Friday, June 10, 2011

#iel11 New Blog Link

Hi Guys! I have added a link to the blog so you can read all of the posts I created for Innovations in eLearning 2011.

Or you can just go to the address below.

Thank you all for your support, encouragement and awesome ideas during the conference.

Who knows, maybe I'll start blogging in this space more frequently.

#iel11 Blended Models for Learning

Presentation: Blended Models for Learning - Applications of Augmented Reality
Presenter: Kris Rockwell

Augmented Reality - "A live direct or indirect view of a physical, real-world environment whose elements are augmented by virtual computer-generated sensory input, such as sound or graphics."

Layers - looking through device w/ image of physical space overlay with a physical layer."
- Like heads-up display in airplane

Augmenting view of what is out in real world.

Roku's Reward (shown again)
- typically what think of with augmented reality

Augmented reality - also 1st down lines in football broadcasts
- 1st big implementation Boeing 777, augmented reality performance support

Folks still looking at handhelds with camera on other side.

Augmented - look at the codes and may get image / play pieces.

If you want to see what is going on in the industry - look at games
- iToy Sony and Sony Pets

Markers used to be pieces of paper - starting to be able to do more complex markers.
- Still need markers physically somewhere.

Nintendo 3DS demo (don't bother with sound)

Sony has fighting game that you can do anywhere. (?)

Limitation with markers - have to be somewhere. Can't take camera off it.

On-the-job performance support tools.

BMW Augmented Reality Glasses - performance support with all of the needed steps
- All of this is prototype
- Focus on performance support and steps. (I could use this for my car...)

Maintenance of Armored Personnel Carrier Turret - working system

We can also look forward to voice recognition.
- Can tie back to technical docs and drill down so all reference here.
- Recognizing shapes / pattern recognition

You know a technology is getting popular when marketers are using it.

Topps 3D live baseball cards

Augmented reality does NOT have to be 3d
- Doesn't have to be high end and fancy

User has phone, uses camera and looking at point of reference.
- ie look at building and get information about that area.
- When look at education - new step. We have the education available
+ the devices have geolocation
+ I can get info on that item. Useful info

Frequency 1550
- This was demoed on a feature phone.
- Students learning about medieval Amsterdam though GPS in phone
- Communicating back in classroom
- Made into game - could set up competition to disorganize the other group
- done by 7scenes.

Information relevant to where you are.

Layer (free app for iPhone)
- uses location if use Maps.
- There is actually a twitter feed and see who tweeting around you.

The Nokia 1100 - most popular cell phone in the world
- Inexpensive
- Not a ton of features
- Good battery life

Don't think necessarily look at expensive devices.
- Remember the folks without iPhones and Android
- They can still access augmented reality pieces
+ Ex. Public Record Pittsburgh - can get info through text message , SMS.
+ SMS, voice etc. Audio-pieces available.
+ Plan - get other locations and put up QR codes (this is also simple. Remember when this wasn't)

Content should be separate from devices. (separate discussion).

QR Codes - still pretty new in US. In Japan for years. We still have to remember to download a QR Code reader.
- You can do this with a QR Code and a web link. Not as fancy, but accessibility and gets the job done

Use geolocation on phone - ex. powerlines. Each power line location has GPS coordinate. Then can create overlay with impt information about that node.

AR Development tools
- Metaio Unify SDK

- Layar SDK - xml-based and free. On web. Will publish through app itself.

- QCAR SDK - also bridge with Unity engine (3d game engine) so can publish very complicated stuff.
+ Unity publishes on many platforms.
+ Ac

A Useful Conference Game

Stephen Martin (@smartinx) and I came up with this during the Innovations in eLearning Conference. Not necessarily because they did a bad job supplying power (they didn't) but because I have been to too many technology conferences where folks are fighting for the few power outlets in the ballrooms and meeting rooms.

How many technology conferences have you been to where you can't find an outlet and your battery is close to dead?

Conferences in older hotels or where they rented a very large ballroom cut into small rooms are notorious for this. Especially with the ever-increasing AV needs of presenters.

So what if you turned the hunt for electricity into a game?

As soon as I thought about this - I thought of my blogging mentor, Brent Schlenker. He's in the throes of final prep for mLearnCon, a conference I am sorry I won't be attending this year.

The Game: Find the power outlet! (I'm sure we can come up with a snazzier name)

Basic rules
- Limited to the conference area
- Can include hallways
- Must be a live functional outlet (as in - can you actually use it to charge your computer)
- Outlets used by the hotel AV staff = 0 points
- More esoteric the outlet location - the more points :)

- Hashtag
- Allow them to use cameras
- Maybe add clues to the power outlets ;)

Brent thought this was hilarious.

I do too - but I also see this as a serious (and seriously useful) game.

At least there is a built in reward :)

I knew my events background would come in handy one day.

Thursday, June 09, 2011

#iel11 Mobile Learning for the Acquisition Workforce

Presentation: Mobile Learning for the Acquisition Workforce
Presenters: Rebecca Clark, Mark Oehlert, Roy Stiles

(came in 1/2 way through)

Not just mobile device - think about mobile people.

Took a step back - what are we trying to accomplish?
- What do we need to design to?
- When look at mobile - went back to web sites
- setup for app development gave them a chance to really look at strategy and tactics for mobile learning

You will have a hard time making your content perfect for all devices.

Existing Asserts and Systems
- Asked the workforce - what do you REALLY want to see

Leave aside device discussion entirely - what do you want the user to get out of it?
- How will they interact?

Phone - ability to do audio
- But we think about - how do we get more text on the screen?
- How are they already using the device?

What tools are your users using?
- Is there standardization? Probably not.
- Where are they accessing the information?
- You may need to set requirements, especially initially

Can create content downloaded to device - get info to user where they do not necessarily need to be online - why HTML5 can be very powerful.

Lessons learned - just get in the game / get started.
- Don't discount the free and very small projects.
+ Example - Wordpress. Esp. mobile templates which are automatic.
+ You can use Wordpress as a website.

Sometimes - your org does not NEED best in class tools. What fits best in your environment?

Don't underestimate Camtasia and other cheap applications that can work in your device.
- YouTube - successful in any device. Leverage that. Also good for leading edge.
- Facebook - take advantage of that mobile interface (groups and can use as portal)

(audience) But what about the demand?
- YouTube now has record now button. (hmm...may need to try this)
- Mark O doing a survey - what technologies are you using? How many want to access DAU content on mobile device? 70% no - but could see that 75% with smartphones DID.
+ Now can ask workforce, how many have smartphones?

(oooh - found the record from webcam button under Upload in YouTube)

We don't want to underestimate the change of mobile.
- Put content out there in anticipation of demand
- We are within a year or two of desktop becoming less important and mobile dominating.

We KNOW the demand is coming. Shifting to a mobile devices.

Please do not put entire courses with next buttons in mobile environment

Allow people to discover along the way.

Focus on systems, learning products and tools.
- eventually will be coming up with standards, processes and checklists. But still in experimentation stage.

Existing Systems - how do we approach them?
- Did complete inventory of resources (back end, front end and infrastructure) available.
- What has been distributed to the environment
- Talked to vendors - when are you developing mobile interface?
+ Let the vendors do the work.
+ Of course, lots talking "next spring"

Not every part of every system needs to have content pushed to mobile.

Came up with developing mobile portal. Auto redirect from phone.
- Content from original site + add to push content depending on category
- Under design now
- Goal: don't have to remember 15 different URLs.

User interface (and all aspects) incredibly important
- Mobile Web Guidelines
+ If have mobile site - users come. Don't like, will leave and NEVER return.
+ Has to be functional.

Developing Assets
- DAU tends to create long monster courses (30-40 hour courses)
+ 40 hours of mobile delivery not going to work.
- Focusing on performance support, job aids, lessons learned etc

Everyone learning it's not smart to re-create the same thing for a mobile device.

When people learning with devices - they are NOT necessarily at their desks.
- Can do straight audio so may not need to look at device

Focus on smaller projects

Get with folks - what content do you want to put up and will be useful.

Think about - is it appropriate for mobile? Useful? Help at point of need?

Storyboard and look on screen. If it doesn't work - then re-evaluate.
- May be a lot of redesign and changing assumptions as you work. Finding whether it should be native vs. web? How does it look? Can you shrink it?

Performance support tools - what tools can we use to augment a classroom that they can also use in the field.
- "Train the way you fight"

If the tool changes - change the process.
Looking for synergies between training and real life.
Require some predictive ability and determining bang for buck.

Great thing about mobile - cheaper than some other products
- Can create more little products
- Can discard rapidly when out of date
- Opens door to reduce cost of courseware maintenance
- This is how things are working out in real world

ISD / SME - wanted pre-work
- Created podcast with other key stakeholders
- Deliver to students - but too long and in audio and say acronym once, won't remember it. Need to spell out the acronyms
- The students retained a lot more when use pre-mobile work seemed to retain more
- Remember - all audio podcasts

Tools and Applications
- Koala and Foursquare - location-based apps
+ Can create locations and attach notes.
+ With the notes - can send important information
- Cinch - audio-tweet. Long enough to get point across. To web page then twitter.
+ Reminders to people
- Apps for video and pictures

Mobile phones to loop in sales teams - take pictures of it and post. Within minutes, everyone can see displays.
- Get info, reconfigure how go forward.

When looking at applications for deployment - do NOT confuse value with activity

We defined the course as activity AND value.
- What is going to be valuable at the point of performance?
- Go ask them!!!!

Metric - what impacts your end user
- Esp mobile device is PERSONAL to user.
- You are working in their personal space. Honor that.

Look at existing space.
- Think as capability.
- Think as ways of delivering value.

#iel11 Sustaining Quality in Faculty Training

(Sessions started with discussion of why they are still using paper surveys. Didn't think that was particularly fair to the presenter. Just saying....)

Presentation: Sustaining Quality in Faculty Training
Presenter: Dr. Judith Bayless

What is quality anyway? How a customer experiences a result of a service or product.
- Risk exchange between provider and customer / constituent
- Risk measured by perception of value of spending energy on the service or product

Struggling with communicating the value of faculty training exercise back to the organization.
- Ecosystem may be the metaphor going for.

