Archive

Archive for the ‘Design’ Category

ICLS 2010 iPhone App Released

June 17th, 2010

We just released our first iPhone App: A conference guide to the upcoming International Conference of the Learning Sciences in Chicago.

It’s available directly from the App store. Just search on ‘icls’.

You can also visit our ICLS App web page.

It has all the features you’d expect from a conference app:

  • program guide
  • maps
  • a way to favorite sessions
  • search

And a few nifty features:

  • Off-line browsing — Set your conference schedule on the airplane! No network necessary.
  • Abstracts — Even if you’re not going to the conference, you might find it interesting to browse the app to see what’s being presented. Where available, we have included abstracts.
  • Social Media — Easy links to Twitter, Facebook, and Flickr. Use #icls to add your update to the stream!

We developed it in close coordination with the conference organizers, so it’s about as up to date and accurate as you can possibly get. (The program is actually still being updated as I type, so we hope to get in one round of updates before the conference.)

If all goes well, we’ll set our sights on AERA 2011!

Author: ben Categories: Company News, Conferences, Design, Development Tags:

Inquirium’s Evolution: Two new WGBH/NOVA interactives

March 8th, 2010

WGBH/NOVA approached us to build two web interactives on the topic of evolution to go with their new PBS television shows. They were specifically looking for data-driven investigations. “Great!” we thought. We’ve done web interactives! We’ve done evolution! And no one does data-driven investigations like we do! Where’s the catch?

Oh, you want it done in 3 months?

Both of them?

After a very frantic 3 months, we are happy to announce the launch of Inquirium’s latest creations, a pair of web-based investigation tools for teaching high school students about evolution.

On the surface, these interactives look like just another database and animated diagram. But we’ve designed the interactives around an activity context which draws students into data-driven investigations.

  • Bones of Contention has students playing the role of a physical anthropologist trying to identify and classify “mystery” fossils using a database of most of the significant hominid fossil finds.
  • Regulating Genes introduces students to the evolutionary processes at work during development (and technically, at conception) by having them explore how mutations in both coding and non-coding areas of genes lead to different morphological features in a fictional creature.

Cramming what could easily have been two year-long research and development projects into a single 3-month timeframe was an interesting challenge. We sharpened our teeth building similar software for longer term grant-funded projects, which afforded more opportunity for background research, formative evaluation, and design iteration. For this project, we had to adapt our design process to fit a new sort of timeline, forcing us to commit to certain design decisions very early in the process and leaving very little wiggle room to explore emergent ideas. There’s nothing like a short timeframe to make us reflect on our design process and pare down our cycles only to the bare essentials.

While the interactives are simple by necessity and by design (both are scoped to work within 1-2 class periods), they draw upon models of inquiry and investigation that, unfortunately, still do not see much light beyond the realm of academic research and school reform projects. Kudos to NOVA for bringing this approach to a wider audience.

Both tools were created to accompany NOVA episodes commemorating the 150th anniversary of Darwin’s Origin of Species. One episode, “Becoming Human,” explores human origins, and the other one, “What Darwin Never Knew,” explores the emerging science of evo-devo.

We conceived, designed, and produced both tools. We also created a complete set of classroom materials that include background essays, student worksheets, and teacher guides.

YouMedia: Youth Media done right

September 16th, 2009

For an example of the right way to create an after school environment supporting youth media, check out the YouMedia space that opened this summer in Chicago’s Harold Washington Library.

The space affords many types of interaction from casual hangout, to media production, to presentation. The program makes good use of mentors too.

YouMedia is a collaboration between the Chicago Public Library and Digital Youth Network (founded by Inquirium Alum Nichole Pinkard). Check out this spotlight from the MacArthur Digital Media and Learning initiative:

YouMedia from Spotlight on Vimeo.

Author: matt Categories: Design, EdTech Tags: ,

Matt Webb’s Scope Keynote

July 8th, 2009

Via Simon Willison, a fabulous keynote about design from Matt Webb. He pushes on a cultural definition for design, and speaks from the perspective of a principal in a small design firm. Quoting one of his partners:

Some people (they are wrong) say design is about solving problems. Obviously designers do solve problems, but then so do dentists. Design is about cultural invention.

Author: eric Categories: Design Tags:

Take a Stand & the Youth Exhibition Dedication at the Illinois Holocaust Museum

June 9th, 2009

The IL Holocaust Museum dedicated their youth space this last weekend. We finally got a bit more coverage than we had in the past by the Pioneer Press. An excerpt:

“So here on a Sunday afternoon were the invited guests to the dedication, many of whom brought children and grandchildren to experience the offerings in this unique space. State-of-the-art technology is reflected in familiar computer screens as well as a not-so-familiar movie theater-size screen in a separate room. The all-enveloping screen is a part of an exercise that allows children to take on the role of frogs and make important decisions along their journey.

Still, even with technology that would rival the best of Nintendo and X-Box games, it would be a serious mistake to suggest that the exhibit serves simply as another venue for children to play with computer toys.

“The space we’re dedicating today is not a game room,” Harvey Miller said. “It is not a demonstration of the latest computer graphics. It is not a space for relaxation and resting. It is a teaching experience. It is meant to help provide the skills that parents, teachers, caregivers and the children themselves need in order to understand and use the lessons of the Holocaust. “

So it’s great to hear that our technology wowed the reporter. But I’m really glad Harvey Miller (the donor) was there to set the record straight.

The exhibit is admittedly hard to pin down in words.  Even docents can have a hard time with it. On the surface, it looks and feels like a video game: you control characters on a screen, you have some goal that you’re trying to achieve in the space (catching flies), and you have a score that tells you how well you’re doing.  But our goal was to deliberately use people’s expectations against them.  And not so much “teach” per se, but to provide a touchstone experience that could spark conversations about the universal lessons of the holocaust.

Now that the exhibit is open and I have a little more time, I hope to spend the next few weeks relaying some design stories from our experience.