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LIBR 250-02_Benjamin_Skelton_ Learning Activity 7_Fall20111
Final Instructional Design Draft Plan
Step 1 – Needs Assessment and Instructional Goals
This class will examine the principle of web and interface usability. The content
and foci easily span several different disciplines including communications, graphic
design, computer science, psychology, cognitive science, human-machine cognition,
human factors and behavioral research.
Although usability is an emerging field of study, there has been some seminal
work done by the scholars Bill Moggridge, Bruce Toggnazzini, and Jacob Neilsen,
prominent as founders in the field, followed by many others. For this class, the primary
framework by which these best usability practices will be determined is the list of 10
usability heuristics described by Jacob Neilsen (accessible at
http://www.useit.com/papers/heuristic/heuristic_list.html).
The class will be a standard semester course, taught in person. The anticipated
demographic for this class will be undergraduate or graduate college students. The only
prerequisites required for the course will be basic online literacy skills and experience
sufficient enough to fully understand the web navigational terms and instructions that will
be used. The purpose of the class is to enhance the learner’s already existing navigational
skills in an attempt to make them better, more informed critics, designers and users of
online environments. For this reason it will be extremely important that they have some
online experience with web basics. The importance of this field of studying is becoming
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increasingly apparent as device manufacturers and interface designers attempt to create
ever more intuitive, user-centric devices and interfaces based on a conceptual idea of
what the user needs.
The instructional goals for this unit are based on the premise that many web
applications and interfaces display a lack of consideration for proper interaction design as
substantiated by methodical comparison to Neilsen’s list of heuristics. The primary goal
of this class is to better equip learners with the necessary tools and skills to actively
discern the differences between effective, well-designed web interfaces and their
counterparts.
Students will analyze a specific website and conceive of design interface changes
that could be implemented within the website’s design to increase usability. This will be
achieved through a series of structured exercises including case studies (comparisons of
well-designed interfaces with those that are not; to identify the differences, and how these
differences can be addressed), individual and/or group projects with other learners, topic-
appropriate discussions, strategic redesigns of existing website interfaces with reference
to Neilsen’s heuristics, and other exercises. The class will involve many rounds of refined
research around a small number of websites chosen for study.
Step 2: Instructional Analysis
A prototyping project to improve a currently existing interface design will be the
core component of the class. This project will be structured as a progressive iterative and
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incremental development model based on a framework of four fundamental steps:
analysis and planning, redesign, user testing, and review.
The model is outlined in this illustration:
The “Redesign”, “User Testing” and “Review” phases are themselves iterative
within this framework. Each design change should be refined by repeated testing, review
and redesign, until design changes suitable for implementation into the general website
structure are found. When complete, the whole process is undertaken again by analyzing
the entire website structure and design for other changes that may need to be made in
light of the previous modifications.
The following illustration shows the specific student activities in regards to the
structure of the exercise:
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Step 3. Entry Behavior and Learner Characteristics
Students will be required to demonstrate competence in basic Internet use and the
utilization of various basic types of online interfaces including contact forms and
registration submissions. These preliminary requirements are necessary to ensure that
students are capable of the rudimentary skills needed to perform the component online
tasks. The purpose of the class is to enhance students’ already existing skills, so as to
make them better and more informed critics, designers and users of online environments,
thus, a rudimentary, functional understanding of the general working environment is will
be required.
Initially, learners will provide feedback on a set of interface design examples
chosen by the instructor. After cursory readings and discussions regarding proper
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interface design heuristics, they will be asked to grade these examples according to their
ease of use and aesthetic appeal and explain the reason behind the grades. These results
will be submitted during the second week and will be saved by the instructor for later use.
At this point, general instructional feedback will be given regarding the sites that were
either examples of good design practices or those that were not, and how these
determinations were made.
Next, learners will be asked to choose one website that they wish to focus on for
the remaining duration of the class. The instructor will provide a list of three websites
from which students can choose. Students will also be asked to choose three heuristics
from Nielsen’s list (http://www.useit.com/papers/heuristic/heuristic_list.html) and
analyze the website in regard to these three. Students will then write a short explanation
of what they discovered and begin planning what possible changes and modifications
could be made to the interface to help it adhere better to the three chosen heuristics, based
on their current knowledge of web usability. This will constitute the “Analysis and
Planning” phase in the diagram above. After completing a basic outline of appropriate
changes they will move on to the redesign phase and after a short lesson in prototyping,
begin to implement the design changes they envisioned using a paper or graphic
prototyping technique. This step will be actualized around a set of specific user activities
they will develop. The user activities should represent common use of the website
chosen, such as logging in, signing up, contacting, or using other basic functions of the
interface provided. There is no limit to the number of the user activities they can use but
at least three will be required.
