Ellie Zenhari

Ellie Zenhari ITGM 755

Archive for October, 2012

Revised | Step By Step

Please Read:

1- Since I recorded the low fidelity prototype video walkthrough, I have slightly modified the rough wireframe outline. 

Please note that the functionalities of the wireframe have not changed, and are exactly the same settings described in the video presentation. The minor wireframe revisions, are merely cosmetic design modifications for better usability purposes.

2- The video walk for my low fidelity prototype, is a very rough wireframe presentation. I will refine & revise this low fidelity prototype based on the reviewing committee’s feedbacks and and user testing results.

3- The video walk through presentation is based on the first lesson plan, in which all the camera settings are locked in except for the aperture setting.
* I will refine & revise the prototype’s functionalities based on the reviewing committee’s feedbacks and and the user testing results.

4- In my proposed application, as the lesson plans advance, the complexity of this application also advances to allow the learner, to interactively change and manipulate all the camera settings simultaneously, and see an immediate result on the image.

Please Visit:

http://elliezenhari.com/765_website/camera_breakdown.pdf

Revised Wireframe Version 02

 

 

Wireframe Version 01

 

 

 

 

posted by Ellie Zenhari in Prototype Step By Step Documentation and have Comments Off

New Research

About Face 3: The Essentials of Interaction Design : 2007

Alan Cooper

“ If we want users to like our software we should design it to behave like a likable person: respectful,
generous and helpful. ” Alan Cooper

Summary: This book is an In depth study of interaction design, emphasizing the importance of goal
directed design in product development. This is a very well written and easy to understand
book that greatly helped me better understand the importance of goal oriented design through personas,
models and testing as a very essential part to the product success.

Click to View Sample Chapter

 


What video games have to teach us about learning and literacy | 2003

James Paul Gee
“ An academic discipline, or any other semiotic domain, for that matter, is not primarily content, in the sense of facts and principles. It is rather primarily a lived and historically changing set of distinctive social practices. It is in these practices that ‘content’ is generated, debated, and transformed via certain distinctive ways of thinking, talking, valuing, acting, and, often, writing and reading. ”

Summary: The books discusses how video games can actually help people regardless of the age, to obtain knowledge through different methods of learning. He argues that the educational systems can learn a lot from the techniques used by video games to keep students interested in playing the same game over and over again, and
facilitate the process of analytical thinking, and problem solving through ” self directed learning.” This book has particularly been helpful in my research process in developing my prototype that promotes higher level thinking and learning through direct manipulation and interaction with an application.

Click to View Sample Chapter

 


Design for How People Learn : June 2012

Julie. Dirksen

“ Having a skill is different than having knowledge. To determine if something is a skill gap rather than a knowledge gap, you need to ask just one question: Is it reasonable to think that someone can be proficient without practice? If the answer is Yes, then it’s not a skill.”

Summary: An engaging and visual book on the fundamentals of interactive design principles and how we can learn more efficiently by matching our past knowledge to create new knowledge and thus have a more effective learning outcome. Julie Dirksen also uses a lot of metaphors in learning that have been helpful in my research on the visualization tools and promoting higher order learning.

Click to View Sample Chapter

 



Video Games and The Future of Learning  | 2003 

David Shaffer, Kurt Squire, Richard Halverson & James Gee | PDF

Summary: This article proposes using games an a learning tool in education by connecting the social and experimental aspect of playing games with it’s learning properties.

This article proposes using games an a learning tool in education by connecting the social and experimental aspect of playing games with it’s learning properties.The paper discusses how video games are changing the way that we learn by arguing that we lean best when the
activities that we engage in, are those that we personally feel meaningful. He argues that by connecting the educational game values to the theory behind those games, the players can become more actively involved in the process of analytical thinking, problem solving and learning. This article was particularly helpful in my research as my camera application promotes higher level thinking and learning through ‘ self directed

posted by Ellie Zenhari in Research Links,Research Links : Books and have Comments Off

Revised Low Fidelity Prototype & Step by Step Documentation

Hello everyone,

1- This is the latest video walk through on my low fidelity visual component for my thesis project. I look forward to your feedbacks.

