| In this
section, the primary design method of Askplorer is described first.
Then, the design process of Askplorer will be explained chronologically.
The design process includes: “Origin of the project,”
“Initial plan,” “The project changed,” “New
plan with brainstorming, interviews and observations,” “Literature
review,” “Sketching and prototyping,” “Video
shooting and participatory design,” and “User study”.
Informant design
The design process of Askplorer involves
informant design. Informant design is a method in which a designer
uses firsthand perspectives of the users and the people who have
expertise in the subject domain (Scaife et al. 1997). Informant
design is one of the learner-centered approaches, and the advantage
is that a designer can include users’ feedback from the early
stage of development. It typically “emphasizes the use of
‘low-tech’ and ‘lightwight’ communicative
tools“ (Scaife et al. 1997). I used paper prototypes to communicate
with informants to improve the design. The design process included
observations, interviews and participatory design of role play scenarios.
Origin of the project
The motive of the project was from
my personal experience of choosing a college. I went to a college
in Japan. The overall experience was not satisfactory, unfortunately.
Unlike the United States, it is not popular to change a major or
transfer college in Japan. So, Japanese college students have to
stick to the decisions that they made at the end of high school.
Fortunately, I could go to a college in the United States, and that
was quite satisfactory experience. The contrasting experiences made
me understand that it was very important for high school students
to choose a college that matched their personalities and interests.
Having done a small research, I found that high school students
in the U.S. were also under supported for their decision-making
about colleges.
Initial plan
The initial plan of this project
was different from the final one although they shared the following
same topic: high school students are under-supported in their decision
making for college choice although quite a few of them receive academic
support such as SAT preparation. The project changed significantly
in March 2003, and the idea of Askplorer emerged after that change.
The initial plan of the project was to support high school students’
decision making from multiple approaches. The first was to foster
their research skills to find more about their prospective colleges
and future jobs. The second was to foster a user’s reflection
skill to raise his/her self-awareness to be able to find better
matching with a college. Especially, the second approach was emphasized
in the initial plan.
I did brainstorming and decided to create an electronic portfolio
with scaffolding to support a user’s reflection process. The
aim of the plan was to enable the user to find his/her own interests
and needs from his/her own experiences. The premise was that high
school students did not integrate and make meaning of their experiences
in terms of future planning, and that hindered college choice based
on sound reasoning. The skill to find out one’s own needs
was necessary whenever he needed to do decision making in the future.
The literature review was conducted in the following categories
- Research on how teenagers get prepared for their futures
- Resources that help teenagers’ preparations
for their colleges and jobs
- Portfolio theories and practices
- Theories and practices on reflective thinking
- Statistics about college choice
Interviews were conducted to understand
the problems, needs and learners. I talked with the following people:
- Two school teachers who were using portfolio in their
classes
- Two non-profit organization staff members who helped
students’ college preparation
- One counselor who was working on a college campus
to prevent the students from
dropping out
- Several high school students who were planning to
go to college
The initial plan gradually took shape,
and the target users were identified. Through the research, it became
apparent that high school students from low socio-economic status
families were less supported in college choice, and they had more
obstacles to be prepared for colleges. For example, a student who
will be a first generation college student could not receive firsthand
information about colleges from his/her parents. Also, because the
people surrounding the student do not have an idea of colleges,
the students struggle to overcome the misunderstandings of these
people. Because the students from low SES are less prepared for
colleges, they experience more difficulties even after they are
enrolled in a college than those from average economic status families.
Hence, the retention rate of the students from low SES is lower
than those who are not. I identified that it was meaningful to situate
the portfolio solution for students from low SES.
In February and March, a curriculum
was developed that would raise the target users’ self-awareness
to be a college student. It was designed so that an electronic portfolio
could be incorporated later. It was handed to the non-profit organization
in East Palo Alto, CA. Although the initial project plan changed,
the curriculum is still valid and supposed to be used in the summer
of 2003.
The findings of the literature reviews and interviews in the initial
plan remained useful even after the project changed the direction
in March.
The plan changed
In March, I found it difficult
to complete the project unless it was changed. The biggest challenge
of the initial plan was the difficulty to distinguish learning from
counseling and knowledge management.
