Training methods and systems

Information

  • Patent Application
  • 20030207238
  • Publication Number
    20030207238
  • Date Filed
    December 30, 2002
    21 years ago
  • Date Published
    November 06, 2003
    21 years ago
Abstract
Systems and methods are provided for training a plurality of learners. In one disclosed embodiment, a method is provided for training a plurality of learners to develop user interfaces for a software application. The software application may be designed to interact with a plurality of users, including a first user and a second user. The exemplary training method may include dividing the plurality of learners into a first group, a second group and a third group, brainstorming by the first group and the second group to generate an overall usage context for the user interfaces, and designing, by the first and second groups, first and second usage scenarios. The first and second groups may provide first and second prototypes for the user interfaces according to the first and second usage scenarios, respectively. In addition, the third group may analyze existing user interfaces to provide assistance to the first and second groups in providing the prototypes.
Description


BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention


[0003] The present invention generally relates to training methods and related systems, including training systems incorporating computers or computer-based systems. More particularly, the invention relates to training methods and systems, such as training methods and systems for cross-disciplinary usability or user centered development training.


[0004] 2. Background Information


[0005] Human computer interaction (HCl) is of vital importance for any computer software. Usability or user centered development is a cross-disciplinary task. A proper design process involves several activities, such as research, design, and standardization activities, along with coordination needs across development teams. Beginning software developers, for example, need to understand cooperation needs with other professions and members of adjacent teams. Training in usability or user centered development (including user interface (UI) design) and development techniques will typically fail unless these issues are addressed. Further, it is a problem to teach the design methods while, at the same time, creating a strong motivation for intra-team and cross-team cooperation.


[0006] Some background information related to this area include:


[0007] On User Environment Design and Paper Prototyping:


[0008] Beyer, H. and Holtzblatt, K., “Contextual Design,” Morgan Kaufmann, San Francisco, Calif. (1998);


[0009] On Personas:


[0010] Cooper, A., “The Inmates are Running the Asylum,” Sams, Indianapolis, Ind. (1999);


[0011] On Learning Styles:


[0012] Kolb, D. A., “Experiential Learning: Experience as the Source of Learning and Development,” Prentice-Hall, Englewood Cliffs, N.J. (1984);


[0013] On Training Courses:


[0014] UIE (www.uie.com) training course with a simulation game, (but not addressing specifics of real-world development context);


[0015] Exemplary Materials for Usability Training Courses:


[0016] ZDG045/046 Usability I/II, by SAP Aktiengesellschaft, Walldorf (Baden), Germany; and


[0017] On Instructural Design Strategies:


[0018] Leshin, C. B., Pollock, J., and Reigeluth, C. M., “Instructional Design Strategies and Tactics,” Educational Technology Publications, Englewood Cliffs, N.J. (1992).


[0019] Problem Description


[0020] What and how to teach beginning developers about usability or user centered development?


[0021] Exemplary Situation: Developers and management expect a short (for example, maximum 2 days) introductory course in usability principles and techniques. In the context of a short course, the following issues may be considered:


[0022] Developers are not and will not be usability specialists;


[0023] Developers need to effectively cooperate with usability professionals; and/or


[0024] Beginning developers go through several months of training and a “usability” course is one course among many others.


[0025] Exemplary Learning Goals: With regard to usability or user centered development for beginning developers, learning goals may include:


[0026] Know the components of design methods and their interrelationships;


[0027] Accept and understand the division of labor with user interface designers and other usability specialists; and/or


[0028] Know relevant resources.


[0029] The exemplary situation may result in a topic×role matrix of learning goals: skills and attitudes necessary for successful cooperation within the ecology of professional roles at the company. An analysis of this matrix may reveal a prioritization of the requirements mentioned above, such as:


[0030] First priority: Attitude or mind change towards better acceptance of expertise from non-technical professions in the development process;


[0031] Second priority: Be able to participate in usability or user centered development activities; and/or


[0032] Third priority: Know relevant usability or user centered development resources of the company, such as contacts, guidelines, infrastructure, learning materials, and/or resources (text, web-based, etc.).


[0033] Additional Training Requirements: As identified on the basis of prospective participants analysis, additional training requirements may include:


[0034] Design activities must visibly speed up the development process—the training situation is to demonstrate this;


[0035] Training must respect and foster the company's core values, as for example self-responsibility;


[0036] Training must respect the professional identity of software developers, as for example initiative, self-motivated action; and/or


[0037] Training in usability or user centered software development techniques must be rewarding in order to achieve motivational learning goals.



SUMMARY OF THE INVENTION

[0038] Methods and systems consistent with embodiments of the present invention provide methods and systems for training users, students, participants or other individuals (generally referred to herein as “learners”). Such training methods and systems may be implemented to provide, for example, training for cross-disciplinary usability or user centered development training.


[0039] In accordance with an embodiment of the invention, methods and systems provide an instructional design for a training course. Such methods and systems may comprise:


[0040] Learning style assessment;


[0041] A simulation game as a core learning activity or experience and embedded in a company-specific introductory usability course;


[0042] Multi-component scenario involving various team roles, and development platforms;


[0043] Addressing team dynamics, time pressure, and coordination needs;


[0044] Defined learning tasks tailored to meet specific learning objectives; and/or


[0045] Transfer knowledge into professional practice.


[0046] According to other embodiments of the present invention, training methods and systems provide training to users through the use of a course outline.


[0047] The course outline may comprise:


[0048] General introduction and establishing the learning setting;


[0049] Moderated exercise: Building Personas (e.g., following the approach by Cooper, concrete manifestation of a role by a fictive character);


[0050] Lecturette: The Value of Site Visits;


[0051] Simulation game: “Pizza Service Solution”;


[0052] Lessons learned from the simulation game;


[0053] Essential usability resources at the company; and/or


[0054] Transfer knowledge into professional practice.


[0055] In accordance with still other embodiments of the invention, a method may be provided for training a plurality of learners to develop user interfaces for a software application that interact with a plurality of users, including a first user and a second user. The method may include: dividing the plurality of learners into a first group, a second group and a third group; brainstorming, by the first group and the second group, to generate an overall usage context for the user interfaces; designing, by the first group and the second group, first and second usage scenarios; providing, by the first group and the second group, first and second prototypes for the user interfaces according to the first and second usage scenarios, respectively; and analyzing, by the third group and in parallel to at least designing, existing user interfaces to provide assistance to the first and second groups in providing the prototypes.


[0056] It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only, and should not be deemed restrictive of the full scope of the embodiments of the present invention.







BRIEF DESCRIPTION OF THE DRAWINGS

[0057] The accompanying drawings, which are incorporated herein and constitute a part of this specification, illustrate various features and aspects of embodiments of the invention. In the drawings:


[0058]
FIG. 1 illustrates an exemplary computer system environment, consistent with embodiments of the invention;


[0059] FIGS. 2A-2E are graphical representations of exemplary learning tasks, consistent with embodiments of the invention;


[0060]
FIGS. 3A and 3B are graphical representations of additional exemplary learning tasks, consistent with embodiments of the invention;


[0061]
FIG. 4 is a simplified illustration of an exemplary software application with first and second user interfaces for first and second users, respectively; and


[0062]
FIG. 5 is a simplified flowchart diagram of an exemplary training method, consistent with embodiments of the present invention.







DETAILED DESCRIPTION

[0063] Embodiments of the present invention are explained herein in connection with examples. For instance, in an exemplary scenario, learners are invited to design a service (such as a pizza delivery service), including multiple software platforms, user roles, prototypes, screen designs, and/or networking. Persons of ordinary skill in the art can apply the idea to other applications, such as for example, car distribution and car configuration by customers, in a similar fashion.


[0064] Embodiments of the invention may comprise an instructional design for an introductory usability or user centered development workshop. The training workshop may be implemented in various ways. For instance, training methods and systems may be implemented according to the following structure or features:


[0065] (1) Preparation of a learning setting using learning styles self-assessment;


[0066] (2) Recognizing good design: Tutorial on user interface design evaluation using personas;


[0067] (3) Simulation Game (example described: “Pizza Service Solution”): The simulation game may include multiple components. For example, in the pizza service example, participants may design software products for multiple technical platforms, such as: an Internet device (e.g., browser-based), a client/server computer system (e.g., running SAP R/3), a handheld computer (so-called palmtop computers) or any other computer. “Development” groups .1, .2, and .4 may design and develop prototypes (such as paper prototypes or drafts prepared by hand using, for example, pen-based computers) under time pressure. A further group .3 (“Task Force”) may perform supportive research on user scenarios, style-guides, and/or terminology. The Task Force .3 may also coordinate the development groups .1, .2, .4. Further, in a final phase of the game, the task force .3 may try to influence the design created by the development groups;


[0068] (4) Reflection: Lessons learned from the simulation game. Collection of statements from learners;


[0069] (5) Introduction to company's usability resources: Search tasks in a company intranet, combined with a simulated low-fidelity usability test;


[0070] (6) Transfer of knowledge preparation: Forming intentions, building commitment, transfer facilitation by learning peer system, and learning contract; and/or


[0071] (7) Implementing the details of the exemplary Tables provided herein, including the respective descriptions of learning goals and instructional techniques applied.


[0072] Embodiments of the present invention may be implemented by computers and/or network environments (see, for example, computer system 999 of FIG. 1). For instance, learners may use computers to access the Internet and/or an intranet, print out templates, fill out forms, and/or view presentation files.


[0073] Consistent with embodiments of the present invention, one or more predetermined flows of events (see, for example, the Tables provided herein) may be supported by predefined control functionality of a computer program product (CPP 100) to guide the learners through their sequence of learning tasks. In other words, training may be intrinsically enabled by computers. The use of computers makes it possible to follow the sequence of events as specified.


[0074] Embodiments of the invention may comprise: (1) creation of specific events in a simulation game which create specific learning experiences for learners or participants, as reflected in reproducible statements from learners; (2) instructional design based on needs analysis, which makes the course customizable to concrete organizational contexts (e.g., core competences as defined by the training host's corporate culture & HR policies); (3) trainer- and/or peer-based performance evaluation fostering attitudinal learning goals and realism; (4) process reflection phase; and/or (5) transfer of knowledge induction phase involving a learning contract with classmates or learning peers.


[0075]
FIG. 4 is a simplified illustration of an exemplary software application with first and second user interfaces for first and second users, respectively. In the example of a pizza service application, the first user is a customer who interacts with the first interface that displays a picture or image that includes a pizza. The second user may be a driver who interacts with the second interface that displays a roadmap to the location of the customer.


