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An Exploration into Future Learning Environments




JOT
Work by
Charles Law & Edward Yen & Krupali Raiyani




Hong Kong Polytechnic University School of Design &
Hong Kong Applied Science and Technology Research Intitute
How can com
computing te
provide stude
the opportuni
with and from
in order to ga
thinking skills
mposable
echnologies
ents with
 ity to learn
m each other
ain critical
s?
The following summarizes a four month          This project was completed through the
research and design project targeted towards   MDes Interaction Design program at Hong
collaboration, learning, and technology use    Kong Polytechnic University School of Design
in educational environments for young kids     with the support and sponsorship from the
studying in Hong Kong Primary schools. The     Hong Kong Applied Science and Technology
focus of the project was to investigate how    Research Institute Company Limited.
kids learned, played, and communicated
with each other in order to imagine and
propose a conceptual design solution
involving ‘Dynamic Composable Computing’
technologies.
DESIGN TEAM

         Charles Law

         Charles is from Vancouver, Canada and attended Simon Fraser
         University for his undergraduate studies in Interaction Design.
         Before moving to Hong Kong to study at the Polytechnic
         University School of Design, he helped global brands such as
         Nike and Visa captivate their customers in new and meaningful
         ways. Charles believes that interaction design is a process
         involving deep understanding of social and cultural contexts in
         order to stitch together complex disconnections with delightful
         outcomes.




         Edward Yen

         Edward is from Taiwan, experienced living in Shanghai for three
         years and later attended Beijing University of Aeronautics and
         Astronautics for his undergraduate studies in Industrial Design.
         Due to his interest in user-experience studies and system design,
         he moved to Hong Kong to study Interaction Design at the Hong
         Kong Polytechinic University. Edward believes that the study of
         human behavior and application of cultural studies and social
         sciences to design can create a better life.




         Krupali Raiyani

         Krupali grew up in Bombay, India, where she graduated in mass
         media studies and explored advertising and photography while
         discovering her passion for design. In her advertising avatar
         she’s put together integrated campaigns and worked on brand
         strategy, before channeling her skills to interaction design. Her
         work at The Hong Kong Polytechnic University involves solving
         real world problems by designing meaningful experiences. She is
         a keen observer of human behavior and believes that interaction
         design is about designing experiences that are sympathetic to
         human nature and context.
PARTNERS

Hong Kong Polytechnic University School of Design

The School of Design is at the forefront of applying Asian innovation
to global opportunities. It is committed to sustain excellence in
design education, practice, consulting and research; to harness
the legacy and dynamism of Asian cultures in creating solutions for
human needs; and to create strategic models for products, brands,
and systems in local and global markets. The school has over 1200
students and is the only institution offering design education at the
higher level in Hong Kong.



Hong Kong Applied Science and Technology Research Institute

ASTRI was founded by the Government of Hong Kong SAR in
2000 with a mission of enhancing Hong Kong’s competitiveness
in technology-based industries through applied research. In
April 2006, ASTRI was designated the Hong Kong Research
and Development Centre for Information and Communications
Technologies by the Innovative and Technology Commission with
special goals to perform leading-edge R&D for technology transfer
to industry, develop much needed technical human resources and
act as a focal point bringing together industry and university R&D
assets.



Fung Kai No.1 Primary School

Fung Kai No.1 Primary School was founded in 1932 and is located
in the Sheung Shui district in Hong Kong. It comprises of over six
hundred students from primary one to primary six.
PROCESS




 Introduction                      Discovery



                                              Secondary Research

             Prototype Iteration
                                            Participatory Design Workshop



                                                   Camera Journal
   Testing


                                   Jot            Class Observation



                                                Student Workshops

   Prototyping

                                      Primary Research Synthesis



                           Initial
                          Concepts
Introduction
  12    Brief
  14    What is Dynamic Composable Computing?


Discovery
  18    Secondary Research Synthesis
  24    Primary Research Outline
  26    Participatory Design Workshop
  36    Camera Journal
  38    Class Observation
  40    Student Workshops
  43    Insights
  44    Future of Education
  46    Experience Guidelines


Initial Concepts
  60    Immersive Environment Room
  64    Connected Pen


Jot
  61    Problem Statement
  62    Introducing Jot
  68    Eco-System
  70    Values
  72    Why the Pen Form?
  74    Scenario
  76    Prototyping
	 88	   Reflections
PROJ
INTROD
JECT
DUCTION
12     Introduction   Discovery   Initial Concepts   Jot




     BRIEF

     Explore the use of ‘Dynamic
     Composable Computing’ technology
     solutions within the context of local
     Hong Kong schools and collaborative
     learning. To approach the project
     as “researching as designing” and
     apply user-centric principles and
     methodologies during the design
     process.

     The outcome is to propose a concept
     demonstrating a clear thoughtfulness
     of research and synthesis to enhance
     interactivity and collaboration in and
     outside classrooms.
Introduction   Discovery   Initial Concepts   Jot   13
14         Introduction              Discovery         Initial Concepts               Jot




     WHAT IS DYNAMIC COMPOSABLE
     COMPUTING?




     ‘Dynamic Composable Computing’ (DCC)         Three emerging technology pillars that will
     is the impromptu assembly of a logical       support Dynamic Composable Computing:
     computer from wireless components that          •	 High-bandwidth wireless
     are nearby - enabled by wireless links and         communication
     automatically assembling networks.              •	 Effective processing
                                                     •	 Platform sensing
Introduction              Discovery                Initial Concepts               Jot               15




It allows us to re-think
how people interact with
the environment and one
another.



DCC allows users to easily and seamlessly         extend the capabilities of their mobile device
extend the capabilities of their mobile device    with the nearby resources in their environment,
with the nearby resources in their environment,   and further allow its resources to augment
and further allow its resources to augment        other devices in the locality.
other devices in the New technologies will
enable electronic devices to seamlessly
connect to one another and affords many new
opportunities and possibilities for people to
DISCO
OVERY
18         Introduction               Discovery               Initial Concepts                 Jot




     CURRENT HONG KONG CLASSROOMS




     The Hong Kong education system has a             of Hong kong found that “70 percent of
     similar system to that of the United Kingdom,    highschool students and about 50 percent
     and can be said to be extremely competitive      of primary students had hired private tutors”
     by global standards. However, as more            and numbers have increased since then (NG,
     research is being done in the areas of           n.d). At various levels of schooling, major
     education reform and child learning, there       examinations determine the opening up or
     are new criticisms over certain aspects of the   closing off of certain options for the student’s
     schooling system. In particular, the major       next level of schooling. In Hong Kong, local
     critiques of the system include:                 students take territory-wide examinations at
                                                      Primary 5 and Primary 6, Form 5 and Form
     Memorization as a means to evaluate              7, to determine placement in upper levels of
                                                      education. Depending on the results of these
     Schools in Hong Kong lay great emphasis          examinations students are allocated schools
     on performance in examinations and               that are separated into three “Bands”, with
     frequent tests. More importance is given to      Band 1 being the best schools (“Hong Kong’s
     memorization and evaluation than learning        Education System”, (n.d). As a result of this
     itself. As Dean of Studies at the prestigious    examination culture, the approach towards
     Diocesan Boy’s School, P. L. Lau, argues         acquiring knowledge is pivoted around
     “ Hong Kong students have been ‘spoon            memorization and not understanding.
     fed’ [to the point that] they don’t know
     how to really interact within the society”       Teacher centered learning
     (Ye, n.d). In order to cope with the stress
     and demands of competitive exams, most           To branch away from rote memorization, Hong
     students attend private coaching after school    Kong educators need to go beyond traditional
     hours. A 2005 survey by the University           teacher-centred approaches in the classroom.
Introduction               Discovery              Initial Concepts                  Jot              19




In many Hong Kong classrooms, often the          Limited task based activities
teacher teaches and student listens. There
is a lack of group engagement due to the         Once of the methods in creating a student
old thinking of the teacher as task-maker        centered classroom environment is through
with students as their subordinates. For         implementing task-based learning. Originally
education reformers, “...there is a dire need    developed by N Prabhu in Bangladore, as a
to focus on individual students’ needs and       means to learn language, task-based learning
self-expression” (Traditional Education, n.d.)   is based “on the belief that students may learn
                                                 more effectively when their minds are focused
Hong Kong has been actively promoting a          on the task, rather than on the language they
student-centred approach since the 1980s         are using” (“What is ask-base learning”, n.d)
but evidence show that is “mere rhetoric and
has not been successfully applied” (Yeung,       However, as a result of using testing as the
2009). Teachers have expressed frustration       main means to evaluate children, there is a
over the the lack of substantive support from    lack of task based activities in Hong Kong
the Hong Kong government to implement            curriculum education. This has been a
changes in the system (Yeung, 2009). “The        recognized problem for over a decade, as the
class size was too big, manpower and             Hong Kong Development Council has itself
resources were too limited, teacher training     written that “...learning is more effective when
was so inadequate. All these constraints         learners take an active role in the learning
discourage teachers to strive for more           process” (Hong Kong’s Education System,
ambitious development of the pedagogy”           n.d.), however there is little evidence to reveal
(Yeung, 2009).                                   the required systematic and educational
                                                 content changes required to apply such a
                                                 transformation.
20         Introduction                 Discovery          Initial Concepts   Jot




     UNDERSTANDING HOW
     CHILDREN LEARN
     According to Piaget’s theory of cognitive
     development, children ages seven to eleven
     are in what is known as the “Concrete
     Operational Stage.” Children are beginning
     to understand explicit and concrete concepts,
     but still struggle with abstract and hypothetical
     ones. “The term concrete does not mean
     children must see or touch actual objects
     as they work through a problem, but implies
     that the problems they deal with at this stage
     involve	objects	that	are	identifiable	and	directly	
     perceived or imagined.” As a result children
     learn best from and about things that they
     can	understand	firsthand,	through	trial	and	
     error, and are constantly sorting objects based
     on their properties and relationships. At this
     stage, children also learn and remember better
     when more of their senses are being triggered,
     seeing, hearing, touching, smelling, and tasting.

     When considering how children learn and
     learn how to think critically, educators should
     also consider the domains outlined in Bloom’s
     taxonomy. Bloom outlines six domains or levels
     of intellectual behavior in learning: Knowledge,
     Comprehension, Application, Analysis,
     Synthesis and Evaluation. Knowledge, the
     lowest	level	in	Bloom’s	Taxonomy,	is	defined	
     as remembering previously learned material. It
     is associated with skills such as, observation
     and memorization. At the top level of Bloom’s
     taxonomy is the Evaluation Domain. Evaluation
     is concerned with the ability to judge the value
     of a material for a given purpose. Learning at
     this level is highest in cognitive hierarchy since
     it incorporates all the skills involved in previous
     levels (Bellis, n.d).
Introduction   Discovery   Initial Concepts   Jot   21
Introduction   Discovery   Initial Concepts   Jot   23




TOPICS OF INTEREST

After an initial secondary research
phase, we decided to focus on three
key areas to begin exploring and keep
track of through primary research:

      Learning through play

      Multi-sensory learning

      Group dynamics
24       Introduction      Discovery       Initial Concepts     Jot




     PRIMARY RESEARCH OUTLINE




     Research Objective
     To gain an understanding as to how Hong Kong children live, learn,
     and interact with one another and their environments. We hope to
     understand our topics of interest from the perspective of primary
     school students, teachers, and parents.

     Primary Target Users
     Kids aged seven to twelve (Primary School)
      •	 Struggling to make sense of abstract concepts
      •	 Learn through seeing and doing.
      •	 Learn through trial and error.