There is a different philosophical way of looking at quality - not straight financial.

Ecosystem- interchange of energy among inter-related parts
- Quality - willingness to exchange energy

The ULTIMATE constituent of the faculty training is the student
- What are the unintended consequences of the training
- How are we tracking the consequences - intended and unintended

IN ecosystem - we survive by sensorial input.
- touch, sight, etc

Their program - they teach SMEs how to become trainers / teachers.
- Need to show competency alignments
- Have 100-400 series courses (like Universities), but it is mapped to different competencies vs. novice to expert
- First couple of years - tend to be teaching. THEN curriculum development.

(lots of talk about faculty hiring and how DAU Faculty Training structured - moving to another session)

#iel11 Mobile Technology's Impact on Learning

Public service announcement: Below is the link to Karl Kapp's presentation resources. Enjoy.

Presentation: Mobile Technology's Impact on Learning
Presenter: Tim Bajarin

Technology in Learning - have to dedicate 20 hours per week to keep up in just mobile space.
- Pace of change tough for a technologist.

Jobs understood - his job is to simplify technology

Kids adapt to technology very fast.
- It's part of who they are and what do. Apply to day
- Mobility key component to that

Evolution of the computer (seen in mainframe/server, same cycle mini, same cycle desktops
- Golden Age
- Standard Platform
- Buildup of compatible hw
- Value shift to sw
- Value shift to services

We are at golden age with mobile.
- but currently no standard platform, compatible hw, sw, or services
- Unique opportunities

If you look across devices - multiple op system, multiple applications, no consistency
- Fight between the major platforms
- Right now - Apple will be dominant (iOS), Google (android/Chrome) will be important 2nd
- MS and Nokia - warning: Windows 8 mobile not as well done as Apple's but will be competitive
+ Can take touch API and put on education sw to make work better. Why high in the horse race

Normally - will see with ONE sw standard. MOst likely will have to live with 3 in mobile environment

Enabling next generation mobility
- Increasing CPU power
- Cloud-based apps and services
- Advances in batteries and miniaturization

Movement towards low-voltage is driving improvements in mobility.
- Power devices that run at 2 GHz, but getting close to using sub 1 watt power.
- Major implications for battery life

Tablets - greatest interest in education
- Creating new learning possibilities
- Think about the slate tablets. iPad kinda evolved from that.
+ iPad will (is) be the definer in the market

Tablets - content consumption vs. content creation
- Lean back = content consumption
+ 80% of all computer usage content consumption (browsing, reading, video, music, researching, etc)
- Lean forward = content creation

Can go to mobility device - emphasize content consumption
- In context of learning experience. Before - kid to college, laptop.
- Now - kids buying all in 1 PC OR large laptop that never leaves room and netbook or tablet for class.

iPad in Education

(OK - then I thought about the Lean Back song. Maybe I shouldn't drink so much caffeine at a conference)

Did not find similar example for Android.

Apple side has a huge lead in education (they did in early education too. Remember when it was Macs in the classroom?)

In 2014, Apple will still dominate tablets
- Apple has 2 year lead over competition
- $60 billion in competition
- Volume pre-purchase of component
- World-class supply chain
- Best SW Developer kit
- Attention to detail
- iCloud
+ This is going to cause a level of stickiness to products that we don't understand yet.
+ This will make the user experience far superior to what is out there right now (ie - google should be afraid)

iPads strongest platform for seeing results - as reported by educators

On Android side, lots of diversity

Windows - some devices in 2012 with Windows 8
- Windows on ARM processor will be a big deal. Will force price points of Windows laptops and tablets down.

Mobile eLearning - eventually device independent?
- Student uses own preferred digital device. Use on or off line
- In web-based side of world (HTML5 / HTML6) - able to run locally an app.
+ Video encoder/decoder built in (no separate Flash install)
+ Why Jobs made such a stink about Adobe Flash.
- Right now, we still don't have ubiquitous connectivity.
+ Why we still need to install locally on device

Most SW developers moving to HTML 5 (I think forced by lack of iPad / iPod Flash capabilities)

We need to get tablets.
- Have to use one to understand impact on market
- This is the first footprint where see the breakthroughs
- Tablets are a mobile screen.
- Why important? There is nothing magic in the hardware. Everything is in the software.
- These tools are a vehicle to deliver - apps and web
- Like bigger screen - eyes getting older. Easier to read and view.
+ Your screen to information

We are eventually going to have a bunch of screens in our digital lifestyle.
- Off = blanks.
- We already have screens in cars, refrigerator (some have velcro on ipad, then on cabinets, fridge etc. to post places.)

Your hardware is almost meaningless!

The value is in software and services.

We have to get through these days of "big boom" and device variety.

Eventually - value to the cloud.

The tablet will be how we define the next 20 years of computing.

Apple has such a jump on software and services, others having a hard time matching / leading

Also - this is what the kids are looking at.
(computer died mid way through)

Now beginning to see hybrid slider with keyboards (Bluestacks - Android on Win 8)
- Still want keyboard for content creation

Future of screen technology 2014 (similar to what we saw with Corning. Just another version of our dystopian future. The question - do I really want to be that distracted brushing my teeth?)

Biggest nut to crack in short term
- eRead screen (like Kindle) to LED screen
- Prototypes on market, but not ready yet

2nd biggest nut - sharing data

The technology doesn't sit still.

There is a sea change.
- Mobility + wireless = change in how people use technology to learn, work and play

Who will be the biggest winners and losers?

Secure SMS architecture between devices - ramifications for RIM enormous.
- No pushback from carriers, but wiped out carriers charge for SMS.
- iOS device - guess what, can't charge for SMS anymore for those devices

Steve took shot at hard drive and SMS industries in way we haven't seen in ages.

New category - ultrabooks (last week)
- 50% of laptops will look like Macbook Air
- Whole new level of mobility
- Further dependence on cloud and web

Think of significant movement in voice interfaces in a few years.
- More voice navigation and voice to text.
- Also have some safety issues

Future for desktops
- 1.5 years ago - laptops outsell desktops and declining.
- All in one desktop now stabilize desktop sales (families)
- What finding in homes, parents buying all in ones or large laptops. Becomes home information center.
- Netbooks - parents buy netbooks for kids to keep them from dominating time on desktop. Netbooks now decreasing because being replaced by tablets.

Desktops viable in corporate due to applications.

They see stuff very far in advanced. Easy to predict if you have seen the very early prototypes.

Surprises in consumer adoption cycles
- No one saw netbooks. They are/were horrible. (please see me trying to type on this thing that I'm using and how my stupid mouse keeps moving on me)

The next big user interface - voice.
- Nuance (Dragon Naturally Speaking), Intel

#iel11 The brief Cover-It-Live experiment

Hiding out in a vacant conference room again to collect my thoughts and re-charge the batteries (on my laptop and myself)


My thoughts on the Cover It Live experiment for conference notes:
- This will work best with a twitter session-level hash tag. (This tool during Robert Scoble's widely-reviled presentation 2 years ago would have been priceless.)

- When I write up conference notes, I tend to go back and forth depending on the presentation. I don't tackle these posts in a linear fashion.

- It would be super-cool for aggregating multiple feeds as a live conference event. Kinda like a #lrnchat. Particularly if there is no widely-agreed upon hash tag (or as Dave Ferguson calls them - multiple hashedtags ("n. an incorrectly remembered hash tag")

I do need to play with the video and upload functions. This could be a real powerful tool.

But for this conference, going back to the regularly scheduled workflow :)

Thanks Mark O for the recommendation.

#iel11 Social Media for Trainers

Gave up on the last session and the experiment.
Cover It Live - not bad, but doesn't fit this particular purpose (notetaking)

Presentation: Social Media for Trainers
Presenter: Jane Bozarth


Example - teaching English in Japan
- Everyone use blogger. Reflection in blogs. Use anonymous names
- Have them reflect on strengths and weaknesses as teachers. In English.
- Using free technologies.

Nothing sophisticated and expensive.

Things you can do with a blog
- Provoke thought.
- Can also do this on facebook or twitter.

Why is writing a blog a concern?
- Literacy concerns?
- How much of your work force not very english-literate. Be mindful of this.

Doesn't have to be writing or essays.
- Can use for other media - pictures, video etc.
- Think as a web site

Often - folks worry more about blog post than facebook or twitter update

Can set up controls - parents have passwords. Anonymity. No pictures of kids.

(spent some time catching up with Koreen during the interactive portion)

One of our problems - we want them to talk about what WE want them to talk about.
- May want to adapt to what they are already talking about.
- We are still trying to push.

Things to do with blog
- Photoblog
- Videoblog (intersession, post work, pre-work, etc)
+ Would be nice to have them apply work.

How is wiki different from blog?
- Everyone with access has access to edit (advantage and disadvantage)
+ Will still needs some policing
- Blog more reflective. Wiki more collaborative (generally)

No control - twitter.

Older participant gets - more hesitant they are to edit someone's work online.
- Including people who are not hesitant to edit on paper

Wiki - use as design tool, community of practice.

Another problem - attracting people to technologies when the tool is not part of their regular workflow.
- (Does it solve a problem?)
- ex. a doc where 17 people collaborating. Google Docs one option. Wiki another.

Find opportunities to put the tools in the workflow day to day.
- Day-to-day problem solving.

One of the things changing in workplace and school - people want to create their own stuff.
- Especially kids.
- Living public documents not a stretch anymore.

ALA Wiki on best practices (will need to ask for access)
- ex. homeschooling children, becoming huge customer base.
- How to raise awareness

Think of a wiki - everyone edit, everyone access (best way to think about it)
- Invite course participants (then rest of org) to contribute tips and tricks
- Give workers create a map of existing process, then work together to create better process.
- Connect remote employees

Facebook - only thing like facebook
- Can mimic social profiles and communities
- More people play farmville than the population of France (just scary)
- this is the extreme.
- How many people ask about how to upload something in Facebook? (very few). What about Moodle? Blackboard?
- Facebook is in their daily life flow.