[0076]
FIG. 5 is a simplified flowchart diagram of an exemplary training method 400, consistent with embodiments of the present invention. In FIG. 5, plain boxes represent main steps in the exemplary method, and dashed boxes represent auxiliary steps that are performed optionally and stand for extensions of the main steps. Further, in FIG. 5, Groups .1, .2 and .3 indicate first, second and third learner groups. FIG. 5, however, is not limited to using three groups and additional groups (such as Group .4, etc.) may be similarly designated.


[0077] Method 400 may be implemented for training a plurality of learners to develop, for example, user interfaces for a software application for interacting with a first user and a second user. As illustrated in the embodiment of FIG. 5, method 400 may include a number of steps, such as: dividing 410 the plurality of learners into a first group, a second group and a third group (e.g., Groups .1, .2, and .3); brainstorming 420 by the first group and second group to generate an overall usage context for the user interfaces; designing 430 first and second user environments or usage scenarios by the first and second groups, respectively; providing 440, by the first and second groups, first and second prototypes (such as paper prototypes or other types of prototypes), respectively, for the user interfaces according to the first and second user environments or usage scenarios, respectively; and analyzing 450 existing user interfaces, by the third group and in parallel to at least designing 430, to provide assistance to the first and second groups in providing 440 the prototypes.


[0078] Optionally, in the embodiment of FIG. 5, further groups may participate. By way of example, in the exemplary implementation for a pizza service (i.e., software application), the three groups may be referred to as: “consumers” first group .1; “delivery drivers” second group .2; and “task force” third group .3. The exemplary implementation may also incorporate a fourth group “baker”.4. Conveniently, the groups are numbered and referenced herein with a dot symbol.


[0079] Consistent with embodiments of the invention, different user environments or usage scenarios may be employed. For example, returning the previous pizza service application, the usage scenarios for groups .1, .2, and .4 may include: Group .1—“a computer user and pizza customer operate a browser to access software for ordering pizza,” as a first usage scenario; Group .2—“the driver has a handheld computer that shows him/her the way to the customer,” as a second usage scenario; and Group .4—“the baker operates a computer that indicates incoming orders, material availability, pizza configuration options and the like,” as another scenario.


[0080] Dividing into groups has the advantage to create conflicts and to solve the conflicts later on, thus emulating real software development work practice. The analysis and assistance by the third group task force (Group .3) is beneficial and time-saving to both groups. Also, the task force may facilitate communication between the groups, such as the first and second groups, at predefined time points during designing and, optionally, prototyping.


[0081] Briefing of the learners by trainers prior to performing certain steps is recommended (see, for example, Table 12/#56). Further, providing one or more lecturettes is convenient and may also be implemented in the exemplary method (see, for example, Table 13/#03 and FIG. 2E, Table 17/#09, Table 18/#31, and elsewhere). Additionally, for convenience, steps 420 and 450 of FIG. 5 may collectively be referred to as a “simulation game”.


[0082] As will be appreciated by those skilled in the art, the exemplary training method 400 may be modified or adjusted according to the needs of the application or training environment. Further, the above described steps may be re-ordered, modified or substituted, and/or additional steps may be incorporated into method 400. For instance, the step of introducing 405 may be performed prior to dividing 410 and brainstorming 420 (see, for example, the details of Table 2/#42).


[0083] Various other features may be provided in the exemplary training method. For instance, introducing 405 may comprise self-assessing the learning style(s) by the learners (see, for example, the details of Table 3/#43). In one embodiment, the step of self-assessing the learning style(s) is performed by substantially all of the plurality of learners. Further, self-assessing the learning style(s) may comprise having the learners respond to a predefined questionnaire. Additionally, or alternatively, self-assessing the learning style(s) may comprise tasking the learners to stick or place dots to a flipchart with a coordinate system, wherein the dots anonymously represent the responses to questions (such as questions of a predefined questionnaire) and are visible to the plurality of learners.


[0084] In one embodiment of the invention, it is an advantage that a learner knowing their learning style can go through subsequent steps more efficiently and that assistants (like participating trainers) can optionally adjust further steps to the particular styles of the learners. Hiding individual skills may help the learners to concentrate on the skills of the plurality of learners and may also help the learners to compete with each other.


[0085] In the exemplary method 400, introducing 405 may comprise building personas (see, for example, the details of Table 4/#44). Building personas may include, for example, performing an exercise that is moderated by a trainer. In one embodiment, performing a moderated exercise may include presenting a public website without a persona, presenting a sample persona, creating ad hoc a persona from a picture, navigating through one or more web sites using the persona and/or collecting feedback from the learners.


[0086] Other features may be added or incorporated to the exemplary method 400. For instance, introducing 405 may comprise presenting a slide show relating to the value of site visits (see, for example, the details of Table 5/#45). In another embodiment, dividing 410 is performed by using random techniques (see, for example, the details of Table 7/#02). Additionally, or alternatively, dividing 410 is performed by randomly distributing tags with symbols to substantially all learners, wherein the number of different symbols on the tags corresponds to the number of groups. In another embodiment, dividing 410 is performed with symbols selected from the group of: a star, square, circle, and triangle. In one embodiment, it is an advantage that a random distribution is provided to speed up the dividing of learners into groups.


[0087] Initial brainstorming may be performed by all learners prior to dividing 410 (see, for example, the details of Table 6/#01). In one embodiment, initial brainstorming is performed by providing a flip chart, making a manikin sketch on the flip chart, and/or giving the manikin a name and letting the learners experience the effects. Optionally, the exemplary training method may include letting the learners experience the effects of using concrete environmental settings. In one embodiment, it is an advantage that the manikin (e.g., drawn in the center of a flip chart) is a predecessor of a persona. The learners find themselves in the position of the persona. It is helpful to give the persona a name (e.g., “John”) that is common among the learners but that is not present among the learners being trained. The learners remember similar situations in life, such as being a hungry pizza customer accessing the Internet site of a pizza service. More likely, the learners develop interface prototypes that fit to that persona.


[0088] Consistent with embodiments of the invention, other features may be provided or incorporated into the exemplary method 400. For example, the initial brainstorming may enable the learners to identify important roles in the first and second usage scenarios. By way of example, the step of brainstorming 420 may be performed by focusing on the role of one of the users of the first and second usage scenarios, respectively. Focusing on the role of one of the users may comprise defining a usage context with a location of this user, an estimated time of day, and/or estimated current actions of this user. In one embodiment, it is an advantage to define the context near to reality, for example, for a possible user (i.e., a pizza customer). Similar to brainstorming with the manikin, the user can be given a name.


[0089] In the exemplary method 400, brainstorming 420 may include drawing a brainstorming diagram. Advantageously, the diagram may be drawn on a board that is visible to all participants, such as on a flip-chart. Additionally, brainstorming 420 may comprise creating a list of questions for the third group. The list of questions may be handed to the third group by the trainers and, if appropriate, the trainers may modify the list. In one embodiment, it is an advantage that the trainers can delete, for example, superfluous tasks from the list of questions that are time-consuming, expensive to answer, misleading, etc. (see, for example, the details of Table 19/#33).


[0090] Analyzing 450 in the exemplary method 400 may comprise tasking the third group to search in predetermined resources, wherein the search is based on the performance of brainstorming 420 by the first and second groups. By way of example, analyzing 450 may comprise searching in resources selected from the group of: hand-outs, interviews of people outside the plurality of learners, and publicly accessible information (e.g., resources publicly accessible by electronic means). Additionally, or in the alternative, company-owned resources can be used. In one embodiment, it is an advantage to let the learners use resources that are public. Also, on a case-by-case basis, trainers may decide to use limited resources that are specially prepared for the training, such as hand-outs. Resources that are restricted as “company internal” can be used as well.


[0091] Analyzing 450 may include other features or tasks. For example, analyzing 450 by the third group may comprise tasking a first team of the third group to do style guide research and tasking a second team of the third group to do web research. In one embodiment, it is an advantage that the learners of the third group learn from some of the web sites or pages in terms of the motivation, expectations, needs, and/or goals of consumers, delivery drivers, or pizza bakers. The members may see implications for the design of the solutions and get specific questions that they investigate. Further, the third group .3 may communicate the results back to the development groups .1, .2, and .4 as fast as possible (see, for example, the details related to the style guide in Table 36/#34 and Table 45/#35).


[0092] Various steps may be added or inserted to the exemplary method 400. For instance, subsequent to brainstorming 420 and prior to designing 430, the step of presenting a lecturette to the learners of the first and second groups may be performed as an introduction into user environment design (see, for example, the details of Table 17/#09). Conventional techniques or approaches may be implemented as part of this step, such as those disclosed in the above-referenced Beyer et al. document entitled “Contextual Design.”


[0093] Other steps or procedures may also be incorporated into the exemplary method 400. For instance, prior to analyzing 450, the step of presenting a lecturette to the learners of the third group may be performed as an introduction into user environment or usage scenario design. In this regard, the details of Table 18/#31 may be utilized to implement this step. As will be appreciated by those skilled in the art, however, embodiments of the invention are not limited to the exemplary Tables, and other approaches and techniques can be implemented according to the needs or objects of the application or training environment.


[0094] As indicated above, presenting the lecturette may comprise presenting the lecturette to the third group (see, for example, Table 18/#31). In one embodiment, it is an advantage that, for example, two or more members distribute their knowledge to the other members of the other groups. In the meantime, the other members could check technical details for analyzing 450.


[0095] In one embodiment, designing 430 may comprise tasking the learners to fill out templates and arrange the templates on a pin board. During designing 430, templates on the pin board may reflect the user environment or usage scenario design for the user interface (see ,for example, the details of Table 20/#10, Table 21/#11, and Table 22/#12). Designing 430 may also include testing the user environment design with the previous results from brainstorming 420 (see, for example, Table 23/#36). Further, designing 430 may comprise preparing tasks for usability tests (see, for example, Table 23/#36 and Table 43/#24). In one embodiment, designing 430 includes preparing the tasks by trainers substantially simultaneously with the learners filling out the templates.


[0096] Subsequent to designing 430 and prior to providing 440 prototypes, the presentation of a lecturette to the learners may be performed as an introduction into prototyping, such as paper prototyping. Further, providing 440 prototypes may be followed by briefing the learners on testing and reviewing the prototype (see, for example, Table 42/#55). Additionally, or alternatively, providing 440 prototypes may be followed by conducting a prototype usability test. The prototype usability test can be conducted based on task descriptions. In the exemplary method 400, providing 440 prototypes may also be followed by conducting a terminology review by the third group (see, for example, the details of Table 44/#28). In one embodiment, conducting a terminology review comprises reviewing the terminology of user interface elements and/or application content (see, for example, the details of Table 34/#16 and Table 35/#17).