     Secondary Users
     Primary school teachers and parents
Introduction              Discovery               Initial Concepts               Jot              25




SOME EARLY RESEARCH INQUIRIES
Kids learning and teaching each other            Teachers and School Environment
•	 How do kids learn?                            •	 What is the teacher student relationship
•	 What are kids taught in school?                  like?
•	 Who do kids learn with?                       •	 What are the responsibilities of a teacher?
•	 How do kids learn through play?               •	 What are the teaching tools used in a
•	 How do kids learn through teaching other?        classroom?
•	 How are kids encouraged to group learn?       •	 How does a teacher support students at
•	 How does multi-sensory learning work in          an individual level?
   the classroom?                                •	 Is there any learning outside the class?
                                                    How?
                                                 •	 What are the teacher’s goals and
Kids Interests                                      priorities?
•	 What kinds of games do kids like to play      •	 What is the school environment like?
   now?                                          •	 How do students spend their time in
•	 What kinds activities and interests do kids      school?
   like to do outside of school?                 •	 How involved are parents with the school?
•	 How do kids like to interact with one
   another?
•	 What kind of things do kids like to do? At    Sharing
   school and out.                               •	 How and what do kids share?
•	 How do kids behave in presence and            •	 Sharing habits?
   absence of guiding adults?
•	 What	influences	their	interests?
                                                 Technology Use
                                                 •	 Technology habits.
Kids outside of school                           •	 Internet habits.
•	 What do kids do outside of school?            •	 Online interactions.
•	 How do they spend their time with family
   and friends?                                  Media
•	 What do kids learn outside of things they     •	 Media consumption habits
   learn at school?                              •	 Media creation habits
                                                 •	 Adaptability to new media
                                                 •	 Education through media?
26          Introduction              Discovery              Initial Concepts               Jot




     PARTICIPATORY DESIGN WORKSHOP
     What                                            Participants

     To engage four primary school kids with         4 kids total. International Students.
     a series of activities, in order to begin an    3 kids aged 10 in primary 3. 1 kid aged 7 in
     understanding of our topics of study in a       primary 1.
     three hour participatory design workshop.
     We designed four activities that tested our
     initial assumptions about our users and
     their environments, to express themselves
     without inhibition about our topics of
     interest, and hoped to inspire creativity and
     imagination through sketching, drawing, and
     brainstorming.
Participatory Design Workshop
Activities Planned

 Spin the Bottle

 Day in the Life Card Sorting

 Group dynamics
28          Introduction              Discovery              Initial Concepts                 Jot




     PARTICIPATORY DESIGN WORKSHOP
     Activity 1
     Spin the Bottle
     What                                            Why

     An ice breaking game to get to know the         Kids get nervous when they meet strangers
     participants better while setting the mood of   and especially adults. Making them feel
     comfort among the participants.                 relaxed and making friends with them is
                                                     important in establishing trust and being
     Questions were framed with an element of fun    able to participate in their natural habitat and
     and prepared on cards that players took turns   activities.
     to pick and answer. Our team participated
     along with the informants in order to build
     an atmosphere of ease and trust through the
     course of the rest of the workshop.
Results

Kids did not feel that they are having an
interview but rather like they were playing a
game. They were very to answer questions
and felt comfortable in conversing with our
research team. We found this to be a great
method to ask formal questions to kids in
an informal way. In fact, our participants
did not want to stop playing but due to time
constraints we had to move onto the next
activity. This game allowed the research
team and participants to become familiar
with each other and subsequently allowed
both sides to converse and communicate
informally and easily, which helped us
when completing further activities. Aside
from gaining information based on the kids
answers to the questions in this activity,
we started realizing the power of game
mechanics, and how to engage through
ideas involving play.
30          Introduction                Discovery                Initial Concepts                Jot




     PARTICIPATORY DESIGN WORKSHOP
     Activity 2
     Day in the Life Card Sorting
     What                                                 Why

     An exercise to map the activities and feelings       To identify and prioritize elements to focus
     of a typical day of our target user. Our             on and further address. After our team’s
     participants were asked to arrange a series of       journey framework brainstorming exercise we
     cards representing objects, actions, places,         realized that a better grasp of the everyday
     people, and interactions involving their daily       life a child’s school day was required. Through
     routine. Pre-written and blank cards with pens       this activity, we wanted to compare our
     were	provided	to	allow	flexibility	in	sorting	and	   assumptions to the results of our participants
     communicating their expressions.                     card sorting. Their organization and actions
                                                          will reveal expectations and priorities about
                                                          our interested topics of study.
Results

This was one of the most fruitful activities
during the workshop. While the activity
yielded a rather generic glance at the
activities of our participants daily lives,
through the execution of this method the
research team was able to communicate,
interact, and consider the behaviour of our
participants and how they worked together
as a team to accomplish this task. Through
this activity we were able to delve deeper
into the lives of the kids and their feelings by
asking them questions about what and why
they were creating cards for and why they
were moving them around. They revealed
detail about their past experiences in
classes, how they viewed certain activities,
and provided intuitions and answers
toward our topics of study. One surprising
observation from this activity was how our
participants loved to draw rather than write
on our cards in order to express themselves.
As well, the kids originally thought we were
giving them origami to play with, and started
to fold our cards in unexpected ways. This
affirmed	our	prior	readings	regarding	how	
kids will interact with objects in unexpected
ways and it is important to design for kidsin
a way that they can explore. We were
encouraged by how comfortable kids were
with drawing and writing, and by how much
they enjoyed these actions. Through this
activity, we not only learned about the daily
life of our participants, but also how they
acted, expressed, and communicated with
their friends. These observations during this
activity were important because it helped
the design research team begin to become
immersed in the culture of our target users.
32          Introduction            Discovery              Initial Concepts                Jot




     PARTICIPATORY DESIGN WORKSHOP
     Activity 3
     Performance Skit
     What                                           Why

     To act out and involve our participants in a   To illustrate our ideas and concepts to kids
     future classroom role playing scenario and     in a tangible way. By enacting the activities,
     obtain feedback and additional ideas. The      within a real or imagined context, we can
     design team put on a performance set in a      trigger responses to the scenario that
     future classroom and demonstrated early        otherwise may not be provoked if simply
     immersive learning concepts through real       imagined through words. The design team
     lessons. For example, tablet sized cardboard   hoped to gain insight into the scenarios as
     cutouts were handed to the ‘students’          well as inspiration about new ideas from the
     and were demonstrated in future learning       participants. It was vital to demonstrate ideas
     scenarios. Participants were encouraged        to kids through an experience in order to
     to follow along and voice their opinions       correctly communicate our intentions and to
     and ideas during the skits. Other skits        gauge their reactions.
     involved gesture based interactions that
     controlled the environment and various
     new device based ideas. As we explained
     and acted out different scenarios the kids
     were asked to imagine what they would do
     with the demonstrated magical objects and
     environments.
Results

It was important to properly communicate
our ideas to the kids before they can
properly inspire us, so this method was very
useful to in creating an environment to focus
their creativity and new ideas. During our
skits, we had some instances where we did
not have a working or fake prototype yet,
and hence asked kids to imagine objects
working in the heads. This turned out to
be less effective because kids were unable
to imagine scenarios if they didn’t believe
that what they were holding or seeing
was real, which was both surprising and
disappointing. They dismissed instances
that were imaginative, and hence were taken
out of the scenario. However, we learned
that it was only important if the participant
believed that their experience was real, even
if it wasn’t, so instances where we “faked”
scenarios worked well and created a “wow”
factor that inspired them. Through this
method, one major insight was that kids
were very excited and comfortable with new
technologies in the classroom and were
eager for interactivity in their lessons. When
we demonstrated an idea where drawings
could be wireless in the environment onto
various walls, and successfully “faked it,”
there was a moment of disbelief and the
kids suddenly became very engaged in
discussions and idea sharing, opening up
and giving their own thoughts on future
classroom scenarios as well as their current
situations.
34       Introduction       Discovery        Initial Concepts    Jot




     PARTICIPATORY DESIGN WORKSHOP
     Key Observations

     •	 Schoolmates are the most immediate resource when
        kids need help.

     •	 Kids manipulate and touch objects in unexpected
        manners.

     •	 Strong interest in creating and consuming media.

     Noted Observations

     •	 When kids know there is reward, they will change their
        behavior.

     •	 Drawing is an excellent method for kids to express
        themselves.

     •	 Group dynamics changes how kids behave.

     •	 In group work, a leader will usually emerge.

     •	 Kids love to collect things.

     •	 Kids want straight answers to questions.

     •	 Kids are very comfortable with technology.

     •	 Parents like to get involve in kids learning.
36          Introduction             Discovery              Initial Concepts               Jot




     CAMERA JOURNAL
     What                                            Why

     Provide participants with a disposable camera   To reveal points of view and patterns of
     and ask them to take photos of objects and      behavior about personal feelings that are not
     places that are important to them.              possible to obtain through design workshops
                                                     or interviews.

                                                     Participants

                                                     2 kids, aged 10, both in primary 4.
Results

There needs to be clear instructions and
constraints when giving assignments to kids.
If this is not the case, the results may be
difficult	to	parse.		In	our	case,	we	presented	
kids	with	loosely	defined	instructions	that	
asked them to take photos of objects and
places of importance. While we did get
some interesting photos, many of the kids
photos were taken hours after receiving the
camera. More focused instructions, and
making the desired results more game-
like with objectives would probably have
garnered a better result. We had hoped
for diverse photos and a different look into
the life from the eyes of a child. While we
did get that, many of the photos taken
were around or inside their home. It might
also help in the future if we provided a tool
that allowed kids to take photos and draw
on them, such as a Polaroid camera. The
limitations of the disposable camera, 24
photos per camera, turned out to be a bigger
constraint than the research team originally
imagined. Still, through this activity it was
very noticeable that kids love cameras and
taking photos. By using these disposable
cameras as prizes during our participatory
design workshop, it helped us focus our
participants during creative brainstorm
activities.

Noted Observations

•	 Love to take photos.

•	 Amusement from object collection.

•	 Creates stories and meanings about the
   things and people around them.
38          Introduction              Discovery              Initial Concepts               Jot




     CLASS OBSERVATION
     What                                             Why

     Observed a general science class being           Witnessing and capturing our target users
     taught in a computer aided room to primary       habits,	behaviors,	and	actions	firsthand	in	
     four students. The design team sat in the        their natural environment, in this case the
     class	to	obtain	a	first	hand	experience	about	   classroom, is immensely valuable to ground
     how computers are used to teach students in      the design team’s assumptions and thinking
     Hong Kong schools.                               towards the context.

                                                      Participants

                                                      Class with 30 kids, aged 10 and 2 teachers.
Results                                          Noted Observations

Many unanticipated issues and revelations        •	 In many classes there is little chance to
were procured from the design team through          ask additional questions to the teacher.
this activity. For one, we were surprised that      Classes are short with many students, and
schools were already using computers to             the priority of the teacher is to get through
teach many general topics through digital           the lesson.
content software produced by various local
content companies. Although rudimentary,         •	 Kids were engaged with digital learning
it emphasized that teachers and students            content due to animations, media, sounds,
were already comfortable with e-learning            and interactivity.
and that there is a growing need to make
sure that the design, experience, and            •	 There is a need for students to access
interactions of such learnings be fruitful.         digital lessons easily in class.
Through observation and conversations
with the students, they were more engaged        •	 Teacher needs to be able to access all
with the content due to the extra layer of          computer screens in the class to focus
media and interactivity that digital learning       students as well as show them content
entails. The class used Google Documents            easily.
in order to share programs, which every
student had to log on to in the beginning of     •	 Workbooks are written and drawn on for
class. This expressed a need, for a school-         later reference.
friendly content management system for
teachers and subsequently for students           •	 Many students do not enjoy lecture based
to access digital lessons in class easily.          note-taking classes.
During the lesson, there was a combination
of students working individually on their        •	 Students	first	ask	neighbours	and	friends	
computer and the teacher taking control             for help in class before teachers.
of the class to explain and show parts of
the lesson. The teacher also had control of      •	 Students don’t have time in class to ask
all the screen’s in the class, which for him        teachers questions even if they wanted to.
was important because he could focus the            If kid’s miss something, they have to ask
students when he needed to as well as show          their neighbour. When classes end, they
content to everyone easily. In additional to        have little time to go to the next class.
digital lessons, students all had their own
workbooks that they wrote and drew on.           •	 Students treated computer equipment
We realized that it was very important for          roughly and playfully.
students to write things down, to draw, and
to have something physical to study outside
of the classroom.
40          Introduction             Discovery               Initial Concepts                Jot




     STUDENT WORKSHOPS
     What                                            Why

     Creative brainstorming and interview sessions   To obtain the viewpoints of our target
     with small groups of students in similar age    users and listen to their experiences and
     groups at school. Held informal discussions     frustrations early on in the project. The goal
     about their thoughts and feelings about their   of the workshop was to understand what
     current school experiences as well as discuss   kids were going through at school and gain
     their ideas about new devices and tools to      empathy for their struggles and real life
     help kids learn. Three different sessions,      scenarios.
     filtered	by	age,	thirty	minutes	each.
                                                     Participants

                                                     3 sessions with 9 kids total.

