PERSONAL MOBILE LIBRARY (PML) A thumbs solution to student social learning 1.
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Transcript of PERSONAL MOBILE LIBRARY (PML) A thumbs solution to student social learning 1.
PERSONAL MOBILE LIBRARY (PML)
A thumbs solution to student social learning
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PML PROJECT TEAM
The Team
Younes HajjiMagnus HørvenAnne Merete DrivekleppKien Trung NguyenDariusz Mateusz ZasadaIsaiah O. OmoloHenry Ssekyewa
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PROBLEM DEFINITION
UiO’s Academic and Research policy – bilateral and multilateral
cooperation with other research institutes
International exchange program – knowledge transfer
The Opportunity
1. Lack of course info – loss of time
2. High rate of adoption of new technology by target segment
3. Increasing demand for computational resources – for synchronizing multiple documents online, applications , storage and databases
This coincides with the desire for mobility, collaboration and
communication between persons and their artefacts.
Its within the above opportunities that PML find rationale 3
OBJECTIVE
PML derives its objective in the overall mission of UiO
Library – enhancing student learning environment.
Goal:
Develop a mobile application that allows students to access
academic information while at the same time integrating
existing technology application and services to improve
education experience.
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RESEARCH QUESTION
Tablet attributes regarding portability, touch design and
mobility –allowing for realtime communication, enhanced
graphical and textual collaboration, mobility, some degree
of ecological flexibility and interaction between persons
and artefacts within geographical proximity.
Therefore;
”How can tablets attributes be enhanced to foster the
student academic and social learning experience?”5
THE INTERNET
Impact of the web:
1. Social and economic transformal role
2. Support for application and softwares
3. Desire for speed and unlimited mobile systems
4. Enhancement of internet capabilities and mobile systems
5. Increased social networking
6. Introduction of new technology products and applications
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LITERATURE REVIEW
Theoretical review
1. Mobility and interaction
2. Education and Collaboration
3. Technology and usage
4. Human centered design
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THEORY: MOBILITY AND INTERACTION (I)
In the PML INF5261 project, we have used Physical meetings Email Dropbox Videoconference (Skype) Telephone to be able to communicate and cooperate.
Being mobile is “not just a matter of people traveling, but … related to the interaction they perform “ (Kakihara, 2001).
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THEORY: MOBILITY AND INTERACTION (II)
This mobility and interaction have been
Spatial mobility: ” the use of iPAD (object) and Dropbox (symbols) in the physical and cyberspace INF5261 PML group (space)
Temporal mobility: have ”creating new opportunities ….” (Kakihara, 2001:35)
Contextual mobility: the INF5261 PML group, that have enhanced learning.
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THEORY: EDUCATION AND COLLABORATION I
Central objective of students in education and professional environment is knowledge acquisition most effectively transfered through collaboration.
Obstacles to learning: Distance Learning: speed and access to academic support
infrastructure Team work: real time project execution Organisational flexibility: interaction of individuals and
artefacts within geographical space.
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THEORY: EDUCATION AND COLLABORATION II
The iPAD and PML could be useful tools to
minimize these obstacles, by
beeing the place (Harrison & Dourish ,1996) where students can get a better overview and
maintain better awareness, (Belotti & Bly, 1996).
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THEORY: EDUCATION AND COLLABORATION III
Use of iPAD can Be more flexible (than PC) and support micromobility (Luff &
Heath,1998). Be used together with one or more devices (Alsos & Svanæs, 2006),
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THEORY: EDUCATION AND COLLABORATION IV
The iPAD is the new Memex! (Bush,1945 )
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TECHNOLOGY AND USE
Mobility and access: geographical space with respect to graphical and textual interface, visual and audio interaction features of technology
Use and flexibility: reconfiguration of artefacts with regard to ongoing activities
Technology efficiency: Heterogenous combination of technologies and applications
Real time collaboration: duplication of activities, file sharing, spatial co-location
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HUMAN CENTERED DESIGN
Human centered design- framework on user perspective in the
development of user friendly software and technology.
It involves iterative design and user-feedback.
Key activities in HC design (Maguire, 2001)
1. Process and product definition: planning HCD process
2. Concept development: specify context of use
3. Organizational resources: identify user and organizational requirements
4. Prototyping: design and prototype development
5. User based assessment: iterative evaluation
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RESEARCH METHODOLOGY
Based in a form for case study research theories
developed by Yin (2004)
Divided into six steps:
1. Formulation of research question
2. Review of relevant research papers
3. Analysis of existing solution relevant to the research question
4. Empirical data collection - interviews
5. Evaluate and empirical data analysis and prototype development
6. Report writing
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DATA COLLECTION
1. Literature review – Journal articles
2. Interviews Active iPad users – target segment Narrowed down to IFI, and Entrepreneuship and
Innovation students
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WORKING ENVIRONMENT
1. Organization: Team leadership
2. Implementation: Team work: individual task assignment Progress: Weekly meeting Working platform: dropbox
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THE CASE
Students Ipad Mobile Collaboration Support for learning Prototype
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THE IDEA
Annotate Groups Courses Articles Friends Local Library
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USER GROUP
UiO Students IFI Students iPad Users
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THE TECHNOLOGY
xCode editor. Objective-c programming language. A Mac laptop. iPad devices.
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PROTOTYPE DEVELOPMENT
Protyping process was multi-stage involving
development of prototypes and testing
Prototype I
1. Combining iAnnotate and iThoughts Content from iAnnotate and parse to iThoughts
2. Creating a 3rd party program To do parsing and exporting
3. Bypassing the iOS sandbox By Jailbreaking
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PROTOTYPE I
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PROTOTYPE I
Challenges
1. Jailbreak removes iOS sandbox but not application sandbox Other ways to bypass, but too hard
2. Failure with application sandbox means 3rd party program failure Other ways of doing it, but too comple
3. Against apple policy
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BACK TO THE DRAWING BOARD
• Create an application with all functionality– No need to think get content from another app
• Create it as a standalone application– No need to think about the sandbox
• Make it more social26
WORKSHOP
• We held a workshop for students to help create the interface and design of Prototype II
• Feedback helped shape Prototype II A standalone social iPad application Designed to be user friendly 27
PROTOTYPE II
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USER FEEDBACK - PROTOTYPE II
1. Interviews The users tested the prototype on iPad during the
interviews.
2. The users participated in enhancing the final prototype. Enhancing the design. Enhancing the functionalities and usability.
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CONCLUSION I - DESIGN CHALLENGE
Interaction between personnel and objects are intertwined
with the current activities within a geographical proximity.
PML requires a multi platform application with heterogenous combination of existing technologies.
Research in application of Android, IOS platform
The PML should then be ”accessible by everyone from every device” as expressed in Boyera (2007).
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THANK YOU FOR YOUR TIME!
Any questions?
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