Remember: What do you want to use the tool for?

Throw it back to the community - they know stuff you don't
- Let them do stuff themselves.
- We can't curate everything

Also - facebook, can make groups private or secret.
- All users have to have account. Do NOT have to be their friends. It was a group.
- Remember, if you don't friend them, don't feed.

If you are worried about your stuff on the internet...uh, internet.

Think about where people are.
- 600 mil people on Facebook
- There are quick apps for Moodle and Blackboard
- But want to be front of consiousness

Facebook is a nice place to create post-class community
- Use as group. Let them talk as they implement new learning

Facebook makes it easy for people to participate.
- Groups, discussions, livechat, quizzes.

Feeding new grads into the course (for Jane's items)
- People voluntarily taking themselves out
- Community of people who took the training and need the info.

Easy Win
- Help maintain learning and community after training
- Start or ask for volunteers regularly scheduled discussion.

Twitter - Jane's favorite tool
- Quick unstructured sharing of ideas, comments, links
- Not for deep thought
- Meant to be used from phone (why have 140 char)

Terence Wing - using Twitter for instructional design

#lrnchat - community of practice.

You have to learn to drink from the firehose. Gets easier as you do it.

All of this can happen on the phone.
- Facebook ap - strips out things on sides

Collaboration activities unique to the virtual world?
- Can bring in people you wouldn't normally have access to. Distant experts.
- realistic practice

Remember: The things you tout as 'benefits' are what people find scary.

Yeah - Facebook blocked, but I have an iPhone.

People would rather spend own money to be able to do what want on device, then company issued.

Social media disaster - usually Organizations!
- Um...maybe spend time fixing work conditions vs. worrying about social media

Trust is cheaper than control - Seth Godin

- How do you invite interaction (vs. pushing content)?

Try to leave with one sound idea for using ONE of these technologies to replace or extend an existing program.

Read outside of learning and development
- Anthropology
- Sociology
- Psychology

Goal for tomorrow
- Grads of a particular course
- All learners in your org
0 Natural communities (job class, type work)

Everything doesn't have to be in the training department.

#iel11 Gaming Applications for Institutional Instruction

Trying Cover It Live for the blog.
Mark O - I will let you know how this goes.

#iel11 Social Media Bootcamp

If we don't train people how to do it at work - not like they are not doing it at home.
- WE can help them understand appropriate use.

(Mark never thought he'd see the day)
- DoD Social Media Hub
- Army Social Media handbook

They also put together a really nice app.
Had a nice conversation with KC, a new social media user.

I wrote this when I first started. It's been 5 years (OMG - has it been THAT LONG?!?!) The feelings still apply.

We are starting to see late adopters with these technologies. Never discount the fear of putting yourself out there.
Mark Oehlert showed me CoveritLive. I've seen it used. Need to play with it.

Incentivizing social media
- People embrace change when understand positive benefits.

3 hurdles
- fear
- control
- trust

Social Media is about HUMANS
Fear - exposing selves.
Fear - what if people say something bad/stupid/secret? Do you have a phone?


#iel11 Thursday Morning Keynonte

Ran into Clark Quinn, then Dave Ferguson and Joan.

Joan noticed that it didn't seem like stuff had "changed" all that much. I would argue that acceptance of the bleeding edge that we have been discussing since at least 2007 is getting greater. We still have to sell these ideas to our clients - who have the notion that "training" = a day in a classroom and multiple choice assessments.

Unlike a few years ago, I now have at least a few clients who are interested in more robust scenario-based training and game-style instructional design.

I see that as a win.

(Oh yeah - small win - found the floor outlet. 50 points!!!!)
Presentation: Optimizing Your Return on Social Learning Capital
Presenters: Mr. Cedric Coco and Dr. Tammara Combs

What hearing and seeing C-suite
- Social / secular activities and tactics bleeding into workforce.
- Shift from authority-managed to community-managed content

How do you optimize your investments?

Business Perspectives - preparing the organization for "social"
- Push in investments in technology past 5-6, next 10-15
- How do you convince technology-based investments are good ones
- CEOs and CIOs not agree.
+ Measurement?
+ Finances?
+ Knowledge Transfer?
- Majority agreed - HR (esp Learning function) has been spending $$ on tech. No idea what the return is on these investments.
- Measure effectiveness - tough to measure Learning and Development space.

Performance Inhibitors - what might you be doing to cause your workforce to fail?
- Monitor - don't police
+ Play a facilitation role
+ Community will NOT respond to being policed
- Provide feedback - don't criticize
+ When start criticizing and quantifying feedback, the community will stop providing feedback to you.
+ Communicate in a collaborative trade
-Exert GENTLE control - how do you go about building trust?

Knowledge moving from organization-owned to community-owned.
- More respect knowledge generated from peers than knowledge demonstrated from org.
- ADDIE, ISD etc all based on authoritative source and this knowledge is inflicted on the "unknowing"

Are we prepared to make the shift?

Whenever deploy something now - handbook of rules.
- Usually more rules than content
- Be very selective and gentle in "guardrails" you set
- Allow workforce to evolve and optimize
- Be clear and communicate the "guardrails" (and why)

Build trust and inclusiveness.

What technology has done = make whatever is going to happen happen faster.

Align to the Role
- Job Description
- Incentive Comp/Rewards
- (Hiring Profiles)

Lots of things we do - getting workforce to be / behave different
- We don't often look at the overall design of the actual job
- When didn't get what they wanted, you are training someone how to work that conflicts with the way the job is actually executed.

We put in technology tools to serve and help customer.
- We train them how to use.
- But training may only be 40 hours vs. the other 2040 hours of the year, which is when behaviors actually set.

Originally - eLearning driven by scale and cost. Now - scale and effectiveness.
- This is a big shift.

At end of day - technology way to deploy something

Looking at the job itself is really important
- Activites, governance, incentives, etc
- Gotta make sure all aligned
- When peers not successful - because training and/or tools not align to the job. Job not aligned to reality.

(Importance of the systems AROUND the training. Major major important point. Something that continues to be neglected in our rush to "check the box")

Understand what motivates people to act the way they do - Behavior, NOT technology
- Organizational Design / Effectiveness
- Technology has always been around / changing / evolve.

The constant - changing behavior. Support or radically change.
- Sometimes we forget this.
- Technology has to be applicable to workforce and the jobs (physical role) exists.
+ there could be a YEARS lag between the technology and actually being able to use it.

The intersection - business + social.
- Change of CLO role. Internal fight in organization (esp C-suite) - who is responsible for Knowledge Management / Transfer?
+ CIOs - many feel that since tech-based, they are responsible for it. Noticeable over past 3-5 years.
+ Over 90% CLO - Org Psych, Org Design, etc. By 2006 - less than 20%. Most now 50% engineering and tech or 50% line of business leaders.
-- Exec mgmt, largest set of unmanaged assets are people.
-- No real reports on return on productivity.
+ Marketing - can measure media impression (butts in seats). But exec level, no one actually cares. What actually happens in the field? Did you increase productivity?

- Big phenomenon - measurement and showing ROI on productivity.

Start and Epidemic (Malcom Gladwell 2000 - Tipping Point)
- Learning Strategy + Social Tactics = Realization
- Best to combine solid learning model/strategy (adopt ONE) and social tactics. The tactics need to support strategy.

Marketers always trying to train us to change our behavior.

Gladwell - 3 rules
- Law of the few - just give me a few cool people who share through their social connections
- Stickiness Factor - message making an impact
- Power of Context - humans more sensitive to their environment than they seem

Word of mouth - a piece of extraordinary news travels a long distance in a short amount of time.
- Esp important with social

Promote social roles - can't assign these roles but exist in every community. These are the few.
- Connector - connects people to each other

- Maven - connects people through sharing knowledge. They are the ones that validate your training programs. They are doing it only doing it to keep people "safe"

- Salesman - Uses knowledge to engage and persuade.

We have been social since the beginning of time. We just now have the technologies to be social across time and space.
- Our cycle times have gotten shorter.

Trends in Social Marketing - learn from those who teach in small snippets
- Learn from those who change our behavior.
- Why video works so well - Can show a lot of info in a short period of time.
+ 60% of volume online video
- People in organization are consuming lots of video
- Most 3 minutes or less.
- Leverage technologies they are already using.

Requirements (guardrails) important.
- Also define the outcomes

By the end of 2009, Dell had generated 6.5 mil in sales from Twitter alone.
- Why is your organization blocking social media again?

(Had to stop to deal with a work emergency. Love multitasking)

Content is critical
- Decide on content strategy for company (buy or create)
- Will live somewhere
- Need relevant results in search. Build search mechanism
- Where they are getting to it.
- Good model: Community generates, the content team edits

Invite Critical Mass / Create scale
- Get the "right" people to the thing you are deploying.
- Sometimes, want everybody.
- Right people to right content
- Groupon / Living Social - bringing online back to offline (focus on local commerce)
+ Living Social - invite others, get the deal for change. Generating lots of $$ using peer pressure

Bloomburg - The Online Reviewing Mafia

What is the right mix of online > offline > online

Questions to consider
- How do you create training programs?
+ Why not start with the community first?
- Would you consider designing a course where part of the content is up to the community to design?
- What % of your content is community derived?
- Think about how trainnig would be run if it were done through the "social marketing" perspective? What would you do differently?
- If you gave your training budget to the community, what would they do with it?

Lowes asked this to their people. What would you do with the training budget?
- Came back with - would use the training budget to fix the SYSTEM. T
- (A good way to determine whether training is the thing really needed. Would love to see folks do THIS more often since our clients keep wanting to do "training" for an issue that is systemic)

- Monitor; don't police
- Provide feedback; don't criticize
- Exert gentle control
- Align to role

Learning strategy + social tactics = ROSLC (return on social learning capital)

Training has to align with what people are doing day-to-day.
- Need to go backwards to organizational design.
- Those day-to-day are HUGE. Redesign the job from an employee perspective.

