Sparkathon 2017
Interactive Platforms for Learning
jQuery
Angular
Blaze - Meteor
React - Webpack
Polymer / Webcomponents
Promotes proper use of HTML
Promotes use of minimal JS
Promotes PRPL - 50 pattern
Web performance addict
Practitioner
Human Computer Interaction
Design Thinking Mentor
Promotes Testing of assumptions
Promotes proper validation of ideas
Google Developer Group Philippines
Philippine Web Designers Organization
User Experience Philippines
ACM Special Interest Group on Computer-Human Interaction
https://twitter.com/tjmonsi
https://medium.com/@tjmonsi
https://twitch.tv/tjmonsi
Example
POV: Students taking classes in a lecture room. Teacher checking attendance and getting feedback from his students about his lecture. Students having questions before, during and after the lecture. Teacher gives related discussion materials for better student learning
Structure:
POV: ______________________________________________________
Pick a place, pick at least 2 stakeholders, pick a scenario, describe the scenario and their experience.
Structure:
Challenge: Design an IoT for Academe
POV: Students taking classes in a lecture room. Teacher checking attendance and getting feedback from his students about his lecture. Students having questions before, during and after the lecture. Teacher gives related discussion materials for better student learning
Scope it up:
Add constraints
Add target people/stakeholders
Structure:
Amp up the good
Remove the bad
Explore the opposite
Question an assumption
Create an analogy from need or context
Change a status quo
Scope it up:
Add constraints
Add target people/stakeholders
Structure:
How might we improve collaboration in learning in the classroom given using only arm-chair and whiteboard as the only way for collaboration?
Amp up the good
Remove the bad
Explore the opposite
Question an assumption
Create an analogy from need or context
Change a status quo
Scope it up:
Add constraints
Add target people/stakeholders
Structure:
How might we improve collaboration between teacher and student or group of students in teaching and learning?
Amp up the good
Remove the bad
Explore the opposite
Question an assumption
Create an analogy from need or context
Change a status quo
Scope it up:
Add constraints
Add target people/stakeholders
Structure:
How might we increase learning efficiency and effectiveness in the classroom?
Amp up the good
Remove the bad
Explore the opposite
Question an assumption
Create an analogy from need or context
Change a status quo
Scope it up:
Add constraints
Add target people/stakeholders
Structure:
Amp up the good
Remove the bad
Explore the opposite
Question an assumption
Create an analogy from need or context
Change a status quo
Describe them. What are their goals? What are their aspirations? Create a background story. What will they be doing in terms of your design challenge.
Teacher. Teaching Web development
He has a laptop and uses cloud services
to create slides and teaching materials.
Likes to use the white board to create
visuals on the fly.
Student. Wants to learn how to do web dev. Takes pictures of slide materials and whiteboard writings. Only knows basic HTML and CSS
Type: _________
Needs / Wants: __________
Behaviors: _______________
Aspirations: ______________
Extra information: ___________
Structure:
Challenge: Design an IoT for Academe
POV: Students taking classes in a lecture room. Teacher checking attendance and getting feedback from his students about his lecture. Students having questions before, during and after the lecture. Teacher gives related discussion materials for better student learning
Challenge: Design an IoT for Academe
POV: Students taking classes in a lecture room. Teacher checking attendance and getting feedback from his students about his lecture. Students having questions before, during and after the lecture. Teacher gives related discussion materials for better student learning
Q1 to teacher: How do you check the student attendance?
Q2 to teacher: How do you get feedback?
Q3 to teacher: What kind of feedback do you need?
Q4 to teacher: How does the feedback affect the lecture?
Challenge: Design an IoT for Academe
POV: Students taking classes in a lecture room. Teacher checking attendance and getting feedback from his students about his lecture. Students having questions before, during and after the lecture. Teacher gives related discussion materials for better student learning
Q1 to student: How do you ask a question?
Q2 to student: How often do you ask a question?
Q3 to student: When do you usually ask a question?
Q4 to student: What kind of questions do you ask?