2- You can also download the step by step documentation that covers all the different settings in my prototype.

http://elliezenhari.com/765_website/camera_breakdown.pdf

posted by Ellie Zenhari in Prototype Step By Step Documentation,Thesis Visual Prototype and have Comments Off

Revised Thesis Outline

Thesis Outline

I. Introduction

A. Thesis statement:
Conventional simulators and online instructional methods fall short in delivering higher order learning. By utilizing direct manipulation with real-time feedback, a learner can better understand how technical manipulation effect visual results, thus bridging the gap between abstract concepts and the theory behind those concepts.

Problem statement: Conventional simulators and online instructional methods fall short in delivering higher order learning

Proposed solution: By utilizing direct manipulation with real-time feedback, a learner can better synthesize cause and effect relationships, thus bridging the gap between abstract concepts and the theory behind those concepts.

II. Introduction to Cognitive Tools 

A. History of Cognitive Tools
B. Advantages of Using of Cognitive Tools
1. Facilitated understanding of complex topics
2. Increased familiarity with Interface
3. Encourages website exploration to users familiar with the metaphors used in the website.

C. Dis-advantages of Using of Cognitive Tools
1. Can be misleading to the visitors not familiar with the metaphors used.
2. Cognitive Tools are incomplete.
3. Can become outdated quickly.

D. Experts & Research
1. Alan Cooper
2. Donald Norman
3. Kenneth Craik
4. David H. Jonassen

III. Introduction to Direct Manipulation 

A. History Of Direct manipulation
B. Advantages of Direct Manipulation
C. Dis-advantages of Using Direct Manipulation
D. Experts & Research

1. Alan Cooper
2. Donald Norman
3. Colin Ware
4. James P. Gee

IV. Visualization Tools

A. History Of Visualization Tools
B. Advantages of Visualization Tools

1. Facilitated understanding of complex topics
2. Increased familiarity with Interface
3. Encourages website exploration to users familiar with the metaphors used in the website.

C. Dis-advantages Visualization Tools

1. Can be misleading to the visitors not familiar with the metaphors used.
2. Cognitive Tools are incomplete.
3. Can become outdated quickly.

D. Visualization Tools Examples

1. Yahoo body map
2. MacSpartan Visualization tool
3. Adobe Kuler
4. TheSim Cam
5. Camera Simulator
6. Cam Sim

D. Experts & Research

1. Alan Cooper
2. Donald Norman
3. Colin Ware
4. James P. Gee

V. Visualization Tools In Education

A. History Of Visualization Tools In Education
B. Advantages of Visualization Tools In Education

1. Facilitated understanding of complex topics
2. Increased familiarity with Interface
3. Encourages website exploration to users familiar with the metaphors used in the website.

C. Dis-advantages Visualization Tools In Education

1. Can be misleading to the visitors not familiar with the metaphors used.
2. Cognitive Tools are incomplete.
3. Can become outdated quickly.

D. Visualization Tools Examples

1. MacSpartan Visualization tool
2. Camera Simulator

D. Experts & Research

1. David H. Jonassen
2. Will Constello
3. James P. Gee

VI. Proposed Solution

A. An application that promotes higher learning through:

1. Direct manipulation
2. Direct interaction
3. Immediate visual feedback

direct interaction and manipulation which provides immediate visual results.
B. Advantages of Visualization Tools In Education

1. Facilitated understanding of complex topics
2. Increased familiarity with Interface
3. Encourages website exploration to users familiar with the metaphors used in the website.

VII. METHODOLOGY OF SOLUTION

A. Design the low fidelity in Photoshop and Illustrator
B. Program the simulator in Flash and HTML5
C. Test the rough prototype in beginning photography classes
D. Collect Data
E. Make revisions
F. Additional Testing

A. Evaluate and assess the effectiveness of the application in promoting higher learning through:

1. Class projects
2. User Testing
3. Student Outcome

posted by Ellie Zenhari in Thesis Outline and have Comments Off

Revised Thesis Statement & Abstract

Thesis Statement

Conventional simulators and online instructional methods fall short in delivering higher order learning. By utilizing direct manipulation with real-time feedback, a learner can better synthesize cause and effect relationships, thus bridging the gap between abstract concepts and the theory behind those concepts..