Marketing is a training function
- Should report to training department since training = change behavior. So is marketing.
- $1 training: $9 marketing

"In times of change, learners inherit the Earth...while the learned find themselves beautifully equipped to deal with a world that no longer exists" - Eric Hoffer

Most orgs trying to readjust business plans for wave of growth next 10-15 years.
- Downturn forcing people to readjust business strategy, even the successful ones

70% now L&D on Leadership training right now (vs. 30% before)

We have generated and created a pool of leaders who have managed in growth economy (last 70 years with minor cycles)
- Where do we find all the leaders who need to manage over next 40 years in flat or down cycle?

Balanced Measurement
- Show sponsors and contributors what their interaction looks like
- Sponsors ROI
- Community - enable them to learn from the analytics of the crowd.

Cluster programs - given what I am deploying, I need to see X effect on organization.
- What do we need to see in the indicators.

Take the business intelligence engines and add variable for people interventions.
- Put together the correlation between programs and financials etc.

Training groups - don't be afraid to STOP stuff. Every program has a shelf life.
- Strongly monitor
- They (Lowes) monitor customer satisfaction and sales. (Again - what do you want to measure.)

Important for community to see how THEY are behaving.

Wednesday, June 08, 2011

#iel11 Encouraging Client Self-Sufficiency

Presentation: Encouraging Client Self-Sufficiency
Presenter: Peter Berking

(not getting into the details of the case study here. Running out of typing energy.)

Case study - 30 minute seat time.
Timeline: Project start 9/1/10. Due date 12/3/10

1 50% time author/developer
Required extensive content collection effort (little time for development)

The eLearning more like an infomercial. Major goal to pump up motivation.

Program itself very new.

Requirements - asynchronous, stand-alone, easily maintained, option for assessments later, no LMS, 508 compliant, high-level with links to detailed info.
- No branching or sequencing needed
- Want to use it for reference later
- Want to scale later

Main content need to be maintainable.

Requirements not so maintainable below.
- Want level 1 eval
- Capture who use training
- Certificate of completion needed

PowerPoint on steroids. Only used PowerPoint as development
- Using advanced interactive features
- Uses .ppsx files (opens in Slide Show mode)
- Web pages for navigation (powerpoints in a wrapper)
- PDF job aids and links for additional info.

Big limitation to PowerPoint - no variables or conditional interactions.

Navigation files use ASP to externalize content in XML file for maintainability.
- Open them in text editor.

After all topics completed, ASP script activates
- Survey
- Student identity capture
- Certificate of completion
- Minor training to show how client can maintain themselves

Demo is here
Used PowerPoint 2007

Using external XML very common practice
- See Flash coding.

Once open all of them,certificate of completion button activates.

Has instructions on how to get powerpoint in slideshow mode
- Has to be in SlideShow mode to get interactivity to work

Future SCORM options
- Need HTML SCORM wrapper file
- Whether PowerPoint launches within HTML pages or outside of them depends on :
+ Configuration of user's system
+ Version and type of PowerPoint
+ MIME settings on the server
+ Version of PowerPoint

You may want to use tool to convert to Flash or HTML
- Use tool
- Save as XML, Havascript, HTML (only really works in IE)
- Will need to go back to source files and republish as SCORM
- Each slide is separate image. Won't retain interactivity

May also be able to sae as .wmv or .mov, but no interactivity

May also save as jpg or png (but delete pop-ups before saving.

The solution depends on the tool use have.

Advantages of using PowerPoint
- Slides ultimate in reusable content object architecture (can remove, drag around etc)
- Quick and easy to produce (most folks know how to use PowerPoint)
- Does not require DHTML programmer
- Revision tracking in PowerPoint for reviews
- Enables storyboard while authoring (I do this in Captivate)
- Facilitates rapid prototyping
- Files self-contained
- Ubiquitous desktop software (most have MS Office
- Good compression of graphics
- Internal draw tools produce bandwidth-efficient vector graphics
- Robust media handling
- Simplifies file management. Graphics embedded in files.
- Options for printing all screens (PowerPoint. PDF but must parse out popups), different layouts
- Options of downloading files for offline viewing.
- Section 508 compliant, screen reader compatible
- Can alt tag within PowerPoint
- Speaker notes field for scripts for video and audio
- Local users / orgs can edit for their needs.
- Has basic interactive functionality (links, show/hide, rollover not very functional)
- Flexible distribution options (push via email attachment vs pull from web page.
- No browser plugins needed.
- Can model this to organization - (may be less threatening)
- Can use auto-slide timing
- Robust animation features
- Can use ILT course or briefing slides as starting point.

Big caveat
- This is NOT an eLearning format out of the gate. Still need to design.
- Many LMSs have assessment authoring built in.

Use PowerPoint as content core, then build out more robust interactive pieces.

PowerPoint is awesome baseline.

#iel11 Why 3D, Games and Simulations Matter

Had a chance to catch up with Dr. Kapp before the afternoon keynote.

Talked a bit about how much energy blogging requires. Especially when you are the throes of other creative projects. He has book writing as an excuse. My excuse...not so good ;)

Presentation: Why 3D, Games and Simulations Matter for Learning and Collaboration
Presenter: Karl Kapp

Often - we use technology. Think the shiny object solve our problem.

Right tool for right time makes sense.

Learning in 3d
Kapp Notes

Identity - no deep learning that takes place without identity
- We always wanted characters
- Research indicates that human social models influence behavior, believe and attitudes (Bandura, 1986 - Social foundations of thought and action)
- Learners perceive and are influenced by 3d representations of ourselves, help us learn - even when adapability limited

Can experience as avatar change a person's real life perceptions?
- (Audience) Yes.
- Yee & Bailenson (2006) - Walk a mile in digital shoes
+ Age person in digital time. Watching yourself age a way that influences behavior
+ Take negative stereotypes of aged people and made YOU an aged avatar. Found they had more empathy towards aged.

Are 2 avatar better than one?
- Motivator / Expert vs. Mentor
- Yes - 2 avatars better than one. Have a motivator avatar and an expert avatar.
- Single avatar, people would approach as only motivator or only expert

3 groups
- 1) Avatar looks like you lounging
- 2) Avatar that does not look like you exercising
- 3) Avatar that looks like you exercising
- Avatar that looks like you exercising - more likely to exercise 24 hours later.

Starting to see the more an avatar looks like you, more vested you are, more likely to demonstrate behavior change in real life.

Learners more influenced by an avatar of same gender and ethnicity/race with some interesting exceptions
- Middle school kids with avatar representing engineer. Female engineer more influential about making both male and female kids think about having a career as an engineer than a male engineer avatar.
+ Most role models for middle school children female teacher. Result: more female influence
+ Male avatar may be more intimidating.
+ Not sure. Research doesn't know yet.

- In Games - males who chose female avatars, behaved with male behaviors. Females with male avatars still showed female behavior (study done with 5th graders)
- Found same that racial bias also persistent in virtual world.
- (audience)Some men choose to be women in virtual worlds because more support.
- (audience) If avatar presented realistically (overweight) - more motivated to lose weight in world, which then transfers to real world.

If you think of technology timespan - we are only day 4 on birth of virtual world.
- Still have learning curve, how to move avatar around.
- Not too long ago - showing people how to navigate hyperlinks

Virtual environment - More efficient and effective learning environment for higher order skills.
- Not so good at lower order.

But think about it - we don't really need to memorize anymore. We can look stuff up.
- Still need to know declarative knowledge.

People learn facts better when embedded in story vs. lists.

Can we take a virtual world, tell a story related to our job, embed the declarative knowledge within.
- Design issue.

People tend to conform to how their avatar appears regardless of how it is perceived by others.
- Taller avatars more aggressive negotiators than shorter avatars
- Took people out of world - the folks who were taller avatars negotiated more aggressively in real life 15 min later.

People project attributes they would like to have on avatar - but on superficial level
- Different point of view impacts how you think about yourself and avatar
- Still have conflicting research in terms of relationship between avatar and person

Which builds more confidence classroom or simulation?
- Simulation - 20% higher.
- Situated cognition, we can immerse person in environment
- Recall better closer we are to our real environment.
+ We don't apply information learned in classroom in classroom in real life.
- We have to do performance. NOT multiple choice.

Training environment
- We make instruction too easy
- We leave out important negatives (ie - does the patient die in real life? Um...yeah....)

In class - give them the most difficult scenario. But they are applying the knowledge.
- Does work give you trick questions? Um...yeah....

Want to put them in a situation where they are looking at the meaning behind the steps. Not just the steps.

Do simulations have to be entertaining to be educational? No.
- Don't have to be fun to be instructional
- Remember your tough teachers? BUt the ones you learned the most from?

Gotta change the expectation. Apply skills need at work.
- At work, you will also be sweating and unhappy. Go with it.
- Sitzman (in press) - A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology

More emotionally tied we are to an event, more we can recall.
- If not emotionally invested, probably won't remember

(audience) In simulation - in safe environment. Can do more what if.
- 3d environment should not automatically = fun.
- People expect game looking things to be fun.

US Dept of Ed - online learning marginally more effective than classroom instruction BECAUSE people spend more time on task.
- Measure, how long does the learner stay on task.

Neuroscience - important to fail since releases endorphins therefore more likely to remember.

Flow in a 3D virtual world is impacted by 3 factors
- Frustration ----Bored
+ Flow state - performing at level that matches your skills perfectly and lose track of time.
+ Can do this with hobby, cooking, video games etc.
1) Degree of presence sensation perceived by students. How "there" do students feel.
2) Skills must be up to challenge. Too hard, no flow state.
+ Ideal - 1 level above your skill.
+ Getting incrementally better over time. Progressively more difficult as getting incrementally better.
+ Madden 2008 - team you were playing as you got better. Players found too frustrating.
+ Don't want to get to the point where learner feels they can never be successful.
3) Perception of interactivity in the virtual learning experience.
+ Please no more virtual powerpoint.

Ex. if teaching about safety in a factory, maybe build a virtual factory. Be in that environment. More powerful.

eLearning - consistent interface
Does world of warcraft have consistent user interface? No.
- There is something we are not getting. Not sure what it is.
- Right now, can't tell by the research.