The definition of learning in the Learning
Design and Technology program is that “learning is change
of behavior” and “learning is measurable.” There
are still discussions left, but the I became a strong advocate of
the definition through the course of the program. Measuring an individual’s
self-awareness is a very difficult task because enhancing self-awareness
is an ill-structured process. I judged that it was not going to
be possible to establish a measure for self-awareness of college
preparation within the limited time of the master’s project.
Also, I assumed that it was going to be difficult to raise self-awareness
within a limited amount of time of the learner study, such as several
hours.
Anther problem of the initial plan
was a learning content. To be able to say that something is learned,
it is obvious that we need a content that should be learned. A problem
of portfolio is that, although portfolio might provide meta-data
to support reflection on what is learned, a portfolio itself does
not provide a learning content. It is basically up to a user to
choose experiences and artifacts to include in a portfolio. A portfolio
should be used as a supportive tool for learning, but not as a learning
material. Although an electronic portfolio could be used as a part
of a curriculum as a supportive tool, I then had to find an appropriate
curriculum that was addressing self-awareness for college preparation,
which was not easy to do. In sum, the initial learning problem and
plan was good, but it was practically not feasible to complete in
few months.
In addition, there was a problem unique
to me. As learning deals with human cognition, which is strongly
influenced by one’s culture, it is significant for a designer
to understand his users’ cultures. Especially, when it comes
to a topic like self-awareness, this becomes more significant. Self-awareness
cannot be considered without the background culture of a learner.
As for the initial plan of the project, it was important to understand
the minority issue and the communities of the target users. However,
these were difficult for a designer because he was from a foreign
country that did not have as big diversity issue as the United States.
I realized that it was going to take longer than the master’s
project period to understand the target learners and learning contents
enough to develop a sophisticated solution. The lesson learned there
was that a learning designer should always be aware of the distance
between the learning content or the target users and himself.
New plan with brainstorming, observation and interviews
Askplorer’s plan started
with brainstorming, and soon it moved on to observation and interview
phase. I visited several venues that high school students would
be likely to go to in order to ask questions. The summary of the
visits is following:
- Stanford Prospective Undergraduate Tour (PUNT)
(6 times)
- Stanford Undergraduate Admissions Counseling
(3 times)
- Stanford Admissions Information Session (Once)
During the observations, I took observation notes and used them
for further investigations and the prototype design. After each
information session and tour, small interviews were conducted with
tour guides, parents, students and admissions officers. The following
is the list of the people interviewed:
- 6 student college tour guides
- 3 undergraduate admissions officers
- Several prospective students and their parents
The observations and interviews continued
for 9 weeks until the second week of May. Also, I talked with counseling
professionals and received their feedback about the project idea.
During a series of the qualitative
research, I found several important points to include in the Askplorer’s
questioning strategies. One of the points is that prospective students
should ask more specific questions. All the people who talked with
prospective students mentioned this. Another point is to ask “feeling”
questions to know about the current college students’ satisfaction.
Multiple counselors mentioned this point.
Literature review
In addition to the literature
examined in the initial plan, further literature review was conducted.
First, articles about learning and transfer were covered. This is
because of the Askplorer’s aim that a user learns practical
skills that he/she can actually use in a real situation. Second,
books about questioning techniques were reviewed. These books were
written for corporate managers, journalists and qualitative researchers
who need to ask questions in their professions. Although the books
were not academic articles, they suggested the wisdom of practitioners
to create the Askplorer’s questioning strategies. The issue
that the Askplorer’s questioning strategies are not academically
grounded will be covered in “feedback and future direction”
section. Third, college choice/preparation related materials were
continuously examined. Such materials include Stanford Bridge Project’s
report and Princeton Review’s bulletin board.
Sketching and prototyping
The sketching phase overlapped
the observation and interview phase due to the limited amount of
time. The first idea sketch was done in the design journal. The
second sketch was a combination of sketch and paper prototype. Most
of the parts in the interface were sketched on post-its and pasted
on a sketchbook where some other parts were drawn. The use of post-it
was in order to make any changes easily. I showed the sketches (paper
prototypes) to several people and received feedback. Those people
were not end users, but it was good to receive feedback from others
in the initial phase of prototyping and iteratively reflected during
the development. For example, I prepared several different buttons
to move back and forth between the pages. Because the people who
gave feedback preferred hand shaped buttons, I decided to use them.