[0097] As part of the exemplary training method 400, assistance may be provided by the third group to the other groups. For instance, assistance may be provided to the first and second groups. In one embodiment, providing assistance comprises permitting communication between the third group and selectively the first group and the second group only temporarily.


[0098] In the exemplary method 400, brainstorming 420 and designing 430 may be performed for the first group and for the second group in visual separation from the third group. In such a case, communication between the first and second groups with the third group may be allowed only temporarily. For example, separation may be provided by organizing the groups into separate rooms.


[0099] The learners may be trained to develop user interfaces on technical platforms selected from the group of: Internet-based platforms (e.g., browser-based), handheld and wireless computers (so-called palmtop computers), and client/server computer systems (e.g., graphical user-interface based). As will be appreciated by those skilled in the art, other platforms may be provided and, therefore, embodiments of the invention are not limited to the examples listed above.


[0100] In the exemplary method 400, the steps of dividing 410, brainstorming 420, designing 430, providing 440 and analyzing 450, as well as the assignment of learners to the groups for the steps, may be supported and supervised by a computer program 100. Using a computer has the advantage that the steps can be made to follow a predetermined order and that the learners are notified for each step what they are supposed to do.


[0101] As will be appreciated by those skilled in the art, other features can be added to the disclosed embodiments of the invention. For instances, further features such as breaks can be added between and/or during certain steps. Additionally, the timing or duration of each of the steps of the training method may be decided or set according to the needs of the application or training environment.


[0102] Exemplary Computer System in General


[0103] An exemplary computer system environment for implementing embodiments of the invention is explained below with reference to FIG. 1. In the exemplary network environment, computers may allow trainers and one or more groups (e.g., the third group) to access the same data and, thus, a multi-user environment may be facilitated. Further, trainers may use presentation devices (such as output device 950) for training. Presentation devices may include, for example, projectors.


[0104] With reference to FIG. 1, a simplified block diagram is provided of an exemplary system environment that includes a computer network system 999 having a plurality of computers 900, 901, 902 (or 90q, with q=0 . . . Q−1, Q any number). As shown, computers 900-902 may be coupled via an inter-computer network 990. Further, computer 900 may include a number of components, including a processor 910, a memory 920, a bus 930, and, optionally, an input device 940 and an output device 950 (I/O devices or user interface 960). As illustrated, embodiments of the invention may be implemented by computer program product 100 (CPP), program carrier 970 and/or program signal 980, collectively “program”.


[0105] With respect to computer 900, computer 901/902 is sometimes referred to as “remote computer.” Computer 901/902 is, for example, a server, a router, a peer device or other common network node, and typically comprises many or all of the elements described relative to computer 900. Hence, elements 100 and 910-980 in computer 900 collectively illustrate also corresponding elements 10q and 91q-98q (shown for q=0) in computers 90q.


[0106] Computer 900 is, for example, a conventional personal computer (PC), a desktop, a hand-held device, a multiprocessor computer, a pen computer, a microprocessor-based or programmable consumer electronics, a minicomputer, a mainframe computer, a personal mobile computing device, a mobile phone, a portable or stationary personal computer, a palmtop computer, or the like.


[0107] Processor 910 is, for example, a central processing unit (CPU), a micro-controller unit (MCU), digital signal processor (DSP), or the like.


[0108] Memory 920 symbolizes elements that temporarily or permanently store data and instructions. Although memory 920 is conveniently illustrated as part of computer 900, memory functions can also be implemented in network 990, in computers 901/902 and/or in processor 910 itself (e.g., a cache or register), and/or elsewhere. Memory 920 can be a read only memory (ROM), a random access memory (RAM), or a memory with other access options. Memory 920 may be physically implemented by computer-readable media, such as, for example: (a) magnetic media, like a hard disk, a floppy disk, or other magnetic disk, a tape, and/or a cassette tape; (b) optical media, like an optical disk (e.g., a CD-ROM) or a digital versatile disk (DVD); or (c) semiconductor media, like DRAM, SRAM, EPROM, EEPROM, memory stick, or by any other media, like paper.


[0109] Optionally, memory 920 is distributed across different media. Portions of memory 920 can be removable or non-removable. For reading from media and for writing in media, computer 900 may use devices well known in the art such as, for example, disk drives, tape drives and the like.


[0110] Memory 920 stores support modules such as, for example, a basic input output system (BIOS), an operating system (OS), a program library, a compiler, an interpreter, and/or a text-processing tool. Support modules are commercially available and can be installed on computer 900 by those of skill in the art. For simplicity, these modules are not illustrated in FIG. 1.


[0111] CPP 100 comprises program instructions and, optionally, data that cause processor 910 to execute method steps of embodiments of the present invention. Method steps of embodiments of the invention are explained in greater detail herein. In other words, CPP 100 defines the operation of computer 900 and its interaction in network system 999. For example and without the intention to be limiting, CPP 100 can be available as source code in any programming language, and as object code (“binary code”) in a compiled form. Persons of ordinary skill in the art can use CPP 100 in connection with any of the above-noted support modules (e.g., a compiler, an interpreter, an operating system, etc.).


[0112] Although CPP 100 is illustrated as being stored in memory 920, CPP 100 can be located elsewhere. CPP 100 can also be embodied in carrier 970.


[0113] Carrier 970 is illustrated outside computer 900. For communicating CPP 100 to computer 900, carrier 970 may be conveniently inserted into input device 940. Carrier 970 may be implemented as any computer readable medium, such as a medium largely explained above (see, for example, memory 920). Generally, carrier 970 is an article of manufacture comprising a computer readable medium having computer readable program code means embodied therein for executing methods of embodiments of the present invention. Further, program signal 980 can also embody computer program 100. Signal 980 travels on network 990 to computer 900.


[0114] Having described CPP 100, program carrier 970, and program signal 980 in connection with computer 900 is convenient. Optionally, program carrier 971/972 (not shown) and program signal 981/982 embody computer program product (CPP) 101/102 to be executed by processor 911/912 (not shown) in computers 901/902, respectively.


[0115] Input device 940 symbolizes a device that provides data and instructions for processing by computer 900. For example, device 940 is a keyboard, a pointing device (e.g., a mouse, a trackball, or cursor direction keys), a microphone, a joystick, a game pad, a scanner, and/or a disk drive. Although the examples are devices with human interaction, device 940 can also operate without human interaction, such as a wireless receiver (e.g., with satellite dish or terrestrial antenna), a sensor (e.g., a thermometer), or a counter (e.g., goods counter in a factory). Input device 940 can serve to read carrier 970.


[0116] Output device 950 symbolizes a device or arrangement of devices that present instructions and/or data that have been processed. For example, a monitor or a display (e.g., a cathode ray tube (CRT), a flat panel display, a liquid crystal display (LCD)), a projector, a speaker, a printer, a plotter, and/or a vibration alert device may be provided. Similar as above, output device 950 communicates with the user, but it can also communicate with further computers.


[0117] Input device 940 and output device 950 can be combined into a single device. Further, input device 940 and/or output device 950 may be provided optionally.


[0118] Bus 930 and network 990 provide logical and physical connections by conveying instruction and data signals. While connections inside computer 900 are conveniently referred to as “bus 930”, connections between computers 900-902 are referred to as “network 990”. Optionally, network 990 may comprise gateways being computers that specialize in data transmission and protocol conversion.


[0119] Devices 940 and 950 are coupled to computer 900 by bus 930 (as illustrated in FIG. 1) or by network 990 (optional). While the signals inside computer 900 are mostly electrical signals, the signals in network are electrical, magnetic, optical and/or wireless (radio) signals.


[0120] Networking environments (as network 990) are commonplace in offices, enterprise-wide computer networks, intranets and/or the Internet (i.e., World Wide Web). The physical distance between a remote computer and computer 900 is not important. Network 990 can be a wired or a wireless network. To name a few network implementations, network 990 is, for example, a local area network (LAN), a wide area network (WAN), a public switched telephone network (PSTN), an Integrated Services Digital Network (ISDN), an infra-red (IR) link, a radio link, like Universal Mobile Telecommunications System (UMTS), a Global System for Mobile Communication (GSM), a Code Division Multiple Access (CDMA) system, or a satellite link.


[0121] Transmission protocols and data formats are known, for example, as transmission control protocol/internet protocol (TCP/IP), hyper text transfer protocol (HTTP), secure HTTP, wireless application protocol (WAP), unique resource locator (URL), a unique resource identifier (URI), hyper text markup language (HTML), extensible markup language (XML), extensible hyper text markup language (XHTML), wireless application markup language (WML), Standard Generalized Markup Language (SGML), etc.


[0122] Interfaces coupled between the elements are also well known in the art. For simplicity, interfaces are not illustrated in FIG. 1. An interface can be, for example, a serial port interface, a parallel port interface, a game port, a universal serial bus (USB) interface, an internal or external modem, a video adapter, and/or a sound card.


[0123] Computer and program are closely related. As used hereinafter, phrases, such as “the computer provides” and “the program provides” are convenient abbreviations to express actions by a computer that is controlled by a program.


[0124] Further Details for Exemplary Computer System Implementation


[0125] Consistent with embodiments of the invention, CPP 100 may comprise one or more of the following modules:


[0126] View Module: Module for viewing presentations;


[0127] Form Module: Module for filling out and printing forms;


[0128] Research Module: Module for providing or displaying search and analysis results (e.g., Internet or intranet search results);


[0129] Print Module: Module for printing task lists, task instructions, learners' results, etc.;


[0130] Retrieval Module: Module for retrieving corporate standards and guidelines; and/or


[0131] Collect Module: Module for collecting feedback and input from learners (for consideration by the trainer).


[0132] Further, CPP 100 may comprise means to coordinate the action of each module. Such means may comprise, for example, an automatic scheduler. The modules of the computer system may communicate via a network. In addition, CPP 100 may have program portions on multiple computers.


[0133] Additional Embodiments and Proof of Concept


[0134] After the Simulation Game, in the Reflection Phase, learners or participants may make spontaneous key statements for establishing a user centered development process. One or more of the following exemplary statements can be reproduced:


[0135] Time and proper project management are required to roll in user/task information, usability standards;


[0136] The user perspective has advantages when compared to a purely technical perspective;


[0137] Data-based design is a necessity;


[0138] Developers feel bothered by task force and task force is disappointed by lack of interest in results;


[0139] Development teams become aware of their autistic behavior;


[0140] Task force members become aware of communication needs; and/or


[0141] Everyone sees the cost of communication-you need to look beyond your team to see the benefits.