First person view vs 3rd person - Ohio State (2004)
- Who was more likely to vote? 3rd person view. (interesting)
- Then asked people who felt socially awkward in high school - imagine socially awkward situation 1st person v. 3rd person. 3rd person people felt themselved more changed.

3rd person more effective because what we do with our memory - we change it to suit our situation.
- Often so favorable to us.

3rd person better way to change behavior.

Second Life - doesn't feel like us in 3rd person because missing peripherals.

Could people learn pro-social behavior by watching pro-social behavior.
Lemmings (pro-social behavior)
Leimers (blow away the lemmings)
Control - Tetris

Pro-social game more likely to pick up pencils vs. the Leimers and the Tetris folks

Learning between traditional instruction and 3d virtual world - the same.
- But when asked competency level of trainees - lower in virtual environment.
- Was HAPPY with this result. Wanted people to come in with some trepidation. Worked better in real life

What kind of learning can this new technology enable.
- Use it as an opportunity to do things in a safe environment.

Interactivity + Immersion = Sustained engagement
Results in meaningful learning.

Information transferrable from virtual to actual.

Learners prefer instructions (let them go do it) than instruction.

Simulation makes sense beyond just where lives at stake.
- Factories, call centers, retail stores, other work environments.

We need to have students experience 3d virtual world for themselves.
- Also need to teach elements of storytelling.
- How do you expand scenario-based learning / k-space / problem-based learning into instructional design so more mainstream.

Game developers - first thing you do so easy. Then building the scaffolding instead of telling them all at once.
- Immediate feedback
- Often, we try to dump into the simulator all at once.
- Small incremental goals.
- Play games to see how this works.

Cathy Moore - Making Change. Searching for Hajai Kamal.

#iel11 Technology-enabled Learning for the 21st Century

Caught up with some co-workers. Ate quickly, then spent some time in a dark conference room to re-charge my batteries (both laptop and my own).

It is so nice to see the tribe again. It is great to see some of these ideas congealing. To confirm that I am still on the right path in spirit, even though my work may not necessarily go as far as I would like. It's that dance between what you know you should do and what the client wants.

Got some great ideas from Koreen and Clark's presentations (no surprise there).
Very excited by the research Chris Dede presented. (Look folks! Research! From Harvard! SEE?!?!?!)

Only frustration - maybe its just me, but Twitter (or my phone) do not want to load my pictures. Or my blog posts. Maybe I will get them up sometime before the conference ends.
Presentation: Technology-enabled learning for the 21st century
Presenter: Nancy Knowlton, CEO SMARTTechnologies

Challenge - creativity, innovation and invention
- Gets to problem solving and critical thinking

Important that we use the right tools and right pedagogy as think about things
- By creating tools, understanding that it is not the ONLY tool.

SMART - moving from paper-based command center to all digital center.
- Trying to be mindful of world outside classroom
- Multiple displays of information

Today - information explosion.
- Helping students sort and sift impt part of education process.
- Part of development of 21st century skills.
+ Critical thinking
+ Problem-solving
+ Communication
+ Collaboration

More focus on visual element

What is the information explosion doing to our brains?
- Many overloaded.
- Company - creating "point space" so time to ponder strategic items
- Place technologies in proper context
- What is your time between interruptions?
+ How do you deploy the technology appropriately

SMART - near-term objective, whole-class (as in classroom)
- Focused on ILT. Minor step from traditional classroom to interactive whiteboard classroom. From individual computer to "group" computer.

Small group, in person
- collaboration, in person, sharing.
- Tables you can work around and interact with (still classroom furniture based)

Thinking about user interfaces and design of this furniture.
- (I fear my biases regarding classrooms are going to show in my notes. I guess interactive classroom tables are cool....)

Looking at how to create device like iPad and seeing how can be integrated with the large display setup in classroom.
- (Thinking there are ways to do this that are cheaper with existing tools at your disposal. Collaborative technologies you have lying around, an inexpensive projector, personal laptops or iPads, etc......)

Trying to support Blended / Distributed learning
- Combining synchronous / asynchronous
- Personalized
- Virtual collaborations
- Multi-user virtual environments (not directly)
- Videoconferencing
- Dataconferencing (voice + data)

(still looking for the gee whiz..... Maybe I am too jaded.)

Near term possibilities
- Frenzy around touch interfaces. (Thanks iPad)
+ No clear articulation regarding what the iPad will actually do (esp in the K-12 space)

- Multi- monitor as a possibility with interactive table (basically a setup I already see my colleagues using on their own.)

- Experimenting separation of group-shared vs. stuff you just see.

(Very focused on meeting rooms, classrooms etc. Makes sense for this individual's company. This is currently feeling like an extended sales pitch for supporting old models. Again, jaded.)

(Question comes to mind - where is the point where we have inadvertently over-complicated our environment? Teaching is stressful enough. For example, I and some of my colleagues still find ourselves fighting with the SmartBoard occasionally. Often due to need for re-calibration.)

(So I'm guessing the new products from SMART Technologies - display + installed web conferencing capabilities).

Can possibly use these isolated environments (with enough high def fancy monitors) to create interesting immersive rooms.

Going towards "smart appliance".
- Who "owns" a meeting room or training room
- Trying to make room "foolproof" (for when you absolutely have to have in person sessions)

The Rule of 3
- Settled on 3 connected displays in their meeting and class rooms
- Strong incremental results from multiple displays (esp in K-12)

What do you do with multiple displays (for remote folks)?
- Should be able to choose which image share (again, have to be careful about how do this and not make it too complicated for the moderator / instructor. Finding best laid ideas tend to get very squirrelly in practice during the actual class. Too many moderators have a tough time switching slides, much less applications)

Future of interactive displays - People's expectations are rising
- (I think the "wow that's cool" factor is disappearing when I touch a smartboard.)

(Sees a future of really big and ubiquitous touchscreens everywhere.)

Tools and technologies seamlessly available and unexpected workspaces.
(Welcome to your dystopian future)

Think sharing in group environment and groupwork will be accentuated and emphasized in the in-person classroom environment.

(True - this is the only reason why we still have 2 staff-designated training rooms. The collaboration needed when implementing new applications and developing the workflows necessary to have these things be at least functional.)

Odenplan Stair Piano

#iel11 Designing Mobile Learning

Presentation: Designing Mobile Learning
Presenter: Clark Quinn

The limits are no longer in technology - it is in our imaginations.

How do we leverage technology for the way we really learn?

Internet Time Alliance

Not about "learning"
- We learn to be able to do things we can't do now.
- new performance

From the ability to have information at hand when need it.

Much of our formal learning - designed for novices.
- lets meet the needs of the folks beyond the novice.
- Experts need the info. May not need the package. May need other experts to CREATE the new knowledge
- Support throughout the trajectory

Develop performance eLearning
- NOT just content on the web. NOT just webinar.
- What about performance support? Tools?
- Community????
- From learner's perspective - aim for integrated whole.

Content - for broader distribution
- MObile - deliver whenever and wherever are
- Mobile layer on top of our social media systems

Goal - support path from novice > practitioner > expert where at

Why mobile?
- In developing world, we've reached saturation. Everyone has mobile phone. For many - only access to internet.
- Will overtake PCs for connection to internet.
- Feature phones being replaced by smartphones

72% of the workforce is mobile. (Do you go on site visits? Conferences? Still need to stay in touch? Meetings? Guess what - you are mobile)

(Amazing - EVERYONE recognizes QR code. Last year - very few)

So much conversion. Devices are going / have all these features.
- new ways of input and varied (keyboard, touch, trackwheel)
- Varied output - vibration, audio, text, video
- All have way of connecting to the world
- Increasing way to sense world around them (mics, GPS, Camera, Sensors etc)
- Document editing, games, communication, time, data collection, media play, games, content display

You are accessorizing your brain.

These capabilities not unique to mobile. How you use them unique.
- Handheld, use frequently but not for long
- PC - use a long time but not frequently

This has implications for design.
- NOT about courses on phone.
- Very short and sweet.

We are tool users. Adapt environment to us vs. adapt us to environment
- We want to extend our mental capabilities as well.

Our brains - great at pattern matching. Suck at rote stuff.

If we augment ourselves with rote processing capability - we can do a much better job of problem-solving.
- This is not unique to mobile.
- Mobile provides anywhere / anytime.

4 cs of mobile
- Content (stuff to consume)
- Compute (calculators, interactive decision support)
- Capture (voice, camera, video - unique to mobile. Can capture local context)
- Communication (texting, voice)

Mobile learning about augmentation
- Solve problems
- Augment formal learning (not replacement). Extend

What about text messaging?
- Flood management simulation - all text messages.

Gotta stop thinking EVERYTHING is a course.

What should I do differently that I can now take advantage of.
- Low hanging fruit ok, but the interesting area is in thinking differently.

Real opportunity in extending the learning experience
- Formal learning is generally event based model.
- But if we can find a way to space it out - more likely to learn
- Retention over time, not achieved through event

Thalheimer - Spacing Learning Events Over Time

We have an opportunity to make learning that sticks!

Mobile also speaks to online learning in general
- Learn at our own pace and best time
- We can reactivate chunks as needed

We err too much on rote knowledge test. Sometimes needed, but only if you need to know something cold.

Prefer scenarios - how do things go weird.

Mobile (and eLearning in general) - don't need full sentences.

Performance Support - break it down. Top level steps, sub steps. What questions do you ask yourself?
- Also reminders.

Model of informal learning. Act in the world where you can, break down, repair, reflect, act again.

Stage 1 - Pull answer off shelf (google or whatever)
Stage 2 - active problem solving. May want to populate the space and share.
+ Don't forget the share step
Stage 3 - information update (reflection)

(currently envying those who doesn't have slow twitter camera pic load. Ugh.)

How do we use tools to meet new needs, not just existing needs.

GPS - as needed performance support. Monitors performance every step of the way. If off course, adapts and gives you new solution. Has audiory channel.
- Why don't we do more of this?
- Does this help you learn? (debate - are you motivated to learn? May impact how you process and pay attention to the performance support.)

