Welcome innovators!
Its time to Think Like A Designer!
In this activity, we want you to roll up your sleeves and dive into the realm of designing your own wearable device for learning. The graphic to the right can help you think about your design and the purpose of your wearable technology.
To learn more about the design process, you can enlarge the image below to review, watch the short 3-minute video on the design process, or, if you prefer to read, access this one page overview.
Affordances and modalities
As we created this OER, we came across an overwhelming number of innovations in Wearable Technology - far too many to include in this week-long introduction! We faced a problem of how to structure all of this material so that it is easily digestible and valuable at the same time. We found that the problem of classifying innovations on the basis of the types of problems they solve was itself pretty complex. There were so many applications of wearable technology, and cross-category application- as the graphic to the left suggests. In a moment of inspiration (after a good night’s sleep), we began to think of Wearables from a design perspective. That is, in terms of what they can do and how they may be used.
As we created this OER, we came across an overwhelming number of innovations in Wearable Technology - far too many to include in this week-long introduction! We faced a problem of how to structure all of this material so that it is easily digestible and valuable at the same time. We found that the problem of classifying innovations on the basis of the types of problems they solve was itself pretty complex. There were so many applications of wearable technology, and cross-category application- as the graphic to the left suggests. In a moment of inspiration (after a good night’s sleep), we began to think of Wearables from a design perspective. That is, in terms of what they can do and how they may be used.
Affordances:
What a technology can do creates potential for how it may be used. Here are some examples of affordances:
Modalities:
Points to consider on how to use these affordances:
What a technology can do creates potential for how it may be used. Here are some examples of affordances:
- WT is a form of mobile device with computing capability (it’s smart) so it can be context-aware (via GPS, video, audio, motion sensors, etc.)
- WT can have connectivity so it can work with other devices to deliver whatever it is designed to deliver.
- WT works hands-off by definition - you wear it so that you don’t have to hold it. This means that you need to set it up, turn it on, and it takes over from there.
Modalities:
Points to consider on how to use these affordances:
- WT can be used to augment a user’s view of the world to enhance user’s performance on task;
- WT can be used to gather data for later analysis or for real-time analysis by a third party who is monitoring the wearer;
- WT can be used to enhance user’s connectivity to other devices, providing a more convenient hands-off interface with these other devices.
If you require accessible text for the instructions click here.
The video briefly discusses 4 ways to create an image of your design idea for posting on the G+ Community.
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