                                                     Session 1 : 3 Kids aged 8 in primary 2
                                                     Session 2 : 3 Kids aged 10 in primary 4
                                                     Session 3 : 3 kids aged 12 in primary 6
Results                                             Noted Observations

Speaking with public school students               •	 The actions, motivations, and values of
provided the design team with a different             kids in different grades are drastically
outlook than those generated from the                 different. In particular, as kids get older
prior participatory design workshop with              they are more concerned with taking notes
international students. In particular, the            in class and memory based learning. This
local students seemed less technologically            may be obvious, but it is an important
sophisticated than the international students.        observation to grasp in the early design
Not surprising, considering the income                stage.
level differences between the two groups,
but it was unexpected that some students           •	 In group learning, eventually someone will
were unfamiliar with even what an iPhone              always take on the lead role.
was. Comparing kids of different ages, we
noticed that there was a large discrepancy         •	 The experiences and values of kids
between their attitudes, values, behaviors,           differ sometimes drastically between
and expectations about school and the                 international and public Hong Kong
world around them. With regards to school,            schools.
primary two and four students were less
concerned about homework and taking                •	 Many kids don’t ask their parents if they
notes in class, rather they were encouraged           have homework questions, but many do
by how to explore the environment and                 as well.
objects around them. Speaking to primary
six students, who were aged twelve, they           •	 During class, kids prefer to ask their
expressed the importance of homework                  friends and peers before the teacher.
and taking notes in class. Through this
observation, we can infer that our ideas           •	 Many students attend after school tutorial
must	further	target	specific	age	groups	              classes.
due to their diverse attitudes, needs,
and interests. Regarding this research             •	 Kids expressed interest in having better
methodology, we realized a couple things              ways to follow along with the material that
to rectify if given the chance. Firstly, the          the teacher is going through in class.
school seemed to have given us their best
and most responsible students. With the            •	 Kids demand playful and interesting
chance to execute this activity again, it             experiences. Whatever the learning
would	be	recommended	to	specifically	ask	             material is, if it is presented in a
for different types of students, as to to gain a      compelling fashion, kids will be interested
better understanding of student diversity and         in it.
interests.
                                                   •	 Kids want instant feedback for everything.
Introduction        Discovery          Initial Concepts         Jot         43




INSIGHTS FROM PRIMARY RESEARCH
•	 Kids have a natural instinct         •	 Kids pick up and learn how to
   to explore various uses for             use something very quickly.
   different objects.
                                        •	 Kids will use an object
•	 The idea of something                   in many different and
   physical for students to take           unexpected ways.
   and bring around and modify,
   such as notebooks and         •	 Learning through play is
   workbooks, is very important.    powerful.

•	 Group dynamics : somebody            •	 Group learning is powerful.
   will assume the lead and
   others will follow.                  •	 Doing is learning.

•	 Multi-sensory experiences            •	 Kids enjoy being hands on
   result in more engaging and             more than sitting, reading,
   memorable learning.                     and listening.

•	 For many kids, their support         •	 Kids like to participate in
   structure	is	with	friends	first,	       activities with each other.
   then parents, then teachers.
                                        •	 Kids form groups and there
•	 For some kids, they cannot              are different roles within the
   rely on their parents at home           group.
   for homework help.
                                        •	 Kids are more engaged when
•	 For some kids, they cannot              learning with media.
   rely on the teachers for
   homework help.                       •	 Many kids love to collect
                                           objects.
44     Introduction   Discovery   Initial Concepts   Jot




     FUTURE OF EDUCATION

     Steps towards education reform
     are creating frameworks that
     enable students to acquire critical
     thinking, collaboration, creativity and
     communication skills. An education
     solution that is designed with these
     values in mind should provide tools
     that encourage and inspire self initiated
     learning, task based activities, multi-
     disciplinary content and peer support.
     We believe the future of education is
     leaning towards allowing ‘immersive
     learning’ aspects over ‘passive learning.’
Immersive Learning        vs    Passive Learning

   Group participation                 One way
      Multi-sensory              Reading and listening
  Experience the content              Memorizing
    Multi-dimensional              Single dimension
Encourage experimentation           Ridid structure
46     Introduction   Discovery   Initial Concepts   Jot




     EXPERIENCE GUIDELINES

     Inspire and engage me to learn.
     Interest children to explore the world
     around them.

     Teach me. Don’t tell me.
     Act as a guide and enable children to
     learn naturally with others.

     Don’t treat me like a kid.
     Deliver compelling experiences that
     make kids feel good about themselves.

     Respond to my actions.
     Provide meaningful and instant
     feedback.
INIT
CONC
TIAL
CEPTS
50          Introduction            Discovery            Initial Concepts                Jot




     IMMERSIVE ENVIRONMENT ROOM
     What                                        Why

     A specially designed room in schools        To allow for tangible virtual multi-sensory
     equipped with dynamic composable            interactive lessons to be experienced
     computing enabled objects and displays      by students. By providing an interactive
     meant to teach specially designed lessons   environment, we wish to encourage self
     and offer unique learning engagements for   initiated exploration, group learning and
     primary school students.                    learning through play.
Introduction              Discovery               Initial Concepts               Jot     51



Immersive Environment Room Scenario 1
Undersea Adventure
Pre-scripted undersea adventure to learn
about the animals and plants that live there.
The teacher acts as their guide as each
student receives a tablet like device and sets
forth	in	a	field-trip	like	experience.


                                       Clean the Ocean

                                       Students descend down the ocean and learn
                                       about pollution in the ocean and how it affects
                                       the life there. They are given the task of
                                       picking up garbage in the ocean. Nets appear
                                       on the screen of their devices and students go
                                       around	the	room	finding	and	removing	garbage	
                                       from the ocean, saving the life there.


                                       Learning about Ocean Predators

                                       To learn about ocean predators, they have
                                       to work together as sea anemone or else
                                       be grabbed by an octopus and be forced
                                       to start from the beginning. Through this
                                       activity students gain collaboration and
                                       communication skills as well as knowledge
                                       about sea creatures.



                                       X-Ray the Ocean

                                       Once students successfully evade the
                                       octopus, they are given a gift on their devices
                                       and have the ability to ‘x-ray’ the ocean. From
                                       here, kids can go around the room and learn
                                       about	the	anatomy	of	various	fish	and	sea-life	
                                       with their own x-ray device.




                                       Lean about Ocean Life

                                       Students must work together to collect
                                       information about many objects in the ocean
                                       and	find	out	their	names	and	definitions.
52         Introduction             Discovery              Initial Concepts              Jot




     Immersive Environment Room Scenario 2
     Open Canvas
     The classroom is an ‘open canvas’ for
     students to pain, draw objects, and create
     their own stories by programming their own
     creations into the environment.




                                          Color Mixing

                                          Kids can learn about how colors mix together
                                          while painting through mixing and matching.




                                          Play and Paint

                                          Various dynamic composable computing
                                          devices can be used, such as soft objects to
                                          throw around to paint and effect surfaces in
                                          the environment.




                                          Animating Objects

                                          Kids can draw objects on their device, send
                                          them to the environment, and use simple
                                          gestures to create animations and a lively
                                          environment.
Introduction   Discovery   Initial Concepts   Jot   53
54          Introduction               Discovery               Initial Concepts              Jot




     CONNECTED PEN
     What                                              Why

     A dynamic composable computing enabled            To rethink the way students connect to one
     device in the form of a pen that allows           another, how interactive learning materials
     students to open up their personal learning       are presented and experienced, and re-
     management system (LMS) on any enabled            configure	classroom	dynamics	in	the	school.
     surface at school in order to access and
     manipulate digital learning material and tools.
     The new LMS system will include dynamic
     access to learning materials, personal notes,
     and social content all accessible anywhere
     at school through the connected pen and at
     home through a web-based interface.
Introduction               Discovery               Initial Concepts   Jot   55



Connected Pen Scenario
As students enter into the classroom for a
lesson, they can sit anywhere and connect to
their learning management system through
their connected pen on any surface.

Kids simply sign their name with their pen
on the surface and can summon their digital
objects. This includes contextual interactive
class content, community functionality with
the rest of the class, and private note taking
applications.

During the class, the teacher has full control
over everybody’s digital spaces and may
either provide learning content or limit certain
functionality such as social networking and
sending messages to others. As well, for
any assignments during the class, immediate
feedback can be given to many.

Desks and digital spaces may be connected
together to allow for easy group collaboration
between students. For example, a large area
can be produced for many students who
have	to	work	together	to	find	and	draw	all	the	
constellations in the sky.

Outside of the classroom, students can also
share their work in common areas around the
school.
56   Introduction   Discovery   Initial Concepts   Jot
Introduction   Discovery   Initial Concepts   Jot     57




SELECTING THE CONNECTED
PEN CONCEPT
The ‘Connected Pen’ concept was selected for
further advancement due to the scalability of
the idea, impact of intended interactions, and
prototyping possibilities.

The ‘Connected Pen’ allows us to explore how
children can:

•	 Naturally interact with new forms of interactive
   learning content.

•	 Access digital learning materials in many new
   surfaces and environments.

•	 Collaborate with others both physically and
   digitally.
TH
 CONNE
PEN CON
     JO
HE
ECTED
 NCEPT :
OT
Introduction   Discovery   Initial Concepts   Jot   61




PROBLEM STATEMENT

Support a student centered, task based
model of learning. To provide students
with the opportunity to learn with and
from each other in order to gain critical
thinking skills.
62       Introduction      Discovery        Initial Concepts   Jot




     INTRODUCING JOT
     Jot re-imagines how students, teachers,
     and digital content will interact with one
     another in future learning environments.
     It enables access to digital learning
     materials and tools on many surfaces at
     school with the Jot pen and focuses on
     both physical and digital collaboration.

     The Jot pen acts as the direct input
     tool for students to access dynamic
     class lessons, learning materials, and
     community content from classmates
     and teachers. Students may use their
     Jot pen on any Jot enabled surface at
     school, which are represented as regular
     objects for kids to interact with, such
     as classroom tables, collaborative Jot
     boards, and public environment pieces.
     We envision the Jot pen to be used
     during class lessons, collaborative
     learning sessions, personal learning
     explorations, and various sharing
     applications in the school. Outside the
     school, students may access Jot content
     through other Internet enabled devices
     such as mobile phones, tablets, and
     personal computers.

     Jot enables students to naturally and
     creatively interact with one another with
     the Jot pen through engaging digitally
     enhanced experiences.
Introduction   Discovery   Initial Concepts   Jot   63
64        Introduction                Discovery     Initial Concepts   Jot




     Students at Fung Kai No.1 Primary School
     trying	out	a	prototype	of	Jot	for	the	first	
     time. They are arranging virtual planets
     around to form the correct order together
     using the Jot pen and surface.
Introduction   Discovery   Initial Concepts   Jot   65
66        Introduction             Discovery       Initial Concepts   Jot




     Primary two students at Fung Kai No.1
     Primary School playing with a sample planet
     coloring application.
Introduction             Discovery           Initial Concepts   Jot   67




 Sending the newly colored planet from the
 table to another surface.
68         Introduction               Discovery       Initial Concepts                  Jot




     JOT ECO-SYSTEM
     With Jot, the pen and objects in the
     environment. The purpose of the Jot
     eco-system is to enable a future learning                                         in class
     infrastructure that supports accessible                                           enable digital and p
     engaging digital content, social networking,                                      collaboration in the
     and physical collaboration.
                                                        off campus
     The students’ personal link to the learning        access future learning
     management system is in the form of a pen,         management system
     a tool that allows access to learning material     content and tools
     and encourages creative exploration. Various       anywhere
     surfaces in the school such as desks, tables,
     and boards serve as display surfaces through
     which the pen allows interaction with digital                       student
     content.                                                            with flms
     Jot Elements

     Users
     Primary school students.

     Jot Pen
     Dynamic composable computing enabled                       student &
     pen for each student to connect and digitally              parent                 internet
     write on surfaces at school to access digital              with flms              devices
     learning content.

     Jot Enabled Surfaces
     Access digital learning content with Jot Pen
     around the school.

