interesting handbook takes as its starting point the concern that developers of digital educational resources leave end users (i.e. children) out of the design and develop process. This was noted in last year’s DfES E-Learning Strategy Consultation which stated that “The lack of a direct relationship between the users and suppliers means that the products developed are less likely to meet learners’ and teachers’ real needs.”

The handbook describes the four key strategies for co-design with users:
1. “Ethnography and user observation” where children are observed in their natural settings using prototypes
2. “User testing” where children and teachers are observed trialling technologies
3. “Informant design” where children and teachers inform design with key issues relating to their experience and help develop early design ideas
4. “Participant design and cooperative enquiry” where children and teachers work as part of the design team

The key benefits of working with users is that they give designers first hand experience of their needs, users often surprise designers with new idea and often stop them from becoming too formulaic, and it ensures that resources are properly embedded in teaching strategies and achieve their educational aims. For a commercial company, involving users at an early stage mitigates the risk of costly failure because potential barriers to success are identified and resolved before major developments get underway.

The handbook describes some case studies where these techniques have been used. The case studies are interesting but seem a bit thin, in that they do not seem to be related to a full product lifecycle (from conception to final delivery), but rather as exercises in themselves. For example, for a Create-a-Creature project children were observed playing commercial games like Zoo Tycoon and Impossible Creatures, however we do not find out how this has influenced the development of any working prototype.

Those interested in user interface and web design will be aware these user centred design strategies have been around for some time now. At Epic, we took issue with the DfES comments regarding the lack of commercial suppliers’ relationship with users because we have actively been applying these techniques to e-learning projects for some time. Indeed, we have worked closely with Becta on National Learning Network materials that involve the use of three of the four strategies described above, and with great success (see the NLN site). Becta have always rightly insisted on the user trialling of prototypes with users. However, we have involved users from the early stages of development, because finding out that the design concept is weak at the prototype stage is often too late. This has ensured that these materials are tightly focused on the needs and expectations of the learners.

Despite the reservation about the case studies this short handbook does provide an excellent introduction to user centred design techniques for e-learning.

Available from: http://www.nestafuturelab.org/research/findings/handbooks/02_01.htm

See also:
Blended learning
Consultancy

White papers:
Blended Learning
Blended Learning in Practice
Knowledge Management

Case studies:
Barclays: take the lead...

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Downloads

Corporate brochure: E-Learning at Epic
Data sheets: Epic Consulting, Accessibility Lab, Arena, Blended Learning ROI Calculator (‘The Blender’), Epic P2P, Hosting, Thought Leadership Programme, Testing (x4)
White papers: Blended Learning, Blended Learning in Practice
Survey report: The Future of E-Learning

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