Amy Jo Kim interviews Casey Means, cofounder of Levels
VARK refers to “Visual, Auditory, (W)ritten and Kinesthetic learning types. Although the theory is contested, it’s still a good shorthand for engagement. While you can’t really diagnose and customize for a specific learning style, adults usually claim to excel in one over the other. I like to make sure I move around the VARK circle early and often. When I work with leaders on developing their facilitation approach I like to get them to think about what other types of variety they might use to engage people. Any one of these modes of engagement can get boring if overused! The code word is variety! Spectrums to create variety across include: Visual: I love to get people to sketch their ideas on paper…it’s a cheat, because it also uses written communications and is highly kinesthetic. It’s a 3-for-1 Auditory: Clear instructions, judicious use of music (one facilitator invited folks to play their own music during a silent, muted brainstorm. Written communications: Anchoring the conversation in written text, either in slides, in chat or in a shared document can create engagement if not overused. Kinesthetic modes: Like stretching, or using objects in their space. Conversational Size, Interpersonal to Intrapersonal: ie, making time for small and large conversations, including time for individuals to think. Tempo or Cadence: making time for short, focused bursts and more slowed down conversations. Control or Power: Making space for structured work as well as creating space for unstructured, decontrolled or decentralized conversations. Patterns: I am a huge fan of breakouts and “think-pair-share” but even that can get boring if over-used. Leveraging a greater variety of group conversational patterns, like round-robin, popcorn-style share outs or fishbowl conversations.
Artefact is proud to introduce The Tarot Cards of Tech: a tool to inspire important conversations around the true impact of technology and the products we design. The Tarot Cards of Tech encourage creators to think about the outcomes technology can create, from unintended consequences to opportunities for positive change. The cards are our way of helping you gaze into the future to determine how to make your product the best it can be.
The key in all this is crossing the chasm—performing the acts that allow the first shoots of that mainstream market to emerge. This is a do-or-die proposition for high-tech enterprises; hence it is logical that they be the crucible in which “chasm theory” is formed. But the principles can be generalized to other forms of marketing, so for the general reader who can bear with all the high-tech examples in this book, useful lessons may be learned.
DCMP is the leader for captioning and description standards. We provide not only accessible content but the standard for professionals and amateurs working to build quality, accessible media.
Why is it important to make sure that emerging media and communications technologies are created by people from a wide variety of backgrounds and identities? The media we consume has an enormous impact on our perception of reality. With this toolkit, we are trying to achieve something that humans have not yet achieved in the history of mass media — fair and equitable representation of the world’s stories and images.
great remote icebreaker ideas!
extensive lists of links
Pyramid of Users' Needs - Aarron Walter, the author of Designing for Emotion, used a Maslow’s hierarchy of needs to create the pyramid of user needs. At the bottom of this pyramid, you can see the baseline characteristic of any product — functionality (does this product work?). Next comes reliability (is this product reliable?), usability (is this product easy to use?), and, finally, pleasurability (does this product makes us feel good when we use it?). Pleasurable products connect with users on an emotional level, and this feature makes them want to use it more and more.
Augmented and virtual reality can be an incredible tool when it comes to practicing certain skills that may not be safe or realistic in real life. AR and VR technologies are radically changing L&D as an industry. This research report, Augmented and Virtual Reality for Behavior Change, by Julie Dirksen, Dustin DiTommaso, and Cindy Plunkett explores how AR and VR can be a great resource for behavior change. The report examines key research on this, centered on the following themes: Enabling the Behavior Empathy Building Experiencing Consequences Future Projection Feedback Emotional Self-Regulation Download this report to discover how AR and VR solutions are a useful investment for behavior change.
A review of recent research provides clear evidence that many organizations are currently undervaluing the power of digital design and should invest more in behaviorally informed designs to help people make better choices. In many cases, even minor fixes can have a major impact, offering a return on investment that’s several times larger than the conventional use of financial incentives or marketing and education campaigns.
An Introduction to AI is a free online course for everyone interested in learning what AI is, what is possible (and not possible) with AI, and how it affects our lives – with no complicated math or programming required.
Immense amounts of information are now accessible to people, including information that bears on their past, present and future. An important research challenge is to determine how people decide to seek or avoid information. Here we propose a framework of information-seeking that aims to integrate the diverse motives that drive information-seeking and its avoidance. Our framework rests on the idea that information can alter people’s action, affect and cognition in both positive and negative ways. The suggestion is that people assess these influences and integrate them into a calculation of the value of information that leads to information-seeking or avoidance. The theory offers a framework for characterizing and quantifying individual differences in information-seeking, which we hypothesize may also be diagnostic of mental health. We consider biases that can lead to both insufficient and excessive information-seeking. We also discuss how the framework can help government agencies to assess the welfare effects of mandatory information disclosure.
Plus list of resources for designing interactive voice interfaces
Context analysis helps you to understand the elements of an environment and a group of potential users so that you can design a better technology project. It should involve key stakeholders, including implementing partners, donors, local and national authorities, and community members. We suggest five key lines of inquiry that context analyses should consider: People: Levels of education and literacy, information habits and needs, access to disposable income for equipment, electrical power to charge devices, and airtime and data to run them, and network access; Community: How membership of specific groups may affect access to technology and communications habits. For example, a nomadic clan may have attributable characteristics shared by its members, and variations in levels of access and freedom within the clan differentiated by gender and age. Market environment: An understanding of the key players, legal and regulatory issues, the mobile market, including both cost and distribution of agent networks, and the infrastructure, including commercial mobile infrastructure such as the availability of short-codes and APIs are all critical to making good design decisions. Political environment: understanding governance and control of, and access to, communications infrastructure by government and other actors Implementing organization: Many interventions have failed because staff were not able to maintain technology, because power or access to internet were not strong enough, because staff capacity was low or went away, or because the intervention was not supported by a broader culture of innovation and adaptive learning.