Abstract

Studies have shown that human beings acquire more information through vision than all the other senses combined. Visualization and mind tools provide the ability to translate our mental images into rough, tangible, and digital representations of those images, so that we can better understand our thoughts and more actively engage in the development and exploration process of what we are learning and why we are learning it.
However, visualization tools alone can’t promote higher order thinking, problem solving and analytical skills based on the learner’s unique mental vision and experiences. according to studies and research on cognitive tool’s impact in education, when computer technologies are used as the primary source of acquiring information, the learner can actually develop deficiencies in critical thinking and learning skills, making them passive learners.

To engage students in critical thinking and improve higher order learning, this paper proposes building a customized application as a visual, mental model through direct manipulation and interaction with a virtual digital camera for online beginning photography classes. By allowing the learner to manipulate the virtual settings and dials and instantly see changes and results on an image, the student can visually and directly learn about abstract technical photography concepts, such as film, shutter and aperture settings, helping them to immediately establish a relationship between how the interaction of these settings can affect the overall image.
What makes this application a more powerful learning tool than standalone applications or traditional online textual lessons is that through direct manipulation providing immediate visual feedback, the learner can instantly bridge the gap between abstract technical photography concepts and the theory behind those concepts.

Furthermore, through “ self directed learning,” students can actively engage in interpreting, analyzing and acquiring new knowledge, which helps to promote understanding and allows them to communicate more clearly their unique mental vision through photographs.

posted by Ellie Zenhari in Thesis Abstract,Thesis Statement and have Comments Off

Revised Low Fidelity Visual Component

Hello everyone,

This is the latest video walk through on my low fidelity visual component for my thesis project. I look forward to your feedbacks.

posted by Ellie Zenhari in Thesis Visual Prototype and have Comments Off

Revised Prototype Video Walk through

 

I look forward to your feedbacks!

http://elliezenhari.com/765_website/prototype.html

posted by Ellie Zenhari in Thesis Visual Prototype and have Comments Off

10 great quotes from Steve Jobs

1. ”What a computer is to me is the most remarkable tool that we have ever come up with. It’s the equivalent of a bicycle for our minds.” (film “Memory & Imagination,” 1990)

2. “I end up not buying a lot of things, because I find them ridiculous.” (The Independent, 2005)

3. ”I think death is the most wonderful invention of life. It purges the system of these old models that are obsolete.” (Playboy, 1985)

4. ”People think focus means saying yes to the thing you’ve got to focus on. But that’s not what it means at all. It means saying no to the hundred other good ideas that there are. You have to pick carefully. I’m actually as proud of the things we haven’t done as the things I have done. Innovation is saying no to 1,000 things.” (Apple Worldwide Developers’ Conference, 1997)

10 things Steve Jobs taught us

5. ”Being the richest man in the cemetery doesn’t matter to me. … Going to bed at night saying we’ve done something wonderful — that’s what matters to me.” (CNNMoney/Fortune, 1993)

6. “My job is not to be easy on people. My job is to make them better.” (CNNMoney/Fortune, 2008)

7. “If you want to live your life in a creative way, as an artist, you have to not look back too much. You have to be willing to take whatever you’ve done and whoever you were and throw them away.” (Playboy, 1985)

8. “Innovation distinguishes between a leader and a follower.” (“The Innovation Secrets of Steve Jobs,” 2001)

9. ”My model for business is the Beatles. They were four guys who kept each other’s kind of negative tendencies in check. They balanced each other, and the total was greater than the sum of the parts. That’s how I see business: Great things in business are never done by one person. They’re done by a team of people.” (“60 Minutes,” 2003)

10. ”I would trade all my technology for an afternoon with Socrates.” (Newsweek, 2001)

posted by Ellie Zenhari in Artist Influence Links,inspring links and have Comments Off

Revised Thesis Statement

 

Conventional simulators and online instructional methods fall short in delivering higher order learning. By utilizing direct manipulation with real-time feedback, a learner can better a learner can better synthesize cause and effect relationships, thus bridging the gap between abstract concepts and the theory behind those concepts.

posted by Ellie Zenhari in Thesis Statement and have Comments Off

Revised Gap Analysis II

Please take a look.

http://elliezenhari.com/765/eZenhari_revised_schedule.pdf

 

posted by Ellie Zenhari in Gap Analysis and have Comments Off