Don't forget about social
- Jane Bozarth goes to twitter before google because your twitterati know you and what you are looking for better.
- Also Skype (can keep this open all the time if you have developed thinking)

Augmented reality - can do scavengers hunt. Can layer information on top of the world.
- (Hey boss - what about the Tech Corridor as augmented reality game)

Opportunities limitless
- How we REALLY learn in real world
- How we PERFORM in the real world

We have to understand the technology we have.
- What are we going to do with them?

#iel11 Leveraging ARGs for Learning

Presentation: Leveraging ARGs for Learning
Presenter: Koreen Olbrish

ARG: ALternate Reality Games (pervasive games / metagames / transmedia games)
- Mix of real world play and interaction with online components
- Collect clues to solve a mystery/puzzle
- Played individually or in teams
- Also called pervasive games


Remember - think of objective and design and model.

Alternate reality games - storyline based, can be low tech

Augmented reality games - overlay of info on real life. Can be used to create alternate reality games.

Gamification - looking at what people do anyway and putting game on top (Metagame)

- Puppetmaster - person behind scenes monitoring game play
+ Never know what people are going to do.
+ Help to guide. Adjust to accommodate OR squash
+ Scoring modified
- Curtain - separation between puppetmaster and players. Don't want to know who is actually controlling the game.
- Rabbithole - First entry piece into game. Where introduce characters, directions, etc.
+ If designing ARG for learning - don't make it a big mystery. Entertainment - can be mystery.
+ Don't want people in learning environment "wasting time" in tasks that aren't directed at learning goals.
- This is not a game (TINAG) - people doing things normally be doing. Modelling real life activities as part of game
+ ie - supervisor giving information to move storyline forward.
+ Recreate environment
+ "This is me practicing."

ARGs for Entertainment
Example: I love bees
- No one player could solve puzzle or accomplish tasks without working with others.
- It has been solved.

Example: Chain Factor (Numb3rs)
- Information in the TV show Numb3rs. And poster (clue) in NY subway.
- Getting people involved in show.

People invest a ton of time and energy figuring out puzzles.

New one out for Game of Thrones. Also -Tony Hawk on Twitter, scavenger hunt.

Serious ARGs
- Traces of Hope (red Cross, Tsunami)
+ How communication disseminated during disaster
- World without Oil
+ How do you live life without Oil? Journal and document entire day.
+ Single player, reflective journey
- Evoke
+ Connection between children in Africa and business people in other parts of world to solve business problems.
+ Lots of barriers to interaction
-- Time zone differences, time requirements for participants, too many differences to overcome.
-- Very high drop-off rate

ARGs for corporate learning
- Model real behaviors in game environment. Make it easy to transfer later.

Case Study: DevLearn 2009, Zombie Apocalypse
- Goals
+ Introduce/practice using different social media technologies for communication, collaboration and learning
+ Encourage networking and provide opportunities for relationship building
- Game structure
+ Team play
+ Collecting clues
- Tweets and clue codes. Also used YouTube, Flicker, Facebook, game portal.
- Launched 3 weeks before conference
+ Leaderboard
+ Avatars etc

- Lessons learned
+ Thought no one would play. Surprised at so much participation. Over 200 people. Some really hyper-competitive
+ Teams competing against each other. But 1st person from team to find the clue, made points. Accidentally set up internal competition between team dynamic.
+ Didn't set up where teams could talk privately. Teams wound up setting up private facebook pages. Outside game structure.
+ Team members - 15, probably too big and too fluid. Also "joined team but no clues" peer pressure.
+ No incentive to play the game. No prizes, no nothing. People participating to participate. Happy with outcome, but definitely needs tweaks

Didn't incorporate much game play into conference

Does it have to be zombies? (um. no)

Conference ARGs v Learning ARGs
- Conferences event based. Very focused on getting folks to interact.
- Conferences - get info and socialize. But not a lot of incentives to do extra work.

- Learning ARG - expectation part of training / part of day
+ People have time, though in bits and pieces
+ connect in various ways (PC, mobile)
+ context VERY important

Case Study: Constellation Wine
- Goals
+ Reinforce product knowledge and messaging
+ Practice selling skills
+ Encourage networking and provide opportunities for relationship building
- Game structure
+ Team play
+ Collecting "clues"
+ Online and onsite game play
- Launched 2 weeks before (maybe 4-5 hours)
- Game at conference
- Created virtual territory - which of your products make most sense?
+ Facebook page to communicate info
+ Unintended consequence - character posting information. But sales rep talking back. Puppetmaster forced to interact.
-- Trainers use it still to interact
+ Gates - needed to complete tasks before move forward
+ Prize - a vacation (had an incentive, big one)
+ 600 reps playing
+ The actual sales reps and sales management supported
+ all of the gameplay in portal. Also mobile - everyone has standard mobile devices. Scenarios handled through game engine.
+ Can spend a lot of time or a little depending on the person. People on both extremes. Hope, more thought you put in it - better you do.
+ They were using their own products and resources and materials expected to use during the course of their job with their customers (live company website).
+ For every day delay getting clue, fewer points. INcentivized to keep up with game (to prevent people from doing stuff at last minute)

- Lessons learned
+ Not easy sell to get the game implemented. Never done game before, much less during sales meeting. Big change culturally. 40-60 year old. Afraid sales reps wouldn't do it. Not mandatory. Still had 83% participation (was surprised).
+ Sales leadership thought "too hard" initially. A little pushback. Interestingly, once start playing - players wanted it to be harder.
+ They wanted it to be as complex as real work environment.
+ (Audience comment) - no one wants to be the non-participant. This could be motivator.
+ Reality - the inside sales reps who sat at desks all day, huge discrepancy between team with lots of inside sales reps vs. outside sales reps who don't sit at computers all day. Changed scoring mechanism going into live meeting. Allowed teams who were far behind to catch up unless the front-runners kept up.
-- Outside sales reps - competition levels shifted
-- Wouldn't have happened unless evaluating in the middle.

Development time for Constellation Wine - 6-8 weeks
- 2-3 day pilot test week before launch
- Tracked everything could track. How much time people spent, clues, conversations
- Used Kris Rockwells' portal

Post-game performance
- Wanted to look at sales data. Not given by client.
- REception of style of learning - tremendous. Wanted to do more of this for new hire
- Wanted to keep storyline for future training initiatives.
- Client saw as huge win (engagement and learner perception), plus excitement over looking at the old documents. (teach how to use the website with all of the information)
+ Visibility of resources HUGE benefit.

Examples of what not to do
- Main goal was to get people to talk to each other.
+ Wanted it to be subversive. So didn't market the game.
+ Piece of paper with clue to check something out. Everyone threw away.
+ Played video that was 4 security cameras. But no context or explanation.
+ Video ends, no comment. No one cared. Figured it was a glitch.
+ Made it so secret no one knew about it.

ARG for corporate learning - gotta be obvious.
- Why doing it, what doing, etc.
- Marketing key. How are you going to message, market.

Don't make it additional work!
- Don't add on top of training.

Watch your timing - what do people have to do in their real job.
- Do they actually have time?

Make sure the people have the technologies and the capabilities to play.

DevLearn 2010 - Dr. Strangelearn

Corporate learning opportunities

- New hire training
- Coaching
- Leadership development (teamwork, problem-based learning)
- Feedback mechanisms
- Action learning

#iel11 Wednesday Morning Keynote

Found Mark Oehlert, Clark Quinn and Stephen Martin. And thus the tribe begins to gather.

So there is something called a "mingle stick" - so I have to figure out where this is and how this works. Will report back.

Will also be trying to tweet some pics. I haven't been very successful at this in the past - but maybe I'll get this right this time. Maybe.
Keynote: How Immersion in Virtual Worlds Helps Learners in the Real World
Presenter: Chris Dede

3 things at once
- Shifts in knowledge and skills society values
+ Remember FORTRAN? (I do)
+ Many of us are wearing shoes for which our academic training did not prepare us.
+ Many careers for our kids do not yet exist
- Development of new methods of teaching and learning
- Changes in the characteristics of learners

We teach differently than we did 5 years ago because of what the students now do outside the classroom.
- Different strengths and preferences.

The trends are inter-related.
- Huge problem we have - what happens in classroom looks less like 21st c work than rest of people's lives outside the classroom.

Don't start with the technology - no solution looking for problem.

Civilization focusing on wicked problems
- Internested suites of problems that interact systemically. Unexpected consequences
+ Financial meltdown, global warming, terrorism
- We tackle these problems with teams with complementary expertise
+ But each person has different jargon, data, evidence etc
+ Teams have to negotiate putting together the elephant

How far can we get with teaching this skill in middle school?
- Gotta start as early as possible.
- Kindergarten - may be too early because of level of abstraction.

To teach this - will need to use Situated Learning
- common in life, but uncommon in formal ed
- Medical training - nothing looks like the nice multiple choice questions and elegant essays when in residency.
+ Thankfully - you are doing really simple things. There is the opportunity to have a series of apprenticeships - learn by watching people who know what they are doing.
+ Move from fringes to center as you get more skilled in real life.

We have probably learned our jobs by situated learning.

Classrooms and conference rooms very barren places that lack rich context.

Immersive Learning
- Immersion - you psychologically feel that you are located someplace different than you really are. (Please see Harry Potter Experience Universal)
- Movies can be weak form of immersion.
- Interactivity - allows you to shape the environment you are situated in.
+ Multi-User Virtual Environments - immersion in virtual contexts with digital artifacts and avatar-based identities
+ Virtual Reality - Full sensory immersion (Wii controllers, head-mounted displays etc)

- How to teach this complicated skill of solving complex problems.
- Middle school science curriculum (Dept of Ed)
+ Ecosystem science
+ Process of scientific inquiry
+ Complex causality (this underlies wicked problems)

What makes complex causality hard
- spatial scales involving action at a distance
- time delays
- invisible factors / non-obvious
- sudden things (seemingly) but oricess and steady states in contrast to event-based reasoning.