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When they feel that their prototype is complete, they will perform user testing
with third party subjects such as friends, family members or co-workers and record the
feedback they receive. They will then review their design in regards to the feedback and
redesign as necessary, repeating this redesign, testing and review process until they feel
their design is suitable for integration into the greater website framework. At least two
revisions are required.
Step 4. Performance Objectives
Frustration with certain websites and interfaces is a routine part of the online
experience. Whether clicking a button that doesn’t work, following a link that takes one
elsewhere than anticipated, or being confronted with panoply of contrasting colors that
renders a page almost unreadable, all Internet users have encountered difficulties with
online interfaces. However, most don’t understand the experience beyond the difficulty.
After successful completion of this course students will understand why such websites
and interfaces are hard to navigate. They will be able to actively discern the problems
inherent in bad interface design and will be equipped with the tools to rectify the
problems, if possible. At the very least they will be much more informed, able travelers
through the various interfaces they encounter everyday. They will also have a versatile
suite of enhanced tools in their possession to address common problems, should they be
in the position to design well-developed interfaces from the ground up and/or redesign
those initially built with poor or no usability standards considered.
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Step 5. Instructional Strategy
As this specific design of the class is being developed as an undergraduate college
course, students’ predominant motivation will be the credit they will receive toward their
degree and their GPA, though another strong incentive will be the creation of a tangible
product that will be a suitable addition to their personal portfolio - in this case, paper and
digital prototypes of website design changes that they have developed as well as a
recording of their final presentation. The primary performance objective is to help the
students establish a working knowledge of proper web usability and interface design
standards to assist them in their future endeavors both navigating and designing
interfaces.
Students will participate in lectures and read auxiliary articles and material based
chiefly around the concepts presented in the required textbook “Usability Engineering”
by Jacob Nielsen. Discussions based on these materials and concepts will take place
during the class meeting time. Main projects will include an exercise wherein the students
will provide feedback on a set of interface design examples chosen by the instructor and
the aforementioned prototyping project that will involve developing a paper or digital
mock-up of design changes to an online interface as well as a series of user testing
interviews and a final presentation.
Initially, after cursory readings and discussion regarding proper interface design
heuristics, they will be asked to grade a series of examples according to their ease of use
and aesthetic appeal and explain the reason behind the grades. These results will be
submitted during the second week and will be kept by the instructor for later use, though
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they will not be graded. At this point, general instructional feedback will be given
regarding the sites that were either examples of good design practices or those that were
not, and how these determinations were made.
Next, learners will be asked to choose one website that they wish to focus on for
the remaining duration of the class. The instructor will provide a list of three websites
from which students can choose. Students will also be asked to choose three heuristics
from Neilsen’s list (http://www.useit.com/papers/heuristic/heuristic_list.html) and
analyze the website in regard to these heuristics. Students will write a short explanation
for each heuristic and begin planning what possible changes and modifications could be
made to the interface to help it adhere better to the three chosen heuristics. Lecture and
discussions at this time will focus on the chosen site designs as they relate to the usability
concepts currently being studied.
As a final project, students will actively demonstrate the design changes they
envisioned using a paper or graphic prototyping technique and an accompanying paper
and presentation. These projects will be graded according to the thoroughness of their
work in four main areas: the identification and description of the design problem; the
description and illustration of their proposed solution; an description of the process they
undertook to address the problem; and a finally, an comprehensive assessment of their
success and/or failure in addressing the problem.
The students’ process descriptions should cover their experience performing user
testing with third party subjects such as friends, family members or co-workers and an
account of how they utilized the feedback they received. The purpose of assessing learner
progress through these various methods is to gain a comprehensive understanding of
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which heuristics seem more troublesome than others and why. Students will also be asked
to explain their decision making process in regards to choosing heuristics and why the
three they settled on were chosen over others.
Participation will be highly encouraged during this project – students will be able
to work in groups, or separately, depending on their preference. However, before the
projects are submitted for a grade, a round of presentations will be made. Students will
present their new, updated designs in comparison to the original website and the fourfold
process they described in the accompanying paper.
As a follow-through final activity, students will repeat the first analysis exercise
they undertook. They will be presented with their original critiques of the interface design
examples chosen by the instructor in the beginning of the course. They will re-analyze
the design examples them with specific attention given to utilizing the new usability
skills they have developed. By refining their own original work, they will gain an
overview of how far their skills have progressed.
Step 6. Planning Instructional Materials
Since this instructional class is going to be designed for in-person delivery,
specifically, an undergraduate college course, it will be composed primarily of materials,
rather than learning objects. However, some of the materials will be translated into
learning objects for later online student access via a dedicated course website. The
materials used in class will include: one assigned textbook; selected articles for weekly
review; images, lecture notes, PowerPoint slides and other presentation equipment,
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screencasts of instructor interaction with online interfaces; and selected videos of
presentations given by prominent scholars in the usability field. The videos will be
embedded on the class website, as will video recordings and audio podcasts of the
lectures, for those students who were not present or for those who wish to review the
lectures at their convenience. When possible, auxiliary links and learning objects will be
included on the website. It will support one-way to one, one-way to many, interactive one
to one and interactive group discussions.
