Week 2 - Instructional Design Models
This week I learned that satisfying the client is not the most important thing. Make the user happy and the client will follow.
http://www.alistapart.com/articles/landwarinasia
I will try to improve my current designs in interactive media and courseware to involve the user in the early development process. In the class discussion, I suggested data mining as a way to figure out what the user wants/expects out of a lesson/product. I realize now that data mining is a PUSH method to generate user analysis. It can be a good method for suggesting products to buy like Amazon [http://blog.fastcompany.com/archives/2005/10/18/crack_cocaine_for_authors.html]
or Yahoo! do, but it is a kind of guessing game too. Instead it is more useful to have an actual user with high interests in the subject give suggestions with surveys, critiques, or make tools. These beta testers could be harvested from active members in forums about the subject. Using a PULL method allows people to pick the types of information they receive and customize the way it's delivered.
The ADDIE-M model isn't popular in this group but it suits me. Mainly just the way the process keeps the project on track. Having the checkpoints gives developers the Incubation period of the IIGE model to see where the project is heading and gives time to reflect and rest for a moment. Avoid having stuff in your design that is just for looks - don't let the marketing department get any control on your elearning presentation. Stay on target with your goals and objectives.
http://www.liftinternational.com/Goal_Map_templates.pdf
Much of the ideas and decisions can be made during storyboarding - here is a good template that can apply to many different types of projects.
http://static.flickr.com/28/37860279_bba66af914_b_d.jpg

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