mLearn next week - looking for people to trial uHavePassed for Institutions

I will be at mLearn in Wolverhampton next week - finding people to set-up trials for our new system: uHavePassed for Institutions.

If anyone would like a demo I will on Stand 5 with Sums Online - demoing uHavePassed and looking out for people to trial uHavePassed at their own institution.

Whilst there you can contact me on my mobile +44 7973 623337.

More details on uHavePassed for Institutions will be available after mLearn.

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03.Oct.08 handy education, m-learning, mLearning, mobile development, mobile phones, tools, uHavePassed Comment (1)

Why is the iPod Touch important for education?

I was asked last week why it is that I am fixated on the iPod Touch and its use as an educatonal tool. Once I had answered this adequately it was pointed out to me that I have not explained the point well enough on this blog. So here it is…

iPod Touch 2G

iPod Touch 2G

iPod Touch as a mobile computing platform

The introduction of the second version of the iPod Touch OS brought with it the ability to run third party applications. The opening of the OS in this way meant that the iPod had graduated from being a media player into a mobile computer platform.

The route that the iPod has taken to become a mobile computer platform is as important as the technology that has been used. The brand of Apple was not well known outside of computer users 10 years ago - but with the the iPod it is now a household name. That the iPod is now well known is great - that it dominates the MP3 player market with 75% market share is part and parcel of this. To become a mobile computing platform with this heritage and the buzz of the Apple marketing machine means that the iPod Touch is a much more acceptable and ‘cool’ device for learning than a Windows based PDA.

The ‘cool’ competition

There are other brands that can also move into this space with more teenage credibility than Microsoft - Sony with it’s playstation brand and Nintendo with the DS. It seems that the heritage of both these companies as gaming companies does not allow them to open up their platforms to a plethora of 3rd party developers as Apple has done with the iPod Touch and Microsoft to a much greater extent with Windows Mobile. The gaming device companies have had a business model for years that involves selling devices at a loss and then making money back with licensing fees from the developers. Apple has always made a profit on every device it sells and therefore opening their platform provides an opportunity for extra income and does not risk existing income.

Sony and Nintendo have also created very targeted gaming devices with inputs and controls that are only found on gaming devices. Nintendo embraced touch and audio input prior to Apple - but the touch area is quite small. The issues for Sony and Nintendo to overcome with the physical aspects of their devices can be resolved in future models and they both still offer the best competition to Apple in terms of ‘cool’ devices.

A final characteristic of both gaming devices is that they rely on physical media to primarily distribute content. This again reflects the heritage of selling games via retail channels. Apple has been extremely lucky with the dominance of the iPod because this has also allowed Apple to become one of the largest digital content retailers with the iTunes Store.

So the iPod Touch is cool and as a mobile computing platform and it faces little ‘cool’ competition as such. Apple is getting aggressive and has inspirations for the iPod Touch to move into gaming and compete with the gaming devices rather than waiting for them to move into the mobile computing market.

The death of the PDA

There are two other types of devices that can be used for mobile computing in education - Windows based PDA devices and smartphones. The PDAs have a long heritage in mobile computing and provide a very open platform with digital delivery (however lacking a single easy retail channel to compete with the iTunes Store). The problem for PDA devices is that their market is shrinking thanks to competition from smartphones and gaming devices. For business and personal use a PDA makes little sense when a user can get a smartphone that can provide them with the same functionality and the functions of a phone.

This shrinking market means that one of the markets where non-phone devices make sense is when schools or other education institutions sponsor the use of a particular device. Non-phone devices are preferable in schools because they create no problems related to the payment of phone bills and connectivity can be more easily controlled through school WiFi connections. It is not clear if this market is big enough for it to be viable for device manufacturers to continue creating PDA devices.

The device already in the pocket

The final type of devices that offer competition to the iPod Touch as a mobile computing platform for education are the smartphones. Statistics only show the smartphone market to be increasing every year and this had led to a very competitive marketplace that is driving down costs. Smartphones are very fragmented though with many different platforms:
*Windows Mobile
*Blackberry
*Symbian (Nokia, SonyEricsson and Motorola)
*Linux
*Android (from Google autumn 2008)

All of these platforms are open (more open than the iPod Touch) and on many of the platforms are Java compatible. However there are lots of different screen sizes and input mechanisms that vary across the devices. The variations in device specifications mean that there are phones for every type of user but make it much harder to write software and some phones are just not powerful or large enough for educational content to work.

