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	<title>Comments on: People-driven design</title>
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	<link>http://www.elearnspace.org/blog/2007/12/18/people-driven-design/</link>
	<description>learning, networks, knowledge, technology, community</description>
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		<title>By: Guy Boulet</title>
		<link>http://www.elearnspace.org/blog/2007/12/18/people-driven-design/comment-page-1/#comment-890</link>
		<dc:creator>Guy Boulet</dc:creator>
		<pubDate>Wed, 19 Dec 2007 15:12:12 +0000</pubDate>
		<guid isPermaLink="false">http://dnorman.tlc.ucalgary.ca/elearnspace/?p=3178#comment-890</guid>
		<description>I am kind of reluctant to give the learners what they want, simply because although they may know what they want, they may not always know what they need nor what is available to them.

On a current project, our target population analysis showed that only 55% of learners would prefer self paced elearning content while 75% prefered traditional classroom training. But when we sent them a prototype of a lesson, the satisfaction rate was around 85%.

One of the reasons of that is that 55% of the target population had never done an online course, so they did not know what it was like and therefore were reluctant to use it. Others may have had bad online experiences. But once we showed them what it was, most of them felt it was something they could use.

I often talk to people who do not believe in distance learning. When I ask them if they have already done a distance course, over 80% say no. How can they dislike something they haven&#039;t tried?

Therefore, I think we must consider the learners preferences, but should we build everything around it whitout questioning what they want? I think we should propose them some solutions and look how they feel about them.
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		<content:encoded><![CDATA[<p>I am kind of reluctant to give the learners what they want, simply because although they may know what they want, they may not always know what they need nor what is available to them.</p>
<p>On a current project, our target population analysis showed that only 55% of learners would prefer self paced elearning content while 75% prefered traditional classroom training. But when we sent them a prototype of a lesson, the satisfaction rate was around 85%.</p>
<p>One of the reasons of that is that 55% of the target population had never done an online course, so they did not know what it was like and therefore were reluctant to use it. Others may have had bad online experiences. But once we showed them what it was, most of them felt it was something they could use.</p>
<p>I often talk to people who do not believe in distance learning. When I ask them if they have already done a distance course, over 80% say no. How can they dislike something they haven&#8217;t tried?</p>
<p>Therefore, I think we must consider the learners preferences, but should we build everything around it whitout questioning what they want? I think we should propose them some solutions and look how they feel about them.</p>
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		<title>By: Virginia Yonkers</title>
		<link>http://www.elearnspace.org/blog/2007/12/18/people-driven-design/comment-page-1/#comment-889</link>
		<dc:creator>Virginia Yonkers</dc:creator>
		<pubDate>Wed, 19 Dec 2007 14:37:49 +0000</pubDate>
		<guid isPermaLink="false">http://dnorman.tlc.ucalgary.ca/elearnspace/?p=3178#comment-889</guid>
		<description>I think the problem most designers have is that they expect the outcomes of their design to be what they envisioned.  A good designer starts with a goal (that should be co-created with the user).  The design should not be expected to be a stagnant end point, but rather a living, evolving structure that allows for change as the environment and users change.  Just think of where social software would be today if MySpace had not allowed for add-ons and different uses of its space or tried to control and limit users to just its original purpose.
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		<content:encoded><![CDATA[<p>I think the problem most designers have is that they expect the outcomes of their design to be what they envisioned.  A good designer starts with a goal (that should be co-created with the user).  The design should not be expected to be a stagnant end point, but rather a living, evolving structure that allows for change as the environment and users change.  Just think of where social software would be today if MySpace had not allowed for add-ons and different uses of its space or tried to control and limit users to just its original purpose.</p>
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