Then the next paper prototype was created before coding the final
demo version. This time, it was more like screenshots of the demo
version. This prototype was shown in the review session in April
and used for an informal user study. It was also used to illustrate
the idea of the projects to the informants. During the sketch phase,
I made sure if the technology used was realistic. To do so, small
test programs were created and technical obstacles were cleared.
Video shooting and participatory design
In the Askplorer demo, five
video clips were included. The video making started on April 3rd
and finished on May 14th. In this section, the design process of
video making will be described. Two of the videos used participatory
design: a “practice experience video” and an “expert
comment video”. Participatory design is one of the user-centered
design methods in which a designer designs a product “with”
users. This method was used to make the “practical experience
video” realistic and to include the expert’s perspective
in the “expert comment video”.
The first three videos were “sensing”
video clips of the people whom prospective students could ask about
colleges. They answered the questions that were created from the
findings in the observation and interview phase. The following are
some of the questions asked to the undergraduate admissions officer:
- Could you explain what you do in your counseling
session?
- What do high school students ask frequently?
- What were the best questions you ever received
from students?
- How would you help a student when he/she asks
something that you don’t know?
In the “practical experience
video”, a high school student was asking questions. These
questions reflect the participant student’s own interests
and the Askplorer’s questioning strategies. The scenario was
created with the participant. First, I asked what she wanted to
ask the interviewee and narrowed down her interests. For example,
when she said that she wanted to ask about dorms, I clarified what
specifically she wanted to know about dorms. Then, I applied the
questioning strategies and created the scenario with a side note
to advise the student. The scenario was explained thoroughly to
make sure that the participant understood the strategies. For instance,
the participant agreed to clearly mention her interest before asking
about it so that the interviewee would give her specific information.
During the video shooting, the scenario was shown to the participant
behind the camera to remind the participant in case she forgot it.
The whole process of scenario making and video shooting was beneficial
to both the participants and me since the participant could improve
her questioning skills. The participant reported that the experience
was satisfactory.
The “expert comment video”
was made in the following process. First, I explained the scenario
and strategies used in the “practical experience video”.
Then, the “practical experience video” was shown on
a computer display. The expert watched the video once and wrote
down her comments. I made sure the amount of the comments was appropriate
and the points of the strategies were covered. Finally, the expert
comments ware videotaped. The expert watched the “practical
experience video” again and paused it whenever she had a comment.
I recorded the time when the video was paused. As she paused the
video, she spoke her comments to a video camera. The expert made
20 comments as a whole.
User Study
A user study was conducted
informally with one graduate student at Stanford University. Due
to the limited time of the development period, I decided to postpone
the user study with target users of Askplorer. More formal user
study should be conducted in the next cycle of the development with
multiple end users. The shortcoming of the user study with a graduate
student was that I could not understand whether the software was
motivating for the target age learners. However, the participant
provided precious firsthand insights of a user that could not be
noticed from the designer’s point of view.
The study was done on May 12th in
the Center for Educational Research at Stanford (CERAS). The whole
process was for thirty minutes. The participant was asked to go
through the digital prototype of Askplorer without an operational
instruction. The purpose of the study was to measure if the interface
was intuitive and not confusing. The findings were as follows.
- The hand-shaped buttons needed to be improved. The
participant easily found that the
hands were buttons, but the active clickable areas were too small.
It took about 5 seconds for him to
find an active area. This was reflected into the final
prototype.
- “Practical experience videos” needed
more description on how to post comments.
A user was supposed to click on a video screen to post a comment,
but it was not explicit. The participant mentioned that it wasn’t
difficult once he learned how to do
it, but he was confused at first. Because of this
finding, I added a short instruction message and made it pop up
when a user starts the “practical
experience videos”.
- The participant suggested some changes in the use
of color. For example, the list of
questioning strategies was originally written in black and red.
Black lines and red lines were written
one after the other. My intention was to make it easier
to read. However, the participant thought that different colors
stood for different meanings. He mentioned
that he thought red meant a question and black
meant the answer to the question. This was fixed immediately. I
made all the lines black.
Other feedback in the development phase
I showed my prototypes and
sketches to most of the people whom I met in the design process,
and there was other insightful feedback. The most significant feedback
was to add a function that prompts a user to write a summary of
his/her own comments when the user finishes a practical experience
video. By this, Askplorer becomes more active and the user’s
comparison between his/her own comments and the expert’s ones
become more explicit.
Feedback
and Future Direction |