Phones are ‘cool’/desirable and already in the pockets of students - but the lack of standard configurations means that there is very little software for these devices. The lack of an ‘education standard’ makes it hard for consumers to choose devices, schools to put their weight behind particular configurations and developers to focus their support.

I am writing this article on a plane with my Nokia N810 so I feel I should also quickly mention the ‘Internet Tablet’ devices. These devices are the successors to the PDAs and are very powerful - with great off-line capabilities, a keyboard and great application distribution features. They lack however any media player credibility (they do it - but not as effortlessly as an iPod). The power & flexibility of these devices is also a flaw when compared with the simplicity & usability of the iPod for “non-geek” users.

Other ‘netbook’ computers like the Asus EEE are not pocket devices and not up for consideration.

Conclusions:The iPod Touch has the least flaws and the most advantages at the moment

The iPod Touch / iPhone platform is a single configuration of screen size and input mechanism which helps in the creation of content. The brand is also well known and understood by consumers as desirable and ‘cool’. It is easier for school to encourage the use of iPods with students and parents.

The heritage of the iPod as a media player provides compelling reasons for students to use one with or without educational content. The addition of gaming to the iPod Touch only makes the devices more compelling to students.

The iPhone is a great device for consumers who want the functionality of a smartphone but can run all the same software as an iPod Touch. The iPod Touch is great for schools who do not want to be involved in billing issues. (The media player market is more secure than that for PDA devices and a better investment for schools.)

The digital delivery platform greatly reduces the barriers for developers of niche software (such as education) to compete globally and find viable markets. This distribution method also means that operating system upgrades are applied more easily and more widely than any other mobile platform.

The iPod platform has flaws:
*Lack of keyboard input
*little competition to drive down price
*no compatibility with existing software
*A psuedo-open platform that is tightly controlled by Apple

In my opinion at the moment the advantages mean these flaws are acceptable and in some ways these flaws are a consequence of the advantages.

It has become clear to me in writing this article that to seriously compete with the iPod Touch platform would take a combination of something like Nokia, Nintendo and Amazon.

I hope this has laid out in a bit more detail why I see the iPod Touch and iPhone as being highly important as a mobile platform for education. I welcome comments and opinion to help sharpen my understanding and thoughts on the issues facing students, educators and parents in choosing and using mobile devices in education.

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16.Sep.08 devices, education, handy education, m-learning, mobile development, mobile phones, tools, uHavePassed Comments (4)

New York Times Article on iKnow initiative

Yesterday I mentioned the iKnow initiative at Freed-Hardeman University well today it is covered in more detail in the New York Times.

From the article:

The rush to distribute the devices worries some professors, who say that students are less likely to participate in class if they are multitasking. “I’m not someone who’s anti-technology, but I’m always worried that technology becomes an end in and of itself, and it replaces teaching or it replaces analysis,” said Ellen G. Millender, associate professor of classics at Reed College in Portland, Ore. (She added that she hoped to buy an iPhone for herself once prices fall.)

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21.Aug.08 devices, education, handy education, m-learning, mLearning, mobile development, mobile phones Comments (0)

iPhone / iPod Touch canvas size

Above is the canvas size of the iPhone and iPod touch  - quite big isn’t it!

I’ve updated the popular post we have on designing for the small screen to include some notes on the iPhone / iPod Touch screen canvas.

Just showing the screen canvas on a normal computer monitor I think is quite instructive about how much smaller it still is to a computer - but the post also shows the canvas size in relation to other mobile phones.

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11.Aug.08 devices, handy education, m-learning, mLearning, mobile development, mobile phones Comments (0)

Mobile Megatrends conference

Ajit Jaokar is organising a great conference about the next mobile megatrends - but too far away for me to attend!

If you are lucky enough to be in California on the 8th of September or even luckier and are there all the time - please have a look at the website and consider attending : http://www.mobilewebmegatrends.com/.

There are people speaking who are well worth listening to - in addition to Ajit there is Barbara Ballard who is always worth listening to about usability on mobile devices and should have an interesting perspective on the upcoming megatrends.

OMTP’s new initiative BONDI will also be discussed and I think the talk around this might be very interesting.

