Chapter 4 stresses the importance of individuality in the development of technologies that teach and interact with people. The overall work is important as it stresses the fact that technologies, as a creation of man must be developed and manipulated to reflect the humanity of their purpose. The fallibility of the mind is stressed as is its limitations and the possibility of the development of greater tools to impart knowledge is the most important factor in the development of learning tools.
Norman, D. (1988). The Design of Everyday Things. New York: Doubleday/Currency. [chapters 1, 2, 3, 4]
In this work Norman describes how important the built environment is to human understanding by describing why some things are embraced and others are rejected based on the confines of their make-up. Chapter 1 stresses the importance of creating everyday objects, and even more complex objects that are easy for the human mind to understand and therefore use. Chapter 2 stresses that regardless of the fact that the individual is more likely to blame him or herself for failure to be able to work a particular object or item the reality is that the fault often lies in some design flaw that led the user astray and created a missing link in their ability to use an item or object, and that this can apply to simple or even complex items. Chapter 3 stresses that knowledge of everyday objects often has to be stored in the mind to allow the user the ability to use it, stressing that base knowledge is necessary unless the built environment offers clues and directions for use. Chapter 4 stresses that the number of possible functions and/or options of utilizing an object or item guide the user through the progress of using it, and that experience and discovery are usually the best ways to master tasks.
Saffer, D. (2007) Designing for Interaction. Berkeley: New Riders.
Designing for Interaction describes a new frontier in the manner in which the built environment is designed. The work in Chapters 1-5 stresses the nature of the interactive and demonstrative way that usable objects are designed. Some of the items that Saffer uses to describe this new style of design principles are the iPod, and popular websites that are innovative in their ability to engage the user (Flicer for example) the book is written from a designers point-of-view, but is approachable for the lay user, and can seriously help an instructional educational designer to see the ways in which they and the learner can contribute to the development of new educational tools. Though the work does not specifically describe educational tools it does, from a design perspective describe innovative ways that the user can impact the process and interact with a built or virtual environment to develop better products and services that more effectively meet the needs of the user and the purpose of the materials. Hopefully this will be the first of many design centered works that are approachable enough to guide the developer through the process of research and development in a user friendly manner.
Schnotz, W., & Bannert, M. (2003). Construction and interference in learning from multiple representation. Learning and Instruction, 13, 141-156.
Schnotz and Bannert stated goal is to describe, "an integrated view of learning from verbal and pictorial representations. Learning from these representations is considered as a task oriented process of constructing multiple mental representations. Construction of these representations includes information selection and information organisation, parsing of symbol structures, mapping of analog structures as well as model construction and model inspection." (p.141) the purpose of the article is to help a designer of instructional or other material create a system where all the integrated functions of verbal and pictorial representations are applied, through systematic development and include all the aspects the learner will need to understand the construct of the information given. The article is particularly helpful in understanding the viewer/learner role in interpretation and evaluation, i.e. The active role of the learner in materials. Understanding the role the learner plays in development and use of instructional material and especially multi-media material is crucial to the development of instructional material that engages the learner and guides him or her through the process of learning the given information. Multi-media is an aspect of instructional design that is even more dependant upon the learner, and therefore needs to be developed...
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The event is held yearly but has only limited opportunity for profit, as the venue, rather than direct ticket sales incur the cost of the events. In other words the venue is slightly different than the standard concert or tour experience, because the overall support of the whole event (the County Fair) offsets the costs incurred by the label and the artist's tour systems. The Label has been actively
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