[0142] Learners or participants can also spontaneously develop one or more solution ideas (which they will remember later at work), for example:


[0143] Task Force (or the functional equivalent) needs a coordinating role in the development process;


[0144] Development teams need coordinators talking to adjacent teams;


[0145] Network communication structure; a task force member may switch between groups; and/or


[0146] An internal design reviewer role is suggested to foster standardization and motivate for communication.


[0147] Consistent with additional embodiments of the invention, the following is an exemplary description of individual learning tasks, their sequence, and the computer modules for enabling their processing, and an overview of learner and trainer activities that may be provided according to an exemplary timeline. To facilitate the reader, an exemplary sequence flow for the tasks illustrated in FIGS. 2-3 is indicated by arrows and Greek letters (α, β, etc.). This sequence flow may be modified according to the application or training environment. In addition, breaks or other actions may be added to the learning tasks or sequence flow, consistent with embodiments of the invention.


[0148] Terms


[0149] In the Tables and accompanying figures (see FIGS. 2 and 3), the following terms are used:


[0150] Brainstorming Group


[0151] Brainstormers are the Members of the Brainstorming Group


[0152] Chair of Simulation Game


[0153] Learner


[0154] Simulation Game


[0155] Task Force


[0156] Trainer, not Instructors, not Speakers (but: Chair of Simulation Game)


[0157] Development Group: super-category for Brainstorming Group, Prototyping Group, excluding Task Force, excluding Task Group


[0158] Workshop, preferable to alias Course


[0159] Workshop stands for a Room


[0160] “Lecturette” stands for a short oral presentation


[0161] Tasks Index


[0162] In the Tables and figures (see FIGS. 2-3), tasks have the following indices and legends:


[0163] T1=Trainer 1


[0164] T2=Trainer 2


[0165] Sequence: chronological sequence in the course design; gaps are left intentionally; parallel tasks are indicated by equal sequence numbers, a comma, and an additional identifying number


[0166] Who: Owner


[0167] Id: identification number of the learning task


[0168] Sequ. represents sequence numbers. Equal pre-comma numbers indicate equal time points (e.g., 130,1 and 130,2 at the same time)
1TABLE 1Id/Learning TaskDaySequ.WhoTableTitle1 10T2 or T1#42/2Introduction.1 .2 .3 .41 20T2 or T1#43/3Learning Styles Self-Assessment.1 .2 .3 .41 30T1 or T2#44/4Building Personas.1 .2 .3 .41 40T1 or T2#45/5Value of Site Visits.1 .2 .3 .41110T2 or T2#01/6Brainstorming, facilitated by trainers.1 .2 .3 .41120T2 or T1#02/7Splitting up (dividing) into small groups & rooms.1 .2 .3 .41130,1T2#04/8Brainstorming (group led) Consumer .1.11130,2T2#05/9Brainstorming (group led) Delivery driver .2.21130,3T2#06/10Brainstorming (group led) Pizza Baker .4.41130,4T1#56/12Brief Task Force .3.31130,5T1#03/13Receive Lecturette: Introduction to UE Design.31140T1#14/14Reversed user environment of pizza service in.3the web (Consumer Perspective - first user)1150T2#08/15Pose Web Research Request.1 .2 .41155T2#47/16Performance Evaluation: Brainstorming1160,1T1#09/17Receive Lecturette: Introduction into User.1 .2 .4Environment Design1160,2T1#31/18Give Lecturette: Introduction into User.3Environment Design1160,3T2#33/10Modify Web Research Request1170,1T1#10/20User Environment Design (group led) Consumer.11170,2T1#11/21User Environment Design (group led) Delivery driver.21170,3T1#12/22User Environment Design (group led) Pizza.4Baker1180,1T1#36/23Prepare Tasks for Usability Tests1180,2T2#30/24Organize Task Force 1.31190,1T2#15/25Conduct Web Research: Pizza Service in the.3Web 11190,2T2#34/26Style Guide Research.31190,6T2#57/27Performance Evaluation: reverse userenvironment design (as created in #14)1195T1#48/28Performance Evaluation: User EnvironmentDesign1200T1#19/30Lecturette: Introduction into Paper Prototyping.1 .2 .41210T1#32/29Communicate Reverse User Environment to.1 .3Prototyping Group “Consumer”1215T2#54/31OrganizeTask Force 2.31220,0T2#53/32Conduct Web Research: Pizza Service in the.3Web 21220,1T2#46/33Communicate Web Research (to .1 .2 .4).31220,2T2#16/34Terminology: User Interface.31220,3T2#17/35Terminology: Content.31220,4T2#20/36Paper Prototyping (Group Led) Consumer.11220,5T2#21/37Paper Prototyping (Group Led) Delivery driver.21220,6T2#22/38Paper Prototyping (Group Led) Pizza Baker.42221T1 or T2#55/42Briefing Test & Reviews.1 .2 .3 .42225,1T2 or T1#49/39Performance Evaluation: Terminology Research2225,2T1 or T2#50/40Performance Evaluation: Style Guide Research2225,3T2 or T1#51/41Performance Evaluation: Web Research2230,1T2 or T1#24/43Prototype Usability Test.1 .2 .3 .42230,2T1#28/44Conduct Terminology Review.1 .2 .3 .42230,3T1#35/45Conduct Style Guide Review.1 .2 .3 .42235T1 or T2#52/46Performance Evaluation - Sum Up.1 .2 .3 .42240T2 or T1#29/47Debrief/Credits.1 .2 .3 .42250T2 or T1#38/48Lessons Learned from Simulation Game.1 .2 .3 .42260T1 or T2#37/49Corporate Usability Resources.1 .2 .3 .42270T2 orT1#41/50Knowledge Check.1 .2 .3 .42280T2 or T1#40/52Transfer of Knowledge Induction.1 .2 .3 .42290T2 or T1#39/51Workshop Evaluation.1 .2 .3 .4


[0169] Detailed Description of Exemplary Learning Tasks
2TABLE 2Beginning of WorkshopSequence/No.10/#42Task TitleIntroductionLearning ObjectiveEstablishing the Learning Setting - Groupassessment: own position in commonteam pictureLocationPlenum-RoomDuration (Minutes)20Task DescriptionPrior to the course, 2 signboards with long(Instruction)title (doors of plenum and workshop rooms),distributing namebadges with given names orinitials (Id#2)WelcomeIntroduction of TrainersIntro: Workshop Description; OrganizationalMatters; Corporate CultureGroup Assessment: Learners' Roles at company,Use collect module from CPP 100


[0170]

3






TABLE 3










Sequence/No.
20/#43


Task Title
Learning Styles Self-Assessment


Learning Objectives
Message: People are different, you learners and



users are even more different



Styles actually mean actions at various phases:



more than one type of action is needed (points



to the advantages of team work of different,



complementary people)



Enable to reflect own expectancies



Reflect own learning practice


Group/Role
All


Location
Plenum-Room


Participants (Min/Max)
All


Triggering Event
Id#42


Duration (Minutes)
40


Task Description
Distribute questionnaire


(Instruction)
Fill out Self-Assessment Questionnaire



Discussion of results (coordinate system with



learning style preferences; Flipchart)



Collect results: Learners stick dots on Flipchart



Interpret results shortly in general; learners



interpret own results










[0171]

4






TABLE 4










Sequence/No.
30/#44


Task Title
Building Personas


Learning Objective
Get positive attitude towards User-Centered



Development



Activate (warm up) learners



Experience cognitive effects of using personas


Group/Role
All


Location
Plenum-Room


Duration (Minutes)
60


Starting Time (relative)
End of introduction


Task Description
Moderated Exercise with entire group; use


(Instruction)
beamer projection to keep contact with learners



Show web-site screen-shots on power point



presentation (without Personas)



Present a sample persona: John



Exercise: build additional ad hoc persona from



a picture and collect module from CPP 100



Walk through web-sites using Personas



(keep persona pictures on screen)


Expected Results
Learners warmed up & having fun


Fallback Results
Trainers warmed up & having fun










[0172]

5






TABLE 5










Sequence/No.
40/#45


Task Title
Value of Site Visits


Learning Objective
Accept principle: design from data; “I can do it, too”


Group/Role
All


Location
Plenum-Room


Duration (Minutes)
20


Task Description
Lecturette based on power point show


(Instruction)


Expected Results
Learners accept method and stay curious


Notes
User research is important



(basis for Task Force work - don't mention here!)



User research begins with brainstorming



User research starts with brainstorming, entering



the Pizza scenario



Fallback presentation










[0173] Exemplary Simulation Game and Related Task Descriptions
6TABLE 6Sequence/No.110/#01Task TitleBrainstorming, facilitated by trainersLearning ObjectiveExperience cognitive effects of the techniqueDefine Roles for Simulation gameGroup/RolePlenumLocationPlenum-RoomParticipants (Min/Max)AllTriggering EventTrainersDuration (Minutes)30Task DescriptionBrainstorming conducted on flip chart(Instruction)Start out with manikin sketchAfter some minutes give the manikin a nameand let learners experience the effects:Principle: use concrete persons with namesSame with concrete variables in the setting(pizza baker has sticky fingers):Principle: use concrete environmental settingsOn question “Aren't we too specific?” It'smore efficient do be specific - you can doseveral specific brainstormingExpected ResultsLearners know the technique and what'simportant when using it. 3 or more roles forSimulation Game are definedincluding:Consumer,Pizza Baker,Delivery DriverFallback Results3 roles: Consumer, Pizza Baker,Delivery DriverEvaluation, Type of/Product: Complexity of diagram,CreditsCoherence/consistency, overlap with mastersolution; relation to personNotesFallback Use view module from CPP 100mention that role of Pizza Baker may includeaspects of role of “Pizza Operator” or“Pizza Manager” (T2)


[0174]

7






TABLE 7










Sequence/No.
120/#02


Task Title
Splitting up (dividing) into small



groups & rooms


Learning Objective
Not relevant


Group/Role
Trainers


Location
Plenum-Room, Workshop-Room


Participants (Min/Max)
All


Triggering Event
Trainers


Duration (Minutes)
5


Starting Time (relative)
After: Brainstorming in Plenum


Ending Time (relative)
+5 Min.


Task Description
Dividing into a minimum of 3 groups


(Instruction)
(“Prototyping Group”), wherein each group



is defined by a role, such as, for example



role 1 Consumer,



role 2 Delivery Driver,



role 3 Pizza Baker;



Optionally, a further person is identified during



brainstorming in the plenum (cf. dispatcher



in table 35) A task force group is identified



that - preferably - does not participate in



brainstorming



At the beginning of the course, learners



sequentially receive name tags in random order.