Can be deceived on all 4 levels

How immersive tech helps
- Realistic simulation / model of challenge facing
- Can do "magic" to control variables
+ Time, macro/micro view, distance, etc

So what does this virtual world look like?
- In EcoMUVE - preditor/prey. (Deer island - only deer. Wolf island - Deer and wolves)
+ Help understand relationship, flow of energy
+ Can help kids find salient things

- Ex. Digital pond - modeled after Black's Nook Pond in Cambridge, MA. (demo)
+ Virtual pond - you can walk under water and not drown (bonus!)
+ Can do scavenger hunt
+ Used gaming engine for graphics
+ Can take water quality measures, weather, etc.
+ Jigsaw pedagogy - each person has a different role so they can collect different data as a team. Then team puts pieces together.
+ Remember: there are also things that are not "seen". Uses "magic submarine" to see things that are tough to see at macroscopic level (the invisible stuff in the pond)
+ Also "adopt an atom" - track the atom.
+ And a housing development - starting a complex causal chain.
+ Can do stuff across time. Distinctive scenario - what killed the fish? Why does the water look different?

- The digital pond is a tool. Not just throwing kids into the ecosystem.

- "Magic"
- "Unintentional Problem"
- Trace flow of energy

Ultimately - did the students learn the 3 things?
- Very pleased at findings
- Large scale study this spring.

Imagine other content being put into this immersive interface and used to teach other skills.

Students also learning new literacies - Jenkins

- We think of this as fundamental skill for life.
- Intellectual and psycho-social literacies that depend on technology.
- ie: doing your taxes using tax tool.

The problem is an assessment problem.
- If give 2 sets of students item based pencil and paper test - both types will do the same.
- Paper and pencil tests are incapable of measuring complex performances.
+ We have been stalled on assessment for a century

NSES Model of Inquiry - Virtual Performance Assessment
- Also a virtual world for assessment
- Example - virtual world, student takes on ID of scientist. Students complete quests in 90 minutes.
- 4 phases
+ Orientation
+ Problem Identification
+ Experimentation
+ Competing Explanation
- Demonstrating whether student understood how to perform scientific inquiry.

Have various performance palattes.

Big breakthrough - Collecting rich audit trail
- Logfiles with timestamps
+ Where students went
+ Who did they communicate with & what said
+ What artifacts activated
+ Databases viewed
+ What data gathered using virtual scientific instruments
+ Hints accessed

Teacher then looks for patterns!

Can even automate this process. Ultimately, a more valid test because can evoke and capture complex intellectual performances.

Biggest single problem in effective ed - measurement strategies inadequate for capturing the richness of what we need to teach.

Currently building summative assessment. But want to build FORMATIVE assessments for diagnostics.
- If we get down how to do FORMATIVE assessments embedded in the learning, we won't need the summative assessments.
- Summative a first step.
- Formative richer and more accurate.
- Formative, diagnostic assessment provides more leverage for improvement than summative measures

Ubiquitous computing / Overlay devices / "alice in wonderland interface" / Augmented reality
- Preferred interface - the handheld mobile device. NOT laptop or PC.
- Games that rely on large screen immersion - not work so well.
- Entertainment focusing on strengths of mobile device.
+ Ex. Roku's Reward
(Goes into a lot of stuff Jane McGonagal is doing)

Now working on EcoMobile - people go into REAL ecosystems and use camera on mobile device with overlays on real life.
- Videos, people, etc.
- INteresting to study fully immersive vs. blended and where.
- Using jigsaw pedagogy, independent of modality.

IN next decade, we will gain as much power as last 35 years on our mobile devices.
- No idea what this will look like.

Smartbooks- scaled-up cell phone. Always on, location aware, light (Qualcomm)
- May be game changer
- Heavy lifting done in the cloud.

What if your device had a 6th sense?
- Who you are, how you like to learn? Who you like to learn with?
- Past - isolate. Now - as part of real world and life, true situated learning.
+ When is it best for which situation?

2010 US Educational Tech Plan
- Take a look at the LEARNING section of this plan.

Why Immersion for Training?
- many capabilities / affordances that are very powerful for education and training
- Just learning how to design and measure results + develop infrastructure for delivery anywhere

****Begin with complicated problem. Team to figure it out.***
- VERY different from traditional model.
- Much more powerful.

We have to find new ways of teaching.

Biggest challenge - professional development of ourselves.
- We need to UNLEARN what we know.
- When we think about learning, we are PROGRAMMED to think about classrooms etc. (Way too true).
+ These conferences allow us to unlearn together.

3 things - Beyond McLuhan
- Media shape their messages
- Media shape their participants - being altered unobtrusively, we are ignoring this at our peril.
- Infrastructures shape civilizations.

Effective learning requires many different forms of exposure.
- Remember, Immersive is a part of the repetoire. Can be used in front and back end to demonstrate relevance and application.
- There are also lots of things in between.

This will complement, not displace.

Still fear of things that look playful.
- Engaging and serious is just as rewarding as engaging and frivolous.

We don't have good models for what collaboration should look like.
- Teamwork in one context may not work in another.

Eventually, we will be able to embed advice at time of need vs. afterwards.
- Look at the audit trails.
- But this is still pretty new.

Remember: collaboration also requires scaffolding.

Strategies for helping the teachers (the gatekeepers)
- We and others have to unlearn things that we have made central to professional identities.
- If we can show immersive experiences help them fulfill dream of teaching the subject they love (those teaching subject love)
- Some teach because of love of students - focus on formative assessment and how can help the students.
- Use as way for reason for WHY someone went into teaching and training.

Tuesday, June 07, 2011

#iel11 Managing App Development

Came in (just barely) on time. Thought I had the place scoped better than I did. Nice new facility. Coffee is OK too.
Twitter feed is at #iel11

Sorry this is so long. The guy did not take a break.
--------------- - where the slide deck will be posted.

- Learn how to identify your distribution options and register as a developer
- Target audience and refine functional goal of app
- Lear practical approaches for marketing your application to your target audience.

Latest statistics
- Assumption that we have ubiquitous internet now.
- Study from Edison Research - Infinite Dial

iCloud - everything now backed up in cloud vs. synching to computer. No charge.
- Really moving from local on device to "constant availability" esp with smart-cacheing.
- Personal: consumption 80% now on iPad.

Don't let your personal tendencies skew perspective
- People want quick content, easily accessible, entertaining + intuitive.
- Remember - only 1 of 3 people have smart phones, but growing.
- Other trends - Pandora widespread (25%).
- Twitter is about to explode (again) - apple just made it a default install (hooray - more fail whale)
+ Social media platform for mobile devices.

Global perspective - US does not crack top 10 in terms of availability. The other countries make it a public service.
- LOTS more people using SMS than internet to communicate (global)
- Travel apps - SMS, cached map, live GPS

Rise of Mobile computing
- Smartphone ownership growing very quickly.
- Driven from middle of market (young, emerging, mid-range professionals). Goes downhill past 25-34 age range.

Levels - Android 1, iOS 2, RIM/Blackberry 3.
- 1 out of 3 own an apple product
- 50% are carrying portable media player of some sort.
- All racing towards the middle. Apple now #1 gaming platform in the world.

iPhone /iPad - over 50% love for each. Android - only 49%
- "My next phone will be...
- iPhone nemesis - the network, not the OK

What are people doing on smartphones
- Most make phone calls. Smartphone users make phonecalls more often than regular phone users.
- Texting 2nd most common activity
- 1/3 people have actually used an ap that they download. But starting to download and use more apps. Becoming a regular part of what people do.

"Internet is most essential delivery vehicle" - 45%. Under 35 - 62%

Online video - one of the most engaging ways of communicating content. (...depends....)
- Under 35 - prefer to learn via video.

Bigger the screen gets - more folks want to sit back and entertain vs. interact.

Growth of YouTube. 41% over last month have watched a YouTube video.

More inclined to give up TV or SmartPhone?
- 58% - get rid of TV. 40% give up Smart Phone. 2% don't know

Screencasts should be part of app development.

Rise of people wanting to use social media to connect.

Distribution options
- Apple App Store (iTunes)
- Android Marketplace ( - FREE)
- Amazon Appstore for Android (free app every day - $99/yr)
- BlackBerry AppWorld ( - need to pass exam, pricing variable)
- Windows Marketplace ( - $99/yr)

Get registered as a developer for the platforms you want (usually about $99 per year for most) - the advantage is early access to SW, documentation and training videos.

What is happening in the AppStore
- iOS - Almost 400k active apps. Over 100k inactive. 87k+ active publishers
- Games most popular paid category (esp with subscription category games).
+ Opportunities for visibility very limited.
+ You will need to do own promotion.
- Books 2nd most popular. Education 4th most popular.

App Store Approval Process (article from techcrunch)
- 95% approved within 14 days
- 40 full time reviewers
- 20% rejected, but sent back for tweaks and changes
+ If you want new content added - must be sold through THEIR store. Taking 30% (not necessarily a bad thing in comparison to old-school publishing. Will take care of infrastructure).
- App Store executive review board.
+ Determines procedures
+ Set policy for the review process
+ Reviews apps that are escalated to the board.

Very difficult to get past the $0.99 ap price. Avg price - $3.49

By Jan 2011 - 15 billion apps sold. - US app market - can see trends if targeting international market

If you are going to develop an app - will be spending $$
If you don't understand the market and trends - wasting money.

Make sure you check the most recent information. This stuff moves very quickly. Looking at info older than a month - may be making bad decisions about planning.

Inspiration > Need > Context (how consume) > Strategy (devices targeted) > Design > Prototype > Develop > Test > Optimize (no extraneous code) > Port to devices

- 70% of effort on design phase. Make or break.
+ Prototype after design, but also merged with as refine.

Good ideas that are hard to use do not succeed in this economy

Exploring Context
- Who are the users?
- How will users best absorb content?
- When will they interact?
- WHere are the users>
- Why use app
- How using mobile device (portrait, landscape, held)

Features > Meaning
-GPS > Location-aware
-Touch > Intimate and Interactive
-Sensors (A/V) > Physical Intelligence
-Contacts > Personal and Social
-Portability > Relevant at point of consideration

MObile Website - enhances / streamlined ( - for older web-enabled phones

Mobile Web Apps - can tie into phone itself. This is the growing. Also best experience and designed for one platform.
- Wordpress now turning sites into mobile web apps. Example Social Media Guide

3 styles of learning
- Auditory 20% connect with others verbally.
+ Pay attention to audio in App
- 35% visual.
- 45% kinesthetic - interacting with content. Using gestures, manipulating. Strongest group for app experience.