I’ll have to cope with just twitter and the resulting blog posts for my understanding of the next mobile megatrends.

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11.Aug.08 mobile development Comments (0)

Revision, Planning and Data capture

As we have become more experienced in what works and doesn’t work on mobile phone we have begun to focus our efforts in three specific areas when writing tools to support students - Revision, Planning and Data capture.

Why are we so focused only on these three areas? We believe that these are the areas where Handy Education (using convenient tools) is most useful and effective.

Revision / Practice

When revising the content of a course - most of your time is spent in one place with your text books (and other materials) around you - reviewing your notes and writing more concise notes. Of course not everyone revises in this way - but lets call this the most common approach. Is there a place for a mobile phone during these sessions? Maybe (I am sure the imaginative could crowbar in a way to include a phone in these sessions), but I think the phone comes into it’s own when away from these sessions.

We try to support students here by providing ways to do “micro-revision” to support these sessions - with Flashcards and quizzes to help practice recall of the ideas and concepts.

With process and technique based concepts like those of Mathematics the most effective way of learning the technique or process can be to repeat and practice it. There must be feedback to help the student understand where there are problems in the process, so the student learns to correct these problems.

We have been using mobile programs to help people work through mathematical problems, whilst providing immediate feedback with step by step instructions on how to correctly calculate the answers. These programs are less sophisticated than PC based equivalents - but the convenience of use means that they can be used many times to help build a students confidence in these problem areas.

Planning

Having convenient access to a list of outstanding work and upcoming deadlines is of great use to students (especially university students and adult learners who have to balance their studies with other parts of their life).

This data should be available to students in any way that they need to access it - via computer or phone or other device.

We are making sure this data is available in all these ways.

Data Capture

Capturing data about your workplace or  work situations is very useful in a number of vocational courses these learning diaries are used as new skills are aquired and practised at work. Being able to capture - audio notes, videos, pictures, text and structured data that can be used later by a student to review their progress and used in write-ups - is very convenient when using a mobile phone.

As we continue to develop our platform for students we are making sure all of these areas are covered.

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06.Aug.08 devices, education, handy education, luzia research, mobile development, mobile phones, tools, uHavePassed Comments (0)

Handy education - not mobile learning

When I first got involved with mobile phones and education - my first impressions of the usefulness of having support on your mobile phone were completely wrong.

The first tool I wrote was a tool to help me learn German vocabulary - I had a list of 1000 words that I wanted to be able to remember and I already had made a pile of flashcards for the first 100 words that I carried in my pocket. I wanted to stop having to remember to take carry the flashcards with me - so putting them on my mobile phone made a lot of sense. I purchased a Windows mobile and in a couple of days wrote a program to help me track and manage these virtual flashcards.

My vision was that I would use these flashcards in the same places I was using the real flashcards - whilst waiting for people, on a train etc. The idea for me was simple - the phone program would make life easier by tracking which vocabulary I knew already and which I didn’t and if I my memory for it was getting progressively better. The program would also mean I would not have to remember to take the flashcards with me.

What really happened though was that I started flicking through the cards in many places, taking 2 minutes here whilst waiting for the kettle to boil at work - another 2 minutes whilst on hold on a phone call etc. I would flick though the cards whilst sitting in front of the telly, lying in bed and in many other unexpected situations.

What became clear to me was that having the program on the mobile phone - did not only help me study outside of the house and office - where it was more difficult before, but it removed barriers to studying in those normal places also. Before I had to go and get the flashcards - organise them in piles, and then work through them - once finished I would have to make sure they were put away carefully and then return them to their place of origin. Now I had ot reach into my pocket and press 2 buttons - state was restored from my previous session and off I went, when finished - press one button  - lock the phone and back in my pocket.

The realisation that my mobile program had reduced a barrier to me building my vocabulary, rather than just allow me a more convenient way to package a learning resource was key for me.

Indeed with uHavePassed we receive information back from our users about when they use the software (each time they synchronise with the server) - we can see what time they take tests and it turns out that very late in the evening is a very popular time. It is our assumption that our users are in bed at this time and taking practice tests. The motivation and effectiveness of studying before sleeping should be the subject of a separate debate, but I found this to be further evidence that programs on mobile phones do as much to encourage and support students in the house, school or place of work as they do outside of these places.