     Jot Learning Management System
     Cloud based content management system                                   many
     that stores and allows access to learning                               through
     materials, tools, and community elements.                               flms

     Internet Devices                                                                             in sch
     Enables access to Jot Learning Management                                                    encoura
     System outside of school without the Jot Pen                                                 in new le
     or Jot Enabled Surfaces.
Introduction              Discovery              Initial Concepts                Jot             69




physical
                                                                           group
e classroom                       student with                             & Jot
                                  student & Jot
                                                                                              many
        student                                                                               through
        & Jot                                                                                 Jot




                                                                                   teacher to many
                                                                                   through Jot




                                                                  future
                                             jot                  learning
    student            jot pen               enabled              management
                                             surfaces             system




                                                                                      student with
                                                                                      public & Jot
hool
age sharing and interacting
 earning environments
                                                                           student
                                                                           & Jot
                                             many
                                             & Jot
70      Introduction      Discovery     Initial Concepts    Jot




     JOT VALUES
     Engaging Content                 Accessibility

     Jot is a platform that allows    Engaging content is only
     educators and content            meaningful if it can be
     providers to rethink how to      accessed anywhere and
     deliver learning material to     everywhere. The Jot concept
     children. To captivate and       extends digital learning
     capture a child’s imagination,   content access outside the
     content creators must go         classroom into other school
     beyond simply digitizing         environments through digitally
     current learning materials       enabled surfaces. At school,
     for screens. Lessons             students only need a Jot Pen,
     should be designed to            and outside, any Internet
     allow student participation,     enabled device can connect
     peer collaboration, instant      to their personal learning
     feedback, reward based           management system.
     learning and high levels of
     engagement. Jot is both
     a system and interaction
     platform to support new
     and meaningful learning
     experiences.
Introduction     Discovery    Initial Concepts       Jot        71




Enabling Collaboration         Balance between Digital
                               and Physical
The primary focus for this
project was to focus on        It is important not to restrict
how technology can enable      and push interactions
real collaboration between     towards screens and
students to express their      digital objects alone. Jot is
creativity, solve problems,    designed to encourage real
and learn with and from each   world interactions between
other. Jot emphasizes both     people and in the tangible
on digital and physical real   environment. At the same
world collaborations.          time, with Jot, students
                               and teachers enjoy tools
                               and content that are more
                               enabling and enriching
                               than the present day books
                               and learning material. Jot
                               balances the advantages
                               of better feedback, control,
                               access,and interactivity
                               of the digital with the
                               advantages of tangible and
                               interpersonal interactions in
                               the physical world.
72       Introduction      Discovery        Initial Concepts   Jot




     WHY THE PEN FORM?
     The pencil and pen form has been
     a vital tool humans have used to
     communicate for centuries. It is a crucial
     instrument that aids not just writing, but
     also thinking and creative expression.
     Over time, with the advent of the
     personal computer and digital devices
     for many uses, we have replaced or
     supplemented the pen with keyboards
     and touchscreens. We believe that a
     keyboard or a screen based input and
     interaction system does not allow the
     same level of comfort and creative
     freedom as the pen does.

     We wish to propose a pen plus touch
     based input system that imitates the
     experience of using pen and paper.
     Finger based touch interactions are
     efficient	for	non-precision	based	actions	
     such as moving and pushing digital
     objects. However, the pen permits both
     freedom and precision with regards to
     activities such as writing, sketching,
     drawing, and controlling digital objects.
     The freedom and instinctiveness of
     using a pen is an experience that is
     comfortable to humans.
Introduction   Discovery   Initial Concepts   Jot   73
74          Introduction                Discovery     Initial Concepts   Jot




     SCENARIO
     Rumming is a grade 3 student at Fung Kai
     No.1 Primary school. On school days,
     she brings her Jot pen everywhere. It
     contains all her digital books, notebooks,
     schedules, everyting she needs. When she
     gets to class she can use any table as her
     Jot surface. All she needs to do is write
     her name on the table and then her class
     lesson, notebook, and school tools appear.

     During class, Rumming follows along on
     her desk as the teacher shows her various
     videos, photos, and interactive graphics.
     She likes how there is no need to write
     down everything the teacher says. Jot
     remembers and records what was talked
     about in class.

     Rumming	has	to	find	a	partner	to	learn	
     about the order of the planets by playing
     a game. Tom and her work together to
     solve the puzzle. After solving the puzzle,
     they both got a new clothing piece for their
     digital avatar, a spacesuit! Rumming is
     very excited and uses it right away.

     Next, she is working in a large group to
     find	all	a	constellations.		She	helps	to	find	
     Orion’s Belt and saves it to her pen. After
     class, Rumming excitedly goes to the
     school sharing wall to show off her new
     finding	to	her	classmates.

     Back home, although Rumming cannot
     use her Jot pen, she can still access Jot
     content through her laptop to see all her
     school materials and notes. She enjoyes
     to help her classmates with any questions
     they might have and share what she did in
     class with her mom.




     View video online:
                      http://bit.ly/iiaJLz
Introduction   Discovery   Initial Concepts   Jot   75
76          Introduction             Discovery          Initial Concepts                Jot




     PROTOTYPING
     What                                        How

     To prototype and test the Jot concept on    To enable pen based interactions with
     ourselves, peers, kids, and teachers.       digital elements on surfaces, we made use
                                                 of available software to connect infrared
                                                 pens to a surface. We were inspired by
                                                 Johnny Lee’s low cost multi-point interactive
                                                 whiteboard Wiimote program and eventually
                                                 settled on a program called Smoothboard to
                                                 track our infrared pen’s inputs. We projected
                                                 interactive Adobe Flash created digital
                                                 prototypes onto various surfaces to test and
                                                 used both custom made and commercially
                                                 produced IR pen’s as the direct manipulation
                                                 input method.




                                                                                     Computer


                                                                                     Pico Projector




                                                                                     Infra Red Sensor
                                                                                      Wii Remote




                                                                                     Infra Red Pen




                                                                                     Projection Surface
                                                                                      Table
Introduction   Discovery   Initial Concepts   Jot   77
78        Introduction   Discovery   Initial Concepts   Jot




     Making of IR Pen.
Introduction             Discovery         Initial Concepts   Jot   79




 Using the Wiimote to capture the IR pen
 and send to the computer.
80        Introduction             Discovery   Initial Concepts   Jot




     Demonstrating the Jot prototype
     to a primary school teacher.
Introduction             Discovery         Initial Concepts   Jot   81




 Primary three students drawing with the
 Jot prototype.
82        Introduction            Discovery   Initial Concepts   Jot




     Observing primary two kids
     using the Jot prototype.
Introduction   Discovery   Initial Concepts   Jot   83
84        Introduction               Discovery   Initial Concepts   Jot




     Testing the sketch interface.
Introduction   Discovery   Initial Concepts   Jot   85
86          Introduction             Discovery          Initial Concepts               Jot




     SKETCH UI
     What                                        How

     To prototype and test the Jot concept on    We created our prototypes in Adobe Flash
     ourselves, peers, kids, and teachers.       due to the interactive elements we needed
                                                 to portray, such as a planets alignment game
                                                 and painting planets with our input device,
                                                 the IR pen.
Introduction   Discovery   Initial Concepts   Jot   87
88     Introduction               Discovery                Initial Concepts                Jot




     REFLECTIONS

                      Charles Law

                      This project was a lot of fun for a variety of reasons. First, to have the
                      freedom to dictate our own design process proved to be valuable and
                      allowed us to really become immersed into the project. Taking the time
                      to talk to both our users and stakeholders,, hold participatory design
                      workshops, observe local school class lessons,, and then to later be able
                      to test our early prototypes with kids and teachers in a school environment
                      was enriching to take in.

                      The time spent with our users, both primary school children and teachers,
                      yielded a lot of thoughtful insights and really assisted our level of empathy
                      and understanding during brainstorming and design sessions. While
                      many insights seem obvious in hindsight, being there really allowed us
                      to	truly	believe	it.		This	project	affirms	to	me	the	importance	of	designers	
                      being	apart	of	first-hand	research	related	activities	because	by	being	there	
                      when users ‘do it’ really makes a big difference.

                      Through	time	spent	with	kids	and	classrooms,	I	also	saw	first	hand	
                      how	the	current	education	system	and	platform	is	immensely	flawed	in	
                      Hong Kong, and a drastic change is needed. There is not nearly enough
                      emphasis on task-based learning, and at the primary school children age,
                      this is a travesty. Adding in new technology will not remedy this issue,
                      there needs to be a fundamental philosophical shift towards education
                      reform in how we teach kids in the classrooms, and assign them learning
                      activities outside. As well, the teacher is more important than ever, and
                      any technological proposals in the classroom have to assist them to better
                      do their job. For them to work with kids in their education, rather than as
                      the primary task-maker.

                      The idea of Jot is to re-imagine how students, teachers, and digital
                      content will physically interact with one another in a future learning
                      environment. I think that we achieved some breakthroughs in interaction,
                      especially with how kids could interact with one another, in groups, and
                      with educational content in the classroom. A project like this requires
                      many iterations and trials in order to progress from idea to reality,
                      but I believe we have laid the initial groundwork and proved through
                      our prototype that the physical manipulation of digital content in the
                      classroom is highly engaging, and that there are many possibilities around
                      how this content could be delivered and experienced.
Introduction        Discovery                Initial Concepts                 Jot             89




               Edward Yen

               “Design thinking is changing our culture, not only in its external
               manifestations but in its internal character.”

               “The Idea of Design”, Victor Margolin and Richard Buchanan

               I used to be an industrial designer designing products. Those products
               I designed are based on an actual problem. However for this project,
               we don’t know the situation of primary school education in Hong Kong,
               we don’t know is there any problem or not. We have to go to school to
               obsreve	and	hold	workshops	with	kids,	learning	their	life	and	to	define	the	
               problem which is a breakthrough for me.

               Due to our target is primary students, we design workshops instead
               of formal interview to learn their life and how they learn both in school
               and off school. What we found interesting is during the workshop, how
               they express themselves and communicate with other student. It is
               because of us, designer, joining the research in person can learn their
               behaviors.	Doing	research	in	person	helped	us	define	the	problem	and	
               more importantly created a passion to keep doing the project because
               we believed that our design could really help and improve what we
               experienced about their current situation.

               After coming up with the idea, we prototyped our concept and created
               some sample content to testing on kids and teachers. When we saw
               how they used the prototype and were delighted in doing so, we gained
               confidence	for	our	design	concept.		As	well,	we	were	able	to	quickly	
               incorporate their advice to improve our prototype quickly. Without a
               prototype,	it	is	difficult	to	let	users	understand	our	design	and	obtain	
               useful feedback.

               The Jot project lasted for four months, during which we went from
               defining	the	problem	to	the	concept	solution.	I	learned	how	to	apply	
               various design methodologies to apply to my next projects.

               Lastly, I appreciate working with two great partners, Charles Law and
               Krupali Raiyani. I learned a lot from them especially how to work as a
               team and their specialities.
90     Introduction               Discovery                Initial Concepts                Jot




     REFLECTIONS

                      Krupali Raiyani

                      Jot has been one of the most fruitful projects that I have participated in.
                      Creating something for a target group that we knew so little of, has taught
                      me not just about technology for kids but more about the process of
                      discovering relevance in design. This project has been process oriented,
                      with the aim of understanding the needs and existing behaviour and
                      letting the desired experience guide our design thinking.

                      Our team has been fantastic to work with, each with our own strong
                      approaches and opinions, proactively taking up roles individually and
                      together. Our compatibility helped us arrive at a common vision which was
                      crucial to making a strong concept.

                      Jot developed from the recognition of the fact that kids learn from each
                      other, and learn by doing. There is a need to support collaboration,
                      participation and engagement in learning activity. The system in schools
                      needs to shift from passive receiving of information to immersive learning
                      that is student-centric. Jot supports these values by allowing access
                      to engaging tools that support digital and physical collaboration, and
                      encourage greater participation in discovering knowledge together while
                      supporting individual development. Jot embodies these principles by
                      allowing access of digital learning tools on physical objects in the school
                      environment through the Jot pen.

                      Designing for kids has brought forward new challenges. We discovered
                      creative ways of arriving at insights, and learnt to modify our research
                      to suit their lifestyle. The constraints of the project brief were taken as
                      a challenge and were interpretated as facilitators of new behaviour.
                      We broke down the technology of Dynamic Composable Computing
                      into meaningful actions that it can support. We stepped back from
                      requirements and understood the gaps in the education model and kid’s
                      learning	behaviours	first,	and	then	applied	the	values	of	the	technology	to	
                      the opportunity gaps.