The site will be based on Moodle, a fully capable open source Learning
Management System that will provide the ideal format for the needs of this supporting
site that will basically exist as a multimedia repository and optional, online forum for the
discussion of class issues. Expert help will not be needed with the set-up and
maintenance of the site, however, student assistants might be recruited to perform the
weekly uploads and upkeep, which will be time consuming. A Learning Management
System is the preferred choice over a Communication Support Tool, since the website
needs to act as an archive repository as well. Moodle’s included modules will include all
the tools that a properly designed online counterpart to the classroom lectures should
contain, including a calendar, messaging and notifications, the ability to display scores
and transcripts and the ability to act as a server for course materials and archived lectures.
Moodle is preferred over Desire2Learn because of its open source and customizable
platform and the plethora of third-party developed plug-ins.
Step 7. Learning Objects and Formative Evaluation
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The tangible products of the course will be the paper or graphical prototypes the
learners will develop for their portfolio and the credit and personal feedback they receive
regarding this project. Additionally, final student presentations will be recorded and
available for students, should they wish a copy for their portfolio.
Near the end of the semester a formative evaluation will be conducted. Students
will be enticed to participate by an offer of extra credit for those that answer all the
questions. Elaboration will be encouraged on basic answers and questions will be phrased
in such a way to facilitate constructive information sharing from all participants. The
evaluation questions will begin with a general focus on overall class experience, and the
student’s opinion of the instructor’s approach, but will get progressively more specific in
an effort to elicit a thorough recall of the student’s involvement.
To avoid an excessively long evaluation, there will be two versions that share the
same basic questions, but that have different sets of short answer questions about specific
assignments and projects. These are marked as “alternate” below. In order to avoid
superfluous feedback, specifics will be required for each question. The evaluation will be
delivered via print form and the questions will include:
1) What were you hoping to learn from this class when you registered? Do you
feel like you achieved this goal?
2) Did the activities help guide you toward a better understanding of the general
concepts of usability?
3) Was the teaching style effective? Are there areas for improvement?
4) Were you pleased with the websites chosen for examination? Why or why
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not?
5) Did the online module help? Why?
6) Do you feel like the presentation recordings and digital prototypes you
developed will be useful to you later? Why or why not? (Alternate)
7) Will you save any of the materials from this class for later use? If so, which
ones and why? (Alternate)
8) Were the materials used appropriate for demonstrating the concepts? Which
ones were most effective and why? (Alternate)
9) What was your favorite learning tool? (Alternate)
10) Did you like the use of live online demonstration? Were you able to follow the
navigation easily? Why or why not? (Alternate)
11) What websites do you think the class should study in the future and why?
12) Are you glad you took this class? Please explain.
13) Will you recommend this class to other students? Why or why not?
Outcomes will be read and recorded and any major issues will be addressed as
needed. To encourage students to complete the evaluation, extra credit will be given to
those that fill out every field. Submissions will be recorded and responses will be divided
into two categories – learning objects/materials and instructional approach. Answers will
be reviewed in response to previous semesters’ feedback and the methodological
approach will be adjusted to the best discretion of the instructor.
This will be a contemporary classroom-based unit of instruction concerned with
current Internet technology tools and concepts. Since these tools and concepts exist in a
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state of constant refinement, the requisite materials, learning objects and teaching
methods will reflect this. The curriculum is based on a mercurial set of concepts that
attempt to interpret user behavior in a new and changing medium. Taking into account
student feedback and the changing technology landscape, the curriculum will be adapted
to keep abreast of current trends in both technology and user behavior.
Implementation
This instructional design plan has been presented as a proposal for an
undergraduate college course, which I believe is its ideal presentation format. Though the
class is adaptable to different lengths as circumstances dictate, with appropriate
contextual revisions, the anticipated demographic for this program is the undergraduate
or graduate college student with enthusiasm and curiosity toward the growth of dynamic
content on the web. I believe that the content could be adapted successfully for many
different learning groups, provided they have the necessary experience in web navigation
to understand its basic premise. It is even conceivable that it could even be shaped for
absolute beginners, when paired with an appropriate introductory course to computers
and the Internet. However, in this situation it would need to be pared down to its most
basic concepts, and would not be nearly as successful. This course could easily be
adapted to many different learning environments and circumstances, due to the universal
and increasingly ubiquitous nature of human computer interaction. I chose to design it for
a college semester length course since such context provides access to a fairly lengthy
term and possibly, a more motivated demographic, both of which would help facilitate a
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successful exploration into a very contemporary, complex and evolving field of study.
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