Whenever I talk to others about the tools we write for mobile phones - the picture they first create is of people on a bus or train etc. It takes some time to realise that mobile learning tools can be used anywhere (even infront of a computer) because they are designed for short interaction periods, focused only on specific tasks and give good continuity through start / resume functions.

For us the phrase mobile learning is a great way to first introduce the tools we create, but is highly inaccurate in detail - our tools can be used anywhere, but location is not key.

In German the word for mobile phone is Handy (just to prove that first program worked) and reflecting on the English meaning of this word, convenient, says to me it would be better if we thought of what we did as Handy Education - not mobile learning.

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04.Aug.08 devices, education, handy education, languages, luzia research, m-learning, mLearning, memory, mobile development, mobile phones, tools Comments (5)

Impressive mobile solutions from the Polytechnical University in Valencia

Today I was visiting the Polytechic University of Valencia (La Universidad Politécnica de Valencia) and got to see some of the interesting work they are doing there with mobile phones and learning.

Within the DISCA department they teach two courses on programming mobile phones which are project based courses. I met Juan-Carlos Ruiz-Garcia who leads both of these courses and got to see some of the work they have done and are in the process of doing.

One tool allows a PDA or Windows Mobile Phone to take over a PC and has a simple custom controller for Powerpoint. The software can also be used to take control of another PDA or allow the screen from a PDA to be shown on a projector. The software works on bluetooth or over WiFi (I think the bluetooth is too slow to be useful) and can be installed on any windows device (PDA, phone, tablet PC etc). This was impressive software and will be used in anger in a trial of Tablet PCs that they will start using next year.

The second project I saw was a mobile learning platform for languages with really impressive facilities for loading up multi-media clips (both audio and video). I was shown an example of how it worked with “We are the champions” from Queen - the audio was loaded with two text files with the English and Spanish lyrics. The lyrics were automatically matched up so that each line in English was associated with the line in Spanish - but this could be edited allowing for translations that only work for double lines etc. The audio was then played using a neat flash control and the use just has to press the spacebar each time a new line of lyrics started in English. In the end an xml file was generated that could be used with their authoring tool to make up learning objects.

Using the authoring tool - a small course module was built using music, video and text which contained many exercises focused on the needs of the student. This was then shown to be in a web browser.

Where is the mobile stuff? OK the cherry on all of this was the Windows mobile client that allows a user to take the work offline on their phone and complete the assesment. The content was synchronised with the device and then a student can continue to revise offline. At the moment they have a few problems with synchronisation time (20 minutes), but these will be ironed out and I think it will make a nice piece of project work.

The approach is very similar to the uHavePassed system we have built, although their system can take much richer audio and video clips, this is only possible on a Windows device with Wifi - uHavePassed can support any Java based phone on any internet connection and with any QTI formatted data so any authoring platform can be used.

We plan to do some more work with the university and I will be interested to see how these projects move forward.

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23.Jul.08 education, m-learning, mLearning, mobile development, mobile phones, tools, uHavePassed Comments (0)

The iPhone iPod Touch Platform and education

Now that the App Store has been launched for the iPhone and iPod Touch these devices must go down as the easiest devices ever made for purchasing and installing software on.

The App Store makes it so easy to install software on these devices in a couple of clicks, and if you need to pay for it - well you just use the same payment method you use for buying music amazing.

No other company / device has the infrastructure and user trust in place to emulate this (and for competition reasons I wish they did).

So what does this have to do with education? Well once you get over the ease of installation - the apps are great - the feel and way they work is so simple they look like they have been designed for a 4 year old - but lets be honest that is what we all want - simple and elegant. I hope that Apple have style guidelines and that they are insisting on developers keeping to them before then can have a place in the App Store.

Yes OK, but what does this have to do with education? Well easy to use and easy to get hold of applications that are engaging and accessible and on devices that students can fit in their pocket have never been available before. Technically all this has been possible, but not on a  real device that is being purchased by real students, and working in such an easy elegant way.

So let’s start getting content on to these devices - and find out what works and what doesn’t  - this method of easy installation and easy to use apps is the future on this device or others - we can only learn from here on in.

We (Luzia) missed the boat with these devices and I wish we were on the App Store today - but we plan to start work in August rectifying that!