                      Once conceptualised, prototyping and testing the idea was important
                      to us. We were able to communicate the bigger picture of the proposed
                      solution effectively by demonstrating a working prototype. Seeing school
                      children pick up the use of Jot effortlessly was the truly rewarding.
Introduction   Discovery   Initial Concepts   Jot   91
92         Introduction                Discovery               Initial Concepts                  Jot




     SECONDARY RESEARCH
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     Bloom - Wikipedia, the free encyclopedia. (n.d.). Wikipedia, the free encyclopedia. Retrieved
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     Brock,	M.,	&	Walters,	L.	(1993).	Teaching	composition	around	the	Pacific	Rim:	politics	and	
     pedagogy. Made in Hong Kong: An Imperialist Rhetoric and the Teaching of Composition (pp.
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     Children’s Websites: Usability Issues in Designing for Kids (Jakob Nielsen’s Alertbox). (n.d.).
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     http://www.useit.com/alertbox/children.html

     Druin, A. (2009). Mobile technology for children: designing for interaction and learning.
     Amsterdam: Morgan Kaufmann Publishers/Elsevier.

     Hong Kong’s Education System. (n.d.). Study HK. Retrieved December 2, 2010, from
     studyinhongkong.edu.hk/eng/01hkesystem.jsp

     Lazaris, L. (n.d.). Designing Websites for Kids: Trends and Best Practices - Smashing
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     smashingmagazine.com/2009/11/27/designing-websites-for-kids-trends-and-best-practices/

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     22, 2011, from http://teachingenglishzone.blogspot.com/2007/12/what-is-task-based-learning.
     html

     NG, Y. (n.d.). In Hong Kong, Cram School Teachers’ Image Rivals Pop Stars’ - NYTimes.com.
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     www.ted.com/talks/sugata_mitra_the_child_driven_education.html
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Thomas, R. M. (1979).Comparing theories of child development . Belmont, Calif.: Wadsworth
Pub. Co..

Traditional education. (n.d.). Wikipedia. Retrieved May 18, 2011, from http://en.wikipedia.org/
wiki/Traditional_education

Ye, F. (n.d.). Hong Kong Education: All Change. HK Stories - JMSC - HKU. Retrieved February
22, 2011, from http://www.hkstories.net/fall2010/?p=6805

Yeung, S. (2009). Is student-centered pedagogy impossible in Hong Kong? The case of inquiry
in	classrooms.	Asia	Pacific	Education	Review,10(3),	377-386.
SPECIAL THANKS

Hong Kong Polytechnic University School of Design

Project Supervisors
Dr.Xiangyan Xin
Michael Lai

Hong Kong Applied Science and Technology Research Institute

Primary Contact
Tristen Zhou

Fung Kai No.1 Primary School

School Staff
Liu Chi Leung
Wong Tak Yin

Students
Chan Ching Ho
Siu Lok Hang
Wong Ka Suen
Chan Chun Ho
Chu Tsz Yan
Wong Lai Kit
Leung Chak Yin
Chong Yee Lam

And to all who helped out, thank you!
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Jot - Technology for engaging learning