Each name tag carries a symbol (e.g., star,



square, circle, triangle). This randomizes



the distribution of learners to the required



4 groups (i.e., roles for group 1, role for group



.2 and role for group .4 plus task force .3)



Preferably, the distribution



of symbols is equal to get groups of



about equal size.


Expected Results
Exemplary Group Assignment (Overview):



Star = Consumer − max. 6 learners



Square = Deliver Driver − max. 6 learners



Circle = Pizza Baker − max. 6 learners



Triangle = Task Force − (˜14-18 learners)


Notes
Resources: Tags and pens










[0175]

8






TABLE 8










Sequence/No.
130,1/#04 (step 420)


Task Title
Brainstorming (group led)


Group/Role
Prototyping Group Consumer


Location
Workshop-Room


Participants (Min/Max)
Group “Consumer”


Triggering Event
Trainers/Splitting up into small groups


Duration (Minutes)
30


Starting Time (relative)
After Splitting up into small groups


Task Description
Previously, the learners performed


(Instruction)
brainstorming in the plenum and have



identified important roles in the pizza service



scenario.



Now, the “Consumer” group focuses on



the role of the consumer.



Conduct a brainstorming session that focuses



on a concrete consumer in a concrete situation.



To start, this person is given a name, his/her



location is defined, the time of day is define,



his/her current actions etc. are defined



The flip-chart is used to draw the brainstorming



diagram.



The learners find out where to learn more about



the user's situation.



A list with questions is created that



the trainer hand to a team of researchers



who will subsequently answer them.


Expected Results
A flip chart with the results of the



brainstorming (diagram)



A list with research questions for the



Task Force


Fallback Results
A flip chart with the results of the



brainstorming (diagram)



A list with research questions for the Task



Force


Evaluation, Type of/
Product: Complexity of resulting diagram,


Credits
Coherence, Consistency, Overlap with Master



Solution; Process: adherence to method as



presented










[0176]

9






TABLE 9










Sequence/No.
130,2/#05 (step 420)


Task Title
Brainstorming (group led)


Learning Objective


Group/Role
Prototyping Group Delivery Driver


Location
Workshop-Room


Participants (Min/Max)
Group “Delivery Driver”


Triggering Event
Trainers/Splitting up into small groups


Duration (Minutes)
30


Starting Time (relative)
After Splitting up into small groups


Task Description
Previously, the learners performed


(Instruction)
brainstorming in the plenum and have



identified important roles in the pizza



service scenario.



Now, the “Delivery Driver”-group focuses on



the role of the consumer.



Conduct a brainstorming session that focuses



on a concrete consumer in a concrete situation.



To start, this person is given a name, his/her



location is defined, the time of day is define,



his/her current actions etc. are defined



The flip-chart is used to draw the brainstorming



diagram.



The learners find out where to learn more about



the user's situation.



A list with questions is created that the trainer



hand to a team of researchers who will



subsequently answer them.


Expected Results
A flip chart with the results of the



brainstorming (diagram)



A list with research questions for the



Task Force


Fallback Results
A flip chart with the results of the



brainstorming (diagram)



A list with research questions for the



Task Force


Evaluation, Type of/
Product: Complexity of resulting diagram,


Credits
Coherence, Consistency, Overlap with Master



Solution; Process: adherence to method



as presented










[0177]

10






TABLE 10










Sequence/No.
130,3/#06 (step 420)


Task Title
Brainstorming (group led)


Group/Role
Group “Pizza Baker” (i.e., group .4)


Location
Workshop-Room


Participants (Min/Max)
Group “Pizza Baker”


Triggering Event
Trainers/Splitting up into small groups


Duration (Minutes)
30


Starting Time (relative)
After Splitting up into small groups


Task Description
Previously, the learners performed


(Instruction)
brainstorming in the plenum and have



identified important roles in the pizza



service scenario.



Now, the “Pizza Baker”-group focuses on the



role of the consumer.



Conduct a brainstorming session that focuses



on a concrete consumer in a concrete situation.



To start, this person is given a name, his/her



location is defined, the time of day is define,



his/her current actions etc. are defined



The flip-chart is used to draw the



brainstorming diagram.



The learners find out where to learn more about



the user's situation.



A list with questions is created that the trainer



hand to a team of researchers who will



subsequently answer them.


Expected Results
A flip chart with the results of



the brainstorming (diagram)



A list with research questions for the



Task Force


Fallback Results
A flip chart with the results of the



brainstorming (diagram)



A list with research questions for the



Task Force


Evaluation, Type of/
Product: Complexity of resulting diagram,


Credits
Coherence, Consistency, Overlap with



Master Solution; Process: adherence to method



as presented










[0178]

11






TABLE 11










Sequence/No.
130,4/#07


Task Title
Brainstorming


Group/Role
Group .5 (e.g. “Dispatcher”), further group is



the number of learners is large enough


Location
Workshop-Room


Participants (Min/Max)
Further Group (i.e., group (5))


Triggering Event
Trainers/Splitting up into small groups


Duration (Minutes)
30


Starting Time (relative)
After Splitting up into small groups


Task Description
Previously was brainstorming method in the


(Instruction)
plenum. Important roles in the pizza service



scenario had been identified.



Conduct a brainstorming session which focuses



on a concrete person in a concrete situation.



To start, give this person a name, define



where he/she is located, what the time of day



is, what he/she is currently doing, etc.



Use the flip-chart to draw the



brainstorming diagram.



Also, find out where you need to learn more



about the user's situation. Create a list



with questions you will hand to a team



of researchers who will try to answer them.


Expected Results
A flip chart with the results of



the brainstorming (diagram)



A list with research questions for the



Task Force


Fallback Results
A flip chart with the results of



the brainstorming (diagram)



A list with research questions for the



Task Force


Evaluation, Type of/
Reward (Ideas): Product: Complexity


Credits
of diagrams, Consistency, Matching to Sample



Results; Process: Relation to Person


Notes
See Notes for Web Research Request










[0179]

12






TABLE 12










Sequence/No.
130,4/#56


Task Title
Brief Task Force (i.e. group .3)


Learning Objective
Know the goals of task force


Group/Role
Trainer to task force


Location
Plenum


Participants (Min/Max)
All learners of task force


Triggering Event
Trainers, Id#2


Duration (Minutes)
5


Starting Time (relative)
After Splitting up into small groups


Task Description
In order to create a usable product,


(Instruction)
development teams (i.e. groups .1.2.4)



focus on their components. The task force



keeps the big picture (keep the solution



for the application together). The



development teams (i.e. groups .1.2.4)



need additional market & user information



but have no time to collect it.



The task force helps the learners



by doing research in the web. Development



teams (i.e. groups .1.2.4) need coordination



regarding terminology and user interface



standards. The task force (i.e. group .3)



help them with terminology standards and style



guide “golden rules” that are based on



intranet & internet research.










[0180]

13






TABLE 13










Sequence/No.
130,5/#3


Task Title
Receive Lecturette: Introduction to user



environment design (i.e. reversed user



environment of an example)


Learning Objective
Understand basic concepts of user



environment design


Group/Role
Trainer to Task force (i.e., group .3)


Location
Plenum


Participants (Min/Max)
All learners of task force


Triggering Event
Trainers


Duration (Minutes)
20


Description
Learn what is a user environment. Enable the



learners to answer questions like: Which user



goals are supported? What can a user do?



(concerning function). Where can the user go



from here? (concerning links). What does the



user manipulate? (concerning work objects).



Use an example (a website/application by



screenshots provided by trainers) to analyze



an existing user environment.


Expected Results
Method: active listening, note taking


Evaluation, Type of/
Applause (invited by trainers)


Credits










[0181]

14






TABLE 14










Sequence/No.
140/#14


Task Title
Reversed User Environment of Pizza Service



in the Web (Consumer Perspective)


Learning Objective
To be able to contrast the user environments



from the Prototyping Groups. Information



flows back to the prototyping groups



(i.e., .1.2.4) during prototyping No. 20 ff.


Group/Role
Task Force


Location
Plenum-Room


Participants (Min/Max)
2/5. Large groups are split in two


Triggering Event
Trainers


Duration (Minutes)
60


Task Description
Visit a commercial website


(Instruction)
Use the demo for a reverse user environment



design.



For every page, list:



The purpose: Which user goals are supported?



The functions: What can a user do?



The links: Where can the user go from here?



The work objects: What does the user



manipulate?



Write the findings of your analysis on one



sheet of paper for each web page (templates



are provided). Arrange these sheets of paper



on a pin-board and visualize the connections



between them. Write a “lessons learned”



statement to communicate your findings to the



development groups.



Use the corresponding template provided in



CPP 100 form module. Trainer T1: Appoint 2



presenters (see Id#32)



Trainer T2: Rate performance. (see Id#57)


Expected Results
User environment on pin-board, “lessons



learned” statement; both to be communicated



to prototyping group “Consumer”



(i.e., group .1)










[0182]

15






TABLE 15










Sequence/No.
150/#08


Task Title
Pose Web Research Request


Group/Role
Task Force (i.e. group .3)


Location
Workshop-Room


Triggering Event
Brainstorming group poses task



description (provided by trainers) to Task Force


Duration (Minutes)
10


Task Description
These are the results of our brainstorming.


(Instruction)
We still need to clarify 1. 2. 3.



Please run a web (re-)search and investigate


Fallback Results
See Id#33


Notes
To do:



Do feasibility check! (Input for check: pilot



brainstorming)



Complete Provide hints for answering the questions



Resources: To be specified










[0183]

16






TABLE 16










Sequence/No.
155/#47


Task Title
Performance evaluation of brainstorming (i.e. results



concerning step 420)


Group/Role
Trainer on development teams



(i.e. trainer of groups .1.2.4)


Location
Workshop-Room


Task Description
Evaluate learners performance Id#04-06 (i.e. of step


(Instruction)
420)










[0184]

17






TABLE 17










Sequence/No.
160,1/#09


Task Title
Receive Lecturette Introduction into



User Environment Design


Learning Objective
Understand basic concepts of user environment



design.


Group/Role
Presenters from task force to



development groups,


Location
Workshop-Room


Participants (Min/Max)
All


Triggering Event
Trainers/various


Duration (Minutes)
20


Starting Time (relative)
After: various


Task Description
Method: Active Listening, Note Taking


(Instruction)


Fallback Results
Trainers


Evaluation, Type of/
Applause (invited by trainers)


Credits










[0185]

18






TABLE 18










Sequence/No.
160,2/#31


Task Title
Give lecturette into user environment design


Learning Objective
Teach back basic concepts of user environment



design.


