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PERSONAL MOBILE LIBRARY (PML)

PERSONAL MOBILE LIBRARY (PML). A thumbs solution to student social learning. PML PROJECT TEAM. The Team Younes Hajji Magnus Hørven Anne Merete Driveklepp Kien Trung Nguyen Dariusz Mateusz Zasada Isaiah O. Omolo Henry Ssekyewa. Problem Definition.

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PERSONAL MOBILE LIBRARY (PML)

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  1. PERSONAL MOBILE LIBRARY (PML) A thumbs solution to student social learning

  2. PML PROJECT TEAM The Team Younes Hajji Magnus Hørven Anne Merete Driveklepp Kien Trung Nguyen Dariusz MateuszZasada Isaiah O. Omolo Henry Ssekyewa

  3. Problem Definition UiO’sAcademic and Research policy – bilateral and multilateral cooperationwithotherresearchinstitutes International exchange program – knowledge transfer The Opportunity • Lackofcourse info – loss of time • High rate ofadoptionofnewtechnology by target segment • Increasingdemand for computationalresources – for synchronizing multiple documents online, applications , storage and databases This coincideswiththedesire for mobility, collaboration and communicationbetween persons and theirartefacts. Itswithintheaboveopportunitiesthat PML findrationale

  4. Objective PML derives its objective in the overall mission of UiO Library – enhancing student learning environment. Goal: Develop a mobile application that allows students to access academic information while at the same time integrating existing technology application and services to improve education experience.

  5. Research Question Tablet attributes regarding portability, touch design and mobility –allowing for realtime communication, enhanced graphical and textual collaboration, mobility, some degree of ecological flexibility and interaction between persons and artefacts within geographical proximity. Therefore; ”How can tablets attributes be enhanced to foster the student academic and social learning experience?”

  6. The Internet Impactofthe web: • Social and economictransformalrole • Support for application and softwares • Desire for speed and unlimited mobile systems • Enhancementofinternetcapabilities and mobile systems • Increased social networking • Introductionofnewtechnologyproducts and applications

  7. Literaturereview Theoreticalreview • Mobility and interaction • Education and Collaboration • Technology and usage • Human centered design

  8. Theory: Mobility and interaction (I) In the PML INF5261 project, we have used • Physical meetings • Email • Dropbox • Videoconference (Skype) • Telephone to be able to communicate and cooperate. Being mobile is “not just a matter of people traveling, but … related to the interaction they perform “ (Kakihara, 2001). 8

  9. Theory: Mobility and interaction (II) This mobility and interaction have been • Spatial mobility: ” the use of iPAD (object) and Dropbox (symbols) in the physical and cyberspace INF5261 PML group (space) • Temporal mobility: have ”creating new opportunities ….” (Kakihara, 2001:35) • Contextual mobility: the INF5261 PML group, that have enhanced learning. 9

  10. Theory: Education and Collaboration I Central objective of students in education and professional environment is knowledge acquisition most effectively transfered through collaboration. Obstacles to learning: • Distance Learning: speed and access to academic support infrastructure • Team work: real time project execution • Organisational flexibility: interaction of individuals and artefacts within geographical space. 10

  11. Theory: Education and Collaboration II The iPAD and PML could be useful tools to minimize these obstacles, by • beeing theplace (Harrison & Dourish ,1996) where students can get a better overview and • maintain better awareness, (Belotti & Bly, 1996). 11

  12. Theory: Education and Collaboration III Use of iPAD can • Be more flexible (than PC) and support micromobility (Luff & Heath,1998). • Be used together with one or more devices (Alsos & Svanæs, 2006), 12

  13. Theory: Education and Collaboration IV • The iPAD is the new • Memex! (Bush,1945 ) 13

  14. Technology and use • Mobility and access: geographical space with respect to graphical and textual interface, visual and audio interaction features of technology • Use and flexibility: reconfiguration of artefacts with regard to ongoing activities • Technology efficiency: Heterogenous combination of technologies and applications • Real time collaboration: duplication of activities, file sharing, spatial co-location

  15. Human centered design Human centered design- frameworkonuserperspective in the developmentofuserfriendly software and technology. It involves iterative design and user-feedback. Key activities in HC design (Maguire, 2001) • Process and productdefinition: planning HCD process • Conceptdevelopment: specifycontextofuse • Organizationalresources: identifyuser and organizationalrequirements • Prototyping: design and prototype development • Userbasedassessment: iterative evaluation

  16. Research Methodology Based in a form for case study research theories developed by Yin (2004) Divided into six steps: • Formulation of research question • Review of relevant research papers • Analysis of existing solution relevant to the research question • Empirical data collection - interviews • Evaluate and empirical data analysis and prototype development • Report writing

  17. Data collection • Literaturereview – Journal articles • Interviews • ActiveiPadusers – target segment • Narroweddown to IFI, and Entrepreneuship and Innovation students

  18. Workingenvironment • Organization: Team leadership • Implementation: • Team work: individualtaskassignment • Progress: Weeklymeeting • Workingplatform: dropbox

  19. The Case • Students • Ipad • Mobile Collaboration • Support for learning • Prototype

  20. The Idea • Annotate • Groups • Courses • Articles • Friends • Local Library

  21. Usergroup • UiO Students • IFI Students • iPad Users

  22. The technology • xCode editor. • Objective-c programming language. • A Mac laptop. • iPad devices.

  23. Prototype Development Protypingprocesswasmulti-stageinvolving developmentof prototypes and testing Prototype I • CombiningiAnnotate and iThoughts • Content from iAnnotate and parse to iThoughts • Creating a 3rd party program • To do parsing and exporting • BypassingtheiOSsandbox • By Jailbreaking

  24. Prototype I

  25. Prototype I Challenges • JailbreakremovesiOSsandboxbut not applicationsandbox • Otherways to bypass, buttoo hard • Failurewithapplicationsandboxmeans 3rd party program failure • Otherwaysofdoing it, buttoocomple • Againstapple policy

  26. Back to thedrawingboard • Create an applicationwith all functionality • No need to thinkgetcontent from anotherapp • Create it as a standaloneapplication • No need to thinkaboutthesandbox • Make it more social

  27. Workshop • We held a workshop for students to help create the interface and design of Prototype II • Feedback helped shape Prototype II • A standalone social iPad application • Designed to be user friendly

  28. Prototype II

  29. User feedback - Prototype II • Interviews • The userstestedthe prototype oniPad during theinterviews. • The usersparticipated in enhancingthe final prototype. • Enhancingthe design. • Enhancingthefunctionalities and usability.

  30. Conclusion I - Design challenge Interaction between personnel and objects are intertwined with the current activities within a geographical proximity. PML requires a multi platform application with heterogenous combination of existing technologies. Research in application of Android, IOS platform The PML should then be ”accessible by everyone from every device” as expressed in Boyera (2007). 30

  31. Thankyou for your time! Any questions? 31

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