  • 1. An Exploration into Future Learning Environments JOT Work by Charles Law & Edward Yen & Krupali Raiyani Hong Kong Polytechnic University School of Design & Hong Kong Applied Science and Technology Research Intitute
  • 2. How can com computing te provide stude the opportuni with and from in order to ga thinking skills
  • 3. mposable echnologies ents with ity to learn m each other ain critical s?
  • 4. The following summarizes a four month This project was completed through the research and design project targeted towards MDes Interaction Design program at Hong collaboration, learning, and technology use Kong Polytechnic University School of Design in educational environments for young kids with the support and sponsorship from the studying in Hong Kong Primary schools. The Hong Kong Applied Science and Technology focus of the project was to investigate how Research Institute Company Limited. kids learned, played, and communicated with each other in order to imagine and propose a conceptual design solution involving ‘Dynamic Composable Computing’ technologies.
  • 5. DESIGN TEAM Charles Law Charles is from Vancouver, Canada and attended Simon Fraser University for his undergraduate studies in Interaction Design. Before moving to Hong Kong to study at the Polytechnic University School of Design, he helped global brands such as Nike and Visa captivate their customers in new and meaningful ways. Charles believes that interaction design is a process involving deep understanding of social and cultural contexts in order to stitch together complex disconnections with delightful outcomes. Edward Yen Edward is from Taiwan, experienced living in Shanghai for three years and later attended Beijing University of Aeronautics and Astronautics for his undergraduate studies in Industrial Design. Due to his interest in user-experience studies and system design, he moved to Hong Kong to study Interaction Design at the Hong Kong Polytechinic University. Edward believes that the study of human behavior and application of cultural studies and social sciences to design can create a better life. Krupali Raiyani Krupali grew up in Bombay, India, where she graduated in mass media studies and explored advertising and photography while discovering her passion for design. In her advertising avatar she’s put together integrated campaigns and worked on brand strategy, before channeling her skills to interaction design. Her work at The Hong Kong Polytechnic University involves solving real world problems by designing meaningful experiences. She is a keen observer of human behavior and believes that interaction design is about designing experiences that are sympathetic to human nature and context.
  • 6.
  • 7. PARTNERS Hong Kong Polytechnic University School of Design The School of Design is at the forefront of applying Asian innovation to global opportunities. It is committed to sustain excellence in design education, practice, consulting and research; to harness the legacy and dynamism of Asian cultures in creating solutions for human needs; and to create strategic models for products, brands, and systems in local and global markets. The school has over 1200 students and is the only institution offering design education at the higher level in Hong Kong. Hong Kong Applied Science and Technology Research Institute ASTRI was founded by the Government of Hong Kong SAR in 2000 with a mission of enhancing Hong Kong’s competitiveness in technology-based industries through applied research. In April 2006, ASTRI was designated the Hong Kong Research and Development Centre for Information and Communications Technologies by the Innovative and Technology Commission with special goals to perform leading-edge R&D for technology transfer to industry, develop much needed technical human resources and act as a focal point bringing together industry and university R&D assets. Fung Kai No.1 Primary School Fung Kai No.1 Primary School was founded in 1932 and is located in the Sheung Shui district in Hong Kong. It comprises of over six hundred students from primary one to primary six.
  • 8. PROCESS Introduction Discovery Secondary Research Prototype Iteration Participatory Design Workshop Camera Journal Testing Jot Class Observation Student Workshops Prototyping Primary Research Synthesis Initial Concepts
  • 9. Introduction 12 Brief 14 What is Dynamic Composable Computing? Discovery 18 Secondary Research Synthesis 24 Primary Research Outline 26 Participatory Design Workshop 36 Camera Journal 38 Class Observation 40 Student Workshops 43 Insights 44 Future of Education 46 Experience Guidelines Initial Concepts 60 Immersive Environment Room 64 Connected Pen Jot 61 Problem Statement 62 Introducing Jot 68 Eco-System 70 Values 72 Why the Pen Form? 74 Scenario 76 Prototyping 88 Reflections
  • 12. 12 Introduction Discovery Initial Concepts Jot BRIEF Explore the use of ‘Dynamic Composable Computing’ technology solutions within the context of local Hong Kong schools and collaborative learning. To approach the project as “researching as designing” and apply user-centric principles and methodologies during the design process. The outcome is to propose a concept demonstrating a clear thoughtfulness of research and synthesis to enhance interactivity and collaboration in and outside classrooms.
  • 13. Introduction Discovery Initial Concepts Jot 13
  • 14. 14 Introduction Discovery Initial Concepts Jot WHAT IS DYNAMIC COMPOSABLE COMPUTING? ‘Dynamic Composable Computing’ (DCC) Three emerging technology pillars that will is the impromptu assembly of a logical support Dynamic Composable Computing: computer from wireless components that • High-bandwidth wireless are nearby - enabled by wireless links and communication automatically assembling networks. • Effective processing • Platform sensing
  • 15. Introduction Discovery Initial Concepts Jot 15 It allows us to re-think how people interact with the environment and one another. DCC allows users to easily and seamlessly extend the capabilities of their mobile device extend the capabilities of their mobile device with the nearby resources in their environment, with the nearby resources in their environment, and further allow its resources to augment and further allow its resources to augment other devices in the locality. other devices in the New technologies will enable electronic devices to seamlessly connect to one another and affords many new opportunities and possibilities for people to
  • 16. DISCO
  • 17. OVERY
  • 18. 18 Introduction Discovery Initial Concepts Jot CURRENT HONG KONG CLASSROOMS The Hong Kong education system has a of Hong kong found that “70 percent of similar system to that of the United Kingdom, highschool students and about 50 percent and can be said to be extremely competitive of primary students had hired private tutors” by global standards. However, as more and numbers have increased since then (NG, research is being done in the areas of n.d). At various levels of schooling, major education reform and child learning, there examinations determine the opening up or are new criticisms over certain aspects of the closing off of certain options for the student’s schooling system. In particular, the major next level of schooling. In Hong Kong, local critiques of the system include: students take territory-wide examinations at Primary 5 and Primary 6, Form 5 and Form Memorization as a means to evaluate 7, to determine placement in upper levels of education. Depending on the results of these Schools in Hong Kong lay great emphasis examinations students are allocated schools on performance in examinations and that are separated into three “Bands”, with frequent tests. More importance is given to Band 1 being the best schools (“Hong Kong’s memorization and evaluation than learning Education System”, (n.d). As a result of this itself. As Dean of Studies at the prestigious examination culture, the approach towards Diocesan Boy’s School, P. L. Lau, argues acquiring knowledge is pivoted around “ Hong Kong students have been ‘spoon memorization and not understanding. fed’ [to the point that] they don’t know how to really interact within the society” Teacher centered learning (Ye, n.d). In order to cope with the stress and demands of competitive exams, most To branch away from rote memorization, Hong students attend private coaching after school Kong educators need to go beyond traditional hours. A 2005 survey by the University teacher-centred approaches in the classroom.
  • 19. Introduction Discovery Initial Concepts Jot 19 In many Hong Kong classrooms, often the Limited task based activities teacher teaches and student listens. There is a lack of group engagement due to the Once of the methods in creating a student old thinking of the teacher as task-maker centered classroom environment is through with students as their subordinates. For implementing task-based learning. Originally education reformers, “...there is a dire need developed by N Prabhu in Bangladore, as a to focus on individual students’ needs and means to learn language, task-based learning self-expression” (Traditional Education, n.d.) is based “on the belief that students may learn more effectively when their minds are focused Hong Kong has been actively promoting a on the task, rather than on the language they student-centred approach since the 1980s are using” (“What is ask-base learning”, n.d) but evidence show that is “mere rhetoric and has not been successfully applied” (Yeung, However, as a result of using testing as the 2009). Teachers have expressed frustration main means to evaluate children, there is a over the the lack of substantive support from lack of task based activities in Hong Kong the Hong Kong government to implement curriculum education. This has been a changes in the system (Yeung, 2009). “The recognized problem for over a decade, as the class size was too big, manpower and Hong Kong Development Council has itself resources were too limited, teacher training written that “...learning is more effective when was so inadequate. All these constraints learners take an active role in the learning discourage teachers to strive for more process” (Hong Kong’s Education System, ambitious development of the pedagogy” n.d.), however there is little evidence to reveal (Yeung, 2009). the required systematic and educational content changes required to apply such a transformation.
  • 20. 20 Introduction Discovery Initial Concepts Jot UNDERSTANDING HOW CHILDREN LEARN According to Piaget’s theory of cognitive development, children ages seven to eleven are in what is known as the “Concrete Operational Stage.” Children are beginning to understand explicit and concrete concepts, but still struggle with abstract and hypothetical ones. “The term concrete does not mean children must see or touch actual objects as they work through a problem, but implies that the problems they deal with at this stage involve objects that are identifiable and directly perceived or imagined.” As a result children learn best from and about things that they can understand firsthand, through trial and error, and are constantly sorting objects based on their properties and relationships. At this stage, children also learn and remember better when more of their senses are being triggered, seeing, hearing, touching, smelling, and tasting. When considering how children learn and learn how to think critically, educators should also consider the domains outlined in Bloom’s taxonomy. Bloom outlines six domains or levels of intellectual behavior in learning: Knowledge, Comprehension, Application, Analysis, Synthesis and Evaluation. Knowledge, the lowest level in Bloom’s Taxonomy, is defined as remembering previously learned material. It is associated with skills such as, observation and memorization. At the top level of Bloom’s taxonomy is the Evaluation Domain. Evaluation is concerned with the ability to judge the value of a material for a given purpose. Learning at this level is highest in cognitive hierarchy since it incorporates all the skills involved in previous levels (Bellis, n.d).
  • 21. Introduction Discovery Initial Concepts Jot 21
  • 22.
  • 23. Introduction Discovery Initial Concepts Jot 23 TOPICS OF INTEREST After an initial secondary research phase, we decided to focus on three key areas to begin exploring and keep track of through primary research: Learning through play Multi-sensory learning Group dynamics
  • 24. 24 Introduction Discovery Initial Concepts Jot PRIMARY RESEARCH OUTLINE Research Objective To gain an understanding as to how Hong Kong children live, learn, and interact with one another and their environments. We hope to understand our topics of interest from the perspective of primary school students, teachers, and parents. Primary Target Users Kids aged seven to twelve (Primary School) • Struggling to make sense of abstract concepts • Learn through seeing and doing. • Learn through trial and error. Secondary Users Primary school teachers and parents
  • 25. Introduction Discovery Initial Concepts Jot 25 SOME EARLY RESEARCH INQUIRIES Kids learning and teaching each other Teachers and School Environment • How do kids learn? • What is the teacher student relationship • What are kids taught in school? like? • Who do kids learn with? • What are the responsibilities of a teacher? • How do kids learn through play? • What are the teaching tools used in a • How do kids learn through teaching other? classroom? • How are kids encouraged to group learn? • How does a teacher support students at • How does multi-sensory learning work in an individual level? the classroom? • Is there any learning outside the class? How? • What are the teacher’s goals and Kids Interests priorities? • What kinds of games do kids like to play • What is the school environment like? now? • How do students spend their time in • What kinds activities and interests do kids school? like to do outside of school? • How involved are parents with the school? • How do kids like to interact with one another? • What kind of things do kids like to do? At Sharing school and out. • How and what do kids share? • How do kids behave in presence and • Sharing habits? absence of guiding adults? • What influences their interests? Technology Use • Technology habits. Kids outside of school • Internet habits. • What do kids do outside of school? • Online interactions. • How do they spend their time with family and friends? Media • What do kids learn outside of things they • Media consumption habits learn at school? • Media creation habits • Adaptability to new media • Education through media?
  • 26. 26 Introduction Discovery Initial Concepts Jot PARTICIPATORY DESIGN WORKSHOP What Participants To engage four primary school kids with 4 kids total. International Students. a series of activities, in order to begin an 3 kids aged 10 in primary 3. 1 kid aged 7 in understanding of our topics of study in a primary 1. three hour participatory design workshop. We designed four activities that tested our initial assumptions about our users and their environments, to express themselves without inhibition about our topics of interest, and hoped to inspire creativity and imagination through sketching, drawing, and brainstorming.
  • 27. Participatory Design Workshop Activities Planned Spin the Bottle Day in the Life Card Sorting Group dynamics
  • 28. 28 Introduction Discovery Initial Concepts Jot PARTICIPATORY DESIGN WORKSHOP Activity 1 Spin the Bottle What Why An ice breaking game to get to know the Kids get nervous when they meet strangers participants better while setting the mood of and especially adults. Making them feel comfort among the participants. relaxed and making friends with them is important in establishing trust and being Questions were framed with an element of fun able to participate in their natural habitat and and prepared on cards that players took turns activities. to pick and answer. Our team participated along with the informants in order to build an atmosphere of ease and trust through the course of the rest of the workshop.
  • 29. Results Kids did not feel that they are having an interview but rather like they were playing a game. They were very to answer questions and felt comfortable in conversing with our research team. We found this to be a great method to ask formal questions to kids in an informal way. In fact, our participants did not want to stop playing but due to time constraints we had to move onto the next activity. This game allowed the research team and participants to become familiar with each other and subsequently allowed both sides to converse and communicate informally and easily, which helped us when completing further activities. Aside from gaining information based on the kids answers to the questions in this activity, we started realizing the power of game mechanics, and how to engage through ideas involving play.
  • 30. 30 Introduction Discovery Initial Concepts Jot PARTICIPATORY DESIGN WORKSHOP Activity 2 Day in the Life Card Sorting What Why An exercise to map the activities and feelings To identify and prioritize elements to focus of a typical day of our target user. Our on and further address. After our team’s participants were asked to arrange a series of journey framework brainstorming exercise we cards representing objects, actions, places, realized that a better grasp of the everyday people, and interactions involving their daily life a child’s school day was required. Through routine. Pre-written and blank cards with pens this activity, we wanted to compare our were provided to allow flexibility in sorting and assumptions to the results of our participants communicating their expressions. card sorting. Their organization and actions will reveal expectations and priorities about our interested topics of study.
  • 31. Results This was one of the most fruitful activities during the workshop. While the activity yielded a rather generic glance at the activities of our participants daily lives, through the execution of this method the research team was able to communicate, interact, and consider the behaviour of our participants and how they worked together as a team to accomplish this task. Through this activity we were able to delve deeper into the lives of the kids and their feelings by asking them questions about what and why they were creating cards for and why they were moving them around. They revealed detail about their past experiences in classes, how they viewed certain activities, and provided intuitions and answers toward our topics of study. One surprising observation from this activity was how our participants loved to draw rather than write on our cards in order to express themselves. As well, the kids originally thought we were giving them origami to play with, and started to fold our cards in unexpected ways. This affirmed our prior readings regarding how kids will interact with objects in unexpected ways and it is important to design for kidsin a way that they can explore. We were encouraged by how comfortable kids were with drawing and writing, and by how much they enjoyed these actions. Through this activity, we not only learned about the daily life of our participants, but also how they acted, expressed, and communicated with their friends. These observations during this activity were important because it helped the design research team begin to become immersed in the culture of our target users.