Group/Role
Task force (preferably, 2 learners out of this



group)


Location
Plenum-Room


Participants (Min/Max)
 2


Triggering Event
Trainers/various


Duration (Minutes)
20


Task Description
Method: lecturette


(Instruction)
Contents: Give examples:



The purpose: Which user goals are supported?



The functions: What can a user do?



The links: Where can the user go from here?



The work objects: What does the user



manipulate?


Fallback Results
Trainers (provide lecturette)


Evaluation, Type of/
Applause (invited by trainers)


Credits










[0186]

19






TABLE 19










Sequence/No.
160,3/#33


Task Title
Modify Web Research Request


Group/Role
Trainers


Location
Plenum-Room


Participants (Min/Max)
Trainers


Triggering Event
Id#08 Id#8 Pose Web Research Request


Duration (Minutes)
15 = 3 * 5 Min.


Task Description
Compare prepared Web Research Tasks with


(Instruction)
tasks prepared by the brainstormers



(i.e., groups .1.2.4).



Add prepared “Must” tasks from trainers' list.



Delete superfluous tasks from brainstormers'



list. Rephrase tasks from brainstormers' list.



Hand out the resulting task list(s) to members



of Task Force (i.e., group .3).


Expected Results
Task list(s) - question list


Notes
Define “Must” Web Research Tasks



Decide whether the Task Force will receive



only one list (resulting in same answers for



each of the Working Groups, or a separate list



for each Working Group) Resources: Input



from Development Groups (i.e., group



.1.2.4). Use template from CPP 100










[0187]

20






TABLE 20










Sequence/No.
170,1/#10


Task Title
User Environment Design (group led)


Group/Role
Prototyping Group Consumer - (i.e., group. 1)


Location
Workshop-Room


Participants (Min/Max)
Group “Consumer” - group .1


Triggering Event
Trainers/Lecturette Introduction into User



Environment Design


Duration (Minutes)
60


Starting Time (relative)
After Lecturette Introduction into User



Environment Design


Task Description
The “Consumer” group (i.e., group .1) -


(Instruction)
is expected to perform a User Environment



Design as it has been presented in the



Lecturette on this same technique.



The learners are asked to fill out the templates



provided by us and arrange them on the pin



board. This arrangement should reflect the User



Environment Design for the User Interface.



Test the User Environment Design with the



previous results from your brainstorming.



In addition, the learners need the User



Environment Design in the following.


Expected Results
A pin board with the results of the User



Environment Design


Fallback Results
Use view module from CPP 100 with a



standard User Environment Design










[0188]

21






TABLE 21










Sequence/No.
170,2/#11


Task Title
User Environment Design (group led)


Learning Objective


Group/Role
Group .2 “Delivery Driver”


Location
Workshop-Room


Participants (Min/Max)
Group .2 “Delivery Driver”


Triggering Event
Trainers/Lecturette Introduction into



User Environment Design


Duration (Minutes)
60


Starting Time (relative)
After Lecturette Introduction into



User Environment Design


Ending Time (relative)


Task Description
The “Delivery Driver” (i.e., group .2) is


(Instruction)h
expected to perform a User



Environment Design as it has been presented



in the Lecturette on this same technique.



The learners are asked to fill out the templates



provided by us and arrange them on the pin



board. This arrangement should reflect the User



Environment Design for the User Interface.



Test the User Environment Design with the



previous results from your brainstorming.



In addition, the learners need the User



Environment Design in the following.


Expected Results
A pin board with the results of the



User Environment Design


Fallback Results
Use view module from CPP 100 with a



standard User Environment Design










[0189]

22






TABLE 22










Sequence/No.
170,3/#12


Task Title
User Environment Design (group led)


Learning Objective


Group/Role
Group “Pizza Baker” - group .4


Location
Workshop-Room


Participants (Min/Max)
Group “Pizza Baker” - group .4


Triggering Event
Trainers/Lecturette Introduction into



User Environment Design


Duration (Minutes)
60


Starting Time (relative)
After Lecturette Introduction into



User Environment Design


Ending Time (relative)


Task Description
The “Pizza Baker” (i.e., group .4) is expected


(Instruction)
to perform a User Environment Design as it



has been presented in the Lecturette on this



same technique.



The learners are asked to fill out the templates



provided by us and arrange them on the pin



board. This arrangement should reflect the User



Environment Design for the User Interface.



Test the User Environment Design with the



previous results from your brainstorming.



In addition, the learners need the User



Environment Design in the following.


Expected Results
A pin board with the results of the



User Environment Design


Fallback Results
Use view module from CPP 100 with a



standard User Environment Design










[0190]

23






TABLE 23










Sequence/No.
180,1/#36


Task Title
Prepare Tasks for Usability Tests


Group/Role
Trainers


Duration (Minutes)
60


Expected Results
Task Descriptions: Scenario + Task description



(“You are . . . , your task is”)


Fallback Results
Task Descriptions from last course


Notes
Use results from Brainstorming and all existing



specifications that have been worked



out by the groups (also Task Force .3 requirements).










[0191]

24






TABLE 24










Sequence/No.
180,2/#30


Task Title
Organize Task Force


Group/Role
Trainers/Task Force (i.e, group .3)


Location
Plenum-Room


Triggering Event
Task Force receives task description (prepared by



trainers) from Brainstorming Group


Duration (Minutes)
10


Task Description
Trainers: Split up the Task Force into 2 large teams:


(Instruction)
(3-1) Style Guide Research (3 tandems with 2



members each) for Id#34



(3-2) the remaining members into Web Research



Team for Id#15



Tell the teams (3-1)(3-2) that this setup is valid for



the next hour and that the task assignment will be



changed after this.



Give instructions according to following tasks.










[0192]

25






TABLE 25










Sequence/No.
190,1/#15


Task Title
Conduct Web Research: Pizza Service in the Web 1



(addressing all Development Groups .1.2.4)


Learning Objective
See the trade-off between preparing attractive



presentations and the requirements of developers



to get educated; perspective of PM; experience



value of this activity, how difficult it is to



communicate to developers


Group/Role
Task Force Team (self-organized) (i.e., group .3)


Location
Plenum-Room


Participants
2/8


(Min/Max)


Triggering Event
Trainers


Duration (Minutes)
40


Task Description
General Instruction


(Instruction)
Remember: importance of user research (site



visits are one method, web research is another)



(I). What do you learn from some of these web



sites (or pages) in terms of the motivations and



expectations, needs and goals of consumers,



delivery drivers, or pizza bakers, respectively?



What are the implications for the design of the



solutions? Create a presentation of your findings



and communicate it to the respective



Development Group .1.2 or .4.



(II). You will also get specific questions that you



should investigate. Communicate the results



back to the Development Group as fast as



possible, giving first the Chairs a copy of each



result (one after one: research one question,



then communicate back, then research the next



question).



Additional Hints: Use the templates provided in



CPP 100 Form Module to write down your



answers and print them out for further



communication.



Trainer: Rate performance (see Id#29)


Expected Results
Work practice findings on flip-chart or other media,



such as view module from CPP 100










[0193]

26






TABLE 26










Sequence/No.
190,2/#34


Task Title
Style Guide Research


Learning Objective
Experience value of this activity, how difficult it



is to communicate to developers


Group/Role
Task Force (i.e., group .3) - cf. #24, table 24,



team (3-1)


Location
Plenum-Room


Participants
min. 6 members (to create 3 subteams of 2 or more


(Min/Max)
members each)


Triggering Event
End of Id#30 Receive Web Research



request/Trainers


Duration (Minutes)
60


Starting Time
End of Id#30 Receive Web Research request


(relative)


Task Description
See instruction handout: Id#34


(Instruction)
Style Guide Rules are presented to groups .1.2.4



Timing: results should be ready shortly before



development teams start prototyping



Trainer: rate Performance! (see Id#29)


Expected Results
3 sheets of paper with 10 rules each for



screen layout



navigation within the application



placement of fields & functions



user support by text, messages etc.


Notes
Style Guide Research Team, divided in 3 Subteams



(according to 3 Development Groups);



Subteams must coordinate whenever a



Style Guide rule is concerned or multiple



development groups (i.e., groups .1.2.4) are



involved. Resources: Corporate Usability Resources



Example: company User Interface



Design Guidelines, containing



(available on the company intranet)










[0194]

27






TABLE 27










Sequence/No.
190,6/#57


Task Title
Performance Evaluation of reverse user environment


Group/Role
Trainer on Task Force (i.e., group .3)


Location
Plenum-Room


Participants
Trainer


(Min/Max)


Triggering Event
(time available)


Duration (Minutes)
5


Task Description
Evaluate pinboard diagrams with reverse UE


(Instruction)


Expected Results
Performance rating


Fallback Results
None


Evaluation, Type of/
See Rating Sheet


Credits










[0195]

28






TABLE 28










Sequence/No.
195/#48


Task Title
Performance Evaluation: User Environment Design


Group/Role
Trainer on development groups (i.e., groups .1.2.4)


Location
Workshop-Room


Task Description
Evaluate learner performance Id#10-12


(Instruction)
Use summary sheet in CPP 100 Forms Module










[0196]

29






TABLE 29










Sequence/No.
200/#32


Task Title
Communicate Reverse user environment to



development Group “Consumer” (i.e., group .1)


Learning
Experience communication difficulties


Objective


Group/Role
Learners-group “consumers” (i.e., group .2)


Location
Workshop-Room


Participants
2 Task Force Members out of group doing task Id#15


(Min/Max)
Web Research


Triggering Event
Trainers. Development group doing task 13 User



Environment Design must be well under way


Duration
20


(Minutes)


Task Description
Instruction to learners:


(Instruction)
Your group has prepared a reverse user environment of



a pizza service website. Communicate the results to the



group who is preparing a paper prototype for the



consumer website:



present the reverse user environment



write a “lessons learned” paper


Notes
Development group doing Task 13 User Environment










[0197]

30






TABLE 30










Sequence/No.
210/#19


Task Title
Lecturette Introduction into Paper Prototyping


Learning Objective
Enable the learners to start applying



paper prototyping:



How to simulate interface elements on paper,



why, how to role play the interaction process,



get to see examples from pictures



or real mock-ups


Group/Role
Trainers


Location
Plenum-Room


Participants (Min/Max)
All (check: to include Task Force or not)


Triggering Event
Trainers/various


Duration (Minutes)
20


Starting Time (relative)
After: User Environment Design


Task Description
Method: Lecturette


(Instruction)










[0198]

31






TABLE 31










Sequence/No.
215/#54


Task Title
Organize Task Force 2


Group/Role
Trainers/Task Force 2 (i.e., group .3)


Location
Plenum-Room


Triggering Event
Task Force receives task description (prepared by



trainers) from Brainstorming Group


Duration (Minutes)
10


Task Description
Trainers: Split up the task force (i.e., group .3)


(Instruction)
into three large teams:



1. Terminology Research User Interface (UI) Id#16



(half of former web research team) - group (3-1)



2. Terminology Research Content Id#17



(half of former web research team) - group (3-2)



3. Web Research Team Id#53 (was: style guide



research team) (group 3-3)



Give instructions according to respective tasks


Notes
As prepared by the brainstorming groups and



modified by trainers










[0199]

32






TABLE 32










Sequence/No.
220,0/#53


Task Title
Conduct web search: pizza service in the web



(addressing all development groups .1.2.4)


Learning Objective
Experience the trade-off between preparing



attractive presentations and the requirements of



developers to get educated; perspective of PM;



Experience value of this activity, how difficult it is



to communicate to developers


Group/Role
Task Force Team (self-organized) - group .3


Location
Plenum-Room


Participants
2/8


(Min/Max)


Triggering Event
Trainers


Duration (Minutes)
80


Task Description
General Instruction


(Instruction)
What do you learn from some of these web sites



(or pages) in terms of the motivations and



expectations, needs and goals of consumers,



delivery drivers, or pizza bakers, respectively?