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16.Jul.08 education, mobile development Comments (2)

Writing for the small screen

Working on the small screen is a different discipline and one with lots of new rules, over the past two years we have learnt many lessons about how to write content, manipulate images and design applications that work well on the small screen.

Differing screen sizes

Sizes of small screens vary from the practically unusable 96×96 pixels to what is now becoming quite common 240×320 pixels (see images below).

An example 96x96 pixel canvas

An example 96x96 pixel canvas

An example 128x128 pixel canvas

An example 128x128 pixel canvas

An example 176x220 pixel canvas

An example 176x220 pixel canvas

An example 240x320 pixel canvas

An example 240x320 pixel canvas

These canvases do not represent the physical size of the screen - just the amount of pixels that there are on a screen, the canvas that we can paint on.

Confusingly the physical size of phone screens is getting smaller (or staying the same but the canvas sizes are increasing)  because new technology now provides better resolution.

Screen resolution of a screen is measured in Dots Per Inch - DPI (the terms dot and pixel are often interchanged), in recent years the number of dots (pixels) that can be fit into an inch of mobile screen has increased from 96dpi to 153dpi. You still see 96dpi screens with a 96×96 canvas  which means that the screen is 1 inch by 1 inch (2.54cm x 2.54cm) because they are cheap to make, but phones like the Nokia N95 now have a 240×320 pixel canvas that is 1.56×2.09 inches (3.96cm x 5.3cm).

I may have confused things now, but what I want to make clear is that canvas size on a phone is not the same as physical screen size, writing in a font that is 20 pixels high will result in text of physically different heights on two different phones.

When we develop an application we only know the canvas size of the phone we are working on - not the actual physical size of a phone screen.

What is usable?

Well 96 x 96 pixels is our view is next to unusable, fonts on these screens mean that readable text is physically quite large and you can fit between 10-18 words on a screen, this means the user must do a lot of scrolling, and also there is little space on the screen to make the experience a little nicer using nicer graphics and borders.

We view the minimum usable screen size as 128 x128 and this works well for mostly text based applications, but if images are important in your application then you must move up one more notch to 176×220 as a minimum screen size. An example of this is that in uHavePassed for the UK driving theory test we need to show pictures of road scenes and in our testing with the content for the UK driving theory test - the image detail on a 128×128 canvas was not good enough (even using the tricks mentioned later).

What are the restrictions?

The first thing you need to review when designing a mobile application is how the lack of “spare” or “extra” space on the phone screen will restrict the design, a good analysis of these restrictions and proper understanding of them means that you can in most cases turn the understanding into a positive experience for the user.

Firstly you must look at which parts of the content are actually going to be relevant to the user and if the current organisation of the content is ideal - questions to ask for text based content:

  • Should the content be reduced?
  • Should the content be re-ordered?
  • How should the content be grouped?
  • Should it be accessible from different perspectives?
  • Would some users prefer summary content and others the original? if so how will this be enabled?
  • Should the text be hyperlinked to allow better navigation and accessibility?
  • Is it really relevant to the user?

For image based content you might want to consider:

  • Is the image needed?
  • Could an image that is used elsewhere be reused?
  • Would it be better to crop the image to remove extra irrelevant content or resize it for the phone?
  • Would panning and or zooming on the image help the user, would it get in the way or is it over the top for the purpose?
  • Should we rotate the image to use the screen better?

Then you have to start looking at what can be displayed together, do the text and images need to be displayed together, how to show a link?

New Interactions

All of this should lead to a cut down set of content and a cropped set of images perhaps even a library of images for each canvas size.

We firstly like to create mockups of our projects using index cards to mimic the canvas size of a 176×220 phone and try to work out how interactions will work with a brainstorm. I plan to cover intereactions in a follow up post.

UPDATE with iPhone canvas size:

An example 320x480 pixel canvas

Here is the iPhone canvas and to get some perspective on this - it has twice the number of pixels of the largest screen we have shown above.

Should we think of this as a small screen? I think so - even though it has more pixels than any of our other examples - the actual size of the screen is still fairly small at 51.42mm x 76.38mm (2″ x 3″).

iPhone applications don’t waste space and are very aware of the lack of spare screen - so it is generally designed for as a small screen.

In landscape mode this screen is the equivalent of two Nokia N95 phones side by side (casing not included).

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16.Jul.08 m-learning, mLearning, mobile development, mobile phones Comment (1)