  • 32. 32 Introduction Discovery Initial Concepts Jot PARTICIPATORY DESIGN WORKSHOP Activity 3 Performance Skit What Why To act out and involve our participants in a To illustrate our ideas and concepts to kids future classroom role playing scenario and in a tangible way. By enacting the activities, obtain feedback and additional ideas. The within a real or imagined context, we can design team put on a performance set in a trigger responses to the scenario that future classroom and demonstrated early otherwise may not be provoked if simply immersive learning concepts through real imagined through words. The design team lessons. For example, tablet sized cardboard hoped to gain insight into the scenarios as cutouts were handed to the ‘students’ well as inspiration about new ideas from the and were demonstrated in future learning participants. It was vital to demonstrate ideas scenarios. Participants were encouraged to kids through an experience in order to to follow along and voice their opinions correctly communicate our intentions and to and ideas during the skits. Other skits gauge their reactions. involved gesture based interactions that controlled the environment and various new device based ideas. As we explained and acted out different scenarios the kids were asked to imagine what they would do with the demonstrated magical objects and environments.
  • 33. Results It was important to properly communicate our ideas to the kids before they can properly inspire us, so this method was very useful to in creating an environment to focus their creativity and new ideas. During our skits, we had some instances where we did not have a working or fake prototype yet, and hence asked kids to imagine objects working in the heads. This turned out to be less effective because kids were unable to imagine scenarios if they didn’t believe that what they were holding or seeing was real, which was both surprising and disappointing. They dismissed instances that were imaginative, and hence were taken out of the scenario. However, we learned that it was only important if the participant believed that their experience was real, even if it wasn’t, so instances where we “faked” scenarios worked well and created a “wow” factor that inspired them. Through this method, one major insight was that kids were very excited and comfortable with new technologies in the classroom and were eager for interactivity in their lessons. When we demonstrated an idea where drawings could be wireless in the environment onto various walls, and successfully “faked it,” there was a moment of disbelief and the kids suddenly became very engaged in discussions and idea sharing, opening up and giving their own thoughts on future classroom scenarios as well as their current situations.
  • 34. 34 Introduction Discovery Initial Concepts Jot PARTICIPATORY DESIGN WORKSHOP Key Observations • Schoolmates are the most immediate resource when kids need help. • Kids manipulate and touch objects in unexpected manners. • Strong interest in creating and consuming media. Noted Observations • When kids know there is reward, they will change their behavior. • Drawing is an excellent method for kids to express themselves. • Group dynamics changes how kids behave. • In group work, a leader will usually emerge. • Kids love to collect things. • Kids want straight answers to questions. • Kids are very comfortable with technology. • Parents like to get involve in kids learning.
  • 35.
  • 36. 36 Introduction Discovery Initial Concepts Jot CAMERA JOURNAL What Why Provide participants with a disposable camera To reveal points of view and patterns of and ask them to take photos of objects and behavior about personal feelings that are not places that are important to them. possible to obtain through design workshops or interviews. Participants 2 kids, aged 10, both in primary 4.
  • 37. Results There needs to be clear instructions and constraints when giving assignments to kids. If this is not the case, the results may be difficult to parse. In our case, we presented kids with loosely defined instructions that asked them to take photos of objects and places of importance. While we did get some interesting photos, many of the kids photos were taken hours after receiving the camera. More focused instructions, and making the desired results more game- like with objectives would probably have garnered a better result. We had hoped for diverse photos and a different look into the life from the eyes of a child. While we did get that, many of the photos taken were around or inside their home. It might also help in the future if we provided a tool that allowed kids to take photos and draw on them, such as a Polaroid camera. The limitations of the disposable camera, 24 photos per camera, turned out to be a bigger constraint than the research team originally imagined. Still, through this activity it was very noticeable that kids love cameras and taking photos. By using these disposable cameras as prizes during our participatory design workshop, it helped us focus our participants during creative brainstorm activities. Noted Observations • Love to take photos. • Amusement from object collection. • Creates stories and meanings about the things and people around them.
  • 38. 38 Introduction Discovery Initial Concepts Jot CLASS OBSERVATION What Why Observed a general science class being Witnessing and capturing our target users taught in a computer aided room to primary habits, behaviors, and actions firsthand in four students. The design team sat in the their natural environment, in this case the class to obtain a first hand experience about classroom, is immensely valuable to ground how computers are used to teach students in the design team’s assumptions and thinking Hong Kong schools. towards the context. Participants Class with 30 kids, aged 10 and 2 teachers.
  • 39. Results Noted Observations Many unanticipated issues and revelations • In many classes there is little chance to were procured from the design team through ask additional questions to the teacher. this activity. For one, we were surprised that Classes are short with many students, and schools were already using computers to the priority of the teacher is to get through teach many general topics through digital the lesson. content software produced by various local content companies. Although rudimentary, • Kids were engaged with digital learning it emphasized that teachers and students content due to animations, media, sounds, were already comfortable with e-learning and interactivity. and that there is a growing need to make sure that the design, experience, and • There is a need for students to access interactions of such learnings be fruitful. digital lessons easily in class. Through observation and conversations with the students, they were more engaged • Teacher needs to be able to access all with the content due to the extra layer of computer screens in the class to focus media and interactivity that digital learning students as well as show them content entails. The class used Google Documents easily. in order to share programs, which every student had to log on to in the beginning of • Workbooks are written and drawn on for class. This expressed a need, for a school- later reference. friendly content management system for teachers and subsequently for students • Many students do not enjoy lecture based to access digital lessons in class easily. note-taking classes. During the lesson, there was a combination of students working individually on their • Students first ask neighbours and friends computer and the teacher taking control for help in class before teachers. of the class to explain and show parts of the lesson. The teacher also had control of • Students don’t have time in class to ask all the screen’s in the class, which for him teachers questions even if they wanted to. was important because he could focus the If kid’s miss something, they have to ask students when he needed to as well as show their neighbour. When classes end, they content to everyone easily. In additional to have little time to go to the next class. digital lessons, students all had their own workbooks that they wrote and drew on. • Students treated computer equipment We realized that it was very important for roughly and playfully. students to write things down, to draw, and to have something physical to study outside of the classroom.
  • 40. 40 Introduction Discovery Initial Concepts Jot STUDENT WORKSHOPS What Why Creative brainstorming and interview sessions To obtain the viewpoints of our target with small groups of students in similar age users and listen to their experiences and groups at school. Held informal discussions frustrations early on in the project. The goal about their thoughts and feelings about their of the workshop was to understand what current school experiences as well as discuss kids were going through at school and gain their ideas about new devices and tools to empathy for their struggles and real life help kids learn. Three different sessions, scenarios. filtered by age, thirty minutes each. Participants 3 sessions with 9 kids total. Session 1 : 3 Kids aged 8 in primary 2 Session 2 : 3 Kids aged 10 in primary 4 Session 3 : 3 kids aged 12 in primary 6
  • 41. Results Noted Observations Speaking with public school students • The actions, motivations, and values of provided the design team with a different kids in different grades are drastically outlook than those generated from the different. In particular, as kids get older prior participatory design workshop with they are more concerned with taking notes international students. In particular, the in class and memory based learning. This local students seemed less technologically may be obvious, but it is an important sophisticated than the international students. observation to grasp in the early design Not surprising, considering the income stage. level differences between the two groups, but it was unexpected that some students • In group learning, eventually someone will were unfamiliar with even what an iPhone always take on the lead role. was. Comparing kids of different ages, we noticed that there was a large discrepancy • The experiences and values of kids between their attitudes, values, behaviors, differ sometimes drastically between and expectations about school and the international and public Hong Kong world around them. With regards to school, schools. primary two and four students were less concerned about homework and taking • Many kids don’t ask their parents if they notes in class, rather they were encouraged have homework questions, but many do by how to explore the environment and as well. objects around them. Speaking to primary six students, who were aged twelve, they • During class, kids prefer to ask their expressed the importance of homework friends and peers before the teacher. and taking notes in class. Through this observation, we can infer that our ideas • Many students attend after school tutorial must further target specific age groups classes. due to their diverse attitudes, needs, and interests. Regarding this research • Kids expressed interest in having better methodology, we realized a couple things ways to follow along with the material that to rectify if given the chance. Firstly, the the teacher is going through in class. school seemed to have given us their best and most responsible students. With the • Kids demand playful and interesting chance to execute this activity again, it experiences. Whatever the learning would be recommended to specifically ask material is, if it is presented in a for different types of students, as to to gain a compelling fashion, kids will be interested better understanding of student diversity and in it. interests. • Kids want instant feedback for everything.
  • 42.
  • 43. Introduction Discovery Initial Concepts Jot 43 INSIGHTS FROM PRIMARY RESEARCH • Kids have a natural instinct • Kids pick up and learn how to to explore various uses for use something very quickly. different objects. • Kids will use an object • The idea of something in many different and physical for students to take unexpected ways. and bring around and modify, such as notebooks and • Learning through play is workbooks, is very important. powerful. • Group dynamics : somebody • Group learning is powerful. will assume the lead and others will follow. • Doing is learning. • Multi-sensory experiences • Kids enjoy being hands on result in more engaging and more than sitting, reading, memorable learning. and listening. • For many kids, their support • Kids like to participate in structure is with friends first, activities with each other. then parents, then teachers. • Kids form groups and there • For some kids, they cannot are different roles within the rely on their parents at home group. for homework help. • Kids are more engaged when • For some kids, they cannot learning with media. rely on the teachers for homework help. • Many kids love to collect objects.
  • 44. 44 Introduction Discovery Initial Concepts Jot FUTURE OF EDUCATION Steps towards education reform are creating frameworks that enable students to acquire critical thinking, collaboration, creativity and communication skills. An education solution that is designed with these values in mind should provide tools that encourage and inspire self initiated learning, task based activities, multi- disciplinary content and peer support. We believe the future of education is leaning towards allowing ‘immersive learning’ aspects over ‘passive learning.’
  • 45. Immersive Learning vs Passive Learning Group participation One way Multi-sensory Reading and listening Experience the content Memorizing Multi-dimensional Single dimension Encourage experimentation Ridid structure
  • 46. 46 Introduction Discovery Initial Concepts Jot EXPERIENCE GUIDELINES Inspire and engage me to learn. Interest children to explore the world around them. Teach me. Don’t tell me. Act as a guide and enable children to learn naturally with others. Don’t treat me like a kid. Deliver compelling experiences that make kids feel good about themselves. Respond to my actions. Provide meaningful and instant feedback.
  • 47.
  • 50. 50 Introduction Discovery Initial Concepts Jot IMMERSIVE ENVIRONMENT ROOM What Why A specially designed room in schools To allow for tangible virtual multi-sensory equipped with dynamic composable interactive lessons to be experienced computing enabled objects and displays by students. By providing an interactive meant to teach specially designed lessons environment, we wish to encourage self and offer unique learning engagements for initiated exploration, group learning and primary school students. learning through play.
  • 51. Introduction Discovery Initial Concepts Jot 51 Immersive Environment Room Scenario 1 Undersea Adventure Pre-scripted undersea adventure to learn about the animals and plants that live there. The teacher acts as their guide as each student receives a tablet like device and sets forth in a field-trip like experience. Clean the Ocean Students descend down the ocean and learn about pollution in the ocean and how it affects the life there. They are given the task of picking up garbage in the ocean. Nets appear on the screen of their devices and students go around the room finding and removing garbage from the ocean, saving the life there. Learning about Ocean Predators To learn about ocean predators, they have to work together as sea anemone or else be grabbed by an octopus and be forced to start from the beginning. Through this activity students gain collaboration and communication skills as well as knowledge about sea creatures. X-Ray the Ocean Once students successfully evade the octopus, they are given a gift on their devices and have the ability to ‘x-ray’ the ocean. From here, kids can go around the room and learn about the anatomy of various fish and sea-life with their own x-ray device. Lean about Ocean Life Students must work together to collect information about many objects in the ocean and find out their names and definitions.
  • 52. 52 Introduction Discovery Initial Concepts Jot Immersive Environment Room Scenario 2 Open Canvas The classroom is an ‘open canvas’ for students to pain, draw objects, and create their own stories by programming their own creations into the environment. Color Mixing Kids can learn about how colors mix together while painting through mixing and matching. Play and Paint Various dynamic composable computing devices can be used, such as soft objects to throw around to paint and effect surfaces in the environment. Animating Objects Kids can draw objects on their device, send them to the environment, and use simple gestures to create animations and a lively environment.
  • 53. Introduction Discovery Initial Concepts Jot 53
  • 54. 54 Introduction Discovery Initial Concepts Jot CONNECTED PEN What Why A dynamic composable computing enabled To rethink the way students connect to one device in the form of a pen that allows another, how interactive learning materials students to open up their personal learning are presented and experienced, and re- management system (LMS) on any enabled configure classroom dynamics in the school. surface at school in order to access and manipulate digital learning material and tools. The new LMS system will include dynamic access to learning materials, personal notes, and social content all accessible anywhere at school through the connected pen and at home through a web-based interface.
  • 55. Introduction Discovery Initial Concepts Jot 55 Connected Pen Scenario As students enter into the classroom for a lesson, they can sit anywhere and connect to their learning management system through their connected pen on any surface. Kids simply sign their name with their pen on the surface and can summon their digital objects. This includes contextual interactive class content, community functionality with the rest of the class, and private note taking applications. During the class, the teacher has full control over everybody’s digital spaces and may either provide learning content or limit certain functionality such as social networking and sending messages to others. As well, for any assignments during the class, immediate feedback can be given to many. Desks and digital spaces may be connected together to allow for easy group collaboration between students. For example, a large area can be produced for many students who have to work together to find and draw all the constellations in the sky. Outside of the classroom, students can also share their work in common areas around the school.
  • 56. 56 Introduction Discovery Initial Concepts Jot
  • 57. Introduction Discovery Initial Concepts Jot 57 SELECTING THE CONNECTED PEN CONCEPT The ‘Connected Pen’ concept was selected for further advancement due to the scalability of the idea, impact of intended interactions, and prototyping possibilities. The ‘Connected Pen’ allows us to explore how children can: • Naturally interact with new forms of interactive learning content. • Access digital learning materials in many new surfaces and environments. • Collaborate with others both physically and digitally.
  • 60.
  • 61. Introduction Discovery Initial Concepts Jot 61 PROBLEM STATEMENT Support a student centered, task based model of learning. To provide students with the opportunity to learn with and from each other in order to gain critical thinking skills.