What are the implications for the design of the



solutions? Create a presentation of your findings



and communicate it to the respective



Development Group .1.2.4.



You will also get specific questions that you



should investigate. Communicate the results back



to the Development Group as fast as possible,



giving first the Chairs a copy of each result (one



after one: research one question, then



communicate back, then research the next



question).



Additional Hints



Use templates provided in CPP 100 Forms



Module to write down your answers and print



them out for further communication.



Trainer: Rate performance! (see Id#29)


Expected Results
Work practice findings on flip-chart or other



media, such as view module from CPP 100


Notes
See Id#15 (same task prior in sequence)



s. sequence 220,1 Id#46










[0200]

33






TABLE 33










Sequence/No.
220,1/#46


Task Title
Communicate Web Research


Group/Role
Task Force Teams (i.e., group .3)


Location
Workshop-Room


Task Description
Communicate the results to the development groups


(Instruction)
.1.2.4, answering each question as fast as possible, in



sequence (first finish one answer, then communicate,



then continue with next question)


Notes
See 190,1/Id#15



Resources: Use form module from CPP 100










[0201]

34






TABLE 34










Sequence/No.
220,2 #16


Task Title
Terminology: User Interface


Learning Objective
Experience value of this activity, how difficult it is



to communicate to developers Consistent names are



supported by professional tools (ad hoc names



could be detrimental) Corporate terminology



support tools, e.g. term database


Group/Role
Task Force (i.e. group .3)


Location
Plenum-Room


Participants
2-2


(Min/Max)


Triggering Event
Some Prototypes have been built already/Trainers


Duration (Minutes)
60


Starting Time
Ca. 60 after prototypers have started


(relative)


Task Description
Make sure that the solutions use consistent


(Instruction)
terminology.



Interface elements:



Research which elements are used by the



development groups (i.e., group .1.2.4), how do



the developers call them, which interface



elements have no names (yet), how are the



interface elements commonly called at your



company



Analysis of findings and decision-making



Decide how the various interface elements should



be referred to consistently in the groups.



Communicate how the various interface elements



should be referred to in the groups.



Trainer: rate Performance! (see Id#29)


Expected Results
Glossary (terms and explanations) on paper



(print out)


Fallback Results
Glossary (provided by trainers)


Evaluation,
Research/Analysis: Matching with Fallback


Type of/Credits
Solution; User of proper tools



(corporate terminology guidelines);



Communication: peer rating by prototype developers



(did you use this glossary? how useful was it?);



Rating Scale 1-5 (1 = of little use, 5 = must use it)


Notes
Use form module from CPP 100










[0202]

35






TABLE 35










Sequence/No.
220,3/#17


Task Title
Terminology: Content


Learning Objective
Experience value of this activity, how difficult it is



to communicate to developers


Group/Role
Task Force (i.e., group .3)


Location
Plenum-Room


Task Description
Make sure that the solutions use consistent


(Instruction)
terminology. Create a Dictionary on paper



(use print module from CPP 100): Product Names:



12 different types of pizza (Italian and



Course Language), e.g. Marguerita, not Margerita



Roles: consumer, delivery driver, baker or



dispatcher (Course Language) Measurement Units:



all units used (Course Language)



1. Research - Which terms are used by the



groups .1.2.4 Which objects have no names (yet)



2. Analysis of findings and decision-making.



Decide how the various objects should be referred



to consistently in the prototyping groups.



3. Communicate how the various objects should be



referred to in the prototyping groups.



Trainer: Rate performance! (see Id#29)


Expected Results
To do: List of pizzas etc. (T2)


Fallback Results
Dictionary (provided by trainers)


Evaluation,
(a) No. Of correctly spelled pizzas, (b) percentage of


Type of/Credits
correctly used terms


Notes
Use view module from CPP 100










[0203]

36






TABLE 36










Sequence/No.
220,4/#20


Task Title
Paper Prototyping (group led)


Learning Objective
Experience value of this activity, practice technique


Group/Role
Development Group “Consumer”


Location
Workshop-Room


Participants
Group “Consumer” - group .1


(Min/Max)


Triggering Event
Trainers/Lecturette Introduction into



Paper Prototyping


Duration (Minutes)
30


Starting Time
After Lecturette Introduction into Paper Prototyping


(relative)


Task Description
The “Consumer” group (i.e., group .1) is now


(Instruction)
expected to build a paper prototype.


Expected Results
A paper prototype










[0204]

37






TABLE 37










Sequence/No.
220,5/#21


Task Title
Paper Prototyping (group led)


Learning Objective
Experience value of this activity, practice technique


Group/Role
Development Group “Delivery Driver”



(i.e., group .2)


Location
Workshop-Room


Participants
Group “Delivery Driver” (i.e., group .2)


(Min/Max)


Triggering Event
Trainers/Lecturette Introduction into



Paper Prototyping


Duration (Minutes)
30


Starting Time
After Lecturette Introduction into Paper Prototyping


(relative)


Task Description
See Id#20


(Instruction)


Expected Results
See Id#20










[0205]

38






TABLE 38










Sequence/No.
220,6/#22


Task Title
Paper Prototyping (group led)


Learning Objective
Experience value of this activity, practice



technique


Group/Role
Group “Pizza Baker” (i.e., group .4)


Location
Workshop-Room


Participants (Min/Max)
Group “Pizza Baker” (i.e., group .4)


Triggering Event
Trainers/Lecturette Introduction into Paper



Prototyping


Duration (Minutes)
30


Starting Time (relative)
After Lecturette Introduction into Paper



Prototyping


Ending Time (relative)
See Id#20


Task Description
See Id#20


(Instruction)


Expected Results
See Id#20










[0206]

39






TABLE 39










Sequence/No.
225,1/#49


Task Title
Performance Evaluation: Terminology Research


Group/Role
Trainer on Task Force (i.e., group .3)


Location
Plenum-Room


Task Description
Evaluate learner performance Id#16/#17, trainers take


(Instruction)
research results home, use evaluation sheets (CPP100



Form Module) in folder Id#49-51 Performance



Evaluation Task Force










[0207]

40






TABLE 40










Sequence/No.
225,2/#50


Task Title
Performance Evaluation: Style Guide Research


Group/Role
Trainer on Task Force (i.e., group .3)


Location
Plenum-Room


Task Description
Evaluate learner performance Id#34


(Instruction)
trainers take research results home



use evaluation sheets (CPP100 Form Module) in folder



Id#49-51 Performance Evaluation Task Force










[0208]

41






TABLE 41










Sequence/No.
225,3/#51


Task Title
Performance Evaluation: Web Research


Group/Role
Trainer on Task Force (i.e., group .3)


Location
Plenum-Room


Task Description
Evaluate learner performance Id#15, 53, trainers take


(Instruction)
research results home, use evaluation sheets (CPP100



Form Module) in folder Id#49-51 Performance



Evaluation Task Force










[0209]

42






TABLE 42










Sequence/No.
221/#55


Task Title
Briefing Test & Reviews


Learning Objective
Split up in groups/assign roles for Id#24



Usability Test and Id#28/35 Terminology/Style



Guide Review


Group/Role
Trainers to all


Location
Plenum-Room


Participants (Min/Max)
All


Duration (Minutes)
10 max


Task Description
See instruction sheet: Id#55


(Instruction)










[0210]

43






TABLE 43










Sequence/No.
230,1/#24


Task Title
Prototype Usability Test


Location
Workshop-Room


Triggering Event
Id#36


Task Description
Test paper prototypes using task descriptions Id#36


(Instruction)










[0211]

44






TABLE 44










Sequence/
230,2/#28


No.


Task Title
Conduct Terminology Review


Learning
Experience effectiveness (or lack thereof) of a


Objective
guideline/review system


Group/Role
development groups .1.2.4 with Task Force .3 Teams



(Terminology subteam).


Location
Workshop-Room


Task
You submitted terminology guidelines to the development


Description
teams. Now it's time to check whether the various


(Instruction)
prototypes comply with those guidelines.



Take the guidelines paper you submitted to the group you



worked for.



For each guideline submitted, check whether it was fulfilled



or not.



Discuss your findings with the development team.



Meet the Simulation game Chair to report your results.










[0212]

45






TABLE 45










Sequence/
230,3/#35


No.


Task Title
Conduct style guide review


Learning
Experience effectiveness (or lack thereof) of a


Objective
guideline/review system


Group/Role
Development groups with task force teams



(style guide subteam)


Location
Workshop-Room


Task
You submitted usability/interaction design guidelines to the


Description
development teams. Now it's time to check whether the


(Instruction)
various prototypes comply with those guidelines.



Take the guidelines paper you submitted to the group you



worked for. For each guideline submitted, check whether it



was fulfilled or not. Discuss your findings with the



development team. Meet the simulation game chair to



report your results.










[0213]

46








TABLE 46













Sequence/No.
235/#52



Task Title
Performance Evaluation - Sum Up



Group/Role
Trainer on all



Location
Plenum-Room



Task Description
Tally learner performance



(Instruction)











[0214]

47






TABLE 47










Sequence/
240/#29


No.


