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Tutorial
1: Designing Highly Usable Services For Next Generation Devices and Networks |
17 September 2002, CNR
Research Area of Pisa, Pisa, in
conjunction with Mobile HCI '02 |
Room number 29,
Building A, afternoon session |
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Designing effective wireless
services is difficult and this is rapidly becoming a major issue for
both mobile service providers and device manufacturers when designing
for the next generation of devices (GPRS). Due to inherent design
limitations, including small display screens and limited data input from
multifunctional keypads, wireless service designers have to learn new
ways to present information and interact with the user. In this tutorial
participants will be provided with an overview of the critical user
experience issues that need to be addressed when developing these
services for the next generation of devices and networks. It will
introduce practical design, implementation and assessment techniques.
The key to success in designing services for next generation of devices
and networks is to understand what content to develop for subscribers
and how to make it as simple and easy to use as possible. |
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Aims
of the Tutorial:
In this tutorial participants will learn how to develop highly usable
user interfaces for next generation of mobile services, including: |
- Optimising designs for small devices
- Making services quick to learn, to
use and to remember
- Designing services that require as
few actions as possible
- Exploiting next generation networks
and capabilities
- Developing tailored services that
create value to the end-user
- Designing user interfaces that
support subscribers while they move and/or they are focussed on a
other tasks outside the device
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Learning
objectives: The main
elements taught by the tutorial are: |
- An understanding of what ‘mobile’
means when developing wireless services
- An improved ability to make user
interface more easy/fun/quick-to-use
- Basic principles for creating useful
and usable services specifically for use in a wireless environment
(this involves much more than simply making the Internet ‘mobile’)
- Tips and techniques for designing
UI's on communication devices
- Effective use of restricted screen
space and minimalist input devices
- Practical design experience through
group exercises
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Attendees:
Participants will
include user interface designers, mobile application developers, network
operators and service providers, usability specialists, researchers in
HCI, and anyone interested in designing wireless services on small
devices. The tutorial is intended for people with some experience in
either interface design or usability work. But it is also suitable for
beginners since its content is not purely technical (no advanced
technical expertise required). |
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About
the presenters: |
Didier Chincholle
works as an Interaction Design Specialist for Ericsson Research,
focussing primarily on the use of mobile services. He has extensive
experience in designing and evaluating user interfaces He is also active
at conferences with lectures and written contributions pertaining to
both wireless services and UI’s design. |
Mikael Eriksson works
as an Interaction Designer for the Usability and Interaction Lab at
Ericsson Research. He is mainly involved on developing and prototyping
interaction concepts. He has a pedagogical background and has been
teaching computer-based design at the University College of Arts, Crafts
and Design in Stockholm, Sweden. |
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Tutorial
2: From Desktop To Handheld: A Learner-Centered Design Approach To
Developing Software That Scaffolds Learning Across Platforms |
17 September 2002, CNR
Research Area of Pisa, Pisa, in
conjunction with Mobile HCI '02 |
Room number 29, Building
A, morning session |
|
Mobile computers are an
increasingly feasible option for providing every student with a personal
device to support learning, creating a growing market for
learner-centered software for these devices. This tutorial offers
participants the unique opportunity to explore how mobile computers can
support a variety of learning activities through instant access to tools
and information and support for collaborative work. Participants will
explore the Learner-Centered Design (LCD) approach to building handheld
tools that incorporate a variety of scaffolding techniques to support
learners in mindfully exploring new domains and learning new activities.
This tutorial offers participants an opportunity to interact with LCD
software and apply the principles of LCD to their work. |
|
Aims
of the Tutorial:
Participants in this
tutorial will gain an overall understanding of LCD and learn specific
techniques for applying LCD methodologies to mobile devices. Topics
include: |
- Overview of LCD: background
information, definitions, and comparison of learner-centered and
user-centered design methodologies
- Exploring the challenges and
tradeoffs of LCD for handheld tools: Mobile devices have unique
characteristics, such as small screens, that present challenges for
designing effective learning software. These devices also offer
opportunities, such as increased portability, for supporting
learning activities that take place outside of traditional classroom
environments. How do we deal with the challenges and leverage the
unique characteristics of mobile devices to create effective
educational software?
- Hands-on exploration of handheld
learning activities: Participants will have the opportunity to use
Palm and Pocket PC computer to examine how LCD principles were used
to develop two handheld tools: PiCoMap, which supports concept
mapping activities, and Cooties, which supports a new type of
collaborative activity where students interact with classmates to
learn about the spread of disease
- Discussion on how other types of
mobile devices can support learning: What kinds of learning
activities can be supported with other handheld devices, including
mobile phones (e.g., i-mode capability), handheld game systems
(e.g., Nintendo Gameboys), pagers and text messaging devices.
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Learning
Objectives: This
tutorial focuses on three high-level learning objectives: |
-
Learning about LCD.
Participants will be introduced to the background and principles of
LCD.
-
Understand the
unique challenges of designing educational software for mobile
devices. Participants will be introduced to the opportunities and
challenges that various computing platforms present for LCD.
-
Learning how to “do”
learner-centered design. Participants will learn design approaches
for doing learner-centered design and will have the opportunity to
use handheld learning tools.
|
Attendees:
This tutorial will
benefit interface designers, educators, marketing and product
development professionals, HCI and usability experts, wireless and
handheld application developers, and anyone interested in how mobile
technology can impact learning. This tutorial is intended for
participants with a basic understanding of human-computer interaction
issues, but is also suitable for beginners who are interested in
exploring how learner-centered design can be used in their own work. |
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About
the Presenters: The
presenters are associated with the Center for Highly Interactive
Computing at the University of Michigan, which over the last decade has
developed learner-centered software, curriculum, and professional
development materials for educators. At the University of Michigan,
Dr. Chris Quintana is an Assistant Research Scientist in the School
of Education and College of Engineering, Kathleen Luchini is
Computer Science Doctoral Candidate, and Dr. Elliot Soloway is
currently the Arthur F. Thurnau Professor in the College of Engineering
and also holds appointments at the Schools of Information and Education.
Dr. Cathleen Norris is a Professor in the Department of Cognition
and Technology, University of North Texas, and president of the National
Educational Computing Association. |