  • 62. 62 Introduction Discovery Initial Concepts Jot INTRODUCING JOT Jot re-imagines how students, teachers, and digital content will interact with one another in future learning environments. It enables access to digital learning materials and tools on many surfaces at school with the Jot pen and focuses on both physical and digital collaboration. The Jot pen acts as the direct input tool for students to access dynamic class lessons, learning materials, and community content from classmates and teachers. Students may use their Jot pen on any Jot enabled surface at school, which are represented as regular objects for kids to interact with, such as classroom tables, collaborative Jot boards, and public environment pieces. We envision the Jot pen to be used during class lessons, collaborative learning sessions, personal learning explorations, and various sharing applications in the school. Outside the school, students may access Jot content through other Internet enabled devices such as mobile phones, tablets, and personal computers. Jot enables students to naturally and creatively interact with one another with the Jot pen through engaging digitally enhanced experiences.
  • 63. Introduction Discovery Initial Concepts Jot 63
  • 64. 64 Introduction Discovery Initial Concepts Jot Students at Fung Kai No.1 Primary School trying out a prototype of Jot for the first time. They are arranging virtual planets around to form the correct order together using the Jot pen and surface.
  • 65. Introduction Discovery Initial Concepts Jot 65
  • 66. 66 Introduction Discovery Initial Concepts Jot Primary two students at Fung Kai No.1 Primary School playing with a sample planet coloring application.
  • 67. Introduction Discovery Initial Concepts Jot 67 Sending the newly colored planet from the table to another surface.
  • 68. 68 Introduction Discovery Initial Concepts Jot JOT ECO-SYSTEM With Jot, the pen and objects in the environment. The purpose of the Jot eco-system is to enable a future learning in class infrastructure that supports accessible enable digital and p engaging digital content, social networking, collaboration in the and physical collaboration. off campus The students’ personal link to the learning access future learning management system is in the form of a pen, management system a tool that allows access to learning material content and tools and encourages creative exploration. Various anywhere surfaces in the school such as desks, tables, and boards serve as display surfaces through which the pen allows interaction with digital student content. with flms Jot Elements Users Primary school students. Jot Pen Dynamic composable computing enabled student & pen for each student to connect and digitally parent internet write on surfaces at school to access digital with flms devices learning content. Jot Enabled Surfaces Access digital learning content with Jot Pen around the school. Jot Learning Management System Cloud based content management system many that stores and allows access to learning through materials, tools, and community elements. flms Internet Devices in sch Enables access to Jot Learning Management encoura System outside of school without the Jot Pen in new le or Jot Enabled Surfaces.
  • 69. Introduction Discovery Initial Concepts Jot 69 physical group e classroom student with & Jot student & Jot many student through & Jot Jot teacher to many through Jot future jot learning student jot pen enabled management surfaces system student with public & Jot hool age sharing and interacting earning environments student & Jot many & Jot
  • 70. 70 Introduction Discovery Initial Concepts Jot JOT VALUES Engaging Content Accessibility Jot is a platform that allows Engaging content is only educators and content meaningful if it can be providers to rethink how to accessed anywhere and deliver learning material to everywhere. The Jot concept children. To captivate and extends digital learning capture a child’s imagination, content access outside the content creators must go classroom into other school beyond simply digitizing environments through digitally current learning materials enabled surfaces. At school, for screens. Lessons students only need a Jot Pen, should be designed to and outside, any Internet allow student participation, enabled device can connect peer collaboration, instant to their personal learning feedback, reward based management system. learning and high levels of engagement. Jot is both a system and interaction platform to support new and meaningful learning experiences.
  • 71. Introduction Discovery Initial Concepts Jot 71 Enabling Collaboration Balance between Digital and Physical The primary focus for this project was to focus on It is important not to restrict how technology can enable and push interactions real collaboration between towards screens and students to express their digital objects alone. Jot is creativity, solve problems, designed to encourage real and learn with and from each world interactions between other. Jot emphasizes both people and in the tangible on digital and physical real environment. At the same world collaborations. time, with Jot, students and teachers enjoy tools and content that are more enabling and enriching than the present day books and learning material. Jot balances the advantages of better feedback, control, access,and interactivity of the digital with the advantages of tangible and interpersonal interactions in the physical world.
  • 72. 72 Introduction Discovery Initial Concepts Jot WHY THE PEN FORM? The pencil and pen form has been a vital tool humans have used to communicate for centuries. It is a crucial instrument that aids not just writing, but also thinking and creative expression. Over time, with the advent of the personal computer and digital devices for many uses, we have replaced or supplemented the pen with keyboards and touchscreens. We believe that a keyboard or a screen based input and interaction system does not allow the same level of comfort and creative freedom as the pen does. We wish to propose a pen plus touch based input system that imitates the experience of using pen and paper. Finger based touch interactions are efficient for non-precision based actions such as moving and pushing digital objects. However, the pen permits both freedom and precision with regards to activities such as writing, sketching, drawing, and controlling digital objects. The freedom and instinctiveness of using a pen is an experience that is comfortable to humans.
  • 73. Introduction Discovery Initial Concepts Jot 73
  • 74. 74 Introduction Discovery Initial Concepts Jot SCENARIO Rumming is a grade 3 student at Fung Kai No.1 Primary school. On school days, she brings her Jot pen everywhere. It contains all her digital books, notebooks, schedules, everyting she needs. When she gets to class she can use any table as her Jot surface. All she needs to do is write her name on the table and then her class lesson, notebook, and school tools appear. During class, Rumming follows along on her desk as the teacher shows her various videos, photos, and interactive graphics. She likes how there is no need to write down everything the teacher says. Jot remembers and records what was talked about in class. Rumming has to find a partner to learn about the order of the planets by playing a game. Tom and her work together to solve the puzzle. After solving the puzzle, they both got a new clothing piece for their digital avatar, a spacesuit! Rumming is very excited and uses it right away. Next, she is working in a large group to find all a constellations. She helps to find Orion’s Belt and saves it to her pen. After class, Rumming excitedly goes to the school sharing wall to show off her new finding to her classmates. Back home, although Rumming cannot use her Jot pen, she can still access Jot content through her laptop to see all her school materials and notes. She enjoyes to help her classmates with any questions they might have and share what she did in class with her mom. View video online: http://bit.ly/iiaJLz
  • 75. Introduction Discovery Initial Concepts Jot 75
  • 76. 76 Introduction Discovery Initial Concepts Jot PROTOTYPING What How To prototype and test the Jot concept on To enable pen based interactions with ourselves, peers, kids, and teachers. digital elements on surfaces, we made use of available software to connect infrared pens to a surface. We were inspired by Johnny Lee’s low cost multi-point interactive whiteboard Wiimote program and eventually settled on a program called Smoothboard to track our infrared pen’s inputs. We projected interactive Adobe Flash created digital prototypes onto various surfaces to test and used both custom made and commercially produced IR pen’s as the direct manipulation input method. Computer Pico Projector Infra Red Sensor Wii Remote Infra Red Pen Projection Surface Table
  • 77. Introduction Discovery Initial Concepts Jot 77
  • 78. 78 Introduction Discovery Initial Concepts Jot Making of IR Pen.
  • 79. Introduction Discovery Initial Concepts Jot 79 Using the Wiimote to capture the IR pen and send to the computer.
  • 80. 80 Introduction Discovery Initial Concepts Jot Demonstrating the Jot prototype to a primary school teacher.
  • 81. Introduction Discovery Initial Concepts Jot 81 Primary three students drawing with the Jot prototype.
  • 82. 82 Introduction Discovery Initial Concepts Jot Observing primary two kids using the Jot prototype.
  • 83. Introduction Discovery Initial Concepts Jot 83
  • 84. 84 Introduction Discovery Initial Concepts Jot Testing the sketch interface.
  • 85. Introduction Discovery Initial Concepts Jot 85
  • 86. 86 Introduction Discovery Initial Concepts Jot SKETCH UI What How To prototype and test the Jot concept on We created our prototypes in Adobe Flash ourselves, peers, kids, and teachers. due to the interactive elements we needed to portray, such as a planets alignment game and painting planets with our input device, the IR pen.
  • 87. Introduction Discovery Initial Concepts Jot 87
  • 88. 88 Introduction Discovery Initial Concepts Jot REFLECTIONS Charles Law This project was a lot of fun for a variety of reasons. First, to have the freedom to dictate our own design process proved to be valuable and allowed us to really become immersed into the project. Taking the time to talk to both our users and stakeholders,, hold participatory design workshops, observe local school class lessons,, and then to later be able to test our early prototypes with kids and teachers in a school environment was enriching to take in. The time spent with our users, both primary school children and teachers, yielded a lot of thoughtful insights and really assisted our level of empathy and understanding during brainstorming and design sessions. While many insights seem obvious in hindsight, being there really allowed us to truly believe it. This project affirms to me the importance of designers being apart of first-hand research related activities because by being there when users ‘do it’ really makes a big difference. Through time spent with kids and classrooms, I also saw first hand how the current education system and platform is immensely flawed in Hong Kong, and a drastic change is needed. There is not nearly enough emphasis on task-based learning, and at the primary school children age, this is a travesty. Adding in new technology will not remedy this issue, there needs to be a fundamental philosophical shift towards education reform in how we teach kids in the classrooms, and assign them learning activities outside. As well, the teacher is more important than ever, and any technological proposals in the classroom have to assist them to better do their job. For them to work with kids in their education, rather than as the primary task-maker. The idea of Jot is to re-imagine how students, teachers, and digital content will physically interact with one another in a future learning environment. I think that we achieved some breakthroughs in interaction, especially with how kids could interact with one another, in groups, and with educational content in the classroom. A project like this requires many iterations and trials in order to progress from idea to reality, but I believe we have laid the initial groundwork and proved through our prototype that the physical manipulation of digital content in the classroom is highly engaging, and that there are many possibilities around how this content could be delivered and experienced.
  • 89. Introduction Discovery Initial Concepts Jot 89 Edward Yen “Design thinking is changing our culture, not only in its external manifestations but in its internal character.” “The Idea of Design”, Victor Margolin and Richard Buchanan I used to be an industrial designer designing products. Those products I designed are based on an actual problem. However for this project, we don’t know the situation of primary school education in Hong Kong, we don’t know is there any problem or not. We have to go to school to obsreve and hold workshops with kids, learning their life and to define the problem which is a breakthrough for me. Due to our target is primary students, we design workshops instead of formal interview to learn their life and how they learn both in school and off school. What we found interesting is during the workshop, how they express themselves and communicate with other student. It is because of us, designer, joining the research in person can learn their behaviors. Doing research in person helped us define the problem and more importantly created a passion to keep doing the project because we believed that our design could really help and improve what we experienced about their current situation. After coming up with the idea, we prototyped our concept and created some sample content to testing on kids and teachers. When we saw how they used the prototype and were delighted in doing so, we gained confidence for our design concept. As well, we were able to quickly incorporate their advice to improve our prototype quickly. Without a prototype, it is difficult to let users understand our design and obtain useful feedback. The Jot project lasted for four months, during which we went from defining the problem to the concept solution. I learned how to apply various design methodologies to apply to my next projects. Lastly, I appreciate working with two great partners, Charles Law and Krupali Raiyani. I learned a lot from them especially how to work as a team and their specialities.
  • 90. 90 Introduction Discovery Initial Concepts Jot REFLECTIONS Krupali Raiyani Jot has been one of the most fruitful projects that I have participated in. Creating something for a target group that we knew so little of, has taught me not just about technology for kids but more about the process of discovering relevance in design. This project has been process oriented, with the aim of understanding the needs and existing behaviour and letting the desired experience guide our design thinking. Our team has been fantastic to work with, each with our own strong approaches and opinions, proactively taking up roles individually and together. Our compatibility helped us arrive at a common vision which was crucial to making a strong concept. Jot developed from the recognition of the fact that kids learn from each other, and learn by doing. There is a need to support collaboration, participation and engagement in learning activity. The system in schools needs to shift from passive receiving of information to immersive learning that is student-centric. Jot supports these values by allowing access to engaging tools that support digital and physical collaboration, and encourage greater participation in discovering knowledge together while supporting individual development. Jot embodies these principles by allowing access of digital learning tools on physical objects in the school environment through the Jot pen. Designing for kids has brought forward new challenges. We discovered creative ways of arriving at insights, and learnt to modify our research to suit their lifestyle. The constraints of the project brief were taken as a challenge and were interpretated as facilitators of new behaviour. We broke down the technology of Dynamic Composable Computing into meaningful actions that it can support. We stepped back from requirements and understood the gaps in the education model and kid’s learning behaviours first, and then applied the values of the technology to the opportunity gaps. Once conceptualised, prototyping and testing the idea was important to us. We were able to communicate the bigger picture of the proposed solution effectively by demonstrating a working prototype. Seeing school children pick up the use of Jot effortlessly was the truly rewarding.
  • 91. Introduction Discovery Initial Concepts Jot 91
  • 92. 92 Introduction Discovery Initial Concepts Jot SECONDARY RESEARCH REFERENCES Bellis, M. (n.d.). Benjamin Bloom - Critical Thinking and Critical Thinking Models.Inventors. Retrieved February 22, 2011, from http://inventors.about.com/library/ lessons/bl_benjamin_bloom.htm Bloom - Wikipedia, the free encyclopedia. (n.d.). Wikipedia, the free encyclopedia. Retrieved February 22, 2011, from http://en.wikipedia.org/wiki/Bloom Brock, M., & Walters, L. (1993). Teaching composition around the Pacific Rim: politics and pedagogy. Made in Hong Kong: An Imperialist Rhetoric and the Teaching of Composition (pp. 28-29). Clevedon: Multilingual Matter. Children’s Websites: Usability Issues in Designing for Kids (Jakob Nielsen’s Alertbox). (n.d.). useit.com: Jakob Nielsen on Usability and Web Design. Retrieved February 22, 2011, from http://www.useit.com/alertbox/children.html Druin, A. (2009). Mobile technology for children: designing for interaction and learning. Amsterdam: Morgan Kaufmann Publishers/Elsevier. Hong Kong’s Education System. (n.d.). Study HK. Retrieved December 2, 2010, from studyinhongkong.edu.hk/eng/01hkesystem.jsp Lazaris, L. (n.d.). Designing Websites for Kids: Trends and Best Practices - Smashing Magazine. Smashing Magazine. Retrieved February 22, 2011, from http://www. smashingmagazine.com/2009/11/27/designing-websites-for-kids-trends-and-best-practices/ Life as a teacher. What is Task-Based Learning?. (n.d.).life as a teacher . Retrieved February 22, 2011, from http://teachingenglishzone.blogspot.com/2007/12/what-is-task-based-learning. html NG, Y. (n.d.). In Hong Kong, Cram School Teachers’ Image Rivals Pop Stars’ - NYTimes.com. The New York Times - Breaking News, World News & Multimedia. Retrieved February 22, 2011, from http://www.nytimes.com/2009/06/01/business/global/01iht-cramside.html Pong, W., & Wong, J. (2002). On the pedagogy of examinations in Hong Kong.Teaching and Teacher Education, 18(2), 139-149. Radio Johnny (2010, August 16). Debral Gelman on Designing Digital Experiences for Children. Podcast retrieved http://johnnyholland.org/2010/08/16/radio-johnny-debra-gelman-on- designing-digital-experiences-for-children/ TED Talks (2010, July). Sugata Mitra: The child-driven education. Podcast retrieved http:// www.ted.com/talks/sugata_mitra_the_child_driven_education.html
  • 93. Introduction Discovery Initial Concepts Jot 93 Thomas, R. M. (1979).Comparing theories of child development . Belmont, Calif.: Wadsworth Pub. Co.. Traditional education. (n.d.). Wikipedia. Retrieved May 18, 2011, from http://en.wikipedia.org/ wiki/Traditional_education Ye, F. (n.d.). Hong Kong Education: All Change. HK Stories - JMSC - HKU. Retrieved February 22, 2011, from http://www.hkstories.net/fall2010/?p=6805 Yeung, S. (2009). Is student-centered pedagogy impossible in Hong Kong? The case of inquiry in classrooms. Asia Pacific Education Review,10(3), 377-386.
  • 94. SPECIAL THANKS Hong Kong Polytechnic University School of Design Project Supervisors Dr.Xiangyan Xin Michael Lai Hong Kong Applied Science and Technology Research Institute Primary Contact Tristen Zhou Fung Kai No.1 Primary School School Staff Liu Chi Leung Wong Tak Yin Students Chan Ching Ho Siu Lok Hang Wong Ka Suen Chan Chun Ho Chu Tsz Yan Wong Lai Kit Leung Chak Yin Chong Yee Lam And to all who helped out, thank you!