Task Title
Debrief/ Credits


Group/Role
Trainers


Location
Plenum-Room


Triggering
Id#24, Id#28, Id#35


Event


Task
Presentation of Results from Tests and Reviews


Description
Highlights, Scoring: see evaluation sheet Id#29


(Instruction)
Final Scoring “. . . and the winner is . . .” + Presents for the



Winners


Evaluation,
Results from Tests Id#24 & Reviews Id#28 / Id#35 -


Type of/
Product Evaluation:, Task Completion (e.g., Prototype


Credits
Usability Test; User Satisfaction), Compliance with Rules



(e.g., Style Guide & Terminology Rules)










[0215]

48






TABLE 48










Sequence/
250/#38


No.


Task Title
Lessons Learned from Simulation Game


Learning
Stress-Release


Objective
Trainers get feedback



Intensify learning experience by reflecting



(learners self-assurance


Location
Plenum-Room


Participants
All


(Min/Max)


Triggering
Id#29


Event


Duration
60


(Minutes)


Task
(1) Survey using cards “what I liked/disliked”:


Description
About me


(Instruction)
About my team



About the tasks (simulation game)



(2) Plenum survey/discussion: ROI - What I learned/didn't



learn (pen&poker-Principle),



Contributors indicate their group in the sim game!



Use collect module from CPP 100 to Collect results



(visualize on projector, optionally: Print module from CPP



100)










[0216]

49






TABLE 49










Sequence/No.
260/#37


Task Title
Usability Resources


Location
Plenum-Room


Participants (Min/Max)
All


Triggering Event
Id#38 over


Duration (Minutes)
120


Task Description
See instruction sheet Id#37


(Instruction)
(Outline: combine user day “light usability



testing” method with search tasks within



corporate intranet resources (such as style



guides,methodology documentation, contacts)


Fallback Results
Link to our Usability Resources Homepage










[0217]

50






TABLE 50










Sequence/
270/#41


No.


Task Title
Self-assurance of knowledge gained


Location
Plenum-room or workshop-room


Notes
Participants should: a) Assign concepts (that they have



learned in the simulation) to a selection of explanations; b)



bring into the correct order. Learner could test themselves



how many answers where correct. Understanding of core



concept.










[0218]

51






TABLE 51










Sequence/
290/#39


No.


Task Title
Workshop evaluation


Task
Write informal comments —CPP 100 Form Module


Description
(demonstrate): Participants state whether they want to


(Instruction)
receive a consolidated survey feedback some weeks later



(triggering reconsideration of learning effects after some



work practice).










[0219]

52






TABLE 52










Sequence/
280/#40


No


Task Title
Transfer of Knowledge Induction


Notes
Transfer: Form small groups (tandems).



Participants formulate 2-3 insights and intentions, what to



do about them in the future (new/different behavior).



For every intention find 1-2 obstacles or threats to the



implementation.



For every threat/obstacle 1-2 solution approaches



realize that a 2 day course can just be the beginning of



mind/practice change, realize importance of social



cooperation.



Learning Contract with buddies, stating



intentions/problems/solutions, triggering organization of



follow-up meetings.



Variant: write a mail to yourself, containing



intentions/problems/solutions, to be delivered in 6 months.










[0220] Other embodiments of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the embodiments of the invention disclosed herein. In addition, the invention is not limited to the particulars of the embodiments disclosed herein. For example, the individual features of each of the disclosed embodiments may be combined or added to the features of other embodiments. In addition, the steps of the disclosed methods herein may be combined, modified or re-ordered without departing from the spirit of the invention. Accordingly, it is intended that the specification and embodiments disclosed herein be considered as exemplary only.


Claims
  • 1. A method for training a plurality of learners to develop user interfaces for a software application that interact with a plurality of users, including a first user and a second user, the method comprising: dividing the plurality of learners into a first group, a second group and a third group; brainstorming, by the first group and the second group, to generate an overall usage context for the user interfaces; designing, by the first group and the second group, first and second usage scenarios; providing, by the first group and the second group, first and second prototypes for the user interfaces according to the first and second usage scenarios, respectively; and analyzing, by the third group and in parallel to at least designing, existing user interfaces to provide assistance to the first and second groups in providing the prototypes.
  • 2. The method of claim 1, further comprising performing, prior to dividing and brainstorming, an introduction for the learners.
  • 3. The method of claim 2, wherein performing an introduction comprises self-assessing a learning style by the learners.
  • 4. The method of claim 3, wherein self-assessing a learning style is performed by substantially all learners in the plurality of learners.
  • 5. The method of claim 4, wherein self-assessing a learning style comprises tasking the learners to respond to a predefined questionnaire.
  • 6. The method of claim 4, wherein self-assessing a learning styles comprises tasking the learners to stick dots to a flipchart with a coordinate system, wherein the dots anonymously represent the responses to the questionnaire and wherein the dots are visible to the plurality of learners.
  • 7. The method of claim 2, wherein performing an introduction comprises building personas.
  • 8. The method of claim 7, wherein building personas comprises tasking the learners to perform an exercise that is moderated by a trainer.
  • 9. The method of claim 8, wherein performing the moderated exercise comprises presenting a public website without persona, presenting a sample persona, preparing ad hoc a persona from a picture, navigating through web sites using the persona and collecting feedback from the learners.
  • 10. The method of claim 1, wherein performing an introduction comprises providing a slide show presentation relating to the value of site visits.
  • 11. The method of claim 1, wherein dividing is performed by using random techniques.
  • 12. The method of claim 11, wherein dividing is performed by randomly distributing tags with symbols to substantially all learners, wherein the number of different symbols on the tags corresponds to the number of groups.
  • 13. The method of claim 12, wherein dividing is performed using symbols selected from the group of: a star, a square, a circle, and a triangle.
  • 14. The method of claim 1, further comprising performing initial brainstorming, wherein initial brainstorming is performed by all learners prior to dividing.
  • 15. The method of claim 14, wherein performing initial brainstorming comprises using a flip chart, providing a manikin sketch on the flip chart, giving the manikin a name and letting the learners experience the effects.
  • 16. The method of claim 15, wherein letting the learners experience the effects comprises using concrete environmental settings.
  • 17. The method of claim 1, further comprising enabling the learners to identify important roles in the first and second usage scenarios.
  • 18. The method of claim 1, wherein brainstorming comprises focusing on the role of one of the users of the first and second usage scenarios, respectively.
  • 19. The method of claim 18, wherein focusing on the role of one of the users comprises defining a usage context with a location of one of the users, an estimated time of day and an estimated set of current actions by the user.
  • 20. The method of claim 18, wherein brainstorming comprises drawing a brainstorming diagram.
  • 21. The method of claim 18, wherein brainstorming comprises creating a list of questions for the third group.
  • 22. The method of claim 21, wherein the list of questions is handed over to the third group by trainers who optionally modify the list.
  • 23. The method of claim 1, wherein analyzing comprises tasking the third group to search in predetermined resources, wherein the search is based on the performance of brainstorming by the first and second groups.
  • 24. The method of claim 23, wherein the predetermined resources are selected from the group of: hand-outs, interviews of people outside the plurality of learners, and publicly accessible information.
  • 25. The method of claim 1, wherein analyzing by the third group comprises tasking a first team of the third group to do style guide research and tasking a second team of the third group to do web research.
  • 26. The method of claim 1, further comprising presenting, subsequent to brainstorming and prior to designing, a lecturette to the learners of the first and second groups as an introduction into user environment design.
  • 27. The method of claim 1, further comprising presenting, prior to analyzing, a lecturette to the learners of the third group as an introduction into user environment design.
  • 28. The method of claim 27, wherein presenting the lecturette comprises presenting the lecturette to an audience of only some members of the third group.
  • 29. The method of claim 1, wherein designing comprises tasking the learners of the first and second groups to fill out templates and arrange the templates on a pin board.
  • 30. The method of claim 29, wherein the templates on the pin board reflect the first and second usage scenarios for the user interface.
  • 31. The method of claim 30, wherein designing further comprises testing the usage scenarios with previous results from brainstorming.
  • 32. The method of claim 30, wherein designing further comprises preparing tasks for usability tests.
  • 33. The method of claim 32, wherein the tasks are prepared by trainers substantially simultaneously with the learners filling out the templates.
  • 34. The method of claim 1, further comprising presenting, subsequent to designing and prior to providing prototypes, a lecturette to the learners as an introduction into prototyping.
  • 35. The method of claim 1, wherein providing prototypes is followed by briefing the learners on testing and reviewing the prototype.
  • 36. The method of claim 1, wherein providing prototypes is followed by conducting a prototype usability test.
  • 37. The method of claim 36, wherein the prototype usability test is conducted based on task descriptions.
  • 38. The method of claim 1, wherein providing prototypes is followed by conducting a terminology review by the third group.
  • 39. The method of claim 38, wherein conducting the terminology review comprises reviewing terminology of user interface elements.
  • 40. The method of claim 39, wherein conducting the terminology review comprises reviewing terminology of application content.
  • 41. The method of claim 1, wherein analyzing to provide assistance to the first and second groups comprises permitting the third group to selectively communicate with the first group and the second group only temporarily.
  • 42. The method of claim 1, wherein brainstorming and designing are performed for the first and second groups in visual separation from the third group, and further wherein communication between the first and second groups with the third group is only allowed temporarily.
  • 43. The method of claim 1, wherein the learners are trained to develop user interfaces on technical platforms selected from the group of: Internet platforms, handheld and wireless computer devices, and client/server computer systems.
  • 44. The method of claim 1, wherein dividing, brainstorming, designing, providing and analyzing is supported and supervised by a computer program.
  • 45. The method of claim 1, wherein providing first and second prototypes for the user interfaces comprises providing, by the first group and second group, first and second paper prototypes for the user interfaces according to the first and second usage scenarios, respectively.
  • 46. A method for training a plurality of learners to develop user interfaces for a software application, the method comprising: dividing the plurality of learners into a plurality of learner groups and a task force group; brainstorming, by the learner groups, to generate an overall usage context for the user interfaces; designing, by the learner groups, a plurality of user environments; providing, by the learner groups, prototypes for the user interfaces according to the plurality of user environments; and analyzing, by the task force group, existing user interfaces to provide assistance to the learner groups in providing the prototypes.
CROSS-REFERENCE TO RELATED APPLICATION

[0001] This application is related to and claims the benefit of priority under 35 U.S.C. 119(e) to U.S. Provisional Patent Application No. 60/344,334, filed on Jan. 4, 2002, the disclosure of which is expressly incorporated herein by reference in its entirety.

Provisional Applications (1)
Number Date Country
60344334 Jan 2002 US