What do you want it to do?
- Utility - a simple at-a-glance tool
- Locale - application based on the physical context
+ See disney apps for ride info
- Informative - application meant to inform
- Productivity - increase available time (like a to-do list)
- Immersive - distract or entertain (like a zen garden app)

When is building an app the right choice?
- Charging money (most important reason). People used to paying money (though less than $5)
- Game
- Location-based services
- Cameras
- Accelerometers
- Device Filesystem - getting easier with cloud computing
- Offline access

There is an app - turns your camera into a Super 8 camera with editor.
Instagram - to take pictures and share.

Class participation - can upload audio, video and plugins during class.
- Can do self-reporting, logs and journals
- Voice logs

Wordpress app - can publish video and pictures directly from Android / iPhone

Hot trends in App Development
- Sensoring
- Biometrics
- Transactions
- Lifestreaming
- Recommendation
- Image recognition
- Augmented Reality
- Mobile Connected Games
- Location-based social media
- Retail proximity consumption

People want to get real - allow you to interact with people based on current location
- FourSquare
- Texas A&M Scavenger Hunt (why fight what is already working. Tie services that pre-exist that people use into app.

Join them or use them. Don't fight them

GroupOn - more popular. Urbanspoon.

Social Media Growth
- Use blogs for testing and marketing. Mainstream media now
- Be very transparent during development.
- Let people test and feedback (rapid prototyping)

GSA recommendations (NASA as example of use)
- Use technologies in your life
- Start where you can
- Use examples to show it can be done
- Develop and borrow interim policies. Keep flexible
- Proceed

Live Video Streaming
- Device to Device (not just phone to phone). Facetime
- Skype - impt for the live video chat.

People moving from pictures to video with phone.

Warning - avg. price is going to be about $2.00. You won't be making tons of coin.

Most profitable model - get paid up front by sponsor.
- If you plan to self fund off of consumers, not going to work so well unless you somehow create angry birds.

Android paid app rate is lower, but avg sell price is higher. Not as controlled. People experimenting with price.
- Games fastest growing category
- Books and education way down list for Android.
+ Top apps and what selling for with marketing.

Project Management

Project Management works for app development too.

Triple constraint - scope, schedule, budget
- Cut features to get launched. What is the small list - minimums needed (37signals)
- What are the time constraints for the project?
+ No guarantee will show up "on time". Leave lots of time if trying to hit a timeline.
- What are the financial constraints of the project?

- Develop concept
- Resources
- Define goals
- Match people
- Try to get schedule, time, budget
- etc etc etc (basic project management)

Project Management is NOT using MS Project. About breaking the steps of the project down to manageable chunks that you can communicate.

At each stage - fill out what needs to be done with info and what needs to happen

Work breakdown structure
- Major tasks and to small enough pieces to hand off to another.

Good project management - basically being able to say "let's break down further" and get the resources to focus on their piece.

Scoping / COntracts - put it ALL in writing
- Always do a scoping document
+ 2-16 hours
+ Objectives and deliverables
+ Get the sign off for EVERYTHING, including what to call the project.

- Get right people at meeting and buy in from employees.

- Internal - scoping document is the internal document between departments.
+ Minimize conflict, identify risk.
+ If not on the piece of paper, need time, money or both.
+ More than 3 days - full scoping document

Look for apps you like, then look in credits for development team or developer to find people.
- Get the roles of folks in writing. Also establish reporting frequency, esp for contractors.

Basecamp - use it for managing projects online. Widely used in public space.
- Can put up lots of media.
- Scalable. Single project for free. 15 projects for $24/mo.

Video and audio feedback - put in counters for feedback

Development process

MObile Design and Development - Brian Fling

Look at positive and negative reviews

How does the app solve a particular problem?
- Gotta turn the need into context. Have the need lead to action. This adds value.
+ Which features of the device are you going to engage?

Strategy (how is this going to be packaged to the end-user)
- What makes you different?
- How do you want to be perceived?
- What design approach will you undertake?

Getting Real - 37 signals (free online read)
- Build stuff YOU will use. Will be more invested.

First couple of projects - something you care about.

Determine devices you wish to target (check the market)
- Most either Android or iOS, then port to the other later.
- Keep list narrow and look for simularities

Adobe Device Central - database of various devices (have it - very useful, esp for mobile development when getting screensizes for Captivate)
- Will support virtual testing

Design - this is where most of us have influence
- Overall look and feel you are trying to create.

Ask people what they DON'T want.
- apps streamline the experience.

Remember - look at other apps for ideas.
- The interface.
- Download 5 or 6 apps. How are they different? Where do they rank?

Start with the user interface.
- You can do mock-ups on paper or tool.
- Prototyping is cheap.
- Slide presentation or wireframe that works out all navigation before start programming.

The interface is your product!
- The information you are selling is usually available elsewhere.

Prototyping tools
- Mobile GUI -
- UI Stencils -
- Mobile Sketchbook -
- Pocket Sketches -
- App Cooker ($20.00)-
- OmniGraffle -

iOS - Human Interface Guidelines
- Much of the information also useful for other apps
- Use the features of the phone
- Display is paramount (remember - you don't have a very big canvas)
- Remember how the user interfaces with the tool (navigation) and apps seen as tactile.

Remember to focus on the primary task of the app.
- Think top of screen down
- Give people logical task
- Minimize effort to enter table
- Tap button and see stuff.
- Start instantly, save automatically
- No quit button on app.

People are used to updates to apps every week. Start small and roll out incrementally.

Have folks prototype - include target audience, kids, mom

There are 3rd party tools for development.
- Adobe digital publishing suite (Adobe InDesign)
- LiveCode
- Appcelerator Titanium
- PhoneGap
- Whoop (WYSIWIG Design)

AppMakr - through web interface (presenting later today)
- Can use self-publishing option (cost effective)
- Can use as protyper
May want to run feeds through feedburner.
- Can update rss feed without having to republish the app.
- Also get reports through feedburner.

New content comes in whenever app is launched if use RSS feeds.

Test, test, test
- run in emulator from manufacturer
- test on multiple devices and versions (very tricky on Android)

- compress, compress, compress
- Keep file sizes as small as possible
- What can you get rid of
- Download time makes a big difference in usage and sales.

Compression tools
- QuickTime Pro
- Procoder
- Adobe Media Encoder
- MPEG Streamclip
- Cinematize
- Episode and Episode Pro
- Sorenson Squeeze

iOS - MPEG-4, H.264

If no video into app itself - YouTube compatibility.
- Warning - if you upload to YouTube, you are giving it to them.

Port - getting it to other devices.
-Some tools allow you to port different versions.
- May need to reformat graphics and other assets
- Target most relevant devices.

Best solution - use the actual development tool.
- Most feature rich - native app
- Lower cost - 3rd party developer with multi-port function.

Twitter - embracing idea as "headline news" service.
- More likely to follow brand on twitter vs. elsewhere
- Trying to put out information that entices people.
- more opportunities to engage app using twitter
- Built into app.
- Twitter - real time. Stuff gone. Can back up tweets, but old news.
- Reduces the skeletons in closet
- Better for searches. Can favorite
- Becoming system-level communication tool
- You have control over what shows up

Benefit of twitter followers - about total number of "real" followers. Highest educated, most social people.
- Most likely to resent your info.

8% usage, but 93% awareness for Twitter.

51% of Americans use facebook.

Just let people connect to their facebook and twitter accounts vs. creating a new one (again)

2 best places for interactivity
- Twitter - quality of participation
- Facebook - more people / volume

Both apps integrate to device
(I have mixed feelings about the auto contacts. I wind up with a ton of garbage in my phone.)

Brand throughout the application
- Consistent look and feel that matches your brand
+ Colors
+ Fonts etc
+ Artwork / logos

Icons - Glyphish ($25 / user interface icons and fonts)
- Free version requiring citation
Kuler - interactive color picker and community

Starting to see more touch interface in PC interfaces.

Video - used to be expensive
- All of it - editing sw, hardware, cameras etc
- As put together web video, give thought to content
+ Strong relevant videos
+ Engaging on-camera presence
- Screencasts - live host, because people more likely to pay attention.
+ 2 minutes
+ Cut away to just what is good. Minimize
- Make sure the video adds value. Don't force-fit

Getting discovered
- Search - based on popularity and relevance (relevance, apps description and keywords. Write accurate description. Also use keywords to address misspellings and additional search criteria.

- Featured Content - based on quality of app (good idea, great design, use OS feature well) and by attractive artwork

- Top Lists - top apps in each category. Coordinate efforts to create spike. Earn it or lose it.

Can use social media as promotion strategy
- Sharing (facebook and twitter)
- Blogging
- Use twitter (Amex - individuals initialing tweets)
- 36% think more positively about companies who blog.

Writing and posting
- Start soliciting early. Generate buzz early.
- Get domain name early and let people sign up. Notification as soon as approve.
- promo codes / giveaway
- People scan - look for things that jump out
- Headlines, bullets and boldface
- Links and images. More visuals.

Keep it short (less than 250 words for blogs - 7th grade audience)
- (ignore this blog)

1 topic per post. No jargon etc

Press Coverage - photos of screenshots and artworks easily accessable
- Links + phone number
- Maintain the relationship with press. Call them, exclusives, etc.
- Tie content into bigger picture.

Teaser > Preview > Launch
Hints and development cycle > preview features and ad hoc builds, beta test, trailer > emails out, notify, get blogs to link to you, launch full marketing site.

Extra technologies
- feedburner
- Feed Validator (tell you what wrong with them)

Search - iTunes Podcasts Tech specs

Lijit - seeing where people searching and what searching on.

Animoto - combine